Catfolk

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Goblin Squad Member. Organized Play Member. 7 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Shadow Lodge

Thanks for the clarification. I think not being able to use multiple as an AOO seriously brings back the balance to this character and being only able to control one rope makes sense when you consider it a melee weapon. I appreciate everyone's time and response =)

Shadow Lodge

Assumed feats: Net adept (making net a 10ft reach weapon); Combat reflexes; Equipment trick [Net]; Improved dirty trick; quick draw

1) If I have multiple nets on my belt, and an opponents provokes within my threatened range, can I throw nets as AOO since it is a melee reach weapon?

2) Let's say with combat reflexes I throw 4 nets at 4 different opponents, and succeed on my opposed STR checks. I then control the trailing rope for multiple nets? Is there a limit? Is there a penalty after the first?

3) When controlling the trailing rope, you still have control of the weapon, so can you perform a dirty trick with it? What if you lost the opposed STR check, does that mean you dropped the rope/weapon and can no longer perform the dirty trick?

4) If you fail an opposed STR check to control the rope, can you pick it up the next round and try another opposed STR check?

Shadow Lodge

Yeah...no. That is a bit too broken. Back to the drawing board.

Shadow Lodge

https://lovesthoughts.wordpress.com/2014/10/13/new-damnations-expanding-on- damnation-feats/

Fiend Summoning

Benefits: Once per day you may summon any one creature that shares the sub-type of your patron as spell-like ability. This is a full round action that provokes attacks of opportunity, with a duration equal to your class level. You can summon any creature of the appropriate sub-type (for instance daemon, demon, or devil) with hit dice less than your own. You gain an additional use of this ability per day for each damnation feat you posses beyond the first to a maximum of four per day.

Shadow Lodge

You're right, the 3rd one is too strong. I didn't think about the swift action abilities.

What if for the 3rd variation you can just complete a full round action as a standard action and it doesn't replace the free move action gained from the 3rd feat.

As for the first variation, I agree it is the coolest. I tried to limit it so you couldn't take advantage of the time stop. The main idea was that you are lightning fast and you can move without being hit for the round, but that is all you can do...move.

Thanks for the input :)

Shadow Lodge

I created a new damnation feat and I wanted some advice on the balance of it.

Feat: Improved Fiend summoning
Pre-req - Fiend summoning

You are adept at summoning fiendish creatures

1st damnation feat: None - since a damnation feat is required as a pre-requisite

2nd damnation feat: Creatures summoned through fiend summoning last twice as long as normal. Additionally, if you choose to summon a creature of your HD-3, you can summon 1 additional creature.

3rd damnation feat: If you sacrifice a sentient creature with at least 1hd while summoning a creature through fiend summoning, it will last 24h per hd of victim. While these creatures remain summoned, they count against your daily maximum.

4th damnation feat: You gain a cohort of your HD - 2 that is a creature that you summoned with Fiend Summoning and given a soul of at least equal HD to its own. This does not count against your daily maximum. If this cohort is killed, you can summon it, or a different one,after 24h with an additional sacrifice. Each cohort has its own goals, but can usually be convinced to stick around with gifts or souls.

Shadow Lodge

Hi, I created a new Damnation feat for the Way of the Wicked campaign and wanted to get some advice on the balance of it. The 4th feat ability is where I am having trouble and I have presented several variations. Feel free to suggest changes or new ideas.

Feat (Damnation) - Speed Daemon

1st damnation feat: +10 movement speed

2nd damnation feat: Gain additional swift action each round

3rd damnation feat: Gain additional movement action each round that must be used for movement. This replaces the additional swift action you gained with the 2nd damnation feat.

Variation #1
4th damnation feat: As a full round action where all you can do is make move actions, you are affected as if by a time stop spell until the beginning of your next turn. Outside observers easily notice your movement after the fact due to a fiery trail that you leave behind you that can ignite flammable material and persists for 4 rounds. Other loose material may also be moved by the wind generated from this movement. Unlike a time stop spell, you do not gain any extra rounds due to the effects of time stop, but you are undetectable while under its effects. The time stop effect begins at the beginning of your movement, so you do not provoke any AOO for moving through threatened areas.

Variation #2
4th damnation feat: Gain additional standard action each round. This replaces the additional movement action you gained with the 3rd damnation feat.

Variation #3
4th damnation feat: You move so quickly that normal actions take less time to complete. Full round actions only take a standard action to complete. During a full attack, you gain one extra attack at your highest BAB. Standard actions can be completed as move actions. Move actions can be completed as swift actions and swift actions are now free actions. This ability replaces the extra movement you gained with the 3rd damnation feat.