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Sowde Da'aro's page

Organized Play Member. 307 posts (435 including aliases). No reviews. No lists. No wishlists. 4 aliases.



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*Patterson castes Threadsurrection*
i was in a campaign that had about 20-25 players over the years and about 80 deaths here it is...
AEG's World's Largest Dungeon
edit: p.s. ...and its still going...


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it was a long time ago so the details are a little fuzzy...
end of a long campaign, at level 7, and fighting the bbeg all his goons are dead and everybody in the party is down to negitive hp but for the bard. the kitsune bard is hovering at about 5hp and he only has one spell left. the bbeg has 2hp and the bard has initiative...

spoiler:
the bards player (not me) says he wants to cast mage hand. and confirms that "the spell has 5lb of force right?" "yes", replys the dm. "i squeeze his balls till they burst." dm smiles and says roll to hit. nat 20. roll to confirm, nat 20. (house rule, 3 nat 20s instant kill) roll again, nat 20...

...and the do-nothing bard of the party is our new best friend!


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i got one; grease then web (at the horizontal about 3ft.) then FIREBALL!!!!


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cones! there were sopost to be cones! or at least a sign! (face palm)


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i also want to reserch a greater grease spell.
like a 3rd or 4th lv. spell
A slick, greasy liquid seeps from the targeted object, thoroughly coating it.
This spell functions like grease, but with an area of 20-ft.-radius spread, or coats 1 object /per 3 caster lv. to a max of 6 objects at 18th lv.
The liquid is also highly flammable.
If any fire damage is dealt within the area of the spell (or to the subject of the spell), the spell's area (or subject) bursts into flame.
This effect deals 1d6 points of fire damage/per lv. (max of 10d6) to anyone in the area (or holding the subject), but also ends the spell's duration.
A successful Reflex save halves this damage.

with a higher dc to pass on reflex saves and the dc for staying upright, and the bonus to escape artist rolls, should be increased to 15


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as i understood it, the levels for animal companions from druid and ranger stacked...? so only one animal companion...

Scarab Sages

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my caster druid caster used damage over time spells and daze meta magic to stop the mooks in thier tracks then use a mass feather step for the melee people


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Andrew R wrote:
Sowde Da'aro wrote:
On a side note now you got me thinkin of The Guyver suit...

doing that in PFS right now

Ummm (drool...) start another thread and show how you built it!

Scarab Sages

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i was on here a couple of weeks ago when i stumbled apon a druid guide but i cant seem to find it now. no it's not Treantmonks guide, though that is a good one it's not the One.
can i get some help here?


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I like the idea of using " the long handled two handed swords the elves used in the prologe of Fellowship of the Ring."


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AD, you need new dice, or Put the d20(s) in the frezzer overnight before the game, make sure the 20 is "up" and hope its not disturbed. Maybe after that they will behave.
It worked for me.


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Ashiel wrote:

I thought I might toss out a few druid-blaster tips, since there are few blaster-druid builds floating around; and they actually make surprisingly good mobile interrupters.

Druid blasting is questionable at first. It suffers from being less efficient than weapons (like normal blasting) while also generally relying on damage over time, so it makes most druid blasting somewhat poor for disrupting spells (at least in the wee levels). However, most druid blasting is sustainable in addition to other options, or requires little effort for them to maintain. This can lead to what I call "Warlock Blasting", after the World of Warcraft class of the same name.

In WoW, Warlocks are a popular blasting class, but not for their instant direct damage like mages, but for their ability to stack damage over time effects. Many druid DoT spells last multiple rounds, and can be cast successively, which can cause excessive damage when stacked, and call for many Concentration checks. This is similar to alchemist-fire spam, only in spell format.

Finally, I feel druids are pretty solid options as blasters simply because they can spontaneously drop any blasting spell to summon a big stupid monster on command. A demon is immune to your favorite elemental damage spell? Call up an angry elemental instead. That makes them pretty versatile for battlefield control, assisting allies, and debuffing enemies without really trying to.

Spell Overview
Produce flame is a 1st level spell that grants you a touch or ranged touch attack of 1d6+5, and lasts 1 minute per level. You may throw the flames as a ranged touch attack up to 120 feet with no penalty, but each attack reduces the duration by 1 minute, which means you won't have a of attacks generally. I'm fond if using a lesser metamagic rod of extend when using this spell, which doubles the number of attacks you can have. Since the spell isn't actually a touch spell, you can keep making the attacks and holding the flames even while casting other spells or moving about in...

Because of this i am concidering a druid blaster...

The Exchange

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Im playin a human whip-fighter/tank. Im not much of a damage dealer, mainly cuz we already have a melee monster in the form of Wildfire the pony and his halfling cavilier rider, or is it the other way around...? Anyway with my truestrike ring i can trip just about anything and then Wildfire tramples the $&@/ out of it.
Awsome.


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I once was in a game (3.5) that had six players all but the bard was at neg. hp and the bard had only mage hand ( he got disarmed) the BBEG had only a few hp left so the bard said " I want to grab his ball sack with my mage hand and squize" dm said that would require an attack roll so he rolls a nat. 20 followed by another nat. 20. Bard saves the day with a mage hand.


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I thought a metroid would be a aberration.


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prototype00 wrote:

http://www.youtube.com/watch?v=y9uILn0iCUs

(Double Tiger Head Shield technique)

Also, historical, as pointed out in the other thread.

prototype00

One man's silly is another man's AWESOME!!

This is how i envision my Katar/Light steel shields fighting style. Just with a sIngle long sharp point instead of two. And a little more narrow at the forearm.


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I've been looking at all the telekinesis threads (there are many) and i've always wanted to use TK as a main weapon.
I am not a min/maxer, ie i dont know how to fit all the rules togather to make the build not only workable but able to help the party and not be a hinderence.
I need your help to make this charecter.
I have as resorces: all pathfinder stuff, and most of all the 3.0/3.5 stuff like the spell compendium and others.


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Prestigiditation. Nuf said.


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Fiery Ki Fist (Combat)
By channeling your Ki energy, you sheathe your limbs in magical fire. Your unarmed strikes deal extra fire damage
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Fiery Ki Fist, Stunning Fist, Base Attack Bonus +8
Benefit: As a swift action, by spending 1 point from your ki pool, to surround your fists and feet in flame. For the rest of the round, you gain an extra 1d6 points of fire damage on your unarmed strikes.
Special: When you select this feat, you gain 1 extra Ki point. A monk can select Fiery Fist at 2nd lv as long as he has Stunning Fist.

Ki Ball (Combat)
You focus your ki into a ball of energy that you can hurl at an opponent.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Fiery Ki Fist ,Stunning Fist, Base Attack Bonus +8
Benefit: you can expend two of your ki points as a move action to create an orb of raw ki energy. You can then throw the seething orb as a standard action with a range of 60 ft. This ranged attack deals damage equal to 3d6 + your Wis modifier, the ki orb is a force effect. If you fail to throw the orb before the end of your turn, it dissipates harmlessly.
Special: When you select this feat, you gain 1 extra Ki point. A monk can select Fiery Fist at 8th lv as long as he has Fiery Ki Fist.

Ki-o-ken (Combat)
You channel your ki energy into a cloak of flame that injures all who attempt to strike you, and you get added effects.
Prerequisites: Dex 15, Wis 15, Fiery Ki Fist, Imp. Unarmed Strike, base attack bonus +12, Ki pool +3
Benefit: As a swift action, you can expend 3 ki points to to cloak yourself in flame, Any creature that strikes you with a melee attack takes 1d6 points of fire damage. And get the effects of both the Haste and Rage spells. This affect lasts for 4+ con. Rounds. (+2 Str and +2 Con, +1 to will and ref saves, -0 to AC, double your speed (max +30) +1 attack per round). After which he is fatigued for a number of rounds equal to 2 times the number of rounds spent in Ki-o-ken.
Special: a monk can select Ki-O-Ken at 12th lv as long as he has Fiery Ki Defense.

Ki-o-ken X2 (Master Fiery Ki Defense) (Combat)
Your ki energy cloak of flame that has additional effects
Prerequisites: Dex 19, Wis 19, Fiery Ki Fist, Imp. Unarmed Strike, base attack bonus +16, Ki pool +8
Benefit: As Ki -o-ken (Improved Fiery Ki Defense), but you expend 8 ki points to cloak yourself in flame, and get the effects of both an improved Haste and Rage. This affect lasts for 8+ con. Rounds. (+4 Str and +4 Con, +2 to will and ref saves, +1 to AC, Quadruple your speed (max +120) +2 extra attacks per round). After which he is fatigued for a number of rounds equal to 4 times the number of rounds spent in Ki-o-ken.
Special: a monk can select Ki-O-Ken at 16th lv as long as he has Ki-o-ken (Improved Fiery Ki Defense).

Kamahamaha (Combat)
You use your Ki energy to produce a terrible blast of flame and force.
Prerequisites: : Dex 15, Wis 15, Fiery Ki Fist, Imp. Unarmed Strike, base attack bonus +12, Ki Blast, Ki pool +1
Benefit: As a standard action you expend all your remaining Ki pool to produce a blast of flame and force that dose Xd6 damage. X being the number of Ki points you have left for the day. This blast bullrushes with a Str bonus of X, X being the number of Ki points you have left for the day. This ranged attack.
Special: A monk can select Kamahamaha at 12th lv as long as he has Ki Ball.
Yes it is Dragon Ball Z.
and yes copywrite laws... but i am unoridganl cur, any ideas?


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practiced spellcaster, a feat from 3.5 complet arcane, gives a sorcerer 1/rogue 4 caster lv. 5 (for sorcerer spells only)(page 82)

+ The trait magical knack adds 2 caster levels (caster level not to exceed character level). Orange ioun stone adds one to caster level

=caster level 8

4-from practiced spellcaster
2-from magical knack
1-from Orange ioun stone
1-from sorcerer 1