GM SuperTumbler wrote:
I’m interested in being a new submission. Looking to play a Desnan Elf magus from Mierani Forest looking to spend his youth traveling, and gaining wealth, knowledge and experience before returning to the forest to serve his people (possibly looking to resettle Celwynvian, if it still lies empty as wiki implies) What deliverables are needed to be considered?
select a stat array equivalent to 15-point buy;
pick a class from among the Core classes, the Base classes excepting Summoner, the Hybrid classes, and Unchained Summoner (starting HP is maximized, starting wealth is average);
pick a race;
pick a campaign trait from the Hell's Rebels Player's Guide, but it will not have any mechanical effect;
pick a reason to protest from the Hell's Rebels Player's Guide;
set forth how you learned about the Aria Park demonstration (i.e., through word of mouth, from a handbill, from a poster, etc.);
and summarize your political sympathies and how you came by them, and what organizations you are a part of or orbit - the factions represented at Aria Park will include at least, in no particular order, liberals, radicals, anarchists, and Ravounel nationalists (these terms to have roughly the meanings they had in about 1850 in Europe - if you would like further explanation, please feel free to ask).
So heres one of the items that my BBEG wizard (probably a worm that walks) has. Help me refine it, maybe there shouldn't be so many spells, or maybe i should be more liberal with the spells or have more powers/stat boosters The Skins of the First Battle
This magical, desiccated layered hide is a profane artifact created from corrupt magical beings who wore the flayed skins of their enemies, which absorbed into their flesh. It has long ago absorbed as much power as it can, so no new powers can be added. It instantly bonds with its wearer and melds into their flesh. It only separates when the wearer has been slain. Every day the wearer must make a DC 40 will save or become Chaotic Evil. The Skins grants the wearer a +6 profane bonus to the creature's natural armor, And a +3 profane bonus on all saving throws. The Skins grant further powers through aspects of the various creature’s whose skin contribute to its make up. It takes a full round action to change aspects. Any spells mentioned are always spell-like abilities granted to the user. Norn Aspect
Orc War Cleric of Rovagug Aspect
Rune Giant King Aspect
Destruction:
an intellect devourer basically takes up residence in a host body and can command it. It is vulnerable to protection from evil like summoned monsters are. Summoned monsters can't use natural attacks against a PfE warded creature, therefore intellect devourers can't use the claw and body thief attacks using its base body. But what about a intellect devourer inside a small dragon or something? Can the intellect devourer use the dragon's claws against a PfE warded creature?
Orselif Campaign, dont look at this. I am GMing for a group of 3 level 9 players, who will be shortly entering Urgir (in Hold of Belkzen) along with 100+ allied settlers (orcs have given permission). Urgir is a the former sky citadel that used to have like hundreds of thousands of dwarves but after the orcs took over, its population has fallen to like 30k, so a lot of the city is empty. Therefore it makes sense for a lot of uncleared dungeons to be about. I'm trying to make/re-purpose a dungeon for my purposes. Originally I found "The Black Monastery," which I really liked. However, it seems too much like a mega-dungeon, and will take more time and advance my PCs much more levels than I want it to. does anyone have any advice on dungeons (possibly 3rd party, 3.x, or taken from a pathfinder module/adventure path.
Orselif Campaign, dont look at this. I am GMing for a group of 3 level 9 players, who will be shortly entering Urgir (in Hold of Belkzen) along with 100+ allied settlers (orcs have given permission). Urgir is a the former sky citadel that used to have like hundreds of thousands of dwarves but after the orcs took over, its population has fallen to like 30k, so a lot of the city is empty. Therefore it makes sense for a lot of uncleared dungeons to be about. I'm trying to make/re-purpose a dungeon for my purposes. Originally I found "The Black Monastery," which I really liked. However, it seems too much like a mega-dungeon, and will take more time and advance my PCs much more levels than I want it to. does anyone have any advice on dungeons (possibly 3rd party, 3.x, or taken from a pathfinder module/adventure path.
Scott Wilhelm wrote:
I guess I was just trying to avoid it. I guess I shouldn’t just avoid that issue outright.
I have an NPC thats going to introuduced soon who was a succubus, but for various reasons was cursed by a succubus queen and banished. Succubus wound up traveling the planes until she found the realm of Calistria in Elysium and served Calistria, who turned her into a vendenopterix. This character would be 17/18 CR ish. My initial thoughts were to build it using succubus as a base creature, add some of the vendenopterix things (like the poison claws). Then I add oracle levels using the monster advancement rules with oracle (I want her to be a caster and able to cast plane shift to explain her history of traveling the planes) of battle (for combat feats... read grapple feats). I also decided to outfit her with full plate armor (not sexy).
Any thoughts?
it says
by "two of her prepared spell slots" does this mean the arcanist prepares at twice cost and casts at 2 spell slots? a little confused on wording
avr wrote:
How is the Druid shaping into carnivorous blob? It’s a colossal creature.
Goblin_Priest wrote:
Spell like abilities of 3rd level plus martial proficiencies from swashbuckler, for early entry into EK. The campaign started in the Darklands so it made sense. He’s also set back a level from party because drow nobles count as one level higher
One of my players is a Drow Noble Swashbuckler(inspired blade) 1/ Wizard 1/ Eldritch Knight (EK) 5. The party started at Level 7 (he was level 6) and now they have advanced a level. My player has been asking me that once he reaches EK 10 if he can start leveling past EK 10 ie EK 11, 12, so on (which isn’t RAW). I’m wondering on what your thoughts are, and if anyone has tried something similar?
I.e. Can a spellcaster like a wizard cast contingency on themselves and the party Cleric cast the Heal spell. Heal is a 6th level cleric spell, so if the wizard has a caster level of at least 18 it meets the spell level is no more than one third caster level rule. Or is this only meant for spells that the contingency-caster can cast?
avr wrote:
Thanks! I'm trying to stat this guy out early, so i don't know what my PCs will be like. I will adjust or delay as appropriate. forgot he didn't need to do the permanency casting. For arcane accuracy I would only be using that when he's using melee weapon attacks and touch/ray attacks. Ice cold strikes is a swift action AoE 30ft line, and i can cast 2 of them per turn by converting my standard action into a swift.... or i could always cast a cone of cold and a cold ice strikes. My head cannon was that Belkzen was also a magus therefore the intelligent weapon would manifest itself as a scimitar. Plus Dretha's (one of the orc goddesses) favored weapon is a Scimitars so i think i'm okay fluff wise. Yes he will be having minions. Still working on them too.
Sorry i'm reposting, my post got hidden by some glitch im assuming (when i click "show" it pops up and says the post is hidden) Hi i'm making a villain that is going to basically be the Blaster from the magus Hexcrafter guide by By STR Ranger and Mathwei apNiall. Fluff behind it is he's the first person to have both the Warlord Belkzen and the kuthonite blue dragon Kazavon as ancestors (ie first time the bloodlines have intersected), and that therefore when he comes of age he just gets a s!&~ ton of levels, and is part of a group of (much older) Half-Orc intellectuals who want to see the Hold of Belkzen united. I was thinking however of adding a dip of admixture wizard instead of (or perhaps in addition to, but haven't really thought through if this would help me) taking the elemental spell thing, because i wanted more metamagic flexibility for higher level spells. so like he would be Crossblooded Sorcerer (orc/dragon)1/Admixturist 1/Magus 19. (I feel like greater spell access for magus is where i want to stop at). He would also get like an intelligent scimitar artifact because of how legendary Belkzen was and because of divine intervention from Lamashtu/Dretha/Sezelrian (in this context because the half-orcs are trying to bring civilization to the orcs, Rovagug is kinda off the table). 1. Does anyone have any thoughts on how this would work out as a villain, or if the way the Blaster was built only makes sense for PCs or something? 2. I assume for greater spell access and spell blending (if i get it) i want to be getting Contingency and permanency (as mentioned in Walter's Guide to the magus), as well as cold ice strikes. 3. I was thinking it might make sense for me to swap out feats like weapon focus, selective spell (he's a villain) for something else, and hexes like hex evil eye and flight (i can just give him a cool mount like a sleipnir or wyvern or something right?) and summon spirit (only PC's need abilities that give mooks... Villains get stuff for ~free) for things like spell blending or familiar and some other grand hex. 4. If I go with admixture, should does familiar make any sense (its just gonna be a level 1 familiar with like a bunch of hit points (obviously i probably don't want to take it if i grab it as a magus arcana)?
Hi i'm making a villain that is going to basically be the Blaster from the magus Hexcrafter guide by By STR Ranger and Mathwei apNiall. Fluff behind it is he's the first person to have both the Warlord Belkzen and the kuthonite blue dragon Kazavon as ancestors (ie first time the bloodlines have intersected), and that therefore when he comes of age he just gets a shit ton of levels, and is part of a group of (much older) Half-Orc intellectuals who want to see the Hold of Belkzen united. I was thinking however of adding a dip of admixture wizard instead of (or perhaps in addition to, but haven't really thought through if this would help me) taking the elemental spell thing, because i wanted more metamagic flexibility for higher level spells. so like he would be Crossblooded Sorcerer (orc/dragon)1/Admixturist 1/Magus 19. (I feel like greater spell access for magus is where i want to stop at). He would also get like an intelligent scimitar artifact because of how legendary Belkzen was and because of divine intervention from Lamashtu/Dretha/Sezelrian (in this context because the half-orcs are trying to bring civilization to the orcs, Rovagug is kinda off the table). 1. Does anyone have any thoughts on how this would work out as a villain, or if the way the Blaster was built only makes sense for PCs or something? 2. I assume for greater spell access and spell blending (if i get it) i want to be getting Contingency and permanency (as mentioned in Walter's Guide to the magus), as well as cold ice strikes. 3. I was thinking it might make sense for me to swap out feats like weapon focus, selective spell (he's a villain) for something else, and hexes like hex evil eye and flight (i can just give him a cool mount like a sleipnir or wyvern or something right?) and summon spirit (only PC's need abilities that give mooks... Villains get stuff for ~free) for things like spell blending or familiar and some other grand hex. 4. If I go with admixture, should does familiar make any sense (its just gonna be a level 1 familiar with like a bunch of hit points (obviously i probably don't want to take it if i grab it as a magus arcana)?
I know this is kinda old but... So i've been looking at Ravindorks Crazy Character Emporium, and got confused by Kang Makhai. In the Calikang form, his sheet says he can two weapon fight with his quarterstaff and longspear and get 3 slams (is it 3 slams because hes using the quarterstaff one handed with quarterstaff master and wielding the longspear with 2 hands leaving 3 more arms for 3 slam attacks?), while if he just two weapon fights with his quarterstaff he gets 5 slams (shouldn't he get only 4 slams?). How is the number of slams determined based on which weapon combination is being used
Maybe this was intentionally left mysterious but... aren't Dahak and Rovagug essentially the same, except one is more draconic than the other? Like I understand if Dahak was just some generic evil dragon god then sure maybe, but that simply is not the case. Dahak, like Rovagug are gods of destruction. They are both similarly described by something to the effect of: while the other gods were creating, <dahak/rovagug> was destroying. I seriously don't understand this, can someone help me?
by racial bonus language you means like the human language like varisian or something or what? also, with Androffan as a bonus language, do u mean that you start with it, or that its a bonus language that you can add to your list of additional languages you can pick from based on intelligence modifier?
If a swashbuckler were two use a double weapon, for example a chain spear, would he be able to use the spear end as a one handed piercing weapon? The reason I ask is I've trying to make a good build for the swashbuckler daring infiltrator archetype, and choosing a weapo. Has been fairly difficult (any other suggestions?)
Nevan Oaks wrote: The spell targets an oak club, but you can't buy an oak club, just a club. So the only thing this spell can work on is the quarter staff. I'm inclined to agree... heres my attempt at the logic taken to the illogical extreme ;)
the funny thing is, the difference between greatclub and great club. or oakclub and oak club is actually only from removing the space, and shortening things. so really its slang, so really a greatclub isn't and actual weapon (same with longswords and greatswords), and is instead simply vulgar slang of the word great club. And again as we all know, great is simply an adjective applied to club, just like oak is an adjective added to club. LOL
If you notice on the chart for arcanist, at 11th level is says you get greater exploits, and you get an archaist exploit at 11th level and every level thereafter. Note that It doesn't say "greater exploits" What I understand this to mean is that the greater exploit thing simply expands what you are allowed to take as exploits. So yes, in my opinion you can take the feat to get the greater.
I did a search and It didn't seem like the question had been asked: How do the Hit Dice calculations for Animate Dead end up when Commanding Infusion and Desecrating Infusion are all taken into account? Cruomancer archetype is right here Lets look at a 10th level wizard Cruomancer (and lets say through his favored class Bonus from being damper make it a 12th caster level). also, this situation hasn't come up in a game, its just me building characters... Animate dead says you make a number of hit dice of undead equal to twice your caster level. Thats 24 HD. Commanding infusion says you can control a number of hit dice of undead equal to three times your caster level instead of twice. Thats 36 HD. Desecrating infusion says he effectively can cast desecrate on himself once per day and lasting 1 minut per level (thats 10 minutes) Desecrate (the spell) says you can "double the normal amount of undead (that is 4 HD per caster level rather than 2 HD per caster level)" My Understanding/Lack there of:
OCCASIONALLY: For a total of 10 minutes, he can cast animate dead that either animate 4HD per level (48 HD), or 6 HD per level (72 HD). reasons for 4 HD per level: the desecrate spell specifies in parenthesis "that it is 4 HD per caster level rather than 2 HD per caster level" reasons for 6 HD per level: If we were to consider the 3 HD per caster level from commanding infusion as "normal," and the desecrate spell says "double the NORMAL amount," then the number of Hit dice per caster level would be 3x2 which is 6. I'd like to clarify that I'm not confused about the necromancer's ability to channel energy or command undead, and I understand that the HD counts for this ability is completely separate from the animate dead ability. Please feel free to ask clarifying questions if you don't think you completely understand my question.
I believe the guy that pulled the castle out of the deck of many things to create castle everstand was called a sargeant. I also remember in cities of golarion there was a "parade of nations" that among other things honored a recently promoted brigadier general. I personally disagree with these choices, but that's what is there.
LuniasM wrote:
Slums intrigues me know that I see it, but lets say I wanted to back up the city/slum theme with actual skills, how would you recommend I get basic class skills like bluff, know local, etc. Or should I do something weird like play it like some weird anti-social city-rat? |