Valandil Ancalime wrote:
I would go with the tribe's ritual of manhood include getting really hammered. since he can't, every one keep calling him 'child' and such and he never get the respect and statues a grown up would. Honor can be a strong plot hook even more then numeric bonuses. 'In our tribe it's not how much you can guzzle down, it's how hard it get's you down!'
I can see the slights already:
Ju-Mo. wrote:
Actually there are rules for this, they are just bunched together without being overly specific. Doing standard\full round actions underwater reduce the time one can hold his breath: "A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. " since this would include stuff like casting a spell (I'm not going into ALL the things that include) babbling should follow suit.
speaking of racial feats build.
With all 5 you can set a 5 ft radius space (that mean 4 5 ft squares around one grid point) that anyone who start their turn there is automaticly entangled in a psido tangalfoot bag and take acid damage (no save on both) and need to make saves or be blind and take and 2d6 bleed damage. they also need a standard action to free themselves. before the Tarrasque got upgraded in the inner sea gods with the unstoppable racial ability, a level 2 nagaji fighter who took 3 of the feats could have stopped him in his tracks, with no to hit rolled or save allowed, and force him to spend his turn getting free before it could move onward. (if he could somehow get close enough to spit and this doesn't stop the Tarrasque from simply ranging him to death or just hitting him since he would probably be inside his reach.)
Azothath wrote:
Which is why I wrote: 'worship' and not worship. Azothath wrote: The spell Sow Thoughts does not confer any bonuses per RAW but the trait does... interesting but these are casters and generally don't care about melee. no but it is a permanent compulsion effect the trait does and all it need is: 'Whenever you are under the effects of a compulsion effect, you gain a +1 trait bonus on attack and damage rolls.'it doesn't say anything about the attack and damage only being for melee, your rays can benefit from it too, don't you just HATE missing a ranged touch attack? and bumping up even the cantrip acid splash is nice.
For anyone who 'worship' Raz i'd suggest picking up the overpowered trait 'Strength of Submision' and pay a caster to cast Sow Tought on you for those sweet permanent +1 to hit and damage bonuses.
As a sorcerer you can also use the spell yourself but sorcerer spells known are so limited it's usually better to just pay 10 gp once (and carrying 25 gp worth a scroll in case anyone dispel it) this should be a lot better then picking this spell (unless you REALY want it for other uses)
to the OP: - You can get sheltering stubborness. Thus the first round you are just dazzled (-1 to attack rolls and sight based perception) and can cast spells to prevent the ongoing confusion. can be combined with the Padma Blossom from bellow to negate the confusion (and save a spell slot) while not having to keep it in hand all the time. - the Subconscious Ursurpation feat will cost one feat less, but you will have to be able to remove the confusion with a mental ability which would be harder to get. - the fortunate trait will let you roll twice (once per day) and pick the better roll which would mean getting the 25% to act normally (and then remove the confusion via your own spells) has a higher chance of happening. - grasping (probably take up a hand) the Padma Blossom make you Immune to confusion and other things while granting +3 to concentration (which should also be nice to cast spells in combat). downside it also make you immune to moral effects, most of which are bonuses (rage, bless, etc). - the spell Nine lives last an hour per level and will let you overcome confusion among other things. 8th level clerical spell though.
ranged specific casters classes (or such) which have their class's ranged weapon repair\restore itself isn't that rare.
ask your GM to be a bit considerate, as this is a major part of the class and having it breakdown on use is a big drawback.
my conga-line build can end up with 15 mirror images of himself that move around separably (so he can pull of a conga-line dance all by himself) At his highest level has 2 heads while almost constantly being in lighting stance. so you got the blurry images of 16 2-headed men moving about. (and he gets 50% miss chance when some1 attack him and 50% auto save from any will save he make). and he can still pull out attacking once a round with vital strike(butchering axe) + sneak attack. do note the full build is evolving up in the thread, not set out fully at the op
basically you have flanking of a large enemy when 2 melee that threat are positioned at: 1 & 1
3(any) & 4(any)
1332
1 to anything but the other 1 is not a flank.
-------- -all of the above does not including creatures with reach!
i had a GM who house-ruled that resistance bonus and enhancement bonus to abilities (like a belt that increase str etc) from different magic items stack, up to the worth of the more expensive item compared to the generic item for said bonus. so two items that add resistance bonus to saves, one that gives +2 and one that gives +1 would grant a +3 to saves if the more expensive one was at least worth 9.000 gp (the cost of a cloak of resistance +3). if the items would give a total of +4 but the cost was between 9k and under 16k it would give only +3 etc.
TxSam88 wrote:
where does it say you must commit evil to become evil?!?. if you commit evil you become one, but that's like saying the only way to be blind is to get your eyes poked out. cause and effect. an effect can have more then one cause.
or are you saying only people who actually do good deeds can be of good alignment?! is a cripple blind man who can't move must be natural? doing some things can force an alignment change. but nothing is stated of how the initial alignment must be set. --- as for "would not cause their alignment to shift - no harm"
also even if he WAS evil. he wasn't doing anything evil at the time he was ambushed by would be adventurers and killed on the spot on his way home to his wife and children. now who is in the wrong and how can you claim "no harm done?" a person was just murdered in cold blood mind you! this is exactly the black and white mindset i was aiming to prevent in my players.
I was teaching 3.5 D&D at youth centers. and was trying to help the new players see things in other colors then black and white, so.. the Paladin found out the town's butcher pinged as evil. after investigating he learned the man was a ruthless (chicken) killer (he also slathered lambs and such) but never hurt any humanoid out of fear of the law. so he vented his evil tendencies to where the public wouldn't mind.
a group of female only players who just killed their first goblin, after just meeting him outside the town in the hills, found a note in his pouch which was pretty much this only with goblins in it.
so from all this you can see my take on the whole 'ping as evil' thing.
i learned this way back in old school D&D. it was a real shook to the young me to learn that the two evil nobles we were fighting were actually in love with each other and would even sacrifice themselves to save one another. Told me that evil can be something other then the old one-track movie evil.
one of the drake classes that can cast summon monster\nature ally III and above(druid, ranger etc) with the feats to gain an improved familiar (ether vmc or the familiar tree feats) then nabbing the Summon guardian spirit feat (with one of the dragon options there) and topping it with the right leadership feat. get you drake companion, dragon familiar, spirit dragon familiar & a dragon cohort. to save on feats this trait will count as iron will for the 'Familiar Bond ' feat (and is more themed for druidic characters). so instead of iron will>familiar bound>improved familiar bound>improved familiar you only need the last 3 feats to gain an improved familiar without a familiar class ability. a human draconic druid with the trait who retrain their level 3 feat can have it all done by level 7. you can also have as many Basalt dragon figurine as you can afford.
the best way to figure how to uncheese a cheese player's character is to mirror it and learn how the players deal with it. also as Derklord pointed out, most witch's hex are not that hard to deal with even without going to unreasonable lengths. (my players were really upset when a Koblod just went over to his sleeping shaman and bumped him on the head saying 'wake up, no nappy time!')
i consider all love to be a sort of magic. considering that some orthodox definition to magic is something that works and happens even though it have no real base in the logical nature of the world to make it work. An old teacher of mine used to laugh and say 'if it works and you can't explain why - it's magic, which is why to me anything a computer does is also pure magic. it works every time, but i can't explain why'
VoodistMonk wrote:
na dude. he's still vulnerable to pigeon @#$ from above...
for the op. if you want the coolness of switching weapon on mass without the hassle of having to worry about the weapon down-preforming on you. maybe look at the gloomblade fighter archtype. sure he doesn't leave his weapon behind nor pick up his enemy's but he start empty handed. pull out almost any kind of melee (and at higher level thrown) weapon he think would be good for that attack and can switch to an other just as fast. it can stack up with the venomblade archtype -if you got access to the Nagaji race or pick racial heritage(nagaji). which can build on (and improve) the spit venoom feat tree chain for an effective long range attack with a ton of debuffs (the 5 feats in the tree scale up with the levels). I call the combined fighter archtypes the 'Voomblade'
i don't see it mentioned so i'll add. a creature with only one natural weapon that it can use(and stuff like claws\ talons that let it attack twice is considered more then one) no matter what kind of natural weapon it is, use it as a primary weapon and add 1.5 of it's str bonus to the damage it deal with it. (again unless specific rules apply to it, like some of them are said to always be considered secondary no matter what). In case of a natural weapon of one kind with more then one attack (like the talons, hooves etc) it uses the primary weapon rules (with normal full str to damage) and do not get the 1.5 str to damage. so a creature with: - 1 natural weapon with single attack form (bite, gore, slam etc). even if it's normally listed under secondary would use full bab and 1.5 str to damage. - one type of natural weapon that has more then one attack (hooves, talons, claws, tentacles etc) , even if it is listed at the table under secondary attacks it uses the primary attack rules and full str for damage to each attack. - more then one kind of natural weapons (x+y, can be claws, bite, hooves etc etc etc) uses the table to see which is primary and which is secondary. i am not sure, but i think that in case all are secondary it can pick one to be primary. - ANY natural weapons and manufactured weapons and uses both kinds in the same turn (not including attacks of opportunity), all natural attacks, even primary ones, are using the secondary weapon rules (unless specific ability change it)
the thing most people who complain about WBL forget, is that the players 'paid' for that extra wealth. they used up their feats for it. and while wealth can be easily obtained (to some extant, depend on gm and play) feats are limited resources. the twist is when they craft for the rest of their party. the more character they craft for the 'better' the feat becomes.
to be fair there is a difference between enchanting an item and crafting it with the craft skill.
games should start at level 1 in ether the tavern or the jail\mental ward\shipwrecked island. anything else is blasphemy. the BESST games start on a shipwrecked island in the made-up tavern's jail of course! (the character's clothes should all have tags labeled 'property of St. Thilia, if found please return to ward C')
deathlessone build above has access to both rogue talents and can pick a bomb discovery via the rogue talent of bomber's discovery, which call out to 'modifies a bomb' but doesn't state it has to be from the 'bomb discoveries' list. so pick up the rogue talent of cunny trigger (can trigger traps he makes as swift action within 30 ft range) and the Explosive Calligraphy alchemist discovery which let him set up semi- explosive runes (which is a magical trap) with his bombs. best parts -its permanent so she can make a bunch days a head of time and as per the spell inside 10 ft range there is no save Youd have to ether allow the bomber and bomber discoveries for unchained rogue (which a see little problem with. The unchained couldn't list every side book rogue talent out there) or use chained rogue. i used a build that had the bomber talent, no Variant Multiclass and no trickster. straight up underground chemist.(can splash with scout for extra sneak attack options) can also do a lot with normal alchemical splash weapons as minimum damage with no save. splash weapon mastery feat let you gain more targets with it. just +5 int mean 6 minimum splash damage up to 5 spaces at no save since splash weapons other then bomb give no save for half for the splash damage and it's a dc 5 to aim at a grid. underground chemist treat splash weapons as weapons for drawing them so quick draw let you full attack. even with two weapon fighting penalties hitting dc 5 for grids is easy.
ok so you have darkvision - you can see in darkness (but not deep darkness). make sure you can spam light (or dancing light) and get the eclipsed spell metamagic for it = at will darkness. ("An eclipsed spell does not use up a higher-level spell slot than the spell’s actual level.") so most of the time you are ether in darkness = 50% miss if they can't see in darkness. or if there is higher level of light it will be dim light, again 50% miss for you. won't work vs darkvision (but might if it's dim light. that ruling is wonky)
i would also house rule for any baldebound magus that has a claw attack or ways to use slashing unarmed strike to use his left hand as his blakblade. going full chuni mode! ("the dark powers that lay dormant in my left hand are awakening! :)
if you are looking to never die unless you are killed the Living Monolith prestige class get this at level 10: Ageless Stone (Ex): At 10th level, a living monolith becomes immortal. He ceases aging (though any aging effects already accrued remain in place) and becomes immune to energy drain and death effects, though he can still be killed by other means. along with it's 6th and 9th level abilities to meld into stone at will and use statue at will he can try to achieve even this.
A protector familiar would eventually have your full hp as his total hp and can take half your damage. it can also gain fast healing 5 if you take the right feat. that kinda double your hp total and give you fast healing 5 up to half that total.
Path of glory is a 2nd level bard's spell that point for point is better cost friendly then infernal healing when used from wands. specifically in cases of large armies that need spread out healing. and while it's a level higher then infernal healing the total amount it can heal is a lot more and can be spread to more allies.
funny enough it should work on undead as well.
the spell should be ok. the alt racial abilities, like any other alt racial ability depend if the half elf has the racial ability to trade it with. And if he does, I would allow it. (some other GM might not. be sure to ask yours) if he doesn't have the ability to trade then no. -the same as any other race who would like to trade an ability but find out he lack it
so let's take a closer look at the 'moonkissed' alt ability: "
This replaces elven immunities and keen senses.
ok so it trade the elven immunities and keen senses. if the half elf has exactly the same alt abilities (but it would say half elf instead of elf). i would allow the trade off the elf's 'elven immunities and keen senses' say: "Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects." "Keen Senses: Elves receive a +2 racial bonus on Perception checks."
and the half elf has: "Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects." "Keen Senses: Half-elves receive a +2 racial bonus on Perception checks." seem alright to me! Story-wise id say his elven parent was a Moonkissed elf (so they never had the elven immunities and keen senses but got the moonkissed ability). like this, while Atavism is a thing, there is more sense that their child, who they had along with their human partner, will show the same abilities then go back to the ancestral elven abilities.
get shield focus and then shield brace and you can use a pole-arm with an axe head that need two hands along with the shield. this should get you a bigger axe then any one handed you might find. a fighter can have it done in 1st level. anyone else might take around 3 levels or more (depend on build)
No archtypes or special races needed.
Spell Kenning: Spell Kenning (Su): At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.
At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day.
First let me say thanks for the responds so far. A friend of mine mentioned that it seem like nothing really prevent the person trapped from bending his knees and jumping out of the circle when it is his turn (as long as he can clear the distance from the middle of the trap). And that it should just be a 50/50 chance out of which trap he end of leaping. Walking out probably won't work as taking the first step would still sent the target to the middle of the next trap.
So in case of jumpers it seem 3 traps are needed. 1 to send the target into a loop of two traps with no room to jump out of.
there is also alchemist Cupcake's secret way to turn led into gold. be warned some might frown upon this method.
Na, see? you got it all backwards, Minor Wish and Wish (and Miracle) are just more powerful versions of Prestidigitation. they are the Dire and Kaiju templates of this cantrip. every standard wizard knows Prestidigitation, given enough time, research and power and the spell can be upgraded into it's more powerful versions.
just wanted to add this super-secret hidden class which is an almost unknown divine archtype to the arcane archer!!
now you can have everything arcane archer has but with a divine caster as base! You must worship Erastil so limited alignment allowed But Erastil have many-many goodies for archers\divine archers like this feat
Derklord wrote:
*1: separate doesn't mean unrelated. throwing a weapon that is not meant to be thrown is using it as improvised weapon (which is why throw anything feat is a thing). a rule can be sited in more then one place you know. see touch spell in combat and also in the magic se3ction for example.surprisingly enough in the thrown weapon rules of the equipment they are given -4 for throwing a weapon not designed to be thrown just as if they had thrown a bucket or any other improvised weapon...gee could it be because it's an improvised weapon rules?
*2 i never said the word general was in the text. in fact i never used "" in there to quote since it wasn't a quote. i was trying to make you understand that what you were talking about is a GENERAL RULE and as such the rule it speak is about how weapons GENERALY work. so yea. that is why i bolded it out. and the point since you seam to miss was the GENERALY weapon are separated to melee OR ranged see swords vs bows\darts but there are SPECIFIC weapons which are in more then one group. see how logic work here? *3 you know what? i agree they should have put the weapon group back when they printed the weapons. idk why they didn't. maybe lack of space or they thought 'hey it has a range in the info that should be a clue big enough. ether way the archive do add that info in the weapon, maybe they thought it would clarify what the core book was not clear enough with, my point stand the fact a weapon has range indicated mean it is a ranged weapon.
no no, when you throw a weapon with no range indication then it's considered an improvised weapon and doesn't proc any of it's normal magical abilities. (there is an example of throwing a sword as improvised weapons in the improvised weapon section if i recall). but any weapon with a range indication be it 5, 10 30 or more IS designed to be used in ranged combat and is by the rules posted above a ranged weapon (oh and don't bring then why isn't it in the ranged weapon table, they didn't want to double post every weapon that can be used in both. the ranged weapon table is for weapons that do not normally have a melee option).
also if starknives are thrown but not ranged weapons. then how come some starknives (look up the unique weapons there are more then a few) have the ranged weapon ability of returning? going by "thrown =\= ranged" it should only be used on thrown ranged weapon that are not melee (such as javelins and darts).
you are making a mistake reading the rules there. all it say is that ranged weapon are in general less effective in melee (as one can tell by getting aoo when you try to ranged in melee or if one try to stab with an arrow). you decide that since star knife ARE effective in melee they can not be ranged since '' Ranged weapons are thrown weapons or projectile weapons that are not effective in melee". but you are just using a GENERAL rule (which speak about effectiveness of using weapons for ranegd or melee not necessarily types) on a specific thing that happen to be a unique thing.
"By gripping the crossbar that runs through the weapon’s open middle, a wielder can strike with it as a deadly melee weapon. Alternatively, by gripping it by the outer rim, a starknife’s light, aerodynamic design allows it to be thrown short distances in a manner similar to a chakram." -chakram i think you'd agree IS a ranged weapon? not designed for melee( you need to take care not to hurt yourself if you do use it in melee after all) a weapon CAN be of more then one type. there is no rule that it has to be only one ranged or melee. you read the part talking about usefulness of the weapon as if it talk about the only way the weapon can be used. btw the wushu dart have a dual use as well: "This sharpened wooden spike can be used as a punching weapon, but it is also perfectly balanced for throwing." which part here claim it is only melee or only ranged?!? even if that WAS talking about the way to separate melee and ranged weapon id say " general vs specific". generally melee weapons are ineffective in ranged combat, and ranged are ineffective in melee. some are specifically good for both.(read their info to find out more)
without going into the whole question of "is being able to deal piercing damage with a weapon make the weapon a piercing weapon" which some people like to nitpick (i say it does and end it there), you can try weapon versatility
fencing and dervish are a no-no since they call out specific weapons (rapier and scimitar) and not talk about piercing light\one handed weapons at all. slashing grace might be if your unarmed strike count as a slashing weapon. some might allow feats that let you deal slashing weapons with unarmed strike to work with it (i think 'tiger style' allow for slashing unarmed damage?). others would say that YOU can use it with slashing damage, but the WEAPON itself is not one.
in 3.5 we had a Snake Hengeyokai (magical animal that change shape. the base for kitsune but can be any animal) druid who asked if she can have the half-orc barbarian party member as her animal companion. saying if a humanoid can have a snake as a companion a snake should be able to have a humanoid. he did have a very low int. so i agreed, letting him have some kind of a gestalt combination of his barbarian class with animal companion abilities.
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