Seltyiel

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319 posts (321 including aliases). No reviews. 1 list. 3 wishlists. 1 alias.



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At first level of Lem it states that Lem has the following saves:
Fort +3, Ref +5, Will +3.

I don't see how a level 1 halfling bard can have those saves. He has ability mods of 2, 2 and 0 and his class grants 0, 2, 2 which should result in 2, 4, 2 but it doesn't.

Can anyone explain this to me because I feel like I'm being a potato.

https://www.d20pfsrd.com/classes/npc-classes/npc-codex-iconics/lem-bard/lem -iconic-bard-1/


So this is probably one of the oldest requests in the book but here goes.

I want to play a human paladin and I'm looking at feats such as:

Bolstered Resilience
Stalwart (improved)

But aside from being tanky and dealing decent damage, I want the paladin to take the attack an ally within range is supposed to receive. Now I remember there being feats for this kind of thing.

Can anyone point me in the right direction or give any other suggestions?


A party member is playing an Astrazoan and at times he really cannot be trusted with his shapeshift ability. If possible I would like to be able to get back at him but was wondering something.

You often see in series/comics/movies etc. that there are things like ability cancelling collars. I was wondering if there is a similar item which can cancel out an Astrazoan's shapeshift ability.

Probably not but I figured I'd ask anyway.

Thanks in advance!


Hi there!

I've been a big fan of the web comic Room of Swords and I always thought that it would be an interesting setting for a campaign.
For those who have no idea what I'm talking about, make sure you go read it because it is awesome! Go read it!.

In any case the setting is as this:

SPOILERS

A number of people are thrown into an unknown world and they are all from different times and locations. The world has one goal and that is to steal the sword the boss of the world. If you manage to steal the sword then a gate will open leading into a hub world. From within this hub world you continue on repeating this mission in a multitude of different worlds until you reach a certain goal.

Aside from the standard inhabitants and enemies and such, there are shadow monsters. These are extremely OP and you'd do well to avoid them at all costs. The world they are in is based on a timer. When time runs out, shadow hour starts and the world is overrun with these shadow monsters.

There are three ways it can end.
One: you steal the sword and flee to the hub
Two: Die at the hand of a shadow monster during or before shadow hour or any other manner except for the boss sword.
Three: Kill yourself using the sword you're supposed to steal

To clarify the last one. Shadow hour is something you must avoid at all costs because if you die at the hands of a shadow monster then you are dead for good. If you die using the sword, then you retain your memories and experience. When shadow hour is over or if everyone died then the world resets to where you first began. This would mean that if you died using the boss sword, you can use your previously gained knowledge and experience in this world to make things easier for yourself.

End spoilers

So if you want to implement this as a campaign setting then you can do so. I'm stuck on the sword though. This sword allows users to have a limit break much like Final Fantasy 7. I'd like some advice as how to properly implement a system like this.

Hopefully this makes some kind of sense and if not then I'd be happy to try and clarify it further!


Hi there!

It has been a while since my last campaign and I am starting a new one where I had a specific idea regarding the gods of my new world.

These gods are of my own design and are actively a part of the world. All inhabitants go through a rite of passing at a certain age at which point they associate themselves with a god.

I plan on giving all inhabitants certain blessings depending on the chosen god.
I would like to have 2 or 3 effects gained from the blessing.
For example if there is a god which represents faith and kindness then someone who associates themselves would gain a 1d6 holy based bonus to damage with whatever weapon they use.
But I would also like to see some minor effects like bonus to a certain skill.

Would anyone have suggestions as to what kind of minor effects I can add?

Thanks!


Hi there!

So quick question regarding a small discussion within my group. We use 25 point buy but a player wants to use up 24 and not use the remaining point.

As far as I can remember, you have to spend all the points and if you cannot finish all the points, you need to rearrange your stats to you can use it all up or is he allowed to not use it all?

Please tell me! Thanks :)


Hi there!

I've been having a discussion with my GM and we're disagreeing on some points and would like to hear what the community has to say.

The main point is what the exact usage rules are of the Scent ability.

Specifically we want to know:

- Is it always active like sight or is it passively?
- In what situations is this even applicable?
- What difference is there between using it outside or indoors

Thank you kindly!


Hi there! Pretty easy questions but can't seem to find the source or the answer.

1. If you are attacked and hit while being in a mount. What happens? From what I can gather online you have to made a ride check. Is this correct and at what DC?

2.Can you only attack if your mount has moved? I can only find rules which speak of double movement or more.


Hi there,

So I have this discussion regarding my fighter and the amount of attacks he can make.

He has 13/8/3 bab and a double weapon and the twf feat.

I always thought the following during a full attack:

First bab:
Attack with primary hand with 11 bab and full str

Attack with offhand with 11 bab and half str

Second bab:
Primary with 6 bab and full str
Offhand with 6 bab and half str

Third bab:
Primary with 1 bab and full str
Offhand with 1 bab and half str

Meaning, I get six attacks total.

Am I wrong in assuming this and please elaborate on the why.

Thank you! :)


Hi there!

Bit of a random question. We were discussing something in the party recently regarding the lunar cycles our DM came up with.

He made sure there are three moons with each their own full moon cycle. The cycles are built so there are never more than 2 full moons at a time. So we were wondering if there was a spell or item or something that could temporarily cause a full moon. Our goal is to produce a night where there are 3 full moons.

So if there are any methods that can cause a moon to look full(please no mind control effects. It must be something that actually happens)

Thank you!


Hi there!

So the group that I'm playing with came up with a one time only thing where all players try out something and maximise it as best as we can.

We each drew a lot from an idea pile and that is what we should make.
One received 'best healer'. Another received 'best debuffer' and so on.

I drew the 'best damage output' lot. So I wanted to get some advice here on how to make this.

We have a few guidelines regarding this:

- No 3rd party (companions and such of Pathfinder Roleplaying game are allowed. Pathfinder Society isn't allowed)
- We say best damage output but no amount of damage can be dealt when we can't even hit. So we must have a suitable attack bonus
- Damage output is regarded as highest possible damage in a single round
- Also we wanted this as a test for a level we usually play. So let's keep it at a maximum of level 10

Aside from that, we're good to go. We don't need to have a lot of health or whatever. We just need to be able bring a high amount of damage.

If you have any suggestions, please let me know!


So I'm having this discussion with a friend regarding the vigilante class. One of us vaguely remembers a talent of this class which allows you to have a second vigilante identity, next to your social, vigilante and mundane.

We can't find any record to support this claim. So here we are and asking you, is this something that didn't exist and it was just a misunderstanding of something else?

Thanks a bunch :)


So if one were to use a longbow and the feat Far Shot, one should be able to hit targets at a long distance. For every range increment beyond you'll get a -2 to attack or -1 if using Far Shot.

A bow can have up to 10 times its range increment. Let's take 1000ft. With the mentioned feat that should be a -10 penalty. Doable you would say.

Now regarding perception at those distances. The dc to see someone who isn't using stealth is 0. For every 10ft distance from you the dc will increase with +1.

So a 1000ft would be a dc 100 perception. That would be nigh impossible.

So what am I missing here? They give you rules to attack at such distances and even make it quite feasible to hit something but make it practically impossible to see the target to attack it.

If I'm missing something then please tell me and if I'm correct then give me some solutions.

Also a friend of mine mentioned that things like scrying should allow it as they function like you're there but I'm not sure that's accurate.

Let me know! Thanks!


Simple question!

What if one would enchant their armor with the determination enchantment twice?

Would that be possible and if so, what would happen?

- A: Both activate when you hit 0 or less hit points
- B: One activates as they cannot stack with each other and the second is saved for the next time.

I'm leaning towards answer A but B could have some truth to it.

What do you guys think?


So if a player would act as the cannonball of a siege cannon, what kind of damage would he experience?

I'd imagine the 6d6 of the weapon itself but what about falling damage?

Thanks!


Hi there!

I have an interesting bunch of shenanigans coming up and I would like to get some ideas.

To get you started I'll give you a bit of the background info.

Here's the rundown:

- Party consisting of a Bard, Kineticist, Medium and Summoner.
- Kineticist broke the law (illegal immigration and lack of respect towards the authorities)

- The Kineticist was sentenced to a week in jail (after he willing go through the proper immigration protocols.)

The Kineticist bends earth and the authorities did not know this. So for fun I placed him in a cell with an Oread (because big tough looking jail buddy is always a good idea).

Before I could tell him that it is an Oread, he earth bended the gravel out of it and so I pronounced the Oread to be dead. This added senseless slaughter of a sentient being to his list of crimes.

He was retrialed and he staged an escape by earth bending. His party members (one being his lawyer) were left out of the loop and regardless considered to be accomplishes. They convinced the Kineticist to give up and now he is in solitary confinement.

So here's what I need:

- I am going to turn this prison break into something very similar to the Ocean's (11, 12, 13) movies and I would like to have some suggestions regarding that.

But wait! There is more! The Summoner of the group is extremely Lawful Good and is against the prison break. The Bard and Medium want to break out the Kineticist.

This causes a clash of interests and the Summoner plans on stopping them, either by himself or by alerting the authorities.

I would really love to hear some suggestions regarding this matter.

If you have any clever ideas as to how I can make this prison break work while the Summoner can play an interesting role as well, then let me know!

Thanks :)


So a couple of friends of mine and myself are wondering about how to interprate the following advanced weapon training:

Focused Weapon wrote:


Focused Weapon (Ex) The fighter selects one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest's sacred weapon class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.

It talks about this Warpriest ability:

Sacred Weapon wrote:


At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Does the Focused Weapon talk about BOTH the extra damage because of enhancement bonusses AND the abilities gained for a x amount of rounds or JUST the enhancement bonus damage?

We aren't sure as we can understand both options. The text talks about damage so you should say that it only works like the sacred weapon ability regarding the enhancement bonus. On the other side, you have the option to trade in that enhancement bonus for abilties.

So what do you guys think? Personally I think we are going with the option WITH the magical abilities but we want to know if that would be homebrew or not.


Hi there!

So I was wondering something regarding the feat Improved Feat and the Vigilante Talent "Cunning Feint".

For reference, here are both of them.

Improved Feint wrote:


Benefit: You can make a Bluff check to feint in combat as a move action.

Normal: Feinting in combat is a standard action.

Cunning Feint wrote:


Cunning Feint (Ex): The vigilante can feint as a move action or in place of his first attack during a full attack. At 8th level, when the vigilante successfully feints, the opponent is denied its Dexterity bonus to AC against all attacks until the vigilante’s next turn.

So both grant you the ability to feint as a move action and Cunning Feint actually states the effect of a successfull feint but slightly different from the description of Feint in the Bluff Skill description.

Feint wrote:


You can also use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. For more information on feinting in combat, see Combat.

Action: Feinting in combat is a standard action.

Retry? Yes. You can attempt to feint against someone again if you fail.

The difference would be "all attacks" vs "next attack".

So what I would like to know are three things.

1: Do they stack?

If so then

2: Both indicate that I can feint as a move action, if I have both can I feint as a swift action?

3: Do all my attacks get the benefit of my target missing his dex to ac or just my next attack?

Thanks for helping :D


Hi!
I was wondering how to interpret the Share Spells of the Unchained Summoner's Eidolon.

Quote:


The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

We're discussing if this text is only talking about spells with the target of "you" or is the text mentioning that, aside from other spells from the summoner list, you can use target "you" spells on your eidolon?

Because we're in a disagreement. One side thinks that you can only cast target "you" spells on your eidolon and they ignore any humanoid spell requirements. The other says that the text mentioned target "you" to make it clear that ALL summoner spells (Target "you" and others) work on your eidolon regardless of humanoid spell requirements.

So the question is, can all spells of the summoner list be used on eidolons or just target "you" spells of the summoner list.

Thanks :D


Hi there!

One of my players is going to play a level 5 unchained summoner and I would love to screw around with that particular character. I did have some ideas but I wanted to see if you guys had some diabolical ideas to counter him.

Just throw anything at me and we'll see how it goes :)

Thanks!


Hi! So to cut to the chase, do spell like abilities use your own "source of magic"? A bit unclear but the reason is because we are going to play a heavily homebrew kind of campaign for fun. So I was wondering if a SLA would normally use your own source of magic. I'd say no because non magic classes can have such an ability but I could be wrong though.

Thanks :)


Hi there! I posted earlier asking for advice regarding miniatures but I still have a different question.

A player of mine tends to play with earth/stone based characters. Oreads, Sulis and so on. For now he is using my medium earth elemental miniature but I prefer if he would have a different mini as I plan on using my elemental minis soon and that will be very confusing as I have multiple earth elementals planned. So does anyone have a suggestion for a strong looking oread/suli or similar kind of mini?

Thanks a bunch :)


Hi there!

I've been buying a few battle booster packs to gain more miniatures without having to paint them. I was wondering if you guys could give me some advice.

The quality of the Shattered Stars booster packs are great and I would like to know two things.

One: Are there other booster packs with similar quality?

Two: Most booster packs have a lot of monsters and only a few humanoids (Elf, Dwarf,,Human etc.) for players to use for their characters.

Especially the second thing I'd like to know. My players are using: A skeletal champion, Mummy Lord, Vampire and a Clockwork soldier for their characters. As you can imagine, none of them are actually that so something more fitting would be nice.

I can't paint the miniatures all that way (also don't have the patience) so if there is a booster pack with a large amount of player like miniatures with a acceptable quality I'd like to know :)

Thanks!


Hi there!

So I was wondering something regarding the wording of the ability.

Life Link wrote:
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

I want to know two things regarding this sentence.

First up: "if the bonded creature is wounded for 5 or more hit points below its maximum hit points."

What is the maximum hit points -5? Does this mean -5 hits points or more or if the bonded creature has 20 hit points that it will heal when it reaches 15 hit points or less?

Second up: "if the bonded creature is wounded". Lets assume the maximum hit points is indeed the latter of my example above. If a creature is at 13 hit points of 20 max. I activate the Life Link and he gets damaged for 1 point bringing him down to 12 hit points. Does it kick it and will he heal to 17 hit points?

Thanks :D


Hi there!

I am dm'ing a campaign where the party was defeated because of their own stupid moves when it wasn't planned. They have a new party and the previous party had a questline regarding a nemesis of theirs. One of the players in particular had a vendetta with this nemesis but he died before they could even see the fruition of their RP's. I want to give this player's current character the memories of his previous character as if he was reincarnated (hindu like).

Before I just DM rule 0 this and all, I wanna see if there is a spell or ritual where this is possible? This might be a bit 4th wall touching but we don't mind that. I want to give them the opportunity to work again towards the goal they so dearly enjoyed.

Thanks :)


Hi there!

So a player among us is playing a Magus but when he uses Spell Combat he would have a added attack bonus which seems a bit high to another player and myself.

When we asked about it during play he was being really vague. It wouldn't be the first time that he tried to bend to rules without talking it over first with the DM.

Now we don't want to be bad friends and call him out on it when he is actually just following the rules so I wanted to check out if you guys could come up with a way to get the highest possible attack bonus for a Magus.

Some info regarding the Magus

- Level: 2
- Race: Tiefling
- Archetype: Hex (not active yet)
- Attack bonus stat: Dex (which likely means he is using Weapon Finesse or something similar)
- Point buy: No we rolled

Other than that, he uses no potions and mainly only uses damage spells.
So lets say he has 18 dex. He has 1 BaB for being a level 2 Magus which brings it to a total of +5 attack bonus.

When using Spell Combat he should receive a -2 which brings it to +3 but he adds more to his roll than just that so am I missing something here?
A feat, a fact or whatever?

If you give me a number what the highest value of attack bonus could be at level 2 as a Magus with explanation as to how then that would be highly appreciated!

Oh and bring in all Paizo and 3rd party ref material as it is possible he is just using something from a book we don't have.


Hi there!
I was wondering some things regarding thee spell dominate person.

For starters:

#1: Will a dominated person receive new saves at each new command or only when they go against his nature or are suicidal?

#2: Can this be performed from a scrying spell such as Scrying?

#3: I am wondering to whom the following applies.

Dominate Person wrote:
Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Does this apply allies?

lastly #4: Does the dominated person he is being dominated?

Thanks! :D


Hi there!

So I am in a bit of a pickle in a campaign where I'm a player. My party lacks a lot of synergy as many players are haphazard in their teamwork or simply don’t care and fully charge into the fray.
This works but not without unnecessary complications. So I want to make a back-up character who compliments this strategy style. I feel like my current character will die soon anyway because of certain circumstances.
So let me explain first of what classes my party is made up and how it usually works. All classes are at level 2 at the moment but playing experiences are based on previous campaigns with the same players.

We have the following classes:
- A psychic
- A mesmerist
- A magus based on dex melee damage + touch spells
- A investigator with psychic archetype

I myself am a spiritualist at the moment who provides healing who also functions like a summoner (building for augmented summoning)

So regarding playstyles let’s start with the psychic. This character has plenty of wisdom but the player tends to go towards choices of the suicide nature. He is very impulsive yet he tends to step back a bit to regain composure. Mainly he will cast spells at random moments.

The mesmerist is weirdly enough one of our front fighters who debuffs enemies and the like. Most of the time this is the more tactical person but tends to forgo the tactics because of the team in general. Spells and melee attacks are the way to go for this character.

The magus is often very neutral but tends to have a sense of honor and the need to do something and not wait around (that actually killed me once in a different campaign).

The investigator is often the cause of impulsive actions. In previous campaigns he charged into combat as a wizard with low HP wielding a greatsword. Needless to say, we needed to save him every single time. He also refuses to work with damage spells no matter what class he is. Though he has his merits in some situations he is probably the biggest liability when it comes to proper teamwork. An example of how he plays the investigator:

At one point we were inside a cavern with a large plateau on top where you have to climb some stairs to get to. In front of these stairs was a skeletal champion. The moving space was narrow so we needed to use teamwork to get through this alive. While I stayed back to provide support, the magus and the mesmerist were up in the face of the skeletal champion while the psychic also stood back a bit while casting enlarge person on the magus.
The investigator ran towards the stairs so he could go up to the plateau and be safe of the skeletal champion. He was greeted with a boulder. After this event he ran back up. The rest of us were dealing with the skeletal champion but it wasn’t going all that well. The mesmerist went down so I had to provide heals. The investigator is looking through books in a bookshelf in the meantime.

Long story short, eventually the investigator stopped lollygagging and found a bunch of boulders on top of the plateau. He dropped several on top of the skeletal champion which is a great idea but he did not think of us and I was almost crushed to death by a boulder.

So yeah the party is quite haphazard and nowadays I tend to sit back and try to help wherever it is needed.

My main points of interest with a support character build would be a character who preferably could heal very easily, provide support in the mids of combat (for example a trip master) and just plain and simply be a meatshield for the others to regroup.

A tough order to create but that’s why I am asking!

Thank you for the assistance :)


So I was wondering, if two NPC's or characters would fuse together, what spell or ability will be used? Also how will their stats and class levels be determined?

Lets say a level 7 Paladin and a level 10 Sorcerer both with stats appropriate to their level and class

I think I would half both class levels and create a being with a multi class 3 Paladin and 5 Sorcerer.

What do you think??


Hello!

I am in need of some mind control advice! I want an enemy to be able to take over a NPC's body and talk through it like the NPC is his puppet. Very similar to Marik Isthar and his Rare hunter goons from Yu-Gi-Oh!

I know of spells like marionette but you need to be within 100 feet of the target and I would it to have some more range. Before making my own version of the spell, I wanted to see if anyone had something similar to this and is willing to provide me with it :)

Thanks for the help!


Hi there!

So I was tinkering with some ideas of how to bring back an old "friend" from an old campaign and then I started to think about Shaman King and Asakura Hao (Zeke Asakura in English Dub). He was a member of the Asakura family and he reincarnated as a descendant while still retaining his abilites (though weakened) and eventually regaining his memories and personality.

Now this is somewhat too complex for it to be a single spell or anything but I was wondering if anyone ever did something like this?

Thanks for the help :)


Lets say there is a character with a feather falling potion. This potion is caster level 1 so he can only float slowly for 60 feet.

If he plans on jumping off an airship which is several hundreds of feets in the air he won't make it if he drinks it right of the bat.

Can this falling character drink the potion at the last 60 feet of the drop down and have no damage whatsoever? I imagine the falling speed going to zero would effect him but I'm not sure about the rules.

Thanks :)


Hi there!

There is this idea I'm working on where there was once a single being who eventually split into two seperate beings. One filled with good and the other with evil. A good example would be Kami and Piccolo of Dragonball.

For the non Dragonball viewers among us:
The "Unnamed Namekian" wanted to be the guardian of Earth but harbored evil within his heart. He expelled this from his body thus becoming Kami. This evil manifested into a second being which is Piccolo.

Is there any legit way of doing this without it becoming a "this happens because I'm the DM and I say so" thing.

Thanks for the advice :)


Hi there!

So I have a player who wants to play a Monk Barbarian. At first he requested if he could ignore the allignment restrictions so he doesn't have to take the Martial Artist archetype. I refused the request.

Now he is going for the Martial Artist build but he's going to use the Unchained Monk. I pointed out that this archetype does not work with the Unchained Monk as it replaces things the Unchained Monk doesn't have as an ability but it does have it as a Ki power.

He stated that it should be able to work as it simply replaces all Ki Powers of the Unchained Monk.

Now I'm at a bit of a crossroad here. I tend to follow the "If its in the rules then we must follow them" line of thought. I do deviate from that line of thought IF the rules are simply doing something weird, it doesn't really matter all that much and there aren't any others ways around it.

As the Unchained states

Quote:

Finally, with the

exception of the monk, these classes should work with any of
the archetypes from previous books as long as the classes still
have the appropriate class features to replace.

Seeing as the archetype can't replace some things from Unchained Monk and even the book itself states that de archetype does not work, I'd rule against his statement.

Now finally coming to the advice part....Am I being too unreasonable? I really want his idea to work but I don't want to jump through hoops to make it happen.

What are your thoughts on this? Thanks :)


Easy question as I probably already know the answer but can an everburning torch light a fuse?

I'd assume not but you never know!


Hi there!

Recently I came across the idea to shift around my players and their characters. I noticed that the Occult Adventures guide has such a spell called Mind Swap. I would like to know Is there a similar effect for the lower levels of the game? I would like to hear some of your ideas to make this happen. Thanks in advance!


Hi there!

I was wondering something about the Spiritualist's Phantom. It doesn't say how its HP is calculated. Do you count it as how you make a character or does it count as an animal companion or eidolon even though it's a humanoid and it lives on your plane


So I've been reading up on the Occult Adventures and came across the Mindblade Magus archetype. It seems like hella fun and I'd like some advice for a build.

I still have to roll my dice and they will be added later on but my race is sylph (we random rolled)

Any good suggestions for weapons, builds and what not?

Thanks in advance :)


So yeah. I had this talk with a friend of mine the other day and we were discussing random ideas. One was a rogue/ninja humanoid hamster. Like how a catfolk is a humanoid cat. Are there any races that could pull that off?

While we're at it, any good builds for, let's say, a lvl 7 rogue/ninja?

Thanks :)


Hello!

My DM is running a campaign where lorewise, there is a ban on summoning magic because its seen as demonic and unholy. Because of this, there is some sort of entity that blocks all summoning magic (We do not yet know what causes it). Being the idiot that I am, I would like to play a summoner in this campaign for shits and giggles.

Obviously, without any form of summoning magic, most of the things I can do will be limited but I would still like to try it, hoping that the summoning block will be lifted.

So I would need some assistance in building a summoner with a goal in mind. I need him to retain powers like the eidolon (for the possibility of regaining these powers) but also have powers that still makes him sort of effective. Now I realise that I'd be nerfing him quite a bit and that's fine. It just means that I need to work on other ways to be effective.

SO! If anyone would have suggestion for a build or for items or whatever I can do so that my summoner still has a back-up function (even if it's small) then please tell me!

Preferably I'd keep him on the casting side but if its a good suggestive then by all means :)

Thanks in advance!


Basically I just need one amazing fire based wakizashi and I'll make a second one just like it.

I need a wakizashi that is amazing to use for a ninja and it needs to deal fire damage. Now I've thought of keen, flame, flame burst and such but are there any others that seem good?

Thanks in advance :)


Hi!

So I was wondering, what is the best crit range possible? I figured it would be 15-20 since improved crit doesn't stack with keen.

For example, it wouldn't be that helpful for a swashbuckler with swashbuckler weapon training, which makes you gain improved crit, to have a keen rapier.

Am I missing something and if so, what would be the best possible crit range?

Thanks in advance :)


Hi there!

I'm looking for a build where a fighter, paladin or ranger has a wyvern mount and it actually works.

Does anyone have a build for this and if you don't then can you give suggestions?

Thanks in advance :)


Hi there!

Had a bit of a discussion with someone about the first hit points. You get max hit points when you start game at level one but he says that because you start in a class. Meaning whenever you multi class and start a new class on lvl 1, you get the max hp for it.

For example, a barbarian brawler. At lvl 1 he takes one level in the brawler class and get 10 + con as HP because brawlers have a D10 hit die. At 2nd level, he multiclasses and becomes a lvl 1 brawler lvl 1 barbarian. He says that he would get 12 + con as a d12 is the hit die of a barbarian.

I thought it was just a one time thing. Am I wrong? Do you get max hp at every instance you start a new class?


So a player wants to take the multi attack feat from the bestiary. The dm says that he can't because he doesn't have 3 or more natural attacks. The player says that he has them when he uses his wild shape ability. The dm says that he still can't get it because that's something you do not usually have.

Is the dm right? If you have the prerequisites but only when using a certain ability, do you not pass for the prerequisites?

Thanks!


Hi there! I came across the Caster's Shield in UE and it didn't really explain itself. What can you do with the stored spell? Can you activate it as a standard action or something?

Quote:

This +1 light wooden shield has a leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed requires half the normal cost in raw materials. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable.

A random caster's shield has a 50% chance of having a single medium scroll spell on it. The spell is divine (01–80 on d%) or arcane (81–100). A caster's shield has a 5% arcane spell failure chance. The price of the shield is modified by the value of the scroll spell if one is currently scribed.

Thanks!


So I'm running an one day campaign during our off days and one of the attending players is hellbent on being an Orc Samurai. Not the best option but it can work. The problem however, is that he wants to focus on the use of a greataxe. He will use things like katanas as a back-up. Now I told him that the Samurai class kind of assumes you use weapons like a katana or wakizashi but still he wants to main a greataxe because he's an orc. I also tried telling him that barbarian might be a better option then but he is also fixed on the idea of being a Samurai.

So....do any of you have any idea how I can make this work without him having to suck more than he has to? The starting level will be level 7. The reason why he isn't making the character himself is because he isn't familiar enough with the rules to make one himself but familiar enough to play normally with provided instructions.

Thanks in advance!