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Greetings

I was making a new character after an unfortunate lightning ball incident and came across something that's pretty ridiculous

If you multiclass a Dawnflower Dervish with a Skald you'd double the Strength and con bonuses right?

Battle dances use a bardic performance as a base and the skald's raging song is treated as a bardic performance for any effect that modifies a bardic performance...

This doesn't work right? a +8 morale bonus to Strength and constitution?! couple it with skalds vigor for fast healing 8! This shouldn't work but i can't find text that denies it...

The players at my table keep giving me weird looks, If anyone can help debunk this i'd appreciate it.

-Battle Dance text
"A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action.

When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability."

-Raging song text
"Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances."


I'm trying to figure out how best to build a Theurge and I'm having some problems figuring out what parent classes to grab, I've gotten down to the most logical choices of

Arcane:
Arcanist
Witch
Wizard

Divine:
Cleric/Oracle
Druid
Shaman

My GM suggested shaman 7/arcanist 3 using the lore shaman to get 9th level wizard spells but I'm sure there is a more efficient way to theurge... any advice/ideas?

(As a side I believe it would be important to note that I'm planing on lichdom as we have found the ritual for it, thank you!)


I'm making a tank for the party and our GM was a cool guy and made VMC's for every class that doesn't currently have one!

I'm a fighter/samurai with VMC: Spiritualist (it functions as the summoner one) and I'm trying to figure out which phantom to grab so I can best support the team.

I was thinking about the Anger, Dedication, hatred, Kindness, Lust and Zeal Phantoms but I don't know which to choose. We could use the damage from anger, hatred and zeal but dedication, and Kindness are idespencable party support options. And Lust can really mess up enemies, soak up damage and interact hilariously with the "ladies man" of the party! I can't choose!


I've seen the threads that have came before this one and I know it's impossible...

but I'm stupid and stubborn!

Either I figure out how to get a prosthetic arm or I figure out how to use a two handed weapon in one hand.

I ask this rediculous question because we aren't allowed to use the third party prosthetic rules and I really want a mundane or enchanted replacement for my missing limb (regeneration is cheating!)

Perhaps a tumor familiar?

Maybe a new wondrous item?

Why can't I swing a sharp metal stick with one hand!?

I have no idea so I ask for your insight, thank you.


Hola!

Was wondering what would happen if someone with this effect

Bane: You always go last in initiative order. You cannot take Improved Initiative. If multiple creatures with Overly Cautious are in the same encounter, they roll initiative only to determine what order they go in after all other characters have gone each round.

Tried to set up an ambush... like if they stealth around and saw an opponent, then attacked it.
would the creature under the effect get the surprise round, attack, then proceed to be in last place?

and what if said creature had companions to command?

Thanks for the insight


Hello,

So our party is heading into dangerous territory, and i'm planning on making a neat backup. the backup is the progenitor of an insectoid race seeking his own evolutionary path, i've taken the

Preservationist (the jar'ed monsters are failed experiments "children" that didn't make it)

and the

Promethean alchemist (the homunculus companion is a success he wishes to duplicate)

and i noticed that it removes the bomb class feature. meaning no zombie bombs or injector drones... but, it doesn't say anywhere that the bomb class feature is required to produce and learn bomb discoveries. does it allow me to still create specialized explosives and effects or does it require the class feature to deploy those tricks?


I recently discovered the tarot-card based classes and was wondering the best way to combine them I've looked at the...

...Card caster magus, Suit seeker Inquisitor and the Story summoner...

...and was wondering how to best combine them and which ones aren't as viable for a tarot based multiclass. the current campaign i'm in features futuristic firearms and armor and a resurgence of magic so guns are available for martial fighters and magic isn't all to common (until we go into space of course then we'll all be screwed).

i'm thinking a combo of

Summoner 10-15 (possibly 15+)
(being my favorite class the summoner gets most of my attention, buffing the eidolon with cards makes it even better (variable +4 to anything), focusing on charisma and dex are my top priorities (why i looked at ninja, Street mage/gypsy bard and the Teppobushi Gunslinger) of course protection circles work now but the cards let me change alignment based on circle and enemy)

Inquisitor 5-9 (thinking either 5 or 8)
(the buffs from drawing cards is very cool (a +4 enhancement to wisdom means i can supplement a non focused Wisdom for divine stuff and at 8th level thats four +4's), and with the free teamwork feats with my eidolon... divine spells also don't hurt as i could heal and support more than just my eidolon and thats without adding bane and such)

Magus 0-5 (more weapons and arcana is nice...)
(aside from getting all martial weapons, being able to Gambit stuff is cool. and the card caster magus can enchant other ranged weapons like rifles and rocket launchers, or for traditional games bows and throwing weapons eg. flask of oil with burning hands but... i do wonder what a fireball infused seeking Rocket launcher would do...)

(just had another idea if you wanna do something funny grab teppobushi and a ranged magus then use the rapid-fire ability teppobushi have to machine gun whoever is downrange with brilliant energy Alchemical rounds)

Thoughts/suggestions?
Thanks for the feedback and help