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![]() Jenner2057 wrote: I can certainly start a thread over on AoW subforum. Just lemme know! I can just talk for myself, but to me that would sound very interesting. I don't want to cause you to much work though, as I probably won't have the time to use such a generous offer any time soon. I'm more than happy to somehow be able to manage two campaigns (which are on a very rough once per month schedule)... ![]()
![]() Dragon's Demand
Homebrew Campaign
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![]() Ju-Mo. wrote: The plan is to craft a magic item that crafts infinite magic items by itself? I wouldn't describe it as Adamarh in that the item creates two doses per day, but rather then a magic flask which can produce the same effect as the elixir (which is a boosted version of calm emotions) two times per day. The same like boots of speed create the effect of haste a number of rounds per day. ![]()
![]() I am inclined to use a quick and dirty method, referring to the magic item creation cost and the original elixir to scale the normal elixirs price up to an item with 2 charges per day instead of creating it from scratch. "Scaled up Elixir"
Single Use, Use Activated:
Use Activated or contionous:
Spell Level and Caster Level are the same, so the only difference is the gp-factor (×50gp vs ×2.000gp) Elixir Price 150gp
Now we modify it to 2 uses per day
If your PCs want to craft it themselves, it would cost 1.200gp to make, and require the craft wondrous item feat, as well as the Spell calm emotions (as the normal elixir would). Building a new item Building it without referencing the original elixirs price and just it's requirements would result in the following: Calm emotions
Use Activated
Modified with 2 uses per day
Which would result in a creation cost of 2.400, using the same feat- and spellrequirements as above. As a DM you would have to consider the items actual worth. Using the original elixir as reference and "scale it up", you could come up with an item costing 2.400gp (1.200gp creation cost). However the fact, that your PCs won't need to buy a ton of normal elixirs or using up spellslots everyday could be a benefit that would be "worth more" than a simple scale up and would end up at the cost of 4.800gp using the creation rules from scratch. Edit
Ps: Normally I'd reference AoN-Links, though somehow the page doesn't seem to load for me right now ![]()
![]() As zza ni already mentioned in a lawful evil nation the party's morals could well be the biggest encounter they face. Slavery, devil-contracts and related things are totally normal in this nation, so any party including a good Cleric or Paladin might have difficulties dealing with "normal day business" in cheliax. Let them come through a small village where some merchant is in the process of taking a farmers daughter as payment for debt-collection. Your party might have a problem with it, but since it's a lawful thing in cheliax they can't just intervene by beeing the good guys without breaking the law. They might free some slaves from a caravan on the road only to discover the slaves beeing in shock for beeing freed and blaming the PCs for everything that might now happen to their families. While SheepishEidolon presented some combat encounters, I think cheliax has great potential for interesting and morally questionable challenging social encounters. ![]()
![]() JuliusCromwell wrote:
Instead of having a stash of masterwork (or later even magical) Daggers for throwing, maybe safe money and buy a Blinkback Belt. With that you'll be able to throw any Dagger you possess and get it back immediately after throwing it. ![]()
![]() marcryser wrote: Daggers are a part of the close weapons group. +3 damage with close weapons and +2 damage for weapon specialization significantly ups the damage floor. Piranha Strike also helps raise the floor. Correct me if I am wrong but according to AoN Fighter Weapon Groups only the Punching Dagger is in the Close Weapon Group. Most other Daggers are in in Blades, Light Weapon Group. ![]()
![]() My main game took a longer break, as one of the players left for a longer (maybe permanent) break. I will continue it with three players for now and maybe a new one will join, though it might be hard to get into a established group that played together for 5 years. My dragons demand game continued yesterday, also after a longer break (summertime is festival season), and the group wrapped up hunclays manor. They won't tell anyone of the cave for now, but will explore it next time and then have some downtime before the auction. ![]()
![]() Kinda depends.
Their are a lot of feats and class features, which allow a character to treat certain weapons as something else (albeit often only for specific aspects, e.g. Proficiency, weapon group, interaction with other feats/abilities). ![]()
![]() Dragon's Demand
In the kobolds lair, even though my players decided to work with Nighttail, they ended up killing most of the kobolds except the guys guarding the eggs and the eggs themselves.
I wonder how our rogue will go about beeing allowed to go through hunclays manor, but not allowed to take anything. Especially as he has a serious honor bound LN dawrven fighter alongside him ^^ ![]()
![]() Dragon's Demand My players cleared the collapsed tower and Dungeon below. Most enemies were either able to stay out of reach of the fighter or got smashed to pulp with one swing of her earthbreaker. She had one of those crit or miss days... Coming Saturday they will tend their wounds, probably buy some stuff from the money they looted from chests and head into the blood vow lair. We'll see which path they choose (choosing an ally or murdering everything). - Homewbrew camapign
Let them roll for random encounter. Party is Level 8.
Fighter kept watch. Failed his perception check. Shadow deals 1d6 STR damage on hits. Rolled almost only max damage, and hit every turn. Took the other characters 2 rounds to realize what was going on and what to do. Fighter was down to STR 1, when the druid finally killed it, right before the shadows turn. Never been so close to (irreversible) killing a PC since an unlucky crit at level 3 or so, which almost insta-killed the druid... ![]()
![]() Back to the original post of suggesting fun and "freaky" builds: I once made and unchained barbarian/occultist (Locatha) wo was once a spiritual leader of his tribe until he was hit on the head by a falling anchor and lost most of his memories.
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![]() I mean, you basically won't need any extra rules to deal with a multi phased boss fight.
The only thing in my opinion that you have to take into consideration, is how the multiphased enemy interacts with things affect certain Hitdice values or have a hp limit (for example deep slumber, or death effects like power word kill). Especially if your PCs have means to check the enemy's health, like death watch or that slayer thing that lets the player know the exact hp value the enemy is at. For example does power word kill interact with an enemy that is below 100hp in phase one? Does it instantly kill it and skips the other phases? Does it only "kill" the current phase? Does it not affect the creature at all? I know that my example is a pretty high one, which you don't need to consider at PC level 6, but there are similar things and power word kill was the first thing that came into my mind ^^ ![]()
![]() Oh and I almost forgot the most important thing:
The enemy beeing immune to damage or just popping another health bar and abilities without explanation? Frustrating and not fun for the players. Interrupting the evil guy during his vile ritual to absorb energies from the dark tapestry they read about in the ancient tome? The warnings of the dangers of such a ritual they discovered in the ancient crypt or temple a while ago? Seeing as he struggles to control those energies as he gets weaker (and maybe even needs actions in combat to keep control)? Witnessing how his body is consumed and twisted by those energies as he is defeated, only to watch in horror the abomination that his screaming body transforms into, loosing his self in the process of becoming this new, dark and primal beeing they have to defeat? EPIC! ![]()
![]() I wouldn't say that rules are there to be broken, rather they are something DM and players agree on or agree on ignoring them sometimes.
For example I suggested to my players to switch some things up with initiative for encounters where it would make sense to add a bit variety. They were a bit skeptical first, but agreed to try it and the encounter was a blast.
One thing to keep in mind is, if you are giving them new abilities and mechanics compare them to existing things to get an idea of how it will impact the difficulty and adjust it accordingly. In the case of my Purification Ritual encounter, I took into consideration that the action economy would differ drastically, as almost half of the players actions were needed for the ritual. The actual enemy had to be adjusted for it, because otherwise it would have destroyed them. ![]()
![]() Another one:
Chicken on a Raft: To gain the boon of a powerful fey the PCs have to take his "test". Staying on and steering a raft along a stream with some serious rapids. While beeing attacked by waves of enemies. All while keeping a magical chicken (immune to any means of restraining it to the raft) on the raft and alive, which the attacking enemies are trying to snatch/kill. This will make a hilarious session :D ![]()
![]() I can't share too many, as my players haven't reached all of them and might stumble across this thread, but here are those I can share: Purification Ritual:
The PCs can't kill the enemy outright, as his life is bound to the druid Grove, the BBEG tries to corrupt. Share they could just burn down the Grove, but the party's druid would have a word against that. So to defeat the enemy they had to perform a ritual du separate the enemy from the Grove. They found hints and components for the ritual beforehand (and missed some too).
During the encounter itself some PCs had to keep the enemy busy, while the others performed the ritual (drawing circles, chanting incantations, placing components), using various skill-checks or spells, switching roles as needed. For everything that went wrong during the ritual, the PCs got a backlash or some monsters spawned as result of the haywire energies. Was a pretty fun encounter. Hell's Bells:
A near invulnerable, powerful golem was constricted by some overzealous LG church/cult and sent to destroy hell. The party is send to destroy it, since life would need the balance of good and evil and without hell some severe bad things would happen since balance would be lost. Since the golem was constructed in a church with a prominent belltower, this was also its weakness.
The PCs have to lure it to a special place in hell where similar belltowers were erected. The sound of (the right) bells will temporarily disable the golem's "divine protection". So while fighting it, the PCs have to constantly take turns, ringing the right bells to play the cults ceremonial ring of bells. All bards will have a blast with this one ^^ The Planetarium: Guardian in a wizards tower, a heavily modified version of an animated object, representing the pathfinder solar system and "filling" the whole room. To defeat it, the "sun" had to be destroyed, giving off constant fire damage to everyone to close. Each round a permanent magic mouth in the room shouted the names of three bodies of the solar system. These bodies would attack that round. Each body had its own initiative. Some dealt simple bludgeoning damage, some cold, some acid. The players knew which one would attack, so they could try to outmaneuver them to be safe or to take a "prefered" hit. If the sun itself was announced, it did an AoE burst filling the whole room without a reflex save. To take only half damage one would have to take cover behind another body and ready a move to keep pace whith its movement. ![]()
![]() Warped Savant wrote:
As I said, we have to entirely new players for this one, and a stated that I'll run a module as I don't have time to run more than one full homebrew game at a time. They understand and are fine with the occasional "rail road" for the sake of the module's story. To run it like the guards come only back at the beginning of the auction and the players are paid to stay in town as guards is actually a nice way to keep them in town, I'll probably use this. Sadly one of the new players was sick yesterday so we couldn't play. As one of the new players work shift Sadly the next possible session won't come up this year anymore :/ Now I just hope that next Saturday the homebrew game will go on as planned. ![]()
![]() This Saturday my new group will start Dragon' Demand.
Next Saturday my main group will continue their homebrew campaign in search for an ancient artifact hidden in the drow and spider infested ruins of Celwynvian and hope to reach it before the evil mage, even though he has a head start of a few days.
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![]() AvarielGray said wrote: How he justifies things that are harder to explain as "for the good of society" like slavery? Simply by the fact (in his view) that it is beneficial for society. How does one have the most efficient workforce? Slaves. No "unions" or free workers who might interfere with the efficient and orderly workflow. No squabbling over work ethics or the likes, just hard efficient work.If someone is a slave the are weak or failed somewhere in there life, so what better use than to use there work force to the fullest potential? AvarielGray said wrote: Why the Order of Hell over the Order of Heaven? Hell's Order is ruthless. A good aligned lawful man/society might forgive people for breaking the law. They might loosen or change law based on good morals. A good son might have covered his father because he's family and protecting one's family is the "good thing" to do. But instead he turned him in, because it's the right thing according the law. AvarielGray said wrote: What would be weak points in his faith? That would depend on how stubborn he is and how ignorant he would be of things that prove him wrong. There could be situations where following that law by the letter would result in more chaos than ignoring the law in that moment or just applying it a little more openly.There could someone in his upper ranks, who he always looked up to do something that's against the law, but he could justify why he did it in a way that your character could (at least partially) understand it. ![]()
![]() A few years ago there was a deal for a set of pathfinder pdfs (rulebook, bestiary, modules, adventurepaths) on Humble Bundle for a few bucks.
Well, they were used and the shelf containing all my print-version rulebooks, pawns, battlemats, self made terrain and props, etc. might well be worth thousand bucks or so by now... :D ![]()
![]() Main group, Homebrew Campaign, started a few years ago, I'm the DM.
On the other hand I DM a homebrew One-/Twoshot for another group this weekend consisting of two totally new players who want to check out pathfinder and two players from the main group. If the new ones feel like it, I'll probably run The Dragons Demand for this group. ![]()
![]() I would say ask your DM, since in my opinion both sides are viable.
Ghost Mount wrote: At 1st level, a ghost rider gains the ability to manifest a special mount of conjured ectoplasm rather than one of flesh and bone. This spectral companion functions like a spiritualist’s phantom companion, using the ghost rider’s cavalier level as her effective spiritualist level. The phantom takes the form of a ghostly creature analogous to one of a cavalier’s normal mount options for her size and class level, such as a Large horse for a Medium ghost rider or a wolf for a Small ghost rider. Emphasis by me RAW
It can take the form of a ghostly horse.
Thematically the Order of the Saddle is all about living in harmony with your mount, animals and living things in general. If a phantom-horse of ectoplasmatic goo fits that theme is up to you and your DM. ![]()
![]() Pizza Lord wrote: You are not flanking in your example.
Edit:
Writing one thing (center to center) and thinking of another (corner to corner), my bad. OOEO
If drawn from center to center of the enemies "E" the line wouldn't pass through the corner included in the opposite border of the large companion "C", so no to flanking in this case. ![]()
![]() zza ni wrote:
I have to disagree. Let's look at the rules for flanking:"When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked." Emphasis mine. So let's look at OPs situation: wrote:
If you would draw a line from center to center of both enemies, you would pass through the top side and the corner included in the bottom side and therefor qualify for flanking. ![]()
![]() zza ni wrote: there is one, it's called a Witch. (most have to take the familiar as their arcane bound and their spell list is a bit more on the curse theme) To be fair, a witch is a whole new class (very similar to a Wizard though) and not an archetype to enable the Wizard to use hexes (as the Exploiter does for the arcanists exploits). ![]()
![]() The Spirit Wisperer Wizard gets some hexes. Thematically it's a wizard who dipped in witchcraft/shamanism. ![]()
![]() Sorry in advance, typing on mobile, so no fancy formating. In my opinion the quote proves it shouldn't stack. Paper_3 wrote wrote: This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage." of the "Controlled Bloodrage". Controlled bloodrage changes how bloodrage works, as well as greater and mighty bloodrage work. Greater and Mighty Bloodrage otherwise would state an increase in the STR *and* CON Bonus (from +4 to +6/+8), which you don't even have, since controlled bloodrage gives a total bonus of +4 (which increases to +6/+8) which you have to distribute between STR/CON/DEX. Also "normal" greater and mighty bloodrage would increase the bonus to will saves. You don't have a bonus to will saves from controlled bloodrage to begin with. So for me, this concludes to (even though not explicitly stated) that controlled bloodrages changes how all instances of bloodrage (normal, greater, mighty) work and therfore you can't add prowler which would also alter greater and mighty bloodrage. ![]()
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![]() Belafon wrote: It (presumably) includes the base price adjustment for charges per day. Which is "Divide by (5 divided by charges per day)", so the Dire Collar, with one charge per day, is already divided by 5. Just getting rid of that charge per day discount (not affecting anything else about the Dire Collar) means multiplying by 5. So 5000 gp for an unlimited-use command word item that would last only 1 min per command word usage. Ah thats what i forgot. Removing the once per day discount would bring it up to about 5.000gp, which then would lead to 10.000gp if you would double it to go from a duration in 1 minute/level to continous. That would still be cheaper than the "by-the-book" item, propably because the dire collar has the additional "penalty" of you having to speak a command word and beeing within 30ft of your companion to do so. I'll talk with her about it and recommend going either with a rod for extended reduce animal or alternativley the hostling enchantement on a shield or armor. Thanks for all contributions. ![]()
![]() What our druid was considering, is that they are right now at character level 7. Meaning if for example they would be staying at an inn, and the townsfolk wouldn't apreciate a large owl flying around (maybe fearing it would eat some cattle) and the druid would cast reduce animal, than it would last for 7 hours. This would mean, that while they get their 8 hours of rest, the owl would pop back to large size (eventually IN a small room in said inn or other inappropriate location). So the druid would have to wake up, cast reduce animal again (either having reduce animal left over from the previous day, or using it from the new day, not sure) what would interrupt his rest, and therefore add another hour to it. While I know that as they gain more levels, this would be less of an issue, but since she asked if there are any ways to get said effect on a permanent basis (for example if the need to stay for some days inside a dungeon/castle/whatever) without having to use up spells for the needed duration. Using one action to affix the collar when needed and another action to remove when needed, seems less of an commitment, than having to cast the spell over and over again. Especially since the existence of the dire collar and its pricetag, our druid asked if there was an item in a similar price range (which than would run cheaper than a wand or 2nd level pearls of power) for basically an infinite use without spell commitment. I calculated with use-activated/continous, since with activating it as an action (via command word) would mean it would trigger the effect for a duration x, after which it would have to be activated again and thus not beeing permanent till removed. ![]()
![]() Hi everyone,
Our druid has a Giant Owl companion, which grew to large size with her last level-up. She now wonderes what ways exist to shrink it back to medium (or even small) size, for when the need arises (e.g. in small caverns, taverns, cities with stricter laws and so on). Of course there is the spell Reduce Animal, which would shrink it down to medium size for some hours. Otherwise there would be the spell Carry Companion, but that would basically completly remove the companion for the duration. She wondered if there might be some magic items which would accomplish the same thing without having to cast a spell over and over. A custom item according to the magic item creation rules would result in the following: Collar of Reduce Animal
On the other hand, our hunter recently acquiered a Dire Collar.
Reverse, continous Dire Collar
Collar of Reduce Person
How would you price it? Why? Any other suggestions? Preferably official content, but if there are some viable 3rd-party options, I don't mind considering those as well. ![]()
![]() I have a short question about this item: Beast-Bond Brand:
Source Ultimate Equipment pg. 282
Aura faint abjuration; CL 5th Slot none; Price 1,000 gp; Weight — Description This sticky henna paste is used to stamp a rust-colored handprint onto the body of a familiar or animal companion, and a hoof, claw, or paw print from that creature onto its master. These brands demonstrate a bond of friendship and balance, not ownership and subservience. Applying the brand requires a full-round action each for master and companion. The brand enhances the share spells ability of druids, wizards, and other classes with animal companions or familiars, allowing these characters to cast spells with a range of personal or touch on the marked companion at a range of 30 feet, provided the character has line of effect to the creature. Each spell cast at range in this way drains one charge from the beast-bond brand for each spell level of the spell cast. A newly applied beast-bond brand has 10 charges. When all charges are consumed, the brand vanishes. For the purposes of teleportation spells and effects, the master may treat a marked companion as an object or a creature, whichever is more favorable (weight restrictions still apply). A character may have only one creature marked in this way at any time. The brand lasts until all charges are expended or the master marks another companion in this way. What i want to know is, how the bold part has to be interpreted: (1) Once applied the mark has 10 charges. If used it vanishes and you have to apply a new mark. The Item can be used to apply a new mark an infinite amount of times, since nothing says otherwise. or (2) It is a consumable item, usable only once to apply a mark, which then has the mentioned 10 charges. When all charges are used, the brand vanishes and you have to get a new Beast-Bond Brand (for 1.000gp, if you find a merchant selling it). ![]()
![]() AwesomenessDog said wrote: 1) Equipment only gets one save but the players carrying equipment, no matter how many different valid items only saves once for all of their items together The spell targets "metal equipment of one creature per two levels" Also, the spell says "An item in a creature's possession uses the creature's saving throw bonus unless its own is higher." It doesn't say all items or even items as plural in a creature's possession, but "an item" as singular. For me it reads as (RAW) that while you target a creature's equipment as whole, each affectable item would need to save individually, using the wearing characters save (or its own if higher in case of magic items). ![]()
![]() Hey everyone, I came up with a presumably nice combo for my druid and wanted to make sure that I got everything right: Let's say my druid is of 8th level and therefore able to target 4 creatures. Either prepare Chill Metal with Rime Spell or use a Rod for doing so. I cast Rime Chill Metal, targeting the metal equipment of 4 knights in range.
So, each of the mentioned Items (Armor, Sword, Shield) of each knight would have to save against the spell, using the knights WILL-Save. If Shield or Sword would fail, the knights could simply let go of it and suffer no penalties except losing their gear. Armor is much harder to get rid of, so for the follwing thoughts let's assume at least each armor failed the save. Round 1:
Each armor fails their save and gets cold, but nothing else. Round 2:
The armors do not get another save, as i can't find anything about beeing entitled to a save each round.
Each knight suffers 1d4 of cold damage, for wearing their icy armor. They suffer cold damage so they would be entangled for 2 rounds per rime spell metamagic. Round 3-5:
Each knight suffers 2d4 cold damage, for wearing their freezing armor, being again entangled for 2 rounds per rime spell metamagic. Round 6:
Each knight suffers 1d4 of cold damage, for wearing their icy armor, being again entangled for 2 rounds per rime spell metamagic. Round 7:
Armors get warmer, being only cold, so no damage, no additional entangle. Round 8:
Spell Ends, knights still beeing entangled for the remaining entangle duration. So my main question would be the following: Question 1
Question 2
Question 3
Question 4
Looking forward to your answers and clarification for above scenario. ![]()
![]() Belafon wrote:
Mh, as I read it, it sounded to me more like a summoned creature. It shares your initiative but acts independently from you, as written in the description. If treated like a summoned creature which would attacking your enemies, but could be given simple orders (you would ne able to order multiple weapons at once). ![]()
![]() So I stumbled upon this post, where some mentioned the Occult Ritual Egoist's Militia and immediatly had an idea for a reoccuring villian/antagonist. While reading it some questions came in to my mind, which in total seemed so many, that I thought a seperate post might be better and here I am. What the occult ritual basically does, is bonding multiple weapons to a character, which are then treated as if beeing held by that character, but acting independently. As far as I understand what is written, it's kinda busted, but also leaves many unanswered questions. Egoist's Militia:
School conjuration; Level 8
Casting Time 80 minutes Components V, S, M (1 pint of the primary caster’s blood, diamond dust worth 5,000 gp), F (at least four weapons), SC (at least 2 and up to 10) Skill Checks Craft (weapons) DC 36, 1 success per martial weapon; Knowledge (arcana) DC 36, 2 successes; Knowledge (nobility) DC 36, 2 successes Range touch Target weapons touched Duration permanent (D) or until the death of the primary caster Saving Throw none; SR no Backlash The primary caster takes 2d6 points of damage per weapon and is exhausted. Failure All casters take a –10 penalty on attack rolls for 1 month, and all of the targeted weapons gain the broken condition. EffectThis ritual must be performed in a place that holds a significance related to weapons, such as an armory, an old battlefield, or a warrior’s crypt. The primary caster begins this ritual by mixing her blood with the diamond dust, smearing each weapon with the mixture, and placing the weapons in a circle around herself. The primary caster then holds each weapon and demonstrates the weapon in a combat performance. After the primary caster finishes her performance with a weapon, she places the weapon into the air in front of her, now held in midair by her force of ego. Upon successful completion of this ritual, ghostly apparitions of the primary caster appear and grasp each of the weapons before fading, representing the shards of the primary caster’s own ego placed within each weapon. The egoist weapons are treated as if they are held by the primary caster, using her base attack bonus, ability scores, and any relevant feats when calculating their attack and damage rolls, but the weapons function independently from the primary caster. Egoist weapons make attacks on the primary caster’s initiative. When moving, egoist weapons have a fly speed of 100 feet. An egoist weapon uses the statistics of the base weapon and retains its magical enhancements and material properties. For every 2 Hit Dice the primary caster has, an egoist weapon has a hardness of 10 and 5 hit points (magical weapons maintain their additional bonuses to AC and HP). When an egoist weapon is reduced to 0 hit points, it is destroyed. All casters who were part of the ritual can issue simple commands to the egoist weapons, and the weapons follow these commands to the best of their abilities. If an egoist weapon completes its task and does not receive further orders, it remains in its location until it receives additional orders. The primary caster can dispel an individual egoist weapon as a standard action. This ritual can be used to create more than four egoist weapons. The DC of each skill check increases by 1 for each weapon beyond the fourth added to the ritual. 1 - No (total) weapon limit:
You need at least 4 weapons as part of the ritual resulting in 4*2d6 backlash-damage, but you can use more weapons, which would increase the backlash-damage by 2d6 and all skill-check DCs by 1 per additional weapon.
But since the duration ist permanent and nothing in the description states that when used again, previously bound weapons become unbound, you could in theory just repeat the ritual every day (assuming you have the money for components and weapons) to bind an infinite amount of weapons to you leading to an infinite amount of attacks, or am I missing something? 2 - AoO/Cover/Flanking:
Since the egoist's weapons can act on the initiative of, but move independently from the "wielder" I suppose they would count as creatures, kind of a summoned animated object. So would the egoist's weapons be able to take attacks of opportunity? Would they grant soft cover? Could they flank or grant flanking to other creatures? Do they block movement as normal hostile creatures (assuming they are at least of small object size)? 3 - Class Features:
The descriptions says the egoist's weapons profit from the "wielders" attributes, and feats when calculating attack and damage rolls. So the weapons would be able to use let's say Vital Strike. Since it's not mentioned I assume they don't profit from class features of the wielder - e.g. they won't be able to trigger sneak attacks if bound by a rogue, correct? 4 - Iterative Attacks:
The egoist's weapons use the "wielders" base attack bonus and are treated as i beeing held by him. If he has a high enough BAB that would grant him iterative attacks, do all bound weapons also get iterative attacks? 5 - What about ranged weapons?:
Leaving aside the above mentoined questions, the attacks of - let's say a bound sword - are simple melee. But since the description doesn't specifiy that only melee weapons are viable targets for the ritual, that brings up some more questions.
Bows/Crossbows: Since the ritual only binds the weapon and no quivers or even hands to pull them out of one, a bound bow would be useless. Unless the bound bows have the Endless Ammunition enchantement or something similar, in which case the would make ranged attacks from where they are "standing". Would those bows than suffer from the normal penalties if beeing in melee range of an enemy? Thrown Weapons: What about let's say starknives? When you attack with them at range you throw them, meaning you have to retrieve them unless they are for example Returning Starknives. But in this case the weapon would throw itself, so what happens next? Does it magically return to it's point of origin? Does it move with it's attack? If so, when hitting a target it would move adjacent to it. But what if it misses the target? I would say that if it possesses a range increment of 20ft, it would move the full distance of the neede increments in a straight line past its target (if the target is 25ft away, it would need 2 increments to hit and therefore move 40ft - 25 to the target and 15 more past it. 6 - Indestructible?:
As written in the desription the weapons gain 5hp per 2 Caster-Levels at the time beeing cast. While this doesn't accumulate to much, they also gain hardness 10 per 2 Caster-Levels. That would mean a level 10 Character would create weapons with 25hp and a whooping hardness of 50 (or 100 @ caster-level 20) plus any bonuses they might get for beeing magic weapons before the ritual, which would make them nearly indestructible (except for things that ignore hardness or dispel magic). I thought of making a reoccuring character, some kind of collector, which whill pay handsomely for every magic weapon the PCs might be willing to sell him (outbidding other merchants). If the PCs suspect something shady and investigate, they could find out that he and his accomplices want to overthrow the government and he is collecting weapons to bind to his will to do so, using the above ritual. So if the PCs get suspicious early on he will be a relative easy foe, but the longer it takes for them (and the more weapons they sell him, only caring for money aren't they?) the more of a challenge he will become. I suppose I could build a challenging Encounter out of it, but I suppose I have to be careful not to make him overpowered, as it seems that could happen easily.
For those who took the time and effort to read through all the above, I look forward to your answers and any thoughts you might have. ![]()
![]() Oli Ironbar wrote: personal fave is Egoist Militia occult ritual Aaaaand my campaign has a new villian. ![]()
![]() Hello everyone. I'm designing a riddle for my players (if you're one of them stop reading),
They can find the symbols used engraved/drawn/noted in or on various objects,
0 - a framed, empty canvas (representing nothing)
What I'm missing are representations for the numbers 3 and 6.
Also if you think some of my above represantations are a bit far-fetched, let me know. ![]()
![]() Azothath wrote wrote: If she can create the effect of a valid targetable Alchemical Item via herbs as a defined object/packet (not just "I could do this with these generic herbs" but "I make a tincture using these that do this"), then that object/packet is an acceptable spell target. Don't get too hung up on the packaging or form if you think it is acceptable as a GM. I was specifically talking about the herbal items listed at the bottom of this page, for example Bone Reed. Those herbal items aren't specifically mentioned as alchemical consumables, but are neither diseases, poisons, magical potions and they are prepared with the craft (alchamy) skill. My problem is that they aren't specifically called out as alchemical consumables and therefor would be defined as other consumables, with which Full Pouch wouldn't work. As written in my original entry I tend to allwo it, since it would fit thematically with both beeing a druid gathering herbs, and the fluff description of the spell (which might use herbs worth 1gp as material component). I was just looking for some third opinions regarding the RAW aspect and wether I missed something. ![]()
![]() Ouestion as above. This came up at my table with our druid. She frequently uses her downtime to go looking for herbs and stuff according the rules from ultimate wilderness. She recently came across the spell Full Pouch and asked me if the herbal items she makes would fulfill the criteria of beeing alchemical consumables. I said I'd look into it, after doing some research, so here I am. Her point is, that the herbs she collect must be prepared using the craft(alchemy) skill. I'd looked through the ultimate wilderness book, to check if herbs are anywhere mentioned as alchemical consumables but couldn't find a thing (unless i overlooked something). As I see it fitting, of being a druid who uses druid spells to get more use of herbs she gathered and alchemically prepared, i just wanted to check in with you guys if there are any rules RAW, that would allow, deny or otherwise touch that subject that I might be missing. ![]()
![]() Thanks so far. The Thing is, I don't see him really intelligent (quaggan in the game always a little dorky, talking slow and drawn out), so I think it should be at least a -1 Int-Mod (after racial modifiers). I'd like to build around starting with 10 or 8, to go with a -1 or -2 to Int after racial modifiers. Since Locathah have nothing going for them in regard to FCB for barbarians, I could gain some skill ranks from there (unless I roll really bad hp). I forgot to mention, that we play with a houserule regarding the ASI. We usually increase one score by 2 (or two scores by 1), which offsets the 15 point buy a little. The Hook Fighter sounds interesting and could fit the theme very well.
Giving him some kind of divine influence could be interesting as well, as quaggen worship a water goddess, so gozreh would fit thematically as well. To be honest I haven't took a look into occultist at all, so I might check that out. ![]()
![]() Hey everyone, I am looking for some advice on a specific barbarian character build.
Some in our group (including me) enjoy a game called Guild Wars 2.
Guild Wars 2 Official Wiki wrote: Quaggans are a peaceful, amphibious race, generally regarded as kind and gentle creatures—until they're pushed. A quaggan who has been angered or is in pain will become a destructive, instinctive creature and transform to expose teeth and claws normally hidden by their rounded, benign exterior. This is how a quaggan looks. This is how he looks when angry.With this in mind I came up with the idea of making character that tries to grasp that flavor.
----- So, after this introduction, let's get to the build! Race: Locathah (closest race I found for a quaggan)
Stats (15 Point-Buy, including racial modifiers)
Weapon
Feats
Rage Powers
----- So, what I'd like to hear from you guys, are primarily some advice for feats and rage powers (eventuelly even an archetype) to further underline the theme while beeing viable on a gameplay aspect.
Preferably only official content, for stuff from more exotic sources like specific adventure paths (or if you think you have a perfect fitting 3rd Party source) I would appreciate, if you'd give the source along with it. I hope this isn't to confusing and I look forward to your suggestions :) ![]()
![]() First of all, I hope this is the correct section, otherwise sorry in advance. Ok, so I know this topic might seem rather unimportant to some, but since my group arrived in magnimar last session I wanted to give them a correct impression of how big this ancient thassilonian bridge really is. The problem is I found different values in the same source. Camapign Setting Magnimar City of Monuments The map, which also shows the irespan has a scale of 2000ft.
In this post from 2010 here referring to a wrong scale (640ft on the map) in RotRL James Jacob said it should be around 700ft wide. Which information is the correct one?
Or rather then the "correct" width, how wide is the irespan intended to be?
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![]() Neither the forum nor general Google-Search lead me to an answer to this one, so i choose to open this up for my round and others who maybe have the same question. Per Spell-Description:
As far as I see it, the spells description contradicts itself in therms of scoring a critical hit. "You can wield this object as if it were an actual whip, except you make a melee touch attack with it instead of a regular attack." Ok, I make an melee touch attack instead of a regular attack, but I do make an attack, roll for it and may score a critical. "Any creature you strike with the whip takes swarm damage as if it were attacked by a spider swarm (1d6 points of damage plus poison and distraction)." So, if a swarm attacks, it just moves inside the targets square, and automatically deals damage as a swarm would:
You can score a crit with a whip and per definition it is treated as a whip.
So, could a character score a critical hit with a "Whip of Spiders", resulting in double swarm damage or not? ![]()
![]() Good day everyone, first of all, sorry in advance for the long post ^^ In an upcoming homebrew campaign I'd like to play a monk.
But before going straight into the game with it, I'd like to have some confirmation and/or corrections if everything would work out like I think it would rulewise. I would appreciate if you guys could check the following "scenario" to tell me if I got all the mechanics and rules correctly or if some things wouldn't work. Let's assume I'm a level 9 human Monk with the following features (non-mentioned stats should not be relevant for the "scenario": Humank Monk, Level 9 (=> BAB +6/+1, Flurry BAB +7/+7/+2/+2)
Feats
So, now the scenario: Scenario:
Let's assume I'd face two enemies, I'll call them Bob an Jim (both melee). Initiative Order would be Bob -> Me -> Jim. Assuming Bob already acted an it's my turn.
I walk up to Bob, using not my complete movement (MA) and attempt to trip him (SA).
Jim now walks up to me to help Bob.
Bob is at it again and uses his MA to stand up, wich again provokes an AoO which I also won't take. If he uses his SA to move (either away from me or into melee range) i get an AoO with my chained kama, which I'll now take.
Round 2 I'm up again. I use a 5ft-Step to get in melee with good old prone Bob and unleash a Flurry of Blows against him and end my turn. Jim is up again and also uses his MA to stand up. If he tries to get away with his SA, there's nothing much I could do, since he would be out of my reach.
When Bob tries to stand up with his MA, i would get an AoO, but ican't youse it to trip as mentioned above. If Bob however deciedes to do somethin with his SA that provokes another AoO i could use it to trip him again, since now he's standing.
So everybody who read the whole thing, is there anything rulewise that condradicts the above described serious of events? Or anything I'm missing? I like the idea of running around, tripping baddies and punch them in the ground ^^ Further, as I can make trip-attempts as part of a flurry of blows and can flurry against multiple enemies, could i theoretical start a flurry with a trip, make AoOs if succesful, continue the flurry against another opponent in reach with another trip, get AoOs, use my 5ft step to get in reach of another enemy continue the flurry with yet another trip and get AoOs till i run out of blows or enemies in reach? In addition, if i had the Whirlwind Attack Feat and say im surrounded by Bob, Jim and Timmy, could i use a trip attempt against each one of them? And in the case i succeed at all three would I get AoOs from the sources mentioned above? The feat say when used I forfeit bonus or extra attacks granted from feats, spells or abilities, but do AoOs count as one of those or are they a seperate thing, which would allow me to get them in combination with whirlwind? Thanks in advance for your answers. I know it's quite a lot, so i appreciate every answer ^^
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