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29 posts. Alias of Pale Rider.


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Probably a light armor for protection and to mask the spellcaster look.


Hmm a Plant Psychic is kind of interesting it gives question of what animates this plant species.


I wanted to play an Arcanist but I worry about Arcane Spell Failure.
But then looking through OA I stumbled upon the Psychic Bloodline.

Now the Blood Arcanist gets to pick a Bloodline in place of 4 Exploits(1,3,9,15) and their 20th level capstone.

What Psychic's arcana is
Bloodline Arcana: Your sorcerer spells and spell-like
abilities count as psychic instead of arcane. You use
thought and emotion components instead of verbal and
somatic components when casting your spells.

Now with your spells treated as Psychic rather then Arcane I do believe an Arcanist can now wear armor and the like without having a failure chance. I do know this hurts as Thought Components increase the DC of Concentration checks by 10 unless you use a move action before hand.

Is this a worthwhile trade?


Hmm the planetouched idea is actually pretty interesting.


Yeah we were talking about maybe using the variant Aasimar races based on different Celestial heritages such as the Angelkin or Emberkin. This allows the character to remain looking just similar enough to replicate Regeneration.


Killoren from Races of the Wild make a good addition to this concept. It literally is a Fey creature that is capable of throwing smiting attacks once an hour.


While that is an interesting Archetype it really doesn't give one of the main aspects of the doctors long life, the ability to regenerate into new and sometimes younger forms.

I know the guide mentions the Doctor but it really does not have a solid run down, but it is useful.


Well aging to death is covered by the Reincarnated Druid to be honest, if you die of old age you reincarnate into a young adult body.


I am familiar with the Wedded to History.
I think the Survivor background fits the Doctor as does the Wanderer.

That would allow the character who can survive and just outlive people.

So that feat fits the living for a long long time and the Druid fits the reviving when killed via normal methods.

Living Monolith doesn't really fit much with the Doctor though could be refluffed.

It does progress spell casting at -1 level.


I wanted to build a Doctor Who inspired immortal character. Reincarnated Druid helps a bunch.

I was thinking for a race to be Aasimar with the variant racial traits
[Once you've reached adulthood, you never appear to age, although you take aging penalties normally and die when it is your time.]
and
[You are immune to undead creatures' create spawn special ability.] or [If you die, your body can never be reanimated as an undead creature.]

And since Aasimar are not humanoid the reincarnation table doesn't work. (I am going to ask if maybe each time he just reincarnates into another variant of the Aasimar)

Now this requires me to go to level 5 in Druid, but I really don't know what else to go into after that. The Doctor is really more about using skills and tricks then actual combat prowess, spells could be seen as using some sort of advanced science the world doesn't understand yet.

I did ponder if Druid 5/Bard 15 would be worth it, due to the way he buffs his party to go into insane places. His performance could be to talk techno babble.

Any other ideas on what I could take after 5th level?


Oh I plan to run this buy him and I do get the comments about it being powerful and I admit it is very powerful if abused.


kestral287 wrote:

Iron Vulnerability is really not worth three points. 1D6 damage gets negligible fast. Especially since it's not going around DR, which means if you care you can nullify it outright by the midgame.

Unearthly Grace is... way too much for a PC-grade character without a level adjustment. As-written, an Oracle could break the game from 5th level with 2x Cha to AC and 2x Cha to all saves (and wait until high levels! Screw armor, you get triple Cha to AC).

18 points is already above other races on the books by a significant margin (Aasimar is 15 and gets complained about a lot for being overpowered). Cut Unearthly, cut the Iron Vulnerability, and you're only a little better than most races.

Long Step is also pretty obnoxious, but it's not nearly as bad as Unearthly.

I don't normally play Oracles so can you explain how someone gets X3 Cha to AC and Saves?


Well there are a number of Fey in PF that are Medium, in fact more then 10 of the list are medium and several are Large.

I am still fluffing out their background. I see them as almost like Fey Elves with a lofty option of themselves, but willing to party with non-fey because they can be useful and are good tools. Now of course that is the race as a whole rather then a person by person basis.

Really they look like Elves except their skin seems to have a green ting to it when the light hits it right and their hairs are wildly more colorful which kind of gives off their Fey nature. Ranging from multiple shades of green and blue to as vivid a red as possible. Their eyes are the same, it is not uncommon to run across a blue haired green eyed Fey girl that would look more at home at a Con then in the forest of the world. But that is another reason for their being here. This world is so vastly different then their home plane so yeah exploring and gathering up natives to explore with is a fun adventure. The lofty option comes in when they think their invincible or that the dangers of this world are not as dangerous as they really are, comparing them often to the dangers of the faerie plane (Feywilds?) which is another reason they need party mates to pull their butts out of the fire when they get themselves into trouble and wiser more experienced fey of this race know this and when one of their younger lot go adventuring they push them to form a party or at least hang out in a town or two till you find a group to pal around with.

Elders allow this foolishness because when the young return home they have life experience, have faced real evil, learned to give a damn about others, etc so its a growing experience and means they come back with new skills which may just be useful for the Fey.

The Paladin saves stack, but the AC from Smite wouldn't stack with Unearthly Grace. The deflection part is from the races who have it, though since its suppose to be their fluid graceful movements that allow for this bonus I thought maybe change it to Dodge bonus which would make it stack.

I am probably going to steal the name Eladrin because the old Eladrin are now Azatas.

As far as languages go Sylvan is a language which they would have as their racial tongue. they also get common and I pick 7 others that they can learn with high enough Int.


Alright so normally I DM but I do want to make a character for a game one of our players is putting together.

However I really want to play a Fey creature and I am trying to think of how to best play this creature. I did go threw the Fey creatures on the 3rd party SRD and got an idea of what is common or at least repeats on several Fey creatures.
Fey (2) (Elf Substype)
Medium
Normal Speed
Standard Language
Standard Ability [+2 Dex; +2 Cha;-2 Con]
Unearthly Grace (Su) (8)
[A Eladrin adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class]
Long Step (6)
[A Eladrin can teleport (As the spell) up to 10 feet per Hit Dice as a move action. It may use this ability once every 1d4 rounds.]
Elven Immunities (2)
Camouflage (1) [Forest]
Skill Training (1) [Knowledge (Nature) & Survival]
Terrain Stride (1) [Forest]
Iron Vulnerability (-3)
[The mere touch of iron (including steel) deals 1 point of damage to the Eladrin. A hit with an iron or steel weapon deals an additional +1d6 points of damage. Caculate damage before applying damage reduction.]
18 RP

Unearthly Grace is also called Guarded and appears on several fey most of which where medium sized and so forth.
Long Step, Terrain Stride, and Camouflage are all taken from the Fey Creature template, at least they are options available to that template.

I gave Unearthly Grace and Long Step what I believe to be reasonably high RP cost for what they give. The Iron Vulnerability weakness adds +1d6 of damage if hit by any iron or steel weapon. If I were to get DR 5/Cold Iron from another source the damage is applied before DR but if the Iron is cold iron (Or counts as cold iron) then the additional +1d6 bypasses DR.

The character idea I want to use is a character who fights with one weapon. Something like a Paladin of Freedom//Swashbuckler gestalt or something of the sort.

Here is a Native Outsider version that I could just tag the Fey Creature Template on.
Outsider (Native) (3)
Medium Size (0)
Normal speed (0)
Standard Language (0)
Standard Abilioties (0) [+2 Dex -2 Con +2 Cha]
Unearthly Grace (8 RP)
[Adds Cha to Saves as a Racial bonus; Adds Cha to AC as a Deflection Bonus.]
Celestial Resistance (3)
[Resistance 5 to Acid, Cold, and Electricity]
Elven Immunities (2)
Enclave Protector (2)
[constant—nondetection;
1/day—faerie fire, obscure object, sanctuary.]
Iron Vulnerability (-3)
[The mere touch of iron (including steel) deals 1 point of damage to the Eladrin. A hit with an iron or steel weapon deals an additional +1d8 points of damage. Caculate damage before applying damage reduction.]
15 RP


Yeah the Shadow is part of this published module. I always thought it was insane. The room gives one player a magic dagger for a way to combat it.


Honestly I would have them trade a class feature of the ability to flurry in light armor while not carrying a medium or heavy load and be done with it.


Fiendish Heritage
I am aware and the main boss for the module is an undead spirit that is intelligent so I don't need to worry about that but a good chunk of the module deals with skeleton monsters and honestly are Shadows mindless? Do they count as unintelligent undead? Because thats another encounter in this level 1 module that might be too easy with him sitting there invisible to them.


That is what I thought, I am not sure if he would be happy being stuck with a small weapon sizes. And that is a permanent buff where as to be honest the next two modules the Aasimar has the permanent advantage with that +2 to AC vs humans.


I considered giving him

Quote:
You are unusually short, granting you all the standard traits of a Small creature.

But I am not sure if I understand it, does it mean he is Small or only gains the benefits of the small size kind of like a reverse Powerful Build.


Alright so I had a Tiefling and an Aasimar character get created for my upcoming game. We are starting with Crypt of the Everflame and going from there down the line till we finish City of Golden Death at about 5th level. We are going to be then going to a homebrew campaign I have.

Well both the Tiefling and the Aasimar wanted to use the tables for variant abilities. Now I didn't make the Tiefling get the Fiendish Heritage feat because as far as I could tell Aasimar don't have one and I won't be unfair to make one pay a feat tax if the other is not when they are doing the same thing.

Well the Aasimar got +2 dodge against humans.

the Tiefling got a 100 on the dice so got two abilities
On of which is telepathy with any creature he is in contact with. I presume this means physical contact and doesn't just mean generic contact or else this means he can telepathically talk to his pen pal or something silly. Well that part is confusing but fine.

It was his second roll that floored me and is making me ask for help.

Quote:
You are invisible to all unintelligent undead. This is a supernatural ability.

Now for those of you who know the Crypt part, this is a bit of a pain. I have run this before and the Inquisitor cast a Hide from Undead spell and kind of just breezed on through. And I don't really want him to do that. I mean I so totally would if I had that I would go in kill the Undead and then call my buddies in.

The tiefling and Aasimar where fine with their rolls of course and the Aasimar got a second roll, to curse diseases once per day with her tears (tiefling said it was only fair since all he did was get lucky on a 100)

So what can I do to challenge the tiefling for this module without potentially killing him or throwing in something outside of reason.


Not to be that guy but Sacred Fist can wear Armor and flurry. As it doesn't state they can't.


Dead Phoenix wrote:
While I am pretty sure they don't stack because its the exact same class ability, wouldn't they also not stack because they are the exact same type of bonus? Pretty sure precision damage isn't an exception like dodge is...

Then wouldn't it not stack with itself, rendering the whole second half of the deed moot.


kestral287 wrote:
Chess Pwn wrote:
kestral287 wrote:
Sheppard Book wrote:
Well its not the same class feature, one is granted via normal level progression and one is granted via a separate class feature. One is a Deed, one is an Arcana.
They are the same class feature, so no, they don't stack for gestalt purposes. Where they come from doesn't matter, what they are does.
While I agree with this I'm not sure it's this clear. Take channeling, those are all separate of the "same" ability. Or the brawler's unarmed damage and monk unarmed damage. The mutation warrior's and mutagen mauler if they can take extra discovery. A familiar from the Eldrich Guardian or an alchemist's tumor familiar and improved familiar. All these are debated if they work the same or not. And I'm sure there are others. So again, It's not so clear in the online forum community which interpretation is correct.

We're talking specifically about gestalt here. Gestalt is very clear on the subject:

UA wrote:
•Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.

Both class features are "Precise Strike", and work in an identical fashion. As such, under the above rule they do not stack.

Channeling works the same way in Gestalt. So do familiars. So do animal companions. So does Sneak Attack. While it's not clear for multiclass shenanigans (well. For Precise Strike it's actually very clear because we have an FAQ on the matter, but that's neither here nor there), gestalt makes it simple.

So you are saying a Kensai Magus with Precise Strike

Quote:
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

wouldn't stack with the Swashbuckler's Precise Strike

Quote:

Precise Strike (Ex)

: At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

because they have the same name. That being Precise Strike.

But you are arguing that Magus Arcana - Arcane Deed (Precise Strike) is the same ability.
This is not like Uncanny Dodge
If you gain Uncanny Dodge like the Barbarian does at level 2 and like the Rogue does at level 4 those are not the same as what we are talking about. Those are two abilities that appear on their class ability lists.
Arcane Deed is a special thing that must be selected and is called an arcane deed, uses a different 'fuel' source and just functions the same but are not technically the same thing. Especially since you are investing a limited resource to gain said feature that normally does not appear on your class abilities.


Yes I agree if used in Multiclassing it would work that way. I was more curious if Magus Arcana Deed Arcana stacked with Precise Strike deed. I am asking more for a gestalt character.


Well its not the same class feature, one is granted via normal level progression and one is granted via a separate class feature. One is a Deed, one is an Arcana.


Interesting. I was being told about the Inspired Blade//Kensai and it would have the two deeds, which would allow it to deal double level to damage with every strike without spending any Arcane Pool or Panache, and then double those again with the spending of one Arcane Pool point and one Panache. Turning say a level 5 characters damage from 10 (5+5) to 20 which is pretty nice.


How would they work in gestalt?
For example a Magus//Swashbuckler as they do use almost the same thing.


If you were somehow to get Level to Damage twice would they stack?

I mean like Paladin's Smite paired with Swashbuckler's Precise strike. I mean I know the same ability doesn't add right? I mean like Magus using Arcane Deed to pair with Precise Strike from Swashbuckler? Or would that be a different source (One from the class one from the arcana)


I wanted to make the ideal mountain man. And while browsing through my PDFs I came to Races of Stone and on pg 92 I found the Stonechild race. And after reading the fluff I found I really did like this idea of a half-earth elemental wandering the material plane and most notably living in the high mountains being raised by Dwarfs.

So I could see a Stonechild adventurer being a hard drinking hard hitting brawler type guy who maybe isn't all muscles. I mean they do have a +2 Int after all.

Well I wanted to build a level 5 character using the 3.5 Gestalt rules.

I was thinking a Brawler//Arcanist would be really cool though the -2 to Cha would really hurt. I am considering a psionic class such as the psion or the Erudite which might work best if I decide to go armored.

I would take the CR hit on the Brawler side.
So at level five it would be CR 3/Brawler 2//Arcanist(Erudite) 5
Now I am wondering if my CR goes down with the following;
15 Point Buy (Party using 25)
Starting Wealth is based on level 3 starting wealth.