So this is for everyone who feels I've insulted them.
No. Just no. I don't do subtle. I may tell you your ideas are bad. Perhaps even blatantly so. But that isn't telling you that you're bad. Not all our ideas are gems, and I just gotta convey that no this is a terrible idea.
So for future reference to avoid people feeling like I'm insulting them when it is in no way intended. Here is a step by step process to tell if I'm insulting you.
1) I saunter over (yes I did say saunter, that's important), big smile, real slow like.
2) I lean over, torso at 30 degrees from the horizontal, still smiling.
3) I look you in the eye and I say, "That idea was bad and you should feel bad."
Without the feel bad part it is not an insult, its just telling you your idea is bad. Other things that may be, but are not necessarily required for this process include archons crying at said person's logic.
Further references to me insulting people without said pattern listed above will result in ranged touch attacks including but not limited to: puddings, jams, water balloons filled with maple syrup, etc...
It will be messy. It will get in your hair. It will take forever to get out. It will be thoroughly unpleasant.
I apologize to all who feel I've insulted them in the past due to the lack of said system. Hopefully this clears up future confusion.
I will be here all week. Hopefully, next week as well, Lambertz allowing. Love ya Chris!
Let me start off with this. This is not for Pathfinder, but I am looking for advice on the character in question, leaving the location of this threat somewhat questionable. This is for the serenity game, which I'm sure many of you will know is based in the firefly setting.
I'm gonna follow up with this. I hate wild west. Perhaps I've watched they clint eastwood movie with different names too many times, but to me they strike me as more cliche than any other setting.
So I'm trying to play in this and avoid a cliche. So far my character concept is
Chaney "the Jinx" Johnston wrote:
Chaney's always been unlucky. Like super unlucky. He got his name, the Jinx, whenever he was little and he's just never been capable of shaking it off. Perhaps the first time he considered that his luck might be truly terrible was winning his first game of poker... and realizing the man he just beat was the head of a gang of bandits in this territory, renowned for his poor temper.
Regardless of how he got his luck, its perhaps because of it that he's become so good at surviving. He always has his nose to the air, seems to smell when dangers coming. His trigger fingers faster than anyone he meets, and even his friends think its creepy how far off he can just feel danger coming.
Even this is not without a price however. Gotta figure, guy who can smell danger a mile off and is renowned for his poor luck is feeling, not to mention avoiding, danger every minute of every day. His sense for danger is always kicking, and its left him twitchy and paranoid. He talks with a horrible stutter and is convinced of his own terrible demise, which he avidly tries to avoid.
So
1) I'm not sure on the name. Originally it was just going to be jinx, but a girl in the group commented that the name seemed too feminine and I should probably change it. Looking for advice on the new one, or possibly others.
So I was looking at the reincarnate spell and this question occurred to me.
If charisma is altered by physical appearance, why doesn't reincarnate change it?
You could literally be the most hideous scarred troglodyte on earth and come back as a fairly normal looking elf, body's not marred or broken as its brand new. Yet your charisma would be the same.
In the same vein, you could be the most beautiful person in the world, come back with a completely different body and expect.... to still be incredibly beautiful?
So my PFS GM just ruled that fiery shuriken is a volley even though it doesn't state so. He said that it should default to it unless it specifically called out otherwise.
So, outta curiosity, is this an all spells thing? Do all spells go with volley rules unless they specify otherwise? What do you do with spells that don't go one way or the other? Ones that summon weapons but you don't wield the weapon yourself.
Game of intrigue and mystery. At the end we fail to talk crazy woman from her crazy standpoint. She draws her blade and comes at us to attack. I win initiative, drawing my greatsword and swinging first. We know she's a powerful opponent, she should be pretty safe from one hit ko....
and then the 29 (19) comes up. Roll to confirm. 24 confirmation. And 27 for first set of dice, 23 for second set, 3 for sneak attack...
I had to apologize to the whole party because it costs us all our 2nd prestige point and it got me wondering.
First of all, I'm trying to avoid straight violence, so can we avoid this in the suggestions.
That being said, this guy often complains and regularly espouses the view of not wanting to play with me because somehow he feels my OPness is preventing his roleplay. Funny thing, I'm not minmaxing.
Now usually I feel this is pretty straight forward. However, using it for some stuff I usually haven't dealt with I'm inclined to ask.
I'm considering a bat. Beast Shape 3 says it can give you fly 90 (good), and blindsense 30. However a bat gives you fly 40 (good) and blindsense 20.
This brings up the question of if your values have to match exactly in order to receive the perks on beast shape. The spell does not state up to those values just that if you have them you may receive them.
So would I get as a bat
1) fly 90 (good) and blindsense 30
2) fly 40 (good) and blindsense 20
3) nothing
I'm honestly hoping for 2 and seeing 3 as more of a possibility than 1 here, but here's to hoping :P
So I've got a halfling i made up, Roscoe Soothands, aka Sooty.
He is a warmage, aka 3.5.
He has.... issues. His hair is always crispy and often when you meet up with him it will be smoking and embers will be falling out. His body is always covered in dirt and soot.He has little burns all over him, talks entirely too fast, and is more than a bit twitchy.
He finds work as a mercenary in a port area that is infested with pirates.
I've already thought about making his flair for pyrotechnics a familial thing, explaining why he's wandering around the world rather than back at home. I've considered kind of a dual alchemical magical experiment gone badly wrong that killed the father figure, burned down the house, and kinda left him as his oh so twitchy, slightly maddened self.
He's generally cheerful but also slightly ruthless and morbid. Example today... we tried negotiating with fish people. They refused to negotiate. We try 2 more rooms. 3rd room we walk into, I simply refuse to speak and the person who spoke aquan and failed at diplomacy before told me it was my turn she failed last time. Walks up "by the powers vested in me by mysterious and ill conceived forces of this world i declare you all fish sticks!"
He flash fried an entire room and simply floating off declaring his diplomacy score better, but at the same time, has gone back through and buried every single person he kills.
What kind of experiment or past would make this kind of person?
Just ranting angrily over something that happened tonight. Not pathfinder, gm is a good friend, but he did something i consider to be a dick move tonight.
rant:
We're playing Traveller, ship combat. If you've looked at that the armor numbers are ridiculous. I told the gm this when he told me to do a system analysis. I told him that missiles are a joke. He says ok, but makes no changes. I'm given the ok to go ahead and make a ship.
I give it 5 instances of armor. Not the best armor or the most you can have, but a respectable amount. We get into the game and he launches, get this, missiles at us.
I roll initiative and get 3 actions for each turn. He allows me 1 action, which i use to maneuver to better shoot at some of the missiles. He then skips 2 of the other actions and allows the rest of the missiles to hit automatically.
He looks at the damage and is now aghast. I tell him my armor value and its clear even on maximum roll with the strongest missile he could have launched he'd be 9 points of damage short of even harming us. So he auto rules we have 0 armor. Not reduced armor, or larger damage. All of our armor is gone.
So i get pissed because i told him beforehand and he made no changes to the system. I'm pissed, but its cool. All I ask is for the 240 tons of the ship (1200 ton ship) that i allocated towards armor back. Not the money back, just the space. He ignores me and moves on, refusing to acknowledge that something we spent a solid amount of money and ship space on is worthless and he refuses to refund anything.
So, I know they went out of their way to work very hard to remove anything that increases crit ranges beyond 15-20.
However, spell perfection doubles any modifiers that feats apply to a spell, and they've specifically called out this works on spells that make attack rolls, so things like weapon focus and weapon specialization work.
Certain spells create weapons that you then fight with. If you created one with improved critical would it then work with spell perfection. I.e. does improved critical count under the line of set numerical bonus?
I'm playing in a 3.5 game with a group and we're doing savage species. Now this particular group is not the best versed on the rules, and the GM has not bothered to read ANY of our character sheets.
So i picked to play an earth elemental, which obviously comes with certain immunities. The GM doesn't stat out his npc's beforehand so we meet with this npc wizard and the murder hobo of the party attacks within 5 lines of dialogue as usual.
I smash an enemy on the first round and the GM says "the wizard casts sleep on you." He tells me to make a will save and i ask why bother, i'm immune. He asks me why, and i show him the racial stuff. So he goes to casting hold person in the same round, aka paralysis.
Now its kinda annoying that he retcons what he's doing in the first place for the sole purpose that he didn't know my character was immune in the first place. He then rules that his wizard has knowledge (planes) because he never bothered to stat him out, rolls with what was likely about half of max ranks and tells us it comes out to an 18, a mediocre roll at best.
I then inform him that I'm immune to paralysis as well, and he yells "Is there anything you aren't immune to?" and claims the wizard would have known that and immediately retcons it again. So he's doing this wizards turn for the 3rd time and i'm getting really irritated but keep my mouth shut.
He ended up casting and failing to cast defensively the spell blur so he got destroyed that round anyways from an AOO, but the multiple retcons on enemy actions to ignore natural defenses that came with my race was kind of annoying, especially because he claimed an npc would know it because he never bothered to stat them out.
I let it go, let the game run the rest of the night and wished them all a good night, didn't make a big fuss. He's done this a few times though and its really starting to grate on me. Am i being too upset here, or is this legitimately something that would irritate other people as well?
So, I'm currently playing in a campaign where our gm had us all pick races from the savage species book. I ended up choosing an earth elemental cause, what can I say, I'm a fan.
I've run into a problem though fleshing out the personality. I originally intended him to be stoic but here's the thing. What would cause an earth elemental to leave their plane? Summoning spell gone amok? I've given him sort of a pride in his element sort of thing, and i already know he's not that fond of humans (no one in our party is at this point it seems).
I could flesh out his personality more and actually give him a background if I can just figure out "Why did he migrate from the outer to the material plane?" It has to be something big in my mind, because its no low level spell to be doing inter-dimensional travel. You have to be a 9th level wizard to my knowledge at least.
Thanks all and I hope for some pretty epic ideas! :)
So, I've been having an argument with a friend that GM's for us pretty frequently. After our last game I kind of exploded on him.
We played an opening session for the 8th time and as usual, he started it out with a bar fight. At first I declined to engage at all. I really was sick of introduction scenes and characters.
Finally he specifically called me out and asked me what I was doing and I said that I was going to drag my friend out of there in the middle of the fight (the guards had come in). Now I went in with the guards so they knew i didn't start the fight or was even involved. As soon as i touched my friend, even though it wasn't a blow and the fight was still going so it was entirely reasonable to get him out of there, he had the guards actually start attacking me.
At that point I was pissed and declared full out attack lethal damage and he began to protest "its a bar fight", "there's etiquette to follow", "you don't want to escalate." I acquiesed and simply let the guard wail on me while i walked away.
After the game and we were in private we really got into it. I told him I was done. If we did one more intro scene I wasn't RPing. I'd help when possible, I'd take my turn when combat and such came up, but he knew RP wasn't my thing in the first place and he was trying to force it. I'm willing to sit quietly and patiently until my stuff comes up, but he insists that RP is everyone's thing.
Whats the general opinion? Is it ok for a player to simply engage in the parts of the game they like as long as they're not disruptive during the parts they don't, or should everyone be forced into certain parts of the game, even if it makes it less fun for them?
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
Multiple slow effects don't stack. Slow counters and dispels haste.
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Just in case we need it, here are the referenced abilities I'm getting them from.
So I was going through crafting and looking at the healing arguments.
Often heal is held up as the one spell that can actually stand up to damage. I say to myself ok that's good, but you don't get it until such a high level.
So there are multiple feats that increase your caster level with reference to a school or a specific spell.
Could you increase your caster level to the base casting requirement? Or what would happen if you cast it with a scroll with a higher caster level than your own? Could you make a rod like that?
First of all, when I mean non standard, I really mean non standard.
I'm a power gamer, big time. Usually I can whip out a decent build off the top of my head with really little difficulty.
However my friend, and our latest GM, has been trying to get me to roleplay a bit more. So we've been running lots of one shots because he knows I love making characters. Last time he tried something new.
Basically he told me level 11, describe who you want to be and what you want to do. Then put down numbers and abilities that you think fit reasonably well with that. Don't get me wrong, I know most of the abilities in the book. But I just froze. I could tell you half a dozen things that I could have easily fit into my character, but my other friend (we're usually a 3 man team, GM included) is not so hot on character creation, so I try to keep myself even with her.
How exactly do you do this? Pick out all the abilities you want for a character but not make them completely overpowered and completely and utterly break away from any system guidelines for character creation.
Not sure I understand. When you apply the giant template you change the size and apply all stat adjustments that go with it, then apply stat adjustments from the template itself?
First of all starting off by saying I don't play wizards. Not that knowledgeable about them.
Unfortunately, my friend brand new to pathfinder is playing rise of the runelords in a 3 man group with me and he decided he wanted to be a wizard. Not just a wizard. The classic wizard. Everything from haste to fireball.
Currently we're level 2 and he just found out the sleep spell has been nerfed from 2d4 to 4 HD. I don't have internet access most of the day, which is where I usually find my materials.
So I'm putting out a call here guys, help my friend build his wizard so he feels Epic.
Leadership and Item creation are allowed. He's dead set on being a universalist, maybe going the item crafter subschool in it. He wants to be human. He has no particular focus on spells.
Thanks guys if you could help this would really make him and my GM happy (she hasn't run a full module before and wants all of her players to have fun). I'll be back on tomorrow to check so don't get discouraged if I don't reply today! Thank you all!
So I'm making a character dedicated to one thing. Racing the AC of my party. I've already got him fully built and statted out.
I reached the ability to grant everyone standing next to me a +17 to AC where shield was the only thing that would overwrite another character's stat in AC. Everything else stacked. With bodyguard I could pop their AC by 21 and I had a few uses of bastion of good at level 20.
My question is, how useful is this really at level 20? I can halve damage from attacks from a single foe AOE buff for +17 AC, raise the dead with lay on hands, and grant bonuses versus fear and to attack, as well as healing ability score damage.
So I'm making a half crazed sorcerer who floats around naked on a floating disk casting touch attacks. I've read this spell and have a couple questions.
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
What kind of action is it to direct it?
I remember in 3.5 it was a move action to cause tenser's floating disk to move, but it doesn't specify on directing here.
Exactly What it says. I've learned to build a character quite well. I know how to make a background. I cannot figure out how to make a personality based on a background :P
So out of curiosity, I'm making my first Magus and when I run out of first level spells I intend to start casting light while attacking when I hit level 2.
I look forward to the look on everyone's face when everything I kill starts to glow.
What about you guys? What do your characters do for fun?
(and if I ask why you make the suggestions you do its because I really am trying to understand why you are suggesting what you are, and the benefit to it)
1. I cannot find the Cheliax book in my area and the pfs rules don't show what feats are allowed for that book, only the pages they're on. Is Fury's Fall allowed?
2. I'm not quite clear on Combat Maneuvers relating to my weapon. I've heard that I add my weapon enhancement bonus and weapon training to combat maneuvers. This seems a little nonsensical (rapier and tripping) How exactly does this work? Should I try to switch to whip?
3. Suggestions for my build? My CMB seems competitive even with monsters higher CR than me (CR 13 Red dragon CMD 40 vs trip) but I tried to incorporate dirty trick in for the blinding entangling and deafening effects for when I can't trip something.
Half elf Fighter Lore Warden (Tripmaster)
HP 12
AC 18
Str 14
Dex 18
Con 14
Int 13
Wis 11
Cha 7
Fort 4 Ref 4 Will 3
CMB 3 CMD 17
Feats
Power Attack
Weapon Finesse
Traits
Indomnitable Faith
Reactionary
2nd 20 Fort 5 Ref 4 Will 3 Improved Trip
3rd 28 Fort 5 Ref 5 Will 4 Agile Manuevers
4th 36 Fort 6 Ref 5 Will 5 Fury’s Fall
+1 Wis
5th 44 Fort 6 Ref 5 Will 5 Improved Dirty Trick
6th 52 Fort 7 Ref 6 Will 6 Greater Trip
7th 60 Fort 7 Ref 6 Will 6 Felling Smash
8th 68 Fort 8 Ref 6 Will 6 Greater Dirty Trick
+1 Dex
9th 76 Fort 8 Ref 7 Will 7 Quick Dirty Trick
10th 84 Fort 9 Ref 7 Will 7 Combat Reflexes
11th 92 Fort 9 Ref 7 Will 7 Stand Still
12th 100 Fort 10 Ref 9 Will 8 Steady Engagement
+1 Dex
Before Items
HP 100
AC 19
STR 14
DEX 20
CON 14
INT 13
WIS 12
CHA 7
Fort 10 Ref 9 Will 8
BAB 12 CMB 23 Trip 34 D. Tri 29
When a magus makes a spell strike attack with vampiric touch does he gain just the spell damage or the full damage?
Vampiric Touch wrote:
You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.
Ok getting right down to it. Barbarian, mounted Fury archetype
1) I hate the fact you can only get a horse or camel. The basic idea of giving them my claws is just weird to me. Flavor ideas here to get rid of the "WHAT?" moment when your horse starts making claw attacks.
2) Archetypes. Ok I looked at the pathfinder society lists and they only give pages for the books involved for the animal archive. I kind of wanted to apply the charger archetype to my animal companion. Is that a possiblity despite the fact I get it from barbarian levels and all that?
3) Boon Companion. Ok so my effective druid level for my animal companion is Barbarian level -4. Does this mean I can take boon companion and kick it up to my HD aka my Barbarian level and just treat myself as effectively a druid for my animal companion levels?
Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage.
Dead is listed as a condition in the rules. So I guess question here. Does this mean that you can actually stop death itself for a full turn? What happens if you're healed above negative con before your turn is up?
1) Spell Specialization: is your caster level a level variable effect for purposes of the dispel check?
2) Beyond Mage's Tattoo, What are other ways to increase your effective caster level for it? Mainly right now I'm looking into the bard or cleric class, something a little more support tank with some healing.
3) If you focus into dispel Magic how useful is improved counterspell really?
4) I don't play casters that often really so a basics of how the rods work would be very useful.
At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day.
Basic Question: if your bonus increases at every 4 levels up to 20, why does it end at 6? 4,8,12,16,20=5 numbers. Do you start with an auto CHA+1? Or is it a typo?
Out of curiosity. Does Hex strike still allow the save? It says that if you hit you may apply the effects of a hex. Does this include with the save or without?
Ok this isn't your usual monk. He's a caster. Basically it comes down to (I dance around the field, drink and spitting out Scorching ray and breathing fire)
Str 9 HP 13
Dex 16 AC 16
Con 18
Int 10 BAB 0 Fort 6
Wis 16 CMB 0 Ref 5
Cha 5 CMD 13 Will 5
Abilities Traded out for Qinggong
Slowfall -> Scorching Ray
Wholeness of Body -> Dragons Breath
Feats
1st
1st (bonus) Deflect Arrows vs Dodge
3rd Fast Drinker
5th Spell Pen
7th Greater Spell Pen
9th
11th Deep Drinker
Basically he's a surly old dwarf (like 300 years) whose sick of watching all the young adventurers. (Lack of respect for elders, the earth, no stomach for good ale, etc) So he's off to show them how its done.
I may make 12th level sorcerer for a slight boost on damage on his scorching ray.
My problem is he's not a caster, so I can't take metamagic feats. Its touch so deadly aim won't apply. I mean don't get me wrong, once he gets deep drinker he can do this indefinitely, so he's more dps than caster still. I just can't figure out what feats to take for him since melee, ranged, and caster feats don't apply here.
If none, is 12d6+ 12 on touch every round enough to be considered relevant?
Basically what happens when both you and your mount have Amplified Rage and activate the Ferocious mount power? If your mount is raging too do you both gain the benefits of amplified rage?
When are you considered proficient with natural attacks for the purpose of Weapon focus? Do you need to have the natural attack first or can it be at any time?
I guess the only real question here is what happens if you try to don barding after wildshaping? Can you put armor on? or does it automatically just meld into you still?
Dwarven Fighter 1 (+1 HP) (Monk Archetype: Zen Archer)
STR 13 1 TRAITS:
DEX 16 3 Defender of the Society (+1 AC)
CON 16 3 Indomnitable Faith (+1 Will Save)
INT 10 0
WIS 14 2 FEATS:
CHA 8 -1 Point Blank Shot
Rapid Shot
Monk 3: HP: 30 Fort 7 Ref 6 Will 6 Weapon Focus (Longbow) Combat Reflexes Precise Shot
Fighter 4: HP: 40 Fort 8 Mobility +1 Strength
Fighter 5: HP: 50 Ref 7 Will 7 Combat Reflexes
Fighter 6: HP 60 Fort 9 Snap Shot
Fighter 7: HP 70 Combat Patrol
Fighter 8: HP 80 Fort 10 Ref 8 Will 8 Weapon Specialization +1 Dex
Figher 9: HP 90 Deadly Aim
Fighter 10: HP 100 Fort 11 Improved Snap Shot
Fighter 11: HP 110 Ref 9 Will 9 Point Blank Master
Fighter 12: HP 120 Fort 12 Improved Precise Shot +1 Dex
Final Stats before equipment:
STR 14 HP 120 Attacks: (Without Point Blank)
DEX 18 BAB 11 15/10/5
CON 16 Rapid 13/13/8/3
INT 10 Fort 13 Composite Longbow 1d8+12
WIS 14 Ref 10 Combat Patrol: Threat 25 ft
CHA 8 Will 9 AOO +16 1d8+13
CMB 13
CMD 27
W/ equipment
Belt of Perfection +2 32k
Cloak of Resistance +3 9k
Mithral Platemail +3 19k
Longbow +3 18k
Cloak of Resistance +3 9k
Gloves of Dueling 15k
Amulet of Natural Armor +1 2k
Ring of Deflection +1 2k
Final Stats after equipment:
STR 16 HP 132 Attacks: (Without Point Blank)
DEX 20 BAB 11 21/16/11
CON 18 AC 30 Rapid 19/19/14/9
INT 10 Fort 17 Composite Longbow 1d8+18
WIS 14 Ref 14 Combat Patrol: Threat 25 feet
CHA 8 Will 12 AOO +22 1d8+19
CMB 14
CMD 29
Basic Premise: Cowardly Dwarf kicked out of monastery for running from combat. Wants to fight but runs any time someone gets too close to him
Combat Tactics: Set up Combat Patrol and AOO. Ready a move action to retreat if any enemies get within 10 feet. High perception bonus. Aggro enemies from other party members by shooting them every time they move toward someone else. If enemy chooses to stay ranged revert to normal archer tactics and full attack.
Concerns:
1: as always will saves though I didn't include the +2 against spells and spell like abilities. I'm considering trading that out for a +2 against charm and compulsion with the extra save the next turn.
2: Grappling opponents. Not sure how well I'll do if they manage to make it into grappling range.
3: Low(ish?) hit points. Lower than usual.
4: Speed concerns. Wanted to trade out Armor mastery since as a dwarf I don't get encumbered by armor anyways but I want the full plate with Dex bonus.
5: More background? I'm not a great story teller. Any other concerns that can be raised
My question is if I'm under the effects of the confusion spell and someone casts dominate person on me what happens?
This is specifically in reference to the wild rager barbarian archetype
wild rager
The argument they made is that when dominated the confusion automatically ends and that they could use the rest of my rage/day. I argued that nothing in the dominate person spell says it dispels the confusion effect and so it should continue underneath the dominate person spell until I make my will save against it.
Not sure if this is the place to do this, but are they working on anything for them?
So far we have feats and traits and archetypes for druids that specialize in animals.
We have archetypes for monstrous humanoids.
We have archetypes for fey, resurrecting, controlling a pack of animals, weather, domains, inquisitions and all other sorts of things.
But I've seen nothing that focuses on Druids who love Elementals or Plant shapes. Which is saddening to me because I love combat druids more than anything else. Something about a dwarf turning to solid stone and heading in swinging is epic.
I just wondered if anything was in the works for druids who focused on the slightly later forms of wildshape?