Ulfen Raider

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So I am the forever DM of my party. I decided that the adventure I am playing needed a interesting fight. I love templates and always wanted to use the Worm that walks template. It says to only use it on evil spellcasters, but I found it a cool design to make a Flesh worm that walks Golem.

After applying the template, things started to break down. I still think it is a cool build. Any thoughts on this? Because I think it can become a slugfest:

The build:
Golem, Flesh Worm That Walks CR 9
XP 6400
Neutral Large Construct (Vermin) Construct traits
Init +1; Senses Darkvision 60, Low-light Vision; Perception +8
DEFENSE
AC 11, touch 11, flat-footed 10 ( No Armour, Shield, none)
(+1 Dex, -1 size, +1 insight)
hp 79 (9d10+30);Fast Healing (Ex) = CR
Fort +3, Ref +4, Will +3
Damage reduction 5/adamantine, Immunity to 1 - magic A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below., Immunity to 2 - A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save)., Immunity to 3 - A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage., Damage reduction 15/-, Immunity to disease, paralysis, poison, and sleep effects
OFFENSE
Speed: 30ft.
Single Attack Slam +13 (1d6+5) (Grab (Ex) , Weapon A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.)
Full Attack
2 Slam +13 (1d6+5)(Grab (Ex) , Weapon A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.)
Space 10 ft.; Reach 10 ft.
Special Attacks
Discorporate (Su) A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, the worm that walks loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.,
Squirming Embrace (Ex) DC(14) 2d6 +1.5 Str bonus,
Squirming Embrace (Ex) DC(14) If a worm that walks grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed. If a creature takes damage from the swarm, it is also subject to the swarms distraction ability, and must make a Fortitude save or be nauseated for 1 round. The save DC equals 10 1/2 the worm that walkss HD its Con modifier).
STATISTICS
Str 20, Dex 13, Con 0, Int 0, Wis 11, Cha 1
Base Attack 9 CMB +15 CMB Bonus 4 Grapple; CMD 27 CMD Bonus 4 vs grapple
Feats
Diehard: Remain conscious at -1 to -9 hp
Skills Perception +8, Sense Motive +8, Stealth +5
Languages
ECOLOGY
Environment Any
Organization Solitary, Gang 2-4
Treasure None
SPECIAL ABILITIES
Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golems creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golems berserk chance to 0%
Grab (Ex):If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creatures Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creatures descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Construct traits:Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.


The variant magic rules Words of Power grants players, and GM alike the opportunity to get creative with spells. No more searching for the sorcerer to find all the fire spells, just because she gets extra damage with just that type, limiting herself. Now she can just pick the effect word: Burning Flash and now it is up to you how you want to use it: touch attack, rays, burst or even walls. Possibilities are almost endless.

I had a real blast with this while playing a magus and for my next character, I want to use this system even more as I will be playing a witch. I stumbled upon one effect word that stood out from the rest: Friendship (Command). Normally effect words are lower in power than normal spells. It is a tradeoff you make for versatility. But this effect word just scares me.

Basically, what it lets you do, is just let a humanoid creature pull an Italian team switch for the entire dungeon crawl (around level 6+). The target of the spell will not attack you, not attack your allies and even defend you for 10 minutes/level. That is insane. Especially since it says nowhere that you can not turn the entire enemy force against one and other, or just target everyone.

I found this effect word for a level 1 extremely above the power curve. Is this something other people discovered, have witnessed or even used? And should this be addressed?


Greetings adventures!

My group with whom I am traveling have been traveling has been send on a quest to save a small island from a spreading plague of undead. When you read this, I have already perished (fell of the ship that got attacked by a zombie whale...).
But my spirit is strong and willing to live once again.

I talked to my DM and he liked my idea of actually playing a "vampire", a Dhampir. I like the classic image of the Keen old vampire who always has a trick up his sleeve and is very knowledgeable (knowledge comes with age right). Also I like the "Bad guy gone Good but is still struggling with the new lifestyle" idea.

I want to play a Dhampir who focussed on grappling and biting people with his fangs. I would like to use blood transcription as a major flavor spell to fill his formula book.I have been looking around for investigator grapple build, but without any luck. Could you guys help me out a bit? It's also the first time I try the investigator class.

I want to grapple and make use of a bite attack during this grapple. Hence my DM let me use blood transcription with spell-like abilities, I would like to play a class with a spell/formula book (Investigator not a must but I like the idea of the class). I like the idea of precision damage like sneak attack, studied strike and Coup de Grace, so utilizing one of these is important to me. I am oke with multiclassing, bit would like to have my build only before or at level 5. He doesn't have to be insanely optimized, but I do want him to be useful in and out of combat. We use a 21 point buy system, no 3rd party aloud. Oh minor detail: we use the wounds and vigor system (controversial I know, but we really like it as it).

If you guys could help me with the build, just give me some suggestions, or even help me with the roleplay aspect of this character that would be great.


I have been wrestling with my Charismatic Draconic Arcane Fist fighter for years now. Finally, it was possible with the Scaled Fist/Sensei-Monk and Eldritch Scion Magus. I am trying to build a 5th level character, but one thing keeps making no sense for me and I see a lot of others having trouble with understanding as well:
Natural attacks and Spell Combat

I am going to dip into DD at higher levels, to get a bite attack. But how does spell combat work with 2 claw attacks and unarmed strike? Spell combat says that it functions as two-weapon fighting, but that doesn't make it much better.

Can someone please explain to me how this works? And if there is a way to let him do all of his attacks and still use spell combat + Spellstrike? I love to see him use a huge amount of attacks, instead of one really powerful one.