Dexinis

Ryze Kuja's page

Organized Play Member. 4,096 posts (4,212 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 7 aliases.


1 to 50 of 766 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.
Quote:

Telekinetic Strikes

School evocation [force]; Level magus 2, psychic 2, sorcerer/ wizard 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target one creature
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The touched creature’s limbs are charged with telekinetic force.

For the duration of the spell, the target’s unarmed attacks or natural weapons deal an additional 1d4 points of force damage on each successful unarmed melee attack.

Quote:

Toppling Spell (Metamagic)

Your spells with the force descriptor knock the affected creatures prone.

Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.

A toppling spell only affects spells with the force descriptor.

Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.)

==================================================================== =======

Quote:
Is Telekinetic Strikes a valid target for the metamagic Toppling Spell?

Yes, you may prepare a Toppling Telekinetic Strikes spell.

Quote:
If it is, how does it interact with making multiple natural attacks?

You can make a Trip attempt every time you cause force damage with unarmed attacks or natural weapons.

Quote:
My perfect world involves multiple trips in a turn (similar but different circumstances to the question asked about MM and the same metamagic)

Perfectly kosher, provided multiple attacks that round are successful, you could have multiple trip attempts. I'm sure you already know this but I'm going to say it for the benefit of those who might not, but you can't trip a target that is already prone. So, you would have multiple trip attempts per round, but you'd stop making trip attempts once you have your first successful trip attempt and knock the target prone.


2 people marked this as a favorite.

Familiars are completely mundane creatures that become magically enhanced through a special magical bond with their master, granting them all the ability score bonuses and special abilities we've all come to know and love. So familiars are very much magically-enhanced creatures, and that magic never ends even if the master dies; for example, if a Wizard dies and the familiar survives, the familiar still retains all of its magically enhanced ability scores and languages known.

So, if you abandon a familiar for a new one, that familiar would retain all of its magical enhancements like increased Int, any known spoken languages or sign languages, HD, HP, Saves, Skills, Improved Evasion, Spell Resistance, but it would lose the ones that directly include/require the Master, such as Empathetic Link, Deliver Touch Spells, etc..

This is actually a really good idea for a story hook tbh... PC's meet an abandoned, distraught familiar and the ex-familiar wants.... vengeance? to re-unite? find a new master?


1 person marked this as a favorite.
Bjørn Røyrvik wrote:


The big question here would be what do you consider a campaign wrecker?
Do you consider things that do not fit in the setting (or at least the GM's current plan for the game) but would not be mechanically a problem to be campaign-wreckers?

Honestly that is entirely up to the GM as to what they would consider a "campaign wrecker". Personally, I would consider a Deck of Many Things as THE ultimate campaign wrecker, but as far as other items, it would be a case-by-case basis.


2 people marked this as a favorite.
Mark Hoover 330 wrote:
Ryze Kuja wrote:
Mark Hoover 330 wrote:

Here's what I'm getting: the only reason to ban/restrict crafting is to benefit the GM. Maybe it's a "playstyle" that the GM gets to decide whatever items the PCs are worthy of having; maybe they're trying to protect game balance or force PCs to accept McGuffin quests they have planned so that the plot stays on their track. Maybe the GM just doesn't enjoy Downtime scenes/scenarios or doesn't want to detour their plots for lengthy crafting times. Whatever the case, the only real reason to remove the crafting is b/c the GM doesn't like it.

Fine. This isn't MY cup of tea but at least most of respondents in this thread say that they tell their players these things up front. Chell's post in this thread however brings up the concern I have; when GM's run games based mostly on their own whims vs those of their players, there is the temptation to derail previously established crafting capabilities for the sake of the GM and nothing more.

That is... frustrating.

Tbh, I find the compulsion for a GM to ban crafting or certain items to take away from the PC's experience. There are some items that are absolute campaign wreckers though, so I understand why GM's would ban things like Deck of Many Things and other similar items. But if it's not a "campaign-wrecker", it should be available.

Here's my thing R to the K: unless my players are absolute total noobs, they likely know some items like the Deck of Many Things are campaign-wreckers. If they still want them... its' EVERYONE'S campaign to wreck, including theirs. If the players are nihilists or shenanigan-types that just want to see the campaign world burn, let 'em.

There is NO story I've ever written for any of my home games that is so sacred and sacrosanct that it should be considered completely immune from player devastation. Period. Now again, as HR upthread says, this type of playstyle isn't for everyone and I don't expect everyone to get on board with me. At the end of the day...

Personally, I don't ban things very often, if at all. I even play with all 3pp content so that the PC's can achieve exactly what they want with their character. If a PC is still not happy with the available content, then we start custom-creating items/feats/classes/archetypes, whatever you want. And yeah, if they get super powerful for their level, then that's when I just scale up the encounters. Combat Manager is a godsend for this style of play because as the GM you can choose a level 8 mook and then add templates, HD, and beef up their CR to 21 in less than 30 seconds. Just add water and presto, you've got an encounter.

The Deck of Many Things isn't banned at my table, but I might disallow the PC's to get one until certain milestones in a campaign are met though. That way if they want to wreck the campaign, at least I got what I needed.

Whenever I GM, we play in my homebrew world, and I'm very much of the philosophy of "build something so that way you can destroy it". The world is a sandbox and everything in it are just sand castles waiting to be destroyed; I encourage my PC's to destroy my world on purpose, so honestly the Deck of Many Things hasn't ever *needed* to come into play to sate the PC's desire to destroy stuff or introduce chaos to the world. My PC's have even destroyed/dislodged entire continents, and I even helped them plan how to do it :P


2 people marked this as a favorite.
Mark Hoover 330 wrote:

Here's what I'm getting: the only reason to ban/restrict crafting is to benefit the GM. Maybe it's a "playstyle" that the GM gets to decide whatever items the PCs are worthy of having; maybe they're trying to protect game balance or force PCs to accept McGuffin quests they have planned so that the plot stays on their track. Maybe the GM just doesn't enjoy Downtime scenes/scenarios or doesn't want to detour their plots for lengthy crafting times. Whatever the case, the only real reason to remove the crafting is b/c the GM doesn't like it.

Fine. This isn't MY cup of tea but at least most of respondents in this thread say that they tell their players these things up front. Chell's post in this thread however brings up the concern I have; when GM's run games based mostly on their own whims vs those of their players, there is the temptation to derail previously established crafting capabilities for the sake of the GM and nothing more.

That is... frustrating.

Tbh, I find the compulsion for a GM to ban crafting or certain items to take away from the PC's experience. There are some items that are absolute campaign wreckers though, so I understand why GM's would ban things like Deck of Many Things and other similar items. But if it's not a "campaign-wrecker", it should be available.


1 person marked this as a favorite.

Combat Manager is my go-to resource for generating NPC's. You can essentially select just about any creature/NPC from the bestiary, level them up, add HD, whatever templates you want (like half-dragon, half-celestial/fiend, w/e). And then I use Fantasy Name Generators to name them.


2 people marked this as a favorite.

I like it. I would consider a different name for the spell though, as to truly differentiate it from the Cleric Spell. Maybe something like: Interdiction, Prohibition, or Disallowance. And 6 hours seems like a really long cast time. I would drop that to 1 minute or 10 minutes.

I would also include some verbiage about allowing the caster's allies to use a password when they enter the area, or by uttering the password at the time of casting a teleport spell that would allow them to teleport inside/outside of the spell's effect.


1 person marked this as a favorite.

I typically start campaigns at level 3. Honestly the only reason to start at level 1 is to acclimate a newbie to the game or to increase the difficulty for veterans looking for a low-level challenge.


1 person marked this as a favorite.
Sysryke wrote:


Hmmmm. Five bucks is certainly reasonable, though I'm usually adverse to spending money on anything "frivolous" for myself. Will Combat Manager actually let me build characters inside of it, or is it just for tracking information I plug in?

It should be free, unless they recently started charging a fee I'm unaware of. As far as building characters inside of it and saving them, I'm not sure, I've never tried. I usually build whatever character that I need, then copy/paste it over to an excel document that I use for my Campaign File, and then build a new creature, then copy/paste that one over as well. Rinse Lather repeat until I have all the monsters/npc's I need for an encounter.

The first time you make your first monster, it's going to take you a little while to get used to all the options/templates you can add, but once you build about 10-20 characters, you're going to be building these characters in 30-45 seconds. It's so easy and fast that you can come up with an entirely random encounter in 5 mins or less, even in the middle of sesh.


2 people marked this as a favorite.

Happy International GM's Day

Hey all, today is March 4th, International GM's Day. Please celebrate accordingly. Today is the anniversary of Gary Gygax's death, and the official day that is celebrated as International GM's day. Gary Gygax, father to us all, died March 4th, 2008. His death was most expected after his two strokes in 2004, but he died in 2008. Honestly, my brethren and sistren, this loss will be felt by all, especially in our generation.

It is only honorable that we pay our respects to this man, but also we honor other GM's around the entire planet who keep his vision alive. This day, Today, is for ALL GM's who have ever served, and for all GM's currently serving, as well as all GM's who will be serving in the future.

RIP Gary Gygax, you've inspired millions. And the millions more will continue to inspire more.

Thank you so much.


3 people marked this as a favorite.

Get Combat Manager. You can create NPC's and monsters in 30sec to 3-5 mins, depending on how many you need. And then you can instantly level them up, add HD, templates, etc., whatever you need to customize the monster/NPC.

Fantasy Name Generators is a great site for naming them if they're going to stick around for a while.


4 people marked this as a favorite.
thorin001 wrote:
Trash talk them. It is a free action to tell 'Yo mama' jokes.

"Yo momma loves 4e!"

*crowd gasps*


1 person marked this as a favorite.

For a "Shock and Awe" Intimidation Slayer with a dash of Grim Reaper flavoring, I would go with a TWF Bludgeoning build that focuses on Stealth, re-stealthing mid-combat, and Fear effects that can worsen to Frightened, Panicked, and Cowering, and relies on non-lethal SnA for damage. (because Sap Master can double your SnA damage whenever you strike non-lethally)

Human Slayer - 25 pt buy : Ambushing/Knockout specialist and Intimidate-focused

20 Str (18 + 2)
12 Dex
11 Con
12 Int
10 Wis
14 Cha

=================================

Traits:

Inspired - Once per day as a free action, roll twice and take the better result on a skill check or ability check. <--- If you REALLY need someone to be Intimidated and think you might miss, use this.

Child of the Moon - Choose either Climb, Stealth, or Swim. You gain a +1 trait bonus on checks made with the chosen skill. On dates during and after the first quarter of a lunar phase but before end of the last quarter (the half of the lunar cycle where the moon is fuller), this bonus increases to +2. During the full moon, this bonus increases to +4. (choose Stealth)

=================================

Alternate Race Traits:

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

=================================

Weapons:

Use Two light or 1-handed Bludgeoning weapons of your choice: saps, light flails, warhammers, w/e you want. Saps will be 1d6 damage but only -2 to hit for TWF because they're "Light", Light Flails and Warhammers will be 1d8 damage but they'll be -4 to hit for TWF because they're "1-handed".

If you choose Saps, then you won't need Jaguar's Grace at level 4, but if you choose a Bludgeoning weapon that doesn't have the non-lethal trait, then you will need Jaguar's Grace.

=================================

Feats:

L1: Focused Study: Skill Focus (Intimidate), Weapon Focus

This build is going to start out slow, but it will build into a crescendo between levels 7-10 due to all the mucky-muck we're getting in the first 6 levels. Unfortunately, we actually do need Weapon Focus in this build as a prerequisite for Violent Display at level 7, otherwise we would've gone Menacing for our Ranger Combat Style. It's not a complete loss though, Weapon Focus + Studied Target will make you have a higher Hit chance and offset your TWF penalties. Skill Focus is +3 Intimidate right now, but it becomes +6 to Intimidate at level 10.

L2: Ranger Combat Style: TWF

Even though we only have 12 Dex, you can still take TWF because Ranger Combat Styles can be selected even without meeting prerequisites. During the early levels before you get your Intimidate/Stealth rolling, TWF is going to be doing a lot of your heavy lifting.

L3: Dazzling Display, SnA 1d6

During levels 3-6, you'll probably want to start combat in round 1 with Dazzling Display before wading into melee.

L4: Slayer Talent (Jaguar's Grace)

No more -4 penalty for nonlethal attacks. We're going to need this for Sap Adept/Master later on. And, now you have the option to knock someone out and interrogate them later. Or Coup de Grace them, Death Dealer's choice.

L5: Signature Skill (Intimidate)

In order to Intimidate someone, the DC is 10 + the target’s Hit Dice + the target’s Wisdom modifier, and if you defeat this DC by 10 or more, Signature Skill Intimidate causes them to become Frightened instead of Shaken. If you're fighting equal level creatures, this DC is typically going to be 10 + your level + target's Wis, so right now that would be DC 15 +/- 2ish. At level 10, it's going to be DC 20 +/- 2ish. High Wisdom targets, like clerics/monks/druids, will probably be 10 + your level + 5 or 6. Anywho, your Intimidate should be Your Level (Skill Ranks) + 2Cha + 3/6SkillFocus = +10 Intimidate at level 5, or +18 Intimidate at level 10.

L6: Ranger Combat Style: Improved TWF, 6/6 Human Slayer FCB: Combat Trick: Shatter Defenses, SnA 2d6

Shatter Defenses is crucial for landing Sneak Attacks on your Iterative attacks, as well as debuffing your enemies' AC so that your Iterative attacks have a higher success of landing. Get a Cruel Enchant on at least 1 of your weapons by now, that way you can Sicken any Shakened target for that juicy -4 att/skills/saves/abilchecks. Your party wizard and bard will love you for these debuffed saves. As an added bonus for the Cruel Enchant, you gain 5 Temp HP anytime you cause a target to fall unconscious or kill them.

Round 1: Dazzling Display
Round 2: Go hit a Shakened/Frightened target and Shatter their Defenses to cause SnA

L7: Violent Display

Violent Display: When you land a successful sneak attack or confirm a critical hit against a creature with a weapon with which you have Weapon Focus, you can use Dazzling Display as an immediate action.

Violent Display is a major milestone for this build because now we can use Dazzling Display as an Immediate Action whenever we land a Sneak Attack. So this means you'll be 30ft AoE Shaken/Frightening every single round that you land a Sneak Attack at least once. Now you don't need to start combat in round 1 with Dazzling Display. You can just start combat by stealthing up to a target and SnAing them. From now on until forever, you're basically an AoE Fear Bomb that goes off every round.

Round 1: SnA + Violent Display
Round 2: SnA + Violent Display
Round 3: SnA + Violent Display

L8: Focused Study: Skill Focus (Stealth), Slayer Talent (Fast Stealth)

Save up 12,000gp by this level to buy Boots of Speed for on-demand Haste for 10 rounds per day, and get these boots earlier than this level if possible. Haste is super important for you, so even if you have a party Wizard casting Haste on you, you still want these boots for the times that your Wizard cannot buff you (for w/e reason). Not only does Haste give you an extra attack per round, but it increases your speed by 30ft. With Fast Stealth, you can move 60ft per round WHILE stealthing with no penalty. This is perfect for Ambushing and generating Surprise Rounds for your party. Your ability to Ambush and generate Surprise Rounds will make your party leaps and bounds better via Action Economy.

One major thing that you absolutely need is to be getting as many Full Round Attacks as possible, so this extra 30ft Movement from Haste can certainly help you close the distance and keep you on target for as many rounds as possible.

L9: Feat: Disheartening Display, SnA 3d6

Disheartening Display: When you successfully use Dazzling Display against any shaken, frightened, or panicked opponents, their fear increases by one step. An already panicked creature demoralized by this feat cowers. Once affected by this feat, a creature cannot be affected by it again (by you or anyone else) for 24 hours.

Now when you Shaken/Frighten with Violent Display via SnA in Round 1, Disheartening Display will worsen whatever fear effect they had by 1 step in Round 2 as your AoE fear bombs continue to go off. So Shaken becomes Frightened, Frightened becomes Panicked, Panicked becomes Cowering.

L10: Ranger Combat Style: Greater TWF

You should have 10 ranks in Intimidate by now, so Skill Focus Intimidate is now +6 and Signature Skill Intimidate can now cause targets to become Panicked if you defeat their DC by 10. Likewise, you should also have 10 ranks in Stealth by now, so Skill Focus Stealth will also be +6.

L11: Feat: Hellcat Stealth

Here's where Stealth goes into overdrive. Now you can Stealth mid-combat as a Move Action, while actively viewed and even in bright light, albeit at a -10 penalty. Try to make sure you have a Ring of Chameleon Power 10,000g to offset this -10 penalty.

*poof* SnA, *poof* SnA, *poof* SnA is now on the menu.

Also, if you don't have a Wand of Greater Invisibility by now, get one. Greater Invisibility is +40 Stealth while not moving, +20 Stealth while moving, and doesn't drop if you attack something like normal Invisibility does. This is so handy for making your *poof* *poof* *poof* in combat never fail. Additionally, you are very reliant upon Fear effects to force your SnA damage, so if you come across an enemy that is immune to fear, Invisibility will still allow you to SnA because you can ignore their Dex to AC. Having multiple paths to force SnA is important.

L12: Advanced Slayer Talent (Feat): Sap Adept, 6/6 Slayer FCB: Feat: Sap Master, SnA 4d6

This level is a massive boost to damage output, and here's where you become a Knockout Specialist. Your non-lethal SnA is now 8d6+8 damage, and you should have 7 attacks per round with Haste and Greater TWF. So that's a potential 56d6+56 non-lethal damage, not including your weapon damage.

When an enemies' non-lethal damage equals their current HP, they become Staggered. And when their non-lethal damage exceeds their current HP, they're unconscious. And once a creature's non-lethal damage exceeds their Total Maximum HP amount, all non-lethal damage becomes Lethal damage.

Non-lethal doesn't work vs. Undead, Constructs, etc, but it works vs. pretty much everything else. This makes you a knockout specialist. After the fight is over, coups de grace or interrogate them.

L13: Feat (Accomplished Sneak Attacker), SnA 5d6

Your non-lethal SnA is now 10d6+10 damage, and 7 attacks per round. So that's a potential 70d6+70 non-lethal damage, not including your weapon damage.

L14: Advanced Slayer Talent (Feat): Hellcat Pounce

Now you can attack TWICE in the Surprise round.

L15: Feat: Intimidating Prowess, SnA 6d6

Add your Strength Mod to your Intimidates. At level 15, your Signature Skill Intimidate can cause a target to become Cowered (or Panicked for 1d4 rounds, your choice) if you defeat their DC by 20.

Your non-lethal SnA is now 12d6+12 damage, and 7 attacks per round. So that's a potential 84d6+84 non-lethal damage, not including your weapon damage.

L16: Focused Study: Skill Focus (Perception, Survival, or whatever skill you want), Advanced Slayer Talent (Feat): Anything you want

Now you have 8 attacks per round with Haste and your non-lethal SnA is 12d6+12, so that's a potential 96d6+96 non-lethal damage if you hit with all 8 attacks. If all attacks hit, that's an average roll of 432 non-lethal damage.

=================================

Gear/Enchants:

Ring of Chameleon Power

Potions of Greater Heroism

Wand of Greater Invisibility

Cruel and Ominous Enchant for weapon

Belt of Strength

Headband of Charisma

Boots of Speed <---- make these a priority, haste is going to be very critical to your success and I would get these Boots even if you have a friendly neighborhood wizard in your party who can buff you, because what if he can't buff you and you really need Haste like right now right now.

==================================

As far as this build order goes, you can switch and swap around the Intimidate, Stealth, and Non-Lethal SnA feats around all you want (provided you meet the prereq's). If you want better SnA earlier, then just put Sap Adept at level 3 and Sap Master at level 9, or w/e. The order that I put them in is just how I would do it, but feel free to swap these around as you see fit.


1 person marked this as a favorite.
Quote:

Sanctify Corpse

School evocation [good]; Level cleric/oracle 1, inquisitor 1, paladin 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S, DF, M (a pinch of silver dust)

EFFECT

Range touch
Area corpse touched
Duration 24 hours
Saving Throw none; Spell Resistance no

DESCRIPTION

This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed until the end of this spell. It is possible to protect a corpse for an extended time by casting this spell each day.

Sanctify corpse can be made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp.

Undead aren't corpses, so they're not a valid target for the spell.


1 person marked this as a favorite.

Elf Divination Wizard.

If 3pp content is allowed, Elan Chaotic Wilder from Dreamscarred Press Psionics.


1 person marked this as a favorite.

Personally, I would not allow this to work. Otherwise, teleporting Scarabs of Death and other Cursed Items into the pocket of the corrupt mayor becomes an I Win! button that will get pushed in every encounter for the rest of the campaign.

Likewise, you wouldn't want DMs doing this to PCs either.


1 person marked this as a favorite.
Heather 540 wrote:
VoodistMonk wrote:
Makarion wrote:
Heather 540 wrote:
Sadly, it's a baby wyvern. So it's size small while I am size medium. I don't think I can ride it.
Luckily, it can ride you. I hope you like saddles!
And THAT is how Dragonborn are made!
Would that work with an orc?

Dragorcborn!


3 people marked this as a favorite.

Unicorn vs. Horse is not game breaking.

You want a unicorn? You're getting one. Games should be fun.


3 people marked this as a favorite.

Compulsion spells can be used to topple kingdoms, promote/destroy careers, divide families/allies, foment wars or rebellions, or even encourage lewd or sexual acts against a person's will, and these are all extremely evil things that no one wants. Enchantment (compulsion) is debatably the most evil school of magic (even more evil than Necromancy) in my opinion, so if NPC's pass these saves, then they're either running straight to the guards/authorities or outright attacking. If the NPC fails the save and then performs the task from geas/quest, suggestion, or sow thought and the spell ends, if the NPC realizes that they've been charmed, they're going straight to the guards/authorities as well.


1 person marked this as a favorite.

You have to be a Bard and there has to be at least one scene where you let "Silent Rob" use a Boombox (your instrument with an illusion) outside of Ye Olde Quick Stop or you're not allowed to make this character. Sorry I don't make the rules.


1 person marked this as a favorite.

I created a low-level aberration/alien-like creature in my homebrew world that was meant to be both a beast of burden and a combat mount and I called them Kaizer Mantises, and their dire version Greater Kaizer Mantises, and they're typically domesticated by goblins, gnolls, and bugbears, although other humanoids and bandits and hill-gang/thieves have also domesticated them as well. Regular Kaizers are CR1, and Greater Kaizers are CR4, and they're like a mix between zerglings and praying mantises but with 4 raptorial forelegs, which make them exceptional grapplers, climbers, and sprinters. Similar to Trapdoor Spiders, Kaizers also use spinnerets at the end of their abdomen to create spider-like webbing flattened out across the ground when they plan for ambushes, and then create camouflaged trapdoors to lay in wait for a victim to get ensnared in their web. Regular Kaizers are medium-sized, and about 150lbs, and Greater Kaizers are Large-sized and about 500lbs. They are extremely fast and excel at running down prey, and have a movement speed of 60ft (about 10ft/round faster than a horse), but they have an ability they can use every 10 minutes as a "Burst of Speed" that allows them to sprint up to 300ft for 1 move action-- they typically use this Burst of Speed as soon as they leave their trapdoor to tackle their prey. Kaizers have a poisonous bite that causes 1d2 strength damage, and greater kaizers' poisonous bite causes 1d3 strength damage.

As a beast of burden, their webbing is ideal for creating silky textiles, rope, basket-weaving, and a whole litany of other products. Over the course of several generations of domestication, they become quite docile and obedient in nature and respond well to being bridled and ridden, as well as being yoked for pulling wagons or plows when plowing fields before harvest seasons. Domesticated Kaizers have a good notoriety for being patient and easygoing around children and young adults as well.

However, Kaizers become quite ferocious once they're combat trained by a proper handler with straw-filled attack dummies, and their handlers train them in the use of their 4 raptorial forelegs to grapple and slash their prey to ribbons, as well as how to bite the neck and armpit area to maximize their poisonous bite (their mouths are quite small considering their size). Domesticated Kaizers that have become combat-trained become irredeemably vicious, and can no longer be near any humanoids (especially children) aside from their handlers/riders. Kaizer handling and riding are considered extremely dangerous professions. It truly takes a fearless heart with ice in your veins to be a handler or rider of combat-trained Kaizers, especially Greater Kaizers. All Kaizers have an unnaturally high fear of lightning and fire, and handlers/riders will typically wield weapons and whips enchanted with shocking or flaming for the times these creatures become unruly and the handlers/riders have to defend themselves. After being damaged by lightning or fire, a Kaizer must make a Will DC = 10+dmg dealt or become frightened for 1 round. Once a Kaizer has become combat-trained, something primordial snaps in their brains where they view all other creatures as a threat (including other Kaizers), and must be individually-penned as to prevent them all from killing each other-- pasturing these creatures or allowing them to be free-range is simply impossible once they've become combat-trained.

In the wild, Kaizers are pack-like cooperative apex predators, and their cooperative pack-tactics have been described similarly to crocodiles. They either lay an ambush or simply run down and surround their prey, grapple them with their scythe-like forelegs, and then twist, writhe, roll, and pull, and dismember their prey limb-by-limb, highly reminiscent of how a group of crocodiles dismembers their prey limb-by-limb. A group of Kaizers is called a Horde. Although Kaizers are carnivorous, they typically do not view humanoids as a food source as the taste is highly off-putting, but just about anything else that is large-sized or smaller is on the menu.


1 person marked this as a favorite.
Mark Hoover 330 wrote:
Ryze Kuja wrote:
Yeah, 3d6 becomes 4d6 via Impact enchantment, and then if you became large sized via Enlarge Person, it would become 6d6.
And then you Power Attack/Furious Focus/Vital Strike for 12d6 plus whatever. And then you tell 2 friends, and they tell 2 friends, and so on... and so on...

And then you get Improved Vital Strike and Greater Vital Strike for 24d6 plus whatever, and then they tell 2 friends, and then they tell 2 more friends!

This is the dice roll that never ends, it goes on and on my friends!


1 person marked this as a favorite.

This is stupid to argue about, let them stack. My 2cp.

RAW, they probably shouldn't stack. But that's HORSE FEATHERS!


1 person marked this as a favorite.

*kicks in the door. "DID SOMEBODY SAY SANDWICHES!?!"


1 person marked this as a favorite.

I also agree, re-skin a horse and call it a donkey or mule or w/e you want.


1 person marked this as a favorite.
Matthew Morris wrote:
Shame there was never a desert witch (Sandwich) archetype like the winter witch.

That sounds awesome tbh ;) You should make one in the Homebrew forums :)


1 person marked this as a favorite.

"THERE WILL BE NO SURRENDER OR SURVIVORS, FOR THOU HAST LOOT AND NONE OF US TOOK THE IMPROVED STEAL FEAT"


1 person marked this as a favorite.

Tbh, I'm not seeing an issue? He's a Reincarnated Druid that wants to make the most out of the Many Lives feature. I mean, he's not going to be dying every session. After he reincarnates, he's going to be playing pretty cautiously for a week's in-game time, and that could be 1 sesh, or it could be 20 seshs.

If he's dying every sesh, then I would make the deaths comical and almost cartoonish. Wile E. Coyote stuff. Laugh and have fun with it :P


2 people marked this as a favorite.

You can go to Google search and type in "roll 18d6" or "roll 20d10" and it will roll for you.


4 people marked this as a favorite.

NO UR NOT ALLOWED TO DO THIS STOP HAVING FUN


1 person marked this as a favorite.

Krenshars, goblins, lizardfolk, kobolds, undead, and bandits are some of my fav's.

In the first or second session in the last campaign that I ran, one of the PC's used Mage Hand to dump some unattended ales on some lizardfolk commoners who were hanging out in a tavern (and minding their own business), so the lizardfolk commoners left and came back with a lizardfolk bruiser and two of his thug buddies and they flipped the PC's table in the middle of their meal and started a tavern brawl. Who doesn't love a tavern brawl at level 1 ;)


1 person marked this as a favorite.
Diego Rossi wrote:
Ryze Kuja wrote:
As far as searching an area for non-traps, I don't go by the 10x10 rule simply for brevity reasons, I usually just have everyone make a perception roll and that searches the entire room, whoever defeats the DC finds the stuff.

I generally will go for the single roll but will consider how many 10'x10x10' cubes are in the room when calculating the time spent checking it.

Yeah if they're searching a 50x50 or 100x100 room, that would be 3-5 players making a thousand Perc checks to fully search it if you go by the proper rules, especially if there's an upstairs or a mezzanine in this room. So I would just do it with 1 Perc check from everyone, or maybe roll 5 Perc checks and take the highest 3 (or w/e), and you spend ~3-5 minutes. If they're in a library or some room that has a lot of items to rifle through, I might just have them take 10 or take 20 and say "even though you took 20, you guys spend ~30 minutes looking through all this stuff, and there were 5 things that caught your eye" or something.


1 person marked this as a favorite.

I will typically not give the PC's a Perception check to notice Traps unless they actually tell me "I'm looking for traps as we go through this hallway" or "I check this door for a booby trap" or something along those lines. If they take Trap Spotter then I'll give them the Perception roll even if they haven't told me they're searching for traps, because that's the whole point of taking it. As far as searching an area for non-traps, I don't go by the 10x10 rule simply for brevity reasons, I usually just have everyone make a perception roll and that searches the entire room, whoever defeats the DC finds the stuff.

The point of any trap is to be so hidden that any would-be trespassers get injured, maimed, killed, or otherwise jacked up even if you were specifically looking for traps, so if you don't tell me that you're specifically looking for these things, you're not even going to get a check and the trap is going to go off.

If I put traps out, I'm trying to kill you :) I'm not going to pull punches or hand out freebies :)


1 person marked this as a favorite.

You should re-start this thread in General Chat, it will get a lot more people to participate, anywho, here goes:

2. Flure'E'Da barbarian accused of 'Assault with a Deadly Weapon' after throwing an alligator during tavern brawl

3. Flure'E'Da half-elf loses job at local smithy, steals all hammers and sells them for Feydust money.

4. Flure'E'Da guardsman claims local tavern put dirt in his food - investigation reveals it was dwarven spices.

5. Flure'E'Da Wild Elves planning to shoot down encroaching storm with blowguns and poisonous darts

6. Flure'E'Da half-orc gets tired of waiting for blessing at local temple, steals holy water font, rides away on trained dire badger

7. Flure'E'Da rogue tries to rob local gem shop while wearing transparent bag to cover his face, gets identified and caught by sheriff two days later in centaur brothel

8. Flure'E'Da thief breaks into local jail to hang out with friends awaiting trial on charges of 'Use of Destructive Magic in an Alchemy Lab'

9. Flure'E'Da man jailed for painting anti-Giant hate speech messages on over 35 Dire Weasels, dire animal cruelty activists highly vexed and seeking maximum punishment

10. Flure'E'Da dwarf denies charges of Drinking and Dire Boar-riding, stating he was drunk BEFORE riding his boar, but didn't drink during trip home

11. Flure'E'Da wizard casts Waves of Ecstasy inside local brothel, gets kidnapped by prostitutes and forced to re-cast several times every day, barely escapes after months of captivity

12. Flure'E'Da dwarf arrested for stabbing guardsman despite having no arms, victim claims the dwarf's beard is prehensile

13. Flure'E'Da witch admits killing pegasus and drinking its blood for occult ritual, has not discontinued campaign for Mayor

14. Flure'E'Da man arrested for eating elven flapcakes in the middle of busy bridge, causes Merchant Guild over 1,000gp in damages from crashed wagons and carts

15. Flure'E'Da gnome performs "Noon-Dance" on top of leatherworking shop in the middle of day, claims his dance keeps away vampires. "You don't see any vampires in the middle of the day, do you!?! Exactly!"

16. Flure'E'Da monk arrested in local park for practicing "Snake Style" moves on endangered species of hippogryph

17. Flure'E'Da elf arrested for disguising himself in Minotaur costume and attempting to burn down ex-lover's house

18. Flure'E'Da man high on Feydust accidentally asks guardsman for his Feydust Dealer contact information, gets chased through crowded market, crashes donkey

19. Flure'E'Da wizard arrested for casting penis-shaped illusion on forehead of rude sales clerk, claims she was price gouging spell reagents to pay for demonic witchcraft classes

20. Flure'E'Da halfling facing trial for "Illegally Riding A Giant Eagle", claims he had to destroy magic ring by dropping it in ominous volcano to save world from misguided solar angel

21. Flure'E'Da man arrested for assaulting his girlfriend with 2 gryphon sausages

22. Flure'E'Da half-orc bursts into ex-girlfriends delivery room, challenges new boyfriend (human) to ritual combat as she's giving birth, gets tased by Merciful Shocking Grasp spell from doctor who just finished beginner wizard courses at local university


1 person marked this as a favorite.
Diego Rossi wrote:


You don't know how penalties work in Pathfinder.

Tbh, I think I do. You're the one who's confused.


1 person marked this as a favorite.
Quote:

Touch of Idiocy

School enchantment (compulsion) [mind-affecting]; Level bloodrager 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2; Domain madness 2; Subdomain lust 2; Bloodline accursed 2, daemon 2, div 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target living creature touched
Duration 10 min./level
Saving Throw no; Spell Resistance yes

DESCRIPTION

With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1.

This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

Can you read this last line in the Touch of Idiocy spell for me? My eyesight just isn't what it was.


1 person marked this as a favorite.
Mark Hoover 330 wrote:

But as far as RAW goes, does anyone have a strong opinion for or against things like Carrying Capacity, tracking ammo, monitoring every crafting check, or other things of that nature? Like, one thing I'm bad at is watching the one guy that always plays an arcane caster make crafting checks for scrolls or wands or wondrous items and stuff.

Like, the baseline he's trying to hit might be like a DC 8, but he's missing the right spell so it jumps to a 13, but then he's got Spellcraft +10; +12 if he's in his base, so I just handwave it. Could he roll a 1 and end up with a cursed item or something? Sure, but the chance is so slim I don't pay any attention.

Should I if I start this new game? Does strict adherence to RAW add anything or does it just make it a slog since you've got such low starting stats?

Tbh, I handwaive a lot of these things. It bogs down sesh time with minutia, and I'd rather get into combat or roleplay or progress the story.

Unless you're trying to carry a trebuchet or being placed under forced march conditions, I'm not tracking your carrying capacity. I'm sure you can buy enough donkeys or bags of holding to carry all your crap, and tbh I don't want to waste valuable sesh time figuring this stuff out. If it becomes important, such as hauling a trebuchet 10 miles away, then fine we'll buy the donkeys and track it.

I don't care about your ammo either, valuable sesh time lost, track that crap yourself.

I DO care about crafting checks, leadership, and stuff like that though, this represents a significant gold expenditure and there are penalties for rolling poorly and good rewards for rolling high, but I handle this out of sesh. We'll meet up at Buffalo Wild Wings for whiskey, wings, and dice rolls. We're not doing this during sesh unless absolutely necessary. Storytime: One of my players started his own religion in my Homebrew World with one of his characters, and he was playing a Thrallherd, so he had the psionic version of Leadership, and this dude built his own freaking empire. He had his 100+ Thralls and these were his inner circle people, but he had like 10,000 people convert to worshipping his deity Mland. He built Temples to Mland everywhere, he had his Thralls traveling to towns/cities giving out textiles, first aid, his priests were doing condition removal and healing, and spreading the Word of Mland, and he even built two cities out in the middle of nowhere and built a Gondola between the two cities across this big continental cliff that would take about a week to traverse on foot, and he turned it into a 3 hour ride on his Gondola and started charging people for rides. Towards the end of the campaign, he created his own Demiplane with Gates that connected all of his temples so his Thralls could move around quickly. But we handled probably 90% of his stuff out of sesh. We would do his roleplaying in sesh though; whenever they reached a new place, this guy would get on his soap box and get a crowd going and start proselytizing, "It is our time brothers and sisters to seek Mland, for when the Four Suns Shine as One, blah blah", and then after he was finished with his speech, his Thralls would start handing out aid to people and preaching. It was pretty cool.


1 person marked this as a favorite.

I would argue that the best anti-fatigue for Barbarians or Bloodragers is getting the Flawed Scarlet and Green Cobochon and getting the rage power Internal Fortitude at level 8.

With that Ioun Stone, anytime you would become fatigued makes you sickened instead, and now you can Rage Cycle all you want. The Internal Fortitude makes you immune to the Sickened and Nauseated Conditions, so as soon as you re-enter rage, you're no longer Sickened. Now you don't have to dip at all and it only costs you a Rage Power and 8,000gp.

As an added bonus to this combo, you're now immune to Nauseate whenever you rage. And! You get Endurance for free with that Ioun Stone, now you can sleep in Light or Medium armor, and you get a bunch of +4 bonuses to save on various Con and Fort checks.

Technically, you don't even need to take Internal Fortitude to make the Rage Cycling work, but being sickened sucks.


1 person marked this as a favorite.
Mark Hoover 330 wrote:
Ryze Kuja wrote:
Mark Hoover 330 wrote:
Ryze Kuja wrote:
25-point buys with 15RP races or don't invite me.
Ok, but to offset that, can I also automatically apply both the Advanced template as well as one of the Alignment templates like Fiendish or Axiomatic to every monster and NPC? Maybe only give 1 day of Downtime to every 10 days of adventuring? :)
I'm your huckleberry :)

All kidding aside I think that'd be an awesome game and it'd be a privilege to run something for you.

That does sound fun ;) When do we start!


1 person marked this as a favorite.
Claxon wrote:
ShroudedInLight wrote:

I always give stat spreads. Rolled dice are too random and I got sick of players min-maxing point buys.

Everyone gets 16, 14, 14, 13, 10, 8 and can assign them wherever. Sure, its like a 21 point buy or w/e but it also gives people clear strengths and weaknesses. I like player characters to have at least one stat with a 10 or lower, makes for more interesting RP. Players can get to 18 in a stat if its really necessary, or have three different 16s if they wanna go MAD.

This is the way!

I don't use those exact numbers, but I like to give a stat array so players can play a MAD class without feeling gimped.

I also add a caveat of no stat above 18 (including racial adjustments) and find what happens is I end up with well rounded, higher floor but lower ceiling characters. And I like how that plays out.

Tbh, I think this is one of the strengths of PF2, the maximum stat you can possibly have at lvl 20 even with Apex items is 24, and the rest of your stats are a smattering of 14-20-ish. My lowest stat on my lvl 20 Champion is 10 Dex, but I purposefully left it at 10 because I wear plate, but the rest of my scores are 16, 18, 20, and my highest is Strength at 22. And this feels a lot more natural than the point spreads I've had with pf1 characters, where I have 7's, 8's, 10's, 12's, and then a 36 in my primary ability score.


1 person marked this as a favorite.
Mark Hoover 330 wrote:
Ryze Kuja wrote:
25-point buys with 15RP races or don't invite me.
Ok, but to offset that, can I also automatically apply both the Advanced template as well as one of the Alignment templates like Fiendish or Axiomatic to every monster and NPC? Maybe only give 1 day of Downtime to every 10 days of adventuring? :)

I'm your huckleberry :)


1 person marked this as a favorite.

I've played 15- and 20- pt buy games before, and frankly I'd rather have a root canal. I like playing MAD characters.


1 person marked this as a favorite.

25-point buys with 15RP races or don't invite me.


3 people marked this as a favorite.
Quote:

Telekinetic Haul

Element(s) aether; Type utility (Sp); Level 2; Burn 0
Prerequisite(s) basic telekinesis

When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn’t increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Firstly, I think you and your GM are using this ability incorrectly. A door doesn't become a throwable object until it's unhinged/unfastened from the door frame, and it sounds like you're just telekinetically ripping doors out of their frames-- and that's not what this ability is designed to do. This is Basis Telekinesis, like Mage Hand or Open/Close. Your GM shouldn't have allowed this from the get go. If you want to pull out a set of tools, hammers, and punches to unhinge the door from the frame, and THEN use Telekinetic Haul to throw it, fine. But you can't just rip apart 8,000lbs-worth of walls, doors, and portcullises using this. That's Jean Grey overpowered.

Secondly, I think you should get to retrain this for free, but I'd say keep it tbh; this ability is still really good because you never know when you're going to have to move something that weighs 8,000+ lbs.


3 people marked this as a favorite.

AM BARBARIAN NO DIP LEVELS FULL BARBARIAN STRONG 2 DIP LEVELS IN PANSY CLASS WEAK FULL BARBARIAN MAKE MANY WHACK FULL BARBARIAN MAKE BLOOD GOD HAPPY


1 person marked this as a favorite.

I treat corpses like Schrodinger's Cat; a corpse can be thought of as an object, a dead creature, and a creature. The only thing that a corpse cannot be thought of is a 'Living Creature'.


1 person marked this as a favorite.

Yeah that's how I'd do it. Keep the underwater scent distances the same as the scent distances on land.


1 person marked this as a favorite.

Tbh, I think you should go with the Thunder and Fang build and without investing any feats in "Switch Hitting" until probably level 13-ish, but you should figure out a way to fly by level 5-6ish, like a Flying Carpet or something, that way your melee isn't negated by flying creatures, or creatures on high ground or across ravines. But since you're a Half-orc, you should still pack a Hornbow around just in case, but I wouldn't invest more than that during levels 1-12 because you can simply fly to your enemies.

You should also have a response to Swarms because your weapons are essentially useless vs. swarms, but you can deal with this pretty cheaply. Alchemist's Fire, Acid Flask, or even Lamp Oil can work in a pinch. Swarms of Tiny creatures take half damage from slashing/piercing, and full damage from bludgeoning, but Fine and Diminutive swarms are simply immune to all weapon damage, and a Swarmbane Clasp will not only let you deal your full weapon damage but make you immune to their Distraction ability. If your GM is notorious for using swarms, or if you just happen to know that you'll be fighting a lot of Swarms in a particular campaign, you should probably invest in a Swarmbane Clasp for 3,000gp. If not, then just get an Alch Fire and an Acid Flask and there's your swarm defense.


1 person marked this as a favorite.
DeathlessOne wrote:
Ryze has the right of it if you want to fully focus on those two weapons and use Slayer to the best of its capacity to pull it off. I'd caution NOT investing so heavily into one kind of fighting style, but that is just personal preference coming into play. I tend to use Ranger fighting styles (and Slayer talents that pick it up) to focus on an alternate style that I don't have to meet the requirements for. For me, that it typically picking up ranged capabilities (like precise shot). I tend to play switch hitters when I go with a martial build.

I agree, it is a little risky to be a one-trick pony. There are times where your melee-only build will be worthless, like when you need to be able to shoot a flying monster, or shoot goblins across a ravine or on high ground. So if you're going to dedicate yourself solely to Thunder and Fang, then you should plan on making yourself effective in these situations that negate what you're good at doing.


1 person marked this as a favorite.

This was a Slayer build that I helped someone with a month-ish ago, and he was 2handing an Earthbreaker. This guy went human and took Focused Study for his alternate Human racial so he could get Skill Focus Intimidate and Skill Focus Stealth, and he took a dip in Thug at level 7. That's round 1: AoE Frighten, round 2: AoE Panicked. With Fast Stealth and Haste, dude can move 60ft as a Move Action while Stealthed. And he can stealth mid-combat even while actively viewed with Hellcat Stealth, and with Hellcat Pounce he can get 2 attacks during a surprise round. Instead of 7 attacks per round at level 11 like this Thunder and Fang build, he had 4 attacks per round at level 12. Absolutely monstrous tbh tho.

The Thunder and Fang build will deal considerably more damage, but this build below is considerably better at Ambushing and causing Panicked.

L1Slayer1: Skill Focus (Intimidate), Enforcer

L2S2: Ranger Combat Style: Menacing (Dazzling Display)

L3S3: Sap Adept

L4S4: Slayer Talent (Jaguar's Grace)

L5S5: Weapon Focus (Earthbreaker)

L6S6: Menacing (Shatter Defenses), 6/6 Slayer FCB: Combat Trick: Violent Display

L7Thug1: Disheartening Display

L8Slayer7: Skill Focus (Stealth)

L9S8: Feat: Sap Master, Rogue Talent: Fast Stealth

L10S9:

L11S10: Feat: Hellcat Stealth, Rogue Talent: (Underhanded)

L12S11:

L13S12: Feat: Hellcat Pounce, Slayer Talent: Feat (Accomplished Sneak Attacker), 6/6 Slayer FCB: Feat: Power Attack

1 to 50 of 766 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>