Goblin Squad Member. RPG Superstar 8 Season Marathon Voter, 9 Season Marathon Voter. Organized Play Member. 455 posts (1,366 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 13 aliases.
I also didn't say you were wrong, I just said that I disagree that one part works the way you think it does. Also, I got my threads confused. I had a couple open at once, and in one of them on Mage Bullets, someone linked to the Archetype guide.
I also want to continue to point out that I greatly appreciate the guidance concerning using Mage Bullets twice, the silliness of trying to spell store, the the way the melee enchantments work.
And Rags to Riches is a great spell I never knew existed, so thank you for that too.
Just because I disagree on one bit doesn't mean I'm trying to poopoo anyone.
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Noting that I respectfully disagree with your thoughts on how arcane gun works with non-wizard spells, if my DM has it work the way I think it does, I have a final question.
If I cast a Reach Chill Touch through the gun, I understand that in the turn I use it I get one ranged touch attack. What is your opinion on whether or not I get to continue using a ranged touch attack for Chill Touch's full duration?
Some argue you can't "hold the charge" on ranged touch spells. Some argue the spell is still a touch spell, it just now can touch from range.
Maybe the various melee properties are there to offer options to the few firearms that serve as melee weapons, like the axe-musket and such. Or maybe worse, you can't even enchant that since its a double weapon. It must be the "barrel" of the gun.
Regarding using spells from other classes, I still disagree. It's even mentioned in the afore-linked guide to the class.
"The very best sort of build to play is to not be a wizard. Take one level only of Spellslinger, then take either Sorcerer or Cleric or Witch. Then play as one of these who has a minor, yet nifty, ability with a gun. This is completely legal, because the Spellslinger archetype doesn’t mention anything about having to use wizard spells only, or even arcane only, to fire through the gun or to sacrifice to enhance it. If you choose either of these (or any other class with spells) then you will only be losing one level to gain all of the benefits of the Spellslinger."
Thanks for commenting. First, here's a couple of things.
1. Almost all Spellslinger builds call for 1 level in spellslinger, followed by any number of levels in either arcanist / sorcerer. This is because of the wording of Arcane Gun.
"A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. "
Note this wording is completely different than something like a magus or other class. I could take cleric levels and apply the bonuses, should I wish.
2. Nice catch on the part about not being able to sacrifice two spells to keep stacking effects. Thank you!
3. With spell storing, my biggest concern is this. Is the weapon a bullet? Per Raw, it states it activates when you "hit someone with the weapon." Do I have to whack someone with the pistol? Or can it activate when I shoot?
4. I agree about the bad action economy. Spell Storing is a pretty poor choice overall in retrospect, unless I had a quickened spell ready to go and a swift action available.
5. Thanks again! I considered the Magus, but the DM is only allowed Hybrid and the ol' basic classes in this one, and then any archetypes or feats.
-First, when convenient I use G. Magic Weapon (CL9, so +2), I now have a +2 gun.
-Then I can use Arcane Weapon as a standard action, which states its enhancement bonuses stack with other bonuses. I now have a +4 gun for 10 rounds. (I tanked charisma)
-Then I can apply Mage Bullets as a swift action, and consume a 4th level spell. This gives me +4 in bonuses to allocate through the Mage Bullets class feature.
-I can use those 4 "points" of bonuses for flaming, frost, shock, and vicious.
My air repeater gun is now +4 to hit, and 1d8+4+5d6 damage. In addition, my spells that roll to hit are +4 to hit, and my spells that allow saves have a +4 DC thanks to Arcane Gun.
That of course, assuming this all works like I think it does. Here's the questions and assumptions I guess.
Assumption 1: I cannot use 1 "point" of the Mage Bullets bonus to raise my gun to +5 after using GMW and Arcane Weapon, because the Mage Bullets do not explicitly stack. Is this correct?
Assumption 2: At lower levels, I can do something similar. Per my reading, Mage Bullets does not require an enhancement bonus to be on the gun to add weapon properties. So at say, Wiz 1 / Arc 4 I could turn two second level spells into flaming / shock and then vicious / frost.
Possible problem with 1 and 2: The wording on mage bonus says it can turn a spell into a weapon bonus = to the spell level sacrificed. I don't think "weapon bonus" is a term anywhere, other than an untyped chart on magic weapons explaining that a weapon does not go above +10 in bonuses.
What I don't know is if Mage Bullets bonuses are exclusive or considered a typed or named bonus, meaning I get either the level of spell sacrificed through the mage bullets feature, OR a combination of GMW + Arcane Weapon (which states that its enhancement bonuses stack) / Mage Bullets + Arcane Weapon.
To rephrase, if I raise my weapon to +4 through GMW and Arcane Weapon, does Mage Bullets even let me add its weapon properties or enhancement bonuses?
Two Part Question: How does gaining the spell storing property work with a ranged weapon. Does it just mean that in the 4 minutes the weapon has that property, I can cast a spell into it and then activate it after shooting a foe?
How does that react with the Infused Spell Cartridge feat? Can I store an intensified shocking grasp with spell storing, then in another round cast intensified shocking grasp through the gun to do 2d4 with the force bullet and 2x 10d6 shock damages? Would the force bullets get the bonuses from all the enhancements as listed above?
If so, since force bullets are the guns ammunition, we are looking at 2d4 (force bullet) + 4 (enhancement bonus ) + 2 (arcane strike) + 5d6 (frost, shock, vicious) + 10d6 (spell store intensified shocking grasp) + 10d6 (intensified shocking grasp delivered through gun for infused spell cartridge).
25d6+2d4+6 with no saving throw and I can swap between snowball or shocking grasp or Acid Something? for resistance on enemies.
That seems pretty good for a blaster mage blowing his load at 11th level?
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It would be nice if this all worked like I think it does.
I know its not a world beater, but when out of spells it doesn't seem like a bad fallback. I know I could in theory just use that 4th level spell to do something like a metamagic fireball, but that 9d6 happens once and they can save against it.
I think at this level my to hit line looks something like +4 bab, +4 dex + 4 enhancement to weapon. And that's without other buffs like haste, heroism, divine favor, etc. So I should be hitting touch AC pretty well.
Its also a flavorful way to play a spellcaster without wanting to control the game or up the power curve for the DM. I can outlaw star as much as I want, and wizard when needed.
If anyone doesn't mind critiquing, here's the build and character sheet so far. I've yet to spend my gold because I have no idea what to buy.
EDIT: Choices are limited to like, 99% CRB. We get ONE, spell or item from the APG, and that's it. My item will likely be sorc robes to speed up bloodline progression.
I have an abyssal sorcerer that I am writing up for a play by post game, and to be honest I am looking for the fairly absurd. I've been accused in the past of playing characters that are way too crunchy, so I'm going off the rails.
First, the idea is for an abyssal sorcerer that is all about having underlings. She is chaotic good, but pretends and acts like she's evil and antagonizes the party paladin constantly, mostly to convince herself she's evil and not a failure in the eyes of her demonic accountant father.
Please help me in these very broad categories.
1. Coming up with small evils that aren't really evil. They can even be mean or painful, just not truly evil.
In this campaign setting, all player character MUST be good. So I can't do real evil. Instead, I do things like..
A.Steal snacks, rations, food, etc.
B.Try to convince merchants to give me more copper pieces in change than strictly necessary.
C. Make my summoned creatures wear ridiculous outfits.
D. Researching a papercut spell that inflicts a papercut on the party wizard when he scribes scrolls.
Etc etc.
2. Fun with Summons. I am really trying to find a way to do things like summoning fiendish dolphins that can be thrown, and then explode. I'd really like to find a way to use intelligent, humanoid demons (or not humanoid ones) as mounts. Level 15 (or 11 with an item).
Is there any mechanic that you know that allows me to call the same summoned creature, equipped with items I buy? Maybe I could put a demon in a white wedding dress, or something silly, and make it fight with a bouquet.
3. Spell choices that emphasize this characters desire to inherit an underworld legion from her father. Currently she's only level 4, and I've even wasted a slot on Unseen Servant, so she has someone to boss around all the time. Is there a faster or better version of servant that has a long duration?
I'd love to have her lounge on floating discs while being charioteered about by summoned spirits.
Regarding the Party, there's a Druid, Wizard, Pally, Cleric, and Ranger. It's a mostly wilderness campaign, so if I went rogue I may want to look at an APG archetype and apply for that.
I've got a character I want to play in a campaign setting that allows beastkin. This is the stat block for them.
Beastkin Stats:
Racial Traits
Beastfolk are humanoids and members of a noble race.
Ability Scores: +2 Wisdom, -2 Intelligence, +2 to one other stat, see below
Small: Beastfolk are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Beastfolk have a base speed of 30 feet.
Low-Light Vision: Beastfolk can see twice as far as humans in conditions of dim light.
Keen Senses: Beastfolk receive a +2 racial bonus on Perception skill checks.
Natural Armor: Beastfolk have fur and hide that offers a +1 natural armor bonus to their Armor Class.
Natural Attacks: 1 bite for 1d4 or 2 claws for 1d2/1d2 (player choice).
Languages: All Beastfolk speak Common,
Beastfolk vary in the following ways, based on animal type:
Feline - cat, lion, tiger, jaguar, puma, cheetah, or leopard heritage.
+2 Charisma
Impassive: +2 on Bluff checks
Canine - wolf, dog, fox, or coyote heritage.
+2 Intelligence (cancels -2 penalty)
Social: +2 on Diplomacy checks
Ursine - bear, sloth, panda, or racoon heritage.
+2 Strength
Individualistic: +2 on Survival checks
Rodent - rat, mouse, squirrel, beaver, or rabbit heritage.
+2 Constitution
Sneaky: +2 on Stealth checks
Avian - hawk, owl, eagle, or falcon heritage.
+2 Dexterity
Flighty: +2 on Fly checks and on Acrobatics checks to jump.
1. I want to use this race to create a natural weapons character who is strong in melee. This probably means having at least claw claw bite.
2. They don't have to equal fighter output, as long as there's some other perks in there as well, like neat skills or other class features.
3. Only the core book plus custom site content is allowed. They really hate strong characters here and try to keep it easy for their DMs. Certain things are allowed case by case, from the APG.
A. A rogue type melee character, using the claws with sneak attack. I kinda consider this somewhat better than a halfling with twf, because the beastkin get 1 Nat Armor and move 30ft. They wont get the crit range of a kukri though. =(
B. I've been told the nat weapon ranger specialization is available. That would probably make the Aspect of the Beast worth taking, because then I have the d4 bite as a racial and the d4 claws from the feat.
C. There's an easy to access prestige class that at 5th level gives you scent and a pair of claws. It also gives you the following SLA's each once per day by its 5th level: Beast Shape I, II, and III Plant Shape I and II, Barkskin, Spider Climb, Water Breathing, Gaseous Form, Longstrider, Enlarge Person, Reduce Person, Bears Strength, Cats Grace, and Bears Endurance.
D. There's also an annoying to access prestige class (Animal Affinity, Self Sufficient, and some skill tax) that does something crazy. If you take a character with an animal companion, you basically have a shared HP pool, can attack in unison, and combine each others natural weapon damages.
You cant wear armor or use manufactured weapons, but you do gain a +1 thru +5 enhancement bonuses (that dont beat DR =( ) to your nat attacks.
E: The prestige class mentioned in C has some charisma based abilities. Maybe a sorc thru 5 levels before switching over?
F: Totem barbarian seems legit. I wouldn't need the bite rage power, and it could eventually grant me pounce.
The basic premise of the class is that you take a neat companions, and you and it fight together as one creature, and share some stat bonuses from time to time. For the purposes of this, please note that races are NOT basic PF 1 races. They are all on the host sites wiki. There are 3 large races, Liontaurs, Centaurs, and Minotaurs. They all have natural attacks, so they'd gain a bite at best.
I'm thinking a Medium character and something like a badger, since it gets some good abilities, and I'd get rage out of it, but I'm sure someone else can help me out more than that.
Maybe a Centaur with a Horse companion? That though, creates an abomination in my minds eye when they merge using Synthesis!
Blink has a spell has got me a bit confused. There's so much talked about in the spell description.
Here's the spell.
Blink said wrote:
"You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. Blink has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material."
I -think- it does the following.
1. You gain a 50% miss chance against melee, reduced to 20% if someone can see invisible creatures. Blindsight is no help.
2. You gain a 50% chance for enemy targeted spells to fail, reduced to 20% if someone can see invisible creatures or affect the ethereal plane. This is completed negated by force effects since they affect both planes.
3. You take half damage from area attacks.
4. You can step through solids at risk of being shunted.
5. You can attack Ethereals.
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Those are pretty basic. Here's where it gets tricky.
"the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible."
Okay great, so we are ethereal.
"An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures."
Excellent. So blink has a built in fly that's not really a fly. And we are invisible and incorporeal, so non magic weapons won't do anything.
"Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures."
Wait! I thought I was ethereal, which also makes me invisible and incorporeal!
"You take only half damage from falling, since you fall only while you are material."
Wait! How can I take falling damage if I can move any direction I want, to include down or up?
I DM a game over at www.woldiangames.com, a very long running PBP gaming site where we run about 7 or 8 game online.
One of our games, Humbles Ford, is needing some new players to replace a few who have had to step out.
Currently, the campaign is at 10th level, and we plan to play to 20th. If you are interested, please send an email to wartortle84@gmail.com and post here and I will get to you asap. We post once a day, and have been around for over 15 years as a play group.
Hello all, I have a few questions regarding the Blink Spell.
1. Are you invisible or not?
There's several lines of text in the spell that seem to imply you are in fact that and then some.
"An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures."
Then however, it mentions are you not invisible and people don't suffer loss of dex to AC. But then it ALSO mentions you are ethereal, and not merely invisible.
What a cluster.
2. Can you still manipulate objects?
Since you are incorporeal and all.
3. Can you be grappled?
You don't have a physical body and are immune to all nonmagical attack forms, since the spell specifically states you are incorporeal.
My 13th level caster can effectively shrink 26 cubic feet of items with Shrink Item.
I want to pay to have a wooden statue made that I can shrink for transport, then enlarge for combats to be used with Animate Objects.
Question 1.
Is it possible to have a Gargantuan Statue made small enough to shrink? What's the minimum cubic feet of a gargantuan item?
Question 2.
Where on earth do I dig up the combat stats for such a creature. I've found one chart.
Is this what I use?
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-objec t
The good part about doing it this way is that I can pretty much make a sheet for it and it would be constant. That said, are these considered Core Rules?
Thunderfrog Marathon Voter Season 8, Marathon Voter Season 9
Last year, I made the final cull.
This year, I made top 100.
I suppose there's always next year.
Pendant of Overwhelming Flame Aura strong evocation; CL 13th
Slot neck; Price 21,000 gp; Weight 2 lbs.
Description
This smoldering red pendant is hot to the touch, and smells faintly of smoke and ash. Crafted from crimson glass and shaped into a perfect sphere, it is affixed to a heavy brass chain and linked to the elemental plane of fire. This pendant allows the wearer to channel tremendous amounts of extra-planar flame to overwhelm the fire resistance of other creatures.
As a free action, the wearer of a pendant of overwhelming flame can bypass up to 10 points of fire resistance with their spells, weapons, and abilities that inflict fire damage, for up to 10 rounds each day. The wearer can instead expend two rounds of use to bypass up to 20 points of fire resistance or inflict half of their fire damage to creatures with immunity to fire. While the pendant is activated, the wearer's weapons, spells, and abilities that deal fire damage do an additional 2d6 points of fire damage. These rounds do not have to be consecutive.
Construction Requirements: Craft Wondrous Item, flame blade, flame strike or fireball, plane shift; Cost 10,500 gp
1. Is it an error that Grapple is the only combat maneuver you can use on foes 2 sizes larger than you? A halfling with a high grapple can effectively stop an ancient dragon mid-flight if he grapples well enough?
2. When some very large falls on something very small, how do the rules reflect this?
Example 1.
A character has used Shrink Item on a massive object, gets overhead, and drops massive object weighing many tons on a small npc.
Is it instant death? Does the npc just auto-move out of the way? Is he stuck underneath an impossible strength check?
Example 2.
For that matter, lets say a dragon or other heavy monster says "meh", and just sits or belly flops onto a pc. The monster weighs 9600 pounds. The PC isn't going to lift him back up. How is that resolved?
Thunderfrog Marathon Voter Season 8, Marathon Voter Season 9
1 person marked this as a favorite.
Hey.
Quacking in serious business. Before the oil-ducks moved in, Oklahoma had fewer than 10 earthquakes each year. Now that quacking has run rampant, we have more than any other state in the US, nearly to the tune of 14 per day.
Ban quacking. Our land can't handle it much longer.
Thunderfrog Marathon Voter Season 8, Marathon Voter Season 9
OhGodTheRats wrote:
Owen K. C. Stephens wrote:
There is, and the short version is we were trying to fix the problem, and we're just not going to be able to in anything like a timely manner. The announcement has been pushed to tomorrow, with our sincere apologies.
I'll ask the obvious question the chat crew was worried about: Does this mean the Deadline for Round 2 will be pushed back 24 hours as well?
From the Blog.
Hey folks,
Obviously we never want to have to delay things like this, but it's sadly unavoidable in this case. We'll be back on-track tomorrow. Because our schedule is tied into a lot of other things, none of the other dates of the contest (including the Round 2 due date) are changing, so if you think you might be in the Top 32, this is a great time to pick up your mapping pens... or software, or pencils, or whatever you map with!
We're working out how to try to ensure we don't ever have these issues again, though sometimes that falls into the problem of trying to foresee the unforeseeable.
Our apologies.
Thunderfrog Marathon Voter Season 8, Marathon Voter Season 9
Owen K. C. Stephens wrote:
There is, and the short version is we were trying to fix the problem, and we're just not going to be able to in anything like a timely manner. The announcement has been pushed to tomorrow, with our sincere apologies.
Has the voting data been compromised in some fashion? Software issues sometimes have pretty big ramifications.
Thunderfrog Marathon Voter Season 8, Marathon Voter Season 9
Lissa Guillet wrote:
Site was down for some routine site modifications. Culling will likely commence as soon as everything is tested. =) Will probably happen a bit before 2.
Thunderfrog Marathon Voter Season 8, Marathon Voter Season 9
enderxenocide0 wrote:
Anti-Lisa wrote:
enderxenocide0 wrote:
A thought: it sounds like culls happen after a certain number of votes have taken place. At least, that's the general feel I'm getting from some posts. If a counter of Total Votes Placed versus Votes Remaining Until Next Cull was instituted (clearly not for this season), would that, perhaps, give the voters more incentive to vote? I mean, I think I can safely say that we like the culls... perhaps too much at times... so a counter that shows our progress toward the next cull could spur us on to reach specific goals.
DISCLAIMER: I fully admit that I haven't thought about the ramifications of such a feature for more than a few minutes. I'm just spitballing and am completely okay with the way things are currently.
Cool idea in theory, but keep in mind how much more influence that would give Mr. Thomas LeBlanc over the contest results; (scroll up to see what I mean).
Assuming we're talking about Champion Voters in general, it wouldn't give them any more power than they already have. The counter would merely show us how much work has been done. Champion Voters and the like are still contributing roughly the same amount in comparison to the other voters, but it might close the gap slightly if it increases the votes coming from Marathon and below.
True enough. Someones that's marathon or more is already voting a LOT. There's a much larger margin of increase for the other voters than there is for them.