Spellswipe is lvl 8 and even without a good dual target spell is great for clearing out minions or supporting monsters. I love it with my Enlarged Gill hook wielding Inx Iron Dwarf Magus. I will often Blazing dive into position then activate my cascade for my opener getting me in position for sweet AoO's then start sweeping with my 15'reach.
So as far as I know EIDOLONs get to take a seperate exploration activity from their summoner. IE they can stealth wile the summoner scouts ect. Now during downtime can an EIDOLON do an activity like earn income as long as it's able to do so within range of the summoner. Such as crafting or a service barkeeping singing/performance? Can the summoner effectively earn income twice?
One of my favorite spells for "creativity" is shrink item. If I have a wizard able to cast this I will inevitably have a pouch of shrunken 600lbs stones to use in miscellaneous situations. Need a pressure plate held down. "Boulder" Need a quick barricade for a door "Boulders". Need cover from ranged enemies "Boulders". So many simple uses for big rocks and of you add 4th lvl shape stone to the mix you can have a pouch of 600lbs marbles/perfect blocks with very little difficulty and things start to get touchy.
Dubious Scholar wrote:
Which is why I am asking :-) It does seem a little too good but at the same time not broken ether.
So Questions 1: Can you use treat wounds on an Eidolon? 2: Does this count separately from the summoner ie do they now both need to wait 1 hour/10 mins before treated again? 3: If so can one use ward medic to treat both eidolon and the summoner at the same time healing them twice effectivly? 4: Does battle medicine work on them each separately? Thankyou.
Gaulin wrote: Keep in mind that tendril strike is its own unique action too. So while it increases reach for that strike, it doesn't increase reach for something like, say, field of roots. Oh I know and like I said I just realized that with AoO the lvl 7 ability really helps but it seems almost like it's the same thing as the lvl 1 ability so I want to make sure if they stack or not.
Ok I know the book is new but I think this needs a touch of clarification. So Tendril strike allows for one action my Eidolon to make a strike with ether of it's attacks granting +5' reach. Ok that seems clear. Growing vines (lvl7) gives all my Eidolon's melee unarmed attacks the reach trait. Does this mean that my plant Eidolon can now do attacks at 15' using Tendril strike? or is Growing vines just useless? Or does Tendril strike do something different or have a limitation I am unaware of? How is this all effected when I make my Eidolon large through a feat or spell?
Thx all for the extra options. I'm considering a dwarvin Magus and am tied on ether sustaining steel or slide casting. We are not using free archtype. I kinda want a familiar for RP reasons as the character is currently a wizard with familiar attunement and a big crafter. We are gonna be allowed to reincarnate when secrets of magic comes out so I'm working on Magus ideas. He will be about lvl 7-9 by that time. Currently My builds are identical stats(Base>Str18,Dex12,Con14,Wis12,Int14,Cha8)
Slidecast Magus
Both are fairly similar but the sustaining will be more a tank with his extra temp hp and the slide caster will be much more mobile. Both will have med armor and use a single weapon likley with a shifting rune for flexibility. Any suggestions/comments/ideas?
I think having consequences for excessive resting and timelimits are very important to a multi encounter day/setup/adventure. If the portal you arrived through will close in 2 hours stranding you in enemy territory then you are gonna be very aware of time. If you are in a harsh environment causing damage or some other effect like fatigued, or drained, or weakened ect. every 30 mins or every hour again players will step up their games. If an important NPC is gonna die in exactly 3 days and it's a days travel to the tree of life through hostile territory this will effect how players rest. Now the GM has to take these things into consideration when using them cause if they don't then they will kill their players but they can make things dynamic and fun for many adventures.
Learn a Spell: "You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn't use Religion to add an occult spell to your bardic spell repertoire." So can a Wizard be taught a spell that is shared between divine and arcane lists by being taught by a cleric? For example can a cleric teach a wizard fear if the cleric has it prepared? Can a bard teach a Witch or a Sorcerer teach a Cleric?
If the players have/know something that the opposition wants and through speaking to enemies during combat convay that I would consider stopping combat. Also surrender is a social way to end a combat even if the other side is just being set up. Who knows i very rarely tell my players no. I usually inform them of the diffucalty of a task and what they would need to do to accomplish it (if it something really difficult then multple rolls at least).
Also casters have some of the greatest problem solving abilities in the game. Need to carry several 10'x10' fragile statues over rough terrain with no wagons? Shrink item is your friend. Need to patch a dam or reinforce a city for siege? Walls of stone are permanent. Need to listen in on an important meeting inn another part of the castle? Clairaudience does the trick. Want to leave some traps for enemies you know are following? Glyph of warding. Theses are just a few examples and none of them are to far out of the box. Entire plots and be circumvented with intelligent spell use. Really no other "class" ability can do this as well. Wile other non caster classes can do out of the box problem solving magic makes things happen for those who are not committed to just hulk smashing their way through life.
Thinking about it, The only issue I can find to prevent this is to stay flying the familiar has to use a move action and as it only has one extra action you would need another to "raise" it so no net gain. As a familiar it is still the object it was it just now has familiar stats. I just think it would be fun.
So I was just considering some of the silly things a Baba Yaga witch could take for a familiar and thought what if I had a steel sheild as a familiar. With 3 abilitus I could take Flight(who dosent want a flying aheild), Independent( 1 free action every round), and well anything else but speech or tough would likely take the slot. Now this said could my sheild familiar that is (holding onto my arm) take a free action to drop me ie let go, then take it,s free action to raise itself? It for sure couldn't sheild block but you wouldnt want it to. Would you get the +2 ac for raised sheild or no? Regular sheild use does no damage to it so it shouldnt take damage for being used this way. Final edit sorry typeing from phone so apologies for typos ect.
dmerceless wrote:
I really like this. Until now I havent found swashbucklers that appealing but this looks fun.
So I was wondering if anyone had any advice on this build?
Str:18
Feats: Risky Surgery, Grasping Reach, Sudden Charge Skills: Athletics, Surgery Lore, Medicine, Nature, Stealth Start with Chain mail, get full plate ASAP
I'm thinking of going Cleric dedication at 2nd to get shield and light cantrips as well as Survival and religion. I'd also get battle medicine at 2nd lvl. 3rd lvl fleet and increase medicine to expert 4th lvl sweep fighter feat Damage should be pretty good with d12 as a fighter and d10 with reach(grasping reach) I'd be a competent healer out of combat right out of the gate with a +6 medicine (+8 with risky surgery) and after 2nd I can even heal in combat if there is am emergency. I think the concept of a tree that chops down people could be fun and as a "Barber" he can also trim/prune people as well (manscapeing anyone). Are there any major holes in the build? Something I missed? Also at 5th with Axe mastery if I use sweep and crit both targets how much damage do I do with a +1 striking great axe is it 2d12+4 +2d12 for Sweep to both of them or just one of them or what? The extra +1 for sweep applys to both targets and with a fighter's high to hit there should be a good chance for crits.
So base animal companion has 6+con mod xlvl plus base animal hp
Base stats as template/type Mature gives +1 Str/Dex/Con/Wis
So for example a 9th lvl Wolf would look like this: Hp:87 Speed 40 feet Size: Medium
Expert Perception +15 (Low light vision/Scent 30')
Attacks Jaws(fenesse)->: +15 hit 2d8+3 Dmg Support Benefit Your wolf tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success). Advanced Maneuver: Knockdown-> Single Action Requirements The animal companion’s last action was a successful jaws Strike.The wolf automatically knocks the target of its jaws Strike prone.
I think Shrink item spell with a little imagination could be one of the most anime things. Shrink "everything" shrunken items place in small breakable containers (like glass vials but sky's the limit with some imagination) The spell has an unlimited duration as long as the object is inside something. Smash rip toss to the ground ect to instantly have any thing you need at a moment's notice....Profit :-)
If you could create a barrier or brace to block a passage or door. You could make banners or decorations for an event A mat to cover a pit trap (you could even make it proper colors like stone or rock colored) Lots of rope A temporary plug or patch for a leaky boat at higher lvls then stone blocks A replacement wheel for your wagon If you have a solid time-frame you could turn a wagon you "fixed this way into a scary booby trap as the wheel or Wheels just vanish wile moving at high speeds. If your GM allows you to dismiss your own spells with a duration even better for most of the above suggestions. Ready make keys I just thought this would be great for making a mold. It can be done quickly to do any shape required then filled with moltin/liquid meterial that can be solidified then poof after an hour of setting no muss or fuss to remove.
jplukich wrote:
Note: Unarmed does not have to be with fists you can use any body part therefore you can use a shield as much as you want with unarmed no sheild bashes needed.
I am not die hard trying to improve characters by stacking I am just making conversation mostly. That said if I had a character ask this I would likely go with a little extra range and maby an additional +1(circumstance) to sent related perception checks just to not waste the granted ability. On to another related subject that isn't talked nearly enough about. What would it take? What lvl cost ect would you put on gaining a precise sense such as smell or hearing for a player? What effect on the game would it have? Should it have a limited range like 30' or 60'? There are plenty of characters with heightened senses such as blind marital arts masters or whatever. Tremor sense: Touch
What lvl and how many feats or what lvl items would be needed to grant abilities to use precise versions of other senses?
Eg A player with precise hearing at 60' would basically ignore invisibility or any illusions that don't include sound. If the opponant dosen't have foil senses you could ignore stealth within that 60' range. Would having these abilitys bring any disadvantages such as more damage from sonic attacks or having saves one category lower vs sonic?
So I already know RAW If I took a heritage with imprecise scent then took the Feral background (which also gives imprecise scent, it wouldn't give me precise scent. What I am asking is considering the treatment low light vision gets to stack and become Dark-vision in many instances would a character with precise scent be too op? An Example would be a Hunting Catfolk with the Feral background. I also know they are uncommon and Rare choices respectfully but I am looking at how or if it would break the game to have a lvl 1 character with 2 precise senses.
It is good for characters who want mounts that are not animal companions just for the movement benefits wile travailing, having a mount that will fetch things or stay put when left or even defend itself is a good thing. Train a few guard dogs to watch the camp. (Obv if a creature of the party's lvl showed up the dogs are toast or will run away) There are RP reasons as well and it gives a reason to use nature to earn income training animals to sell.
Search Posts
They say the Devil is in the Details. What is some of your favorite subtle details about the game where the designers have done an awesome job mimicking gameplay. Here are two of my favorites: (And I'll paraphrase the text to emphasize gameplay) Shopkeeper's Daughter:
Cannibal Isle:
I was playing solo on Rum Punch with I encountered Nefti Unwesha with 4 Allies in my Ally Pile.
Long story short I rolled well and defeated her, but I was nervous and was looking for any other way I could have bettered my odds. (one Ally was the Parrot so I was ready to re-roll everything if necessary) I notice that I didn't need to, but I did wonder if any of the Character's traits give bonus to their base attributes.
I was thinking it would be neat to have something added to the game that would allow your character to do one superhuman feat per scenario. The move would come at a big cost but it would have the potential to alter the game in a crazy way. Of course this would have a risk to totally breaking the game... What if Merisiel could do an assassin attack? Roll a D6, a 5 or 6 kills the enemy. A 1 makes her take 100% combat damage with no reductions. A 2, 3, 4 does nothing. No matter the outcome she can not move or explore her next turn. What if Ezren could do an apocalypse attack? He calls a powerful spell that goes 5 cards deep into the location. Boon cards are immediately destroyed and bane cards are resolved (defeated or undefeated) but Ezren doesn't actually encounter them (no text goes into effect and he takes no damage). Ezren cannot cast a spell for the next 2 turns. What if Kyra calls a phoenix? It brings back a character that has exhausted their draw pile and cant bring their hand up to the min. hand size. They recover half their discard pile randomly and place the cards in their draw pile. Kyra can no longer use her healing power the rest of this scenario. hmmm....
I almost hate to bring this topic up because of an old thread where they beat this guy to death, but it's not the same question... I was playing last night and Merisiel didn't have a weapon, only Caltrops as an item. Hermit Crab came up and we had the discussion... The Caltrops will defeat a monster with a combat 9 and under. Boom! Hermit Crab defeated... or is it... If the Hermit Crab is defeated reroll and use the second result. If we treat the card as "try again", we could argue that the "roll" was the Caltrops which easily defeats him again. Rerolling simply applies the same method to defeat him. If we treat the card as you have to defeat him twice, then we could argue that the first defeat was the Caltrops and now we have to defeat him again not using the Caltrops. We played that the Caltrops got us past the first defeat, and then we rolled a regular combat to defeat him the second time.
My group varies by night (we only play once a week). Two of us are the core and another 2 are hit and miss. Since we don't play that often we don't want to slow down our progress by "practicing" when it's a 2 man night, and then playing the same scenarios when everyone is present. The other guys are also not likely to play solo or catch up when they are together. Is there a homebrew rule that works will to Proxy players who are not there? I know we can plow on without them and they can always join when they can, but then they'll be weaker. I also don't want to be consistently replaying scenarios... Thoughts?
I've been playing in a 4 man team and we have made our way through Adventure 0. During the first few scenarios you get to draw a random card from the box. After 90 minutes of play we were all greatly disappointed to only pull up BASIC cards. We toss 'em pretty quick since if we wanted them we always have the choice to get them at the start of our next game. This really takes the prize factor out of playing. We decided during the Black Fang scenario when we go to pick a random card from the box from a type of our own choosing, that we would pull out all the cards with the word "BASIC" on them. This basically gave us something random that we can't pick in the beginning of our game. I understand this can always be a house rule (and probably will be for us) but I'm curious as if there is strong enough argument that we are "breaking" the game by doing this?
I've never given Holy Water much thought, but the other day I was playing Merisiel and didn't draw a weapon in my initial hand. This makes her more of a recon character until she finds a good ranged weapon to fight with. My first explore I hit the Skeleton Henchman. Besides having no weapon this guy is resistant to my bow if I even had one. I immediately was about to go into Evade mode, when I looked more closely at my hand and saw that the Holy Water if banished will DEFEAT a BANE... I thought just MONSTER... but no this thing will take out an Ancient Skeleton. Holy Water - Banish this card to defeat a bane with the undead trait who's highest combat value is 10 or lower. Skeleton
the great thing was this occurred at a location that needed dexterity to close. I threw down a Blessing of the gods and had d12 + d12 + 2. Destroyed that location on turn one. It all makes sense, but that just seemed too powerful.
Anyone notice that in the Rogue Deck Merisiel now has the ranged skill (losing the Disable skill)? This means she can start the game with a Light Crossbow hitting with:
If she gets a hold of the Returning Throwing Axe +1 she'll be:
And wait... there's more. Say you're alone! Recharge another card and you're guaranteed a 7 and 50% is over 21. Play a Blessing of the Gods... Were rolling
Hitting at least 8 and 50% is 28!
Caltrops reads as follows: Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower. Rat Swarm reads as follows: If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated. If I used Caltrops to defeat Rat Swarm should I shuffle it back into the deck it came from? |