Kolyarut

Tyinyk's page

412 posts. No reviews. No lists. No wishlists.




So, I'm making a Red Tongue Skald, and they get three rogue talents over the course of their career (Plus any they get with the extra rogue talent feat.) They also share one of these talents with those affected by their raging song. I think that's cool, but I'm not quite sure what talents would be good for a Skald.

I'm pretty sure that resiliency and positioning attack are good to get, and to give to your party members, but I'm not sure about any other.


Well, I hope to.

Features involved:

Esquire's Aid-De-Camp:
Aid-De-Camp (Ex) At 3rd level, an esquire acquires the services of a loyal aide-de-camp. This NPC functions similarly to a cohort, though the aide-de-camp must advance in a class that grants proficiency with all martial weapons and cannot multiclass until the esquire reaches 7th level (though the aide-de-camp can select an archetype).

If the aide-de-camp is a cavalier, he must follow the same order as the esquire.

The aide-de-camp gains Swift Aid as a bonus feat, and provides a +2 (rather than +1) bonus when using this feat to aid the esquire. As a move action, the aide-de-camp can retrieve a stored item or an item on the ground and hand it to the esquire. The esquire does not have to take an action to receive the item, though he must be conscious and have a free hand. This action does not provoke attacks of opportunity for the aide-de-camp or esquire.

If the aide-de-camp dies performing an act that directly supports the edicts of the esquire's order (GM's discretion), the esquire does not take a penalty to his Leadership score. If an aide-de-camp dies, or is released from the esquire's service, the esquire may gain a new aide-de-camp by scouting for potential candidates in a city or large town. This requires 1 day per 5 levels of the aide-de-camp to be recruited.

This ability replaces mount.


Imperial Knight:

Prerequisites: Base attack bonus +6, heavy armor proficiency, proficient in a martial weapon

Benefit: You gain a cohort as if you had selected the Leadership feat; this cohort is a human or halfling commoner, expert, or warrior with the Imperial Squire feat. When within 10 feet of your squire, you get a +2 bonus on initiative checks and a +1 dodge bonus to AC.


Then just Leadership, specifically the Noble Scion's Greater Leadership. (It just raises the max level of the cohort by 1.)

So, since the Aid-De-Camp says "Functions Similarly to a Cohort" and Imperial Knight says "As if you had selected the Leadership Feat" Does that mean neither actually count as the feat, and so taking the feat allows me to stack them for multiple cohorts?


These don't need to be good or even useful. For example:

Headless Horse: A statue of a horse missing it's head. (Could optionally be a wondrous figurine that turns into a regular decapitated horse.)

Razor Apple: Don't tell your players, but this apple has a razor in it. If they eat it without checking it for traps, they take 1d6 bleed damage.

Ouija Board: Lets you cast Speak With Dead using it, but doing so causes you to be attacked by a ghost.


Is it possible to have all three at once?

My thought was to use eldritch heritage to qualify for the Aberrant Tumor feat, but I'm not sure if it's possible to actually have all three.

By my interpretation, it should definitely possible to have the Hand and either the Eye or the Tumor.


Let's say I have a Monk who fights with spiked chains and Kyton style, and has the Vow of Chains to reflect him wearing his chains, even while fighting with them. Would the spiked chains count as his one valuable item from the Vow of Poverty, or would he be able to have another item outside of his chains.

Vow of Chains:
Either out of penitence or to bring attention to the suffering of the enslaved, the monk wears shackles on his wrists and legs. This gives the monk a –1 penalty on attack rolls and to AC, and reduces his movement by 10 feet. If temporarily unable to wear his chains, he may carry rocks or some other heavy burden (including medium or heavy armor) to simulate this suffering.

Vow of Poverty:
The monk taking a vow of poverty must never own more than six possessions—a simple set of clothing, a pair of sandals or shoes, a bowl, a sack, a blanket, and any one other item. Five of these items must be of plain and simple make, though one can be of some value (often an heirloom of great personal significance to the monk). The monk can never keep more money or wealth on his person than he needs to feed, bathe, and shelter himself for 1 week in modest accommodations. He cannot borrow or carry wealth or items worth more than 50 gp that belong to others. He is allowed to accept and use curative potions (or similar magical items where the item is consumed and is valueless thereafter) from other creatures.


In my time playing DnD, I've seen some pretty dumb things happen, and I've done a few myself. In my opinion, doing the occasional thing that defies common sense, yet still somehow works, is part of what makes DnD great. Even in fully serious campaigns, I think there's always room for a little "Creative problem solving."

So, let's share some of what we've done, or seen done.

In one 3.5 game I played, we needed to sneak into a goblin city to retrieve a cursed gem. We all had no ranks in any stealth skills, so we had to improvise. I made like Solid Snake, and hid under a crate, staying still when a goblin looked our way. Our party Warforged pretended to be a statue in much the same way. Our party druid turned into a baby platypus, and pretended to be a baby platypus. Our party leader did my favorite thing, and simply walked around like he owned the place. When the goblins stopped him, he successfully convinced them that he was just a particularly ugly Hobgoblin. It was pretty good.

I recently played a Bloodrager who was basically a friendly tribal country boy, with a love good, lighthearted roughhousing. He could also crack skulls when necessary, but he liked talking things out instead. Our two-man party came across a very large Ogre on our way to a city, and he smelled the deer we had caught and cooked. He demanded it as tribute, but we had just caught this deer, so we weren't exactly keen to hand it over. I hop down from the wagon, and offer to play a game of "Punch for punch." with the Ogre. If we win, he gets our deer, if I win, we get to go, and I get the fancy sabertooth tiger pelt he has. He punches me, I punch him, I do more damage, and the Ogre asks "Who won?" I had thought the answer would have been known, but since it wasn't, I wasn't about to tell the Ogre that it was me. So I say that we tied, and that we'll give him the deer, and he'll give us the pelt and let us go. The DM and the Ogre laugh, and he says OK. We lost the deer, but I walked away with a cool Tiger pelt.


I haven't made one of these before, so I'm gonna keep it pretty simple.

Dual-Talented Human (Mutation Warrior) 3
VMC Barbarian.

20 Point buy:
Str: 20
Dex: 12
Con: 16
Int: 8
Wis: 12
Cha: 7

The feats aren't all that important, but I'd go:

1: Power Attack, Weapon Focus (Greatsword)
2: Step Up, Bravery +1
3: Mutagen(Mutation Warrior), Rage(VMC Barbarian)

From there, it can be built pretty much however you please, though the intent's for massive Two-handed damage. You can use feats to increase your rounds of rage beyond level+Con.

With this, you can get 28 strength at level 3, with a mere six intelligence. Only for six rounds a day when you first get it, but feats and con boosting can get you above that.


Hey, so I'm going to be playing a sci-fi game, where most the stuff is reskinned as tech. I'm going to be playing a space pirate who pilots a Power Suit, so I'm using the Aegis class, but I haven't the faintest idea of where to start.

A few houserulings were made to aid in the conversion to Sci-Fi.

Everyone gets gun training 1.

The Aegis abilities that affect melee weapons can also affect ranged weapons.

Currently the only third-party thing allowed is the Aegis class.

20 Point Buy.

I'd like to dual-wield pistols, and I feel that the above changes make this possible to do and not be the worst.

Any advice would be grand.


Archetype in question:

So, thematically I love this archetype, and I really want to run it, but I noticed a key issue with it, namely in that it makes the rage feature suck. Because it only gives half benefit, the Greater Rage feature is practically nonexistent, and the mighty rage feature equates to the rage effectiveness of a level 1 barbarian.

So, is there any way to increase or mitigate this, so that it's not just straight worse than a regular barbarian?

Any other general advice would also be appreciated.


I'm making a gulch gunner, and I had two questions.

The first: Do I take the -4 penalty to shooting into melee combat if I'm shooting an adjacent enemy?
I feel like I shouldn't, but it's not always intuitive.

The second: With the deft shootist deed, can I choose to provoke an attack of opportunity while firing in melee, since that's one of my ways to regain grit? And if not, is there a way to avoid AoOs when reloading, but not shooting?


Is there any archetype or anything to make a Ranger Charisma based, instead of Wisdom? Preferably first-party.


So, me and my buddy were talking about a character he made, and he mentioned having a +7 bonus to damage from his dexterity modifier for a two handing a finesse weapon. I'm under the impression that the 1.5X rule only applies to strength, not dexterity.

So, can you get 1.5X your dexterity modifier for two-handing a finesse weapon?


So, the Rogue Archetype 'Scout' gets an ability at level 4 that allows them to deal sneak attack on a charge attack.

Scout's Charge:
Scout’s Charge (Ex)

At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
This ability replaces uncanny dodge.

And a Lance deals double damage on a mounted Charge attack.

Lance:
Benefit: A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.

My question is, does the sneak attack damage also get doubled with this? Does a level 4 Rogue(Scout) deal 4d6 on a mounted charge, as opposed to the normal 2d6?


Hey, I want to build a character who drags around a siege engine or two, and uses them as his primary combat method. I know this isn't exactly a good tactic, but it sounds like a good time to me, so I was wondering if anyone has any insight towards building the character.

I was considering building him as a Siege Mage/Siege Gunner, but after looking at them for a bit, I'm kind of at a loss for why I wouldn't want to go full Siege Gunner. The only advantage I see to the Mage is that at level 10 they can control an engine without a crew, but then I'm not going to be able to take greater Vital Strike, for lack of BAB.

Any advice?


Hey, so I'm running a lighthearted game about dungeon delving and loot getting. The players are currently participating in a tournament style dungeon-run, where they need to complete 10 dungeons before the other parties.

For this tournament, I want all the dungeons to have fun gimmicks or mechanics, but I'm having a hard time thinking of enough. The first dungeon they've done had the going into carvings on the walls and moving around a 2-d environment, like an old Mario game.

I'd appreciate any suggestions I can get, and don't be afraid to make it as game-y as you want. That's kind of the vibe of the setting.


Wishlists and Lists

Wishlists allow you to track products you'd like to buy, or—if you make a wishlist public—to have others buy for you.

Lists allow you to track products, product categories, blog entries, messageboard forums, threads, and posts, and even other lists! For example, see Lisa Stevens' items used in her Burnt Offerings game sessions.

For more details about wishlists and lists, see this thread.


Wishlists

Yossian does not have a wishlist.

Lists

Yossian does not have any lists.