Thanks again for all the input everyone. There were so many good ideas that were all so equally tempting, I actually ended up going with multiple different overlapping assassination attempts. Three different people trying to kill the same king with varying degrees of permanency in mind, some aware of the others' plans, some not. I'm using a combination of the doppelganger swap, the "he doesn't want to come back" lie, and the Rest Eternal spell. I was trying to build in Soul Bind as well, but it just didn't fit quite as nicely due to the necessity of the person being recently dead. But I liked them all! So thanks to you guys, this story has become delightfully convoluted. My players will be happy, and I will have my first time GM-ing start with a bang.
Alright, the name of the game is Sense Motive. What I need from you guys are static abilities, feats, etc. that give permanent bonuses to Sense Motive (i.e. not spells like Guidance). For the purpose of this exercise, you can assume a 20th level character.
What else can you give me? I want to max this sucker out. I will accept feats, supernatural abilities, multiclassing (as long as it provides more than it takes away from the inquisitor stern gaze), equipment… anything that’s permanent or useable many times per day. Help me out. Now, why am I looking so hard for maxed out Sense Motive, you might ask? Well, if you take the things I have already, that’s a +52 to the check. That means, with Snake Style active, my AC will be between 53 and 72, depending on the d20. Even higher if I spend money on advanced magical equipment. Fun, right? (And yes, yes, before you all jump down my throat, I know I’m not the first person to think of this. I just haven’t seen additional tips on the forums for how to pump the sense motive even higher. And yes, I also know that this would only work once per round and would therefore not be the best bet character wise. This is mostly for fun to see how high we can get it)
I’m trying to figure out how my various abilities would interact with Acid Arrow in terms of how much damage it deals.
Elemental Bloodline Arcana (Fire):
Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline. Draconic Bloodline Arcana (Fire):
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled. Elemental Pupil (Fire):
Choose one of the following energy types: acid, cold, electricity, or fire. When casting a spell of 1st level or higher that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type. Havoc of the Society:
Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell. Acid Arrow:
The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round. Let’s say I’m level 3 so the acid lasts one extra round. Normally, the spell by itself would be
But with my abilities thrown in, which of the following would it come out to be?
Option 2--
Option 3--
I've got a character with two claw attacks (draconic bloodline sorcerer) and the produce flame spell-like ability (pyromaniac gnome racial trait). I'm trying to figure out if there's a good way for me to use my produce flame as a melee touch in conjunction with my claw attacks. Seems to me if you're hitting something with your claws while one claw also have the (produced) flame, you should be able to hit for claw damage as well as fire damage. There's a few ways I could see this working out, and I'd love to get your thoughts on what you think is the most reasonable: 1) Make normal attacks (against regular AC) with the claws and produce(d) flame. If successful, one claw (designated beforehand) deals its natural damage plus fire damage, and the other claw deals its natural damage. 2) Make attacks with the claws and flame. If the flame-applied claw hits regular AC, it deals natural damage plus fire damage. If the claw misses regular AC but hits touch-attack AC, deal just fire damage. The second claw deals damage as normal if it hits regular AC. 3) Make attacks with flame and one claw. Flame replaces the first claw attack and hits against touch-attack AC. Other claw attack hits as normal. Thoughts? Any other ways you think this should be applied? |
