Brain

Zachary Wydawski's page

RPG Superstar 7 Season Marathon Voter. Organized Play Member. 7 posts (1,263 including aliases). No reviews. No lists. No wishlists. 8 aliases.


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Rysky wrote:
The needless snark is unnecessary just because you don't agree with my reading of the rules.

Your opinion of what the rule says.

Not what the rule actually says.


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Cavall wrote:

At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery.

Seems pretty free to me.

But let me check.

Bonus:

something extra or additional given freely:

Looks like other means exactly what I think it does.

Okay lets use your sound logic.

At 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. Every single class gets a feat which can be used on any feat.

Seems like everyone gets crafting feats for free!!!!

Yah!


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Cavall wrote:

The character IS being compensated.

At a rate of 50% costs for magic items. For a feat he gets for free. How is that not compensation?

You keep saying "free". Yet i don't think it means what you think it means.


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DrDeth wrote:
Brain in a Jar wrote:

When i play a caster with crafting feats here is how it goes.

Fighter: "Hey Wizard could you make me a Belt of Strength(+2)?

Wizard: "Sure that will cost you 3,000 Gold.

Fighter: "That's a ripoff. I'm not paying you an extra 1,000 gold.

Wizard: "Okay fine. I'll spend my downtime making myself items with my crafting feat. I really want a Headband so maybe if i get time later I'll make your belt...unless I'm making something else."

Fighter: "What about my Belt?"

Wizard: "Go buy one for 4,000 Gold in the market or make it yourself."

Fighter: "..."

Wizard: Help me mr Fighter, a monster has grappled me and I am dead next round!"

Fighter: "..."

First off. Lol. I'm sure in a contrived scenario a wizard would need help from a fighter.

Secondly that's a false equivalence.

I'm not sure how letting another player die in combat is the same as...

"I'm busy with my own crafting so I'll stop what I'm doing. If you give me an incentive.(Incentive being paying me for the object at a heavy discount...I'm such a fiend) Otherwise you have to go purchase it from the market, the same way you would have had to if i didn't have a crafting feat."


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Torbyne wrote:

Brain in a Jar,

That sounds pretty close to the previous argument of, "I am a Wizard and dont need anyone else in this party, pay me for being so brilliant as to choose this class."

Literally any class can take crafting feats.

If i take crafting feats and spend my downtime making myself stuff. No one else has any right to assume I'll spend my downtime making them stuff.

Everyone can get crafting feats.


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Entryhazard wrote:
Brain in a Jar wrote:

When i play a caster with crafting feats here is how it goes.

Fighter: "Hey Wizard could you make me a Belt of Strength(+2)?

Wizard: "Sure that will cost you 3,000 Gold.

Fighter: "That's a ripoff. I'm not paying you an extra 1,000 gold.

Wizard: "Okay fine. I'll spend my downtime making myself items with my crafting feat. I really want a Headband so maybe if i get time later I'll make your belt...unless I'm making something else."

Fighter: "What about my Belt?"

Wizard: "Go buy one for 4,000 Gold in the market or make it yourself."

Fighter: "..."

You see if i invest in a crafting feat. I'm planning on investing my downtime, which could be very limited base on the adventure to make the items i want with it.

So my items take priority. I usually offer a small discount to stop working on my items to work on someone else's item.

I mean there are plenty of entitled players floating around. So when i encounter one of them who get pissy at me wanting to benefit from my investment. I just tell them to go to the market or learn to make it themselves if they want to b~*%%.

It will be really funny when your wizard gets trounced by a monster the fighter didn't manage to kill before it got to him because he didn't have enough Strength

Sure.

Because me playing a Wizard i really need that Fighter...lol

Also some of you just don't seem to get it.

If I'm playing a Wizard who can craft magic items. I can spend all of my feats on crafting and still contribute just as much as anyone else in the party during an adventure.

I don't need to share my crafting downtime with anyone else to contribute equally.

I usually do when I'm not working on my own projects. But I'll be damned if I'm going to invest in crafting and have to spend my time making shit for everyone else for nothing over making my own stuff.

People that have played with me either pay what i ask or they go find it else where or they wait till I'm not making my own items.

So if they want it sooner they pay more than the base cost...such a f%&!ing crime. How dare i provide a unique service at a heavily discounted price to them...


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When i play a caster with crafting feats here is how it goes.

Fighter: "Hey Wizard could you make me a Belt of Strength(+2)?

Wizard: "Sure that will cost you 3,000 Gold.

Fighter: "That's a ripoff. I'm not paying you an extra 1,000 gold.

Wizard: "Okay fine. I'll spend my downtime making myself items with my crafting feat. I really want a Headband so maybe if i get time later I'll make your belt...unless I'm making something else."

Fighter: "What about my Belt?"

Wizard: "Go buy one for 4,000 Gold in the market or make it yourself."

Fighter: "..."

You see if i invest in a crafting feat. I'm planning on investing my downtime, which could be very limited base on the adventure to make the items i want with it.

So my items take priority. I usually offer a small discount to stop working on my items to work on someone else's item.

I mean there are plenty of entitled players floating around. So when i encounter one of them who get pissy at me wanting to benefit from my investment. I just tell them to go to the market or learn to make it themselves if they want to b+~@+.


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This is a great example of why cheating as a GM is bad idea.


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thejeff wrote:
TOZ wrote:
Indeed, as if the fudging crowd were just as ideological.

Or possibly just upset about being called cheats and liars.

The only time anyone has been called a cheat or a liar is when the GM is actually doing so.

If the group is okay with Fudge then it's not a lie or a cheating thing.

If the group isn't okay with it and the GM does it in secret they are cheating and did lie.

It's not that hard to grasp.

The same is true for players. If a player is secretly altering die rolls they are cheating and lying.

Why this basic fact of gameplay offends some boggles my mind.

If my GM lies to my face about how the game is being run and fudges stuff they are literally lying and cheating.


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Drahliana Moonrunner wrote:
But they are not the same. By definition, a GM does not cheat. You may have issues with how they implement rules and mechanics, but the rules are a guide for GM's not their overlords.

How about you take GMs off your pedestal for a moment.

If a GM mentions to a group that they will fudge/cheat dice rolls etc before the game. Then it's fine. No issues everyone is happy.

If a GM doesn't do that they are cheating. Plain and Simple.

If a GM uses house rules and tells the players before the game. Then cool everyone is on the same page. No issues.

If a GM doesn't tell players about house rules they are cheating.

It's really not that hard.


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PossibleCabbage wrote:
Well, maybe there's one and only one road between city A and city B and you design and ambush to occur on that road, assuming the players would take it, but the players decide to take a boat, or hire a wizard to teleport them there, or summon monsters to create a tunnel through the earth, or something else. Are you going to have the ambushing party never show up for the remainder of the story?

They might show up later if they find out where the players went.

I usually have the NPCs make use of gathering information of the players if they haven't attempted subterfuge or covering their movements or make use of divination depending on the resources said NPCs had.

I tend to follow the same rules i enforce on my players for my NPCs. Even if they find the players it's a different encounter now.

Instead of an ambush on the road that the players avoided. It might later become a hastily attempted ambush in the city, which changes portions of the old encounter.

The players avoided the ambush on the road, so now later in the city they might have an easier time escaping or getting help from the watch etc. or maybe the NPCs can't find the players if they have taken action to cover their movement (leaving the city at night under cloak of darkness, disguises, magic used to prevent divination etc.).


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"Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage."


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This happened during my Wrath of the Righteous game.

Fallen Paladin:
So in the campaign the players eventually find a succubus that is trying to be turn good with the help of Desna, Arueshalae.

One of my players was a Female Android Paladin of Ragathiel named Arken. As the campaign progressed Arken and Arueshalae formed a romance and became deeply in love. [Even going so far as to pick up the Emotion feat for an android so she could feel love.]

Around the time the group entered into Nocticula's realm, the Midnight Isles, Arken forced Arueshalae to leave her side; fearing for her safety and her redemption in such a realm. This caused a spat between the lover's and Arueshalae fled in tears.

Arken had Aravashnial, an elven riftwarden ally, to attempt to divine her whereabouts. He located her within Noctiucla's realm upon the isle of Alinythia.

Now Alinythia was under the rule of Shamira, the Ardent Dream and Arken knew from speaking with Arueshalae that this is where she used to reside.

Arken fearing for her love ventured into the Midnight Isles to find her. (At this point the group had come to an uneasy alliance with Nocticula and could move about with some degree of protection.)

Minagho was a powerful lilitu demon that the player's had encountered and they had disrupted her plans and made her look foolish. In particular Arken had gone out of her way in attempting to slay the demon. Minagho barley escaped the players and followed them into the Midnight Isles.

Minagho found Arueshalae and captured the succubus, trapping her in a hideout and assuming her form, before contacting Arken through messengers; telling her that they should meet alone to speak of their relationship.

Arken didn't hesitate and left without telling her companions. She met with "Arueshalae", Minagho in disguise, and they conversed about what had happened. Eventually, Minagho after a small amount of bluffing and faking love while in the guise of Arueshalae, asked a simple question of Arken.

"What do you wish my love?" Arken answered "I wish to be with you Arueshalae. I love you."

Minagho a powerful Lilitu demon granted her Wish.

Lilitu have "Profane Wishcraft" as a ability. The wish was granted and the Arueshalae appeared in front of Arken, comatose and bound.

I informed Arken to make a Will save against the profane wishcraft effect and she failed, turning Arken Chaotic Evil and making her fall; losing her paladin abilities.

Minagho revealed her true form and laughed at the fallen Arken.

[My player at the time was flabbergasted and hadn't even considered Minagho coming for her. She wasn't mad about and thought it was a crazy twist of the knife.]

Arken attempted to cut her down tears in her eyes but without her Smite and powers it was ineffectual. Minagho then hit Arken with a Dominate Monster, which she failed as well. And forced her to collect her love and return to her hideout where they would begin the process of her training in attempt to make Arken an Anti-Paladin of Baphomet.

Eventually her companions found her through divination magic when she had been missing and they stormed into Minagho's lair. Arken still dominated ended up killing one of her friends before the demon and her allies were slain.

It caused a lot of tension in the group and left a strain on Arken and Arueshalae.


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Darksol the Painbringer wrote:

Handling that instance is quite simple, regardless of whether you are rolling dice in secret.

For example, let's say we have an Ogre attacking a fellow PC, or the Ogre is affected by something that grants a saving throw. If the creature/NPC is rolling a D20, the GM can ask the player with that ability if he wants to use that ability, or that, if the player wants to use the ability, the GM will tell him that he has to specify that he's using the ability. In the case of multiple attack rolls (which can be identified within the first instances of combat), the GM may also state that he has to specify which roll is being affected (the first or second attack), though in this case, the GM would clarify what would be eligible effects, and the players can work from there.

In addition, if the PC tried to affect the creature again, regardless of the actual result of the modified D20 roll, the GM can say "No, it's no longer an eligible target for that revelation." And the PC doesn't know whether the ability made a difference or not (though he knows that it's been used on the enemy, which is what matters).

So, sure, there are most likely abilities that require open rolls, but this isn't one of them.

But you won't know when to use the re-roll of misfortune if you don't see what the number on the dice is.

If the DM rolled a 3 in secret for the ogres attack and you have to guess as to when you use Misfortune you might end up helping the ogre.

You need to see the dice in order to use Misfortune appropriately. (The ability isn't roll twice and take the lowest.)


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Sword versus Armor

If you have a steel sword it's still better than a club at taking out armour.


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Yeah. You can already do that with Bluff.


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I'd love for a succubus to open up my jar and grapple me.


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So since we are all stuck here for the time being who wants to argue about Falling Paladins, Caster/Martial Disparity, or Alignment?

*evil laugh*


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Komoda you're wrong get over it.


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Yeah a 50 Gold Potion of Cure Light Wounds would heal 1d8+1.

Having a higher caster level would cost more.

"The price of a potion is equal to the level of the spell × the creator's caster level × 50 gp. If the potion has a material component cost, it is added to the base price and cost to create. Table: Potions gives sample prices for potions created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster brewing the potion."


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Nicos wrote:
Rysky wrote:
Nicos wrote:
Brain in a Jar wrote:

Clearly it's more than martial training involved.

My character has faith in Shelyn an i take Bladed Brush. It works.

That same character later changes his faith to Desna. Bladed Brush stops being usable...

How i wonder why?

The reason is: bad design.
Getting mystical benefits for worshiping a deity in a fantasy setting is not a bad design.
Indeed. I'm only complaining in the benefits that are not mystical at all.

Maybe you should read the definition of mystical then.

Bladed Brush is literally dependent on a mystical nature.

If you stop worshiping Shelyn it stops functioning...


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kyrt-ryder wrote:


The feat is about dedication to the Glaive, not dedication to a god.

Wrong.

The prerequisite being "Worship Shelyn" would state otherwise. ;)


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kyrt-ryder wrote:
Rysky wrote:
2) You have to worship a goddess in order to use it, and lose it if you no longer worship her.

That's the entire reason we're all having this discussion and I just keep facepalming at some of the...

...

Logic? I keep reading.

We get you personally don't like it.

It doesn't make your opinion better or more logical.

To me and others it's clear that a faith based ability/feat that requires worship and only functions for those that are faithfully clearly is more than learning a martial technique.

Just because you can't wrap your mind around that doesn't make it bad or wrong or illogical.


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Clearly it's more than martial training involved.

My character has faith in Shelyn an i take Bladed Brush. It works.

That same character later changes his faith to Desna. Bladed Brush stops being usable...

How i wonder why?

Also no one is forcing you or any body to use a Campaign Specific feat from a Campaign Specific book.

Seriously i would understand your argument if it was part of the RPG line. But your complaining about using a Golarion based feat in a non-Golarian game.


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Snowlilly wrote:
Brain in a Jar wrote:
Snowlilly wrote:
As RAW requires all natural attacks be classified as either primary or secondary, I would be interested in any RAW you have that would indicate a monk's UAS is a secondary weapon.

A Monk's Unarmed Strike isn't Primary or Secondary. Since...

"An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons(see Combat)."

and

"A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

Doesn't change that.

Emphasis mine. "is treated as a natural weapons."

That is, explicitly, what the rules for monks do. Allow IUS to count as a natural weapon for the purpose of effects. There is no other interpretation for the monk rules you quoted.

The second half of the sentence, "is treated as a manufactured weapon" in no way detracts from the first half. The monk gets the best of both worlds with IUS, using whichever classification is most beneficial for each effect.

Please don't misunderstand/misrepresent what I'm saying.

A Monk's Unarmed Strike is clearly treated as a natural attack for certain purposes.

But that doesn't make it a Primary or Secondary Natural Attack. So as far as Power Attack is concerned, even with Dragon Style/Ferocity, a Monk would only get the -1 Attack for +2 Damage progression.

Nothing you have posted proves that a Monk's Unarmed Strike is Primary or Secondary. Since it is only treated as a Natural Attack for certain purposes and isn't actually a Natural Attack with those classifications.


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Jodokai wrote:
The thing some of you are missing is that you use stealth while observed, but you still need to find cover before the end of your turn or your visible again. HIPS doesn't change that.

No you can't. If you are observed you can't use Stealth. The only exception being a distraction (Bluff check) and still needing cover/concealment to stop being observed.

"If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast."

"Hide in Plain Sight (Su): A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow."

And yes it does change that.


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The actual light level has nothing to do with an observer.

A torch gives off 20ft of Normal Light and 40ft of increased light; so assuming a dark room you have 20ft of Normal Light and 40ft of Dim Light.

That's the Light level in the room. That doesn't change based on who is observing it. It is constant.

A creature with Low-Light Vision:

Vision and Light wrote:
Double the effective radius of bright light, normal light, and dim light for such characters.

So even with a creature with Low-Light Vision looking at a Torch, the actual Light Level is still 20ft Normal and 40ft Dim Light. Which is then modified for an observer with Low-Light Vision.

The Torch doesn't suddenly provide more Light than it normally does just because a creature with Low-Light Vision is looking at it.


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Darigaaz the Igniter wrote:
Torbyne wrote:
Rathendar wrote:
Another option, use an Axebeak.
That is the third option i went over. It would be my default except there is no sure fire way of getting one, it is subject to GM approval which is a quasi-legit place to be in the rules.
I can't speak for PFS, but a GM should allow you to use one in a home game. It's not really any different than asking to use material from Ultimate Magic, or any other hardback that came out after the CRB. The rules for it are right here.

I think the main issue is certain classes features that give you an animal companion restrict to a certain list of creatures.

Example: A Cavalier is restricted to picking " A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts."


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Torbyne wrote:
Rathendar wrote:
Another option, use an Axebeak.
That is the third option i went over. It would be my default except there is no sure fire way of getting one, it is subject to GM approval which is a quasi-legit place to be in the rules.

If you want an Axebeak without needing GM permission you could be pick from these options.

-Hunter

-Druid

-Brawler (Wild Child)

-Inquisitor (Sacred Huntsmaster)

-Ranger (Beastmaster)

-Sorcerer (Wildblooded: Sylvan)


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RAW wrote:
A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

So i suppose following your logic a Monk can't use his on fists in a Flurry of Blows?

Since like you said...

Snowlilly wrote:
RAW: Monk unarmed strikes count as natural weapons for effects

So following your logic all Monks would need Feral Combat Training. Strange.


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While i agree that the intent of Kensai would be that the martial or exotic melee weapon is your "chosen" weapon, it really isn't worded very well from a RAW perspective.

Even if you follow the intent it's still very possible to use a weapon with a range (Throwing Axe, Starknife, etc) and all of it's abilities would still function with a Throwing build.


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MrCharisma wrote:
Imagine you're the experienced player with a bunch of newbies. Would you rather be told: "You're more experienced so I'm choosing your Race & Class for you" or "You're more experienced so you have less points & you can't play a full caster, but otherwise go nuts". Both of these serve to balance the party, but the lower point buy lets the player be more creative (It also lets the experienced player show off a bit, which they'll like & will help the newer players see what can be achieved).

I can't imagine that. The moment a GM tries to tell me that I in particular will be more limited than other players i simply don't play.

I'd laugh at a GM that told me that.


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The Sideromancer wrote:
Wrath wrote:

Shoot an arrow with an attached portable hole designed to open up when the arrow strike. Wizard is destroyed as the extra dimensional spaces he has all over him interract badly with the portable hole.

Extra dimensional,things wizards likely have - pocket familiar, bag of holding, bag of useful things, some kind of dimensional component pouch, some kind of dimensional,storage for their spell books.

If the hole doesn't sit well with folks, do the same thing with a bag of holding on the arrow, just rigged to trigger like a net on impact with target.

BOOM!

Take manyshot. Put bag on one arrow, hole on the other one. Fire at wizard's square (AC 5), rigged to expand on impact. Win.

Rules citation required on how your going to do that.


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andreww wrote:
Brain in a Jar wrote:
Also keep in mind in my Build for a Sorcerer the Balor's are more for fun than as a threat. The main threat is still the mindblanked, greater invisibility Sorcerer and Roc who are flying around; That and the fact a fighter has to make a Will save against DC 34 Dominate Monster and if they hit a certain threshold of HP they get hit with Power Word Blind or Stun.

Absolutely, I am more than familiar with the options available to high level casters and I think pretty much any pure martial presented here is likely to be outmatched by any full caster you choose to present from about level 8 onwards.

That just gets more and more apparent as the levels rise.

Fair enough with the crafting rules. I guess i should have a pile more gold than i gave myself then.

I only mentioned it since that was part of the Balor plan.

I'm just glad someone posted a Fighter build at least.


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andreww wrote:

OK, here is a first pass at a level 20 Martial. It is very much just a rough draft at the moment, especially as concerns equipment. It definitely needs some back up weapons but probably needs to lose some stuff first to afford them. I have been rather liberal in my interpretation of what she can craft with craft clothing.

She remains pretty hosed against fickle winds so I ended up dipping a few levels of unchained rogue and barbarian to increase her melee damage output. Her will save isn't as high as I would like but she largely beats the lantern archon spam or balor gating plans above.

The stat bock includes the effects of mutagen, rage, haste boots and point blank shot and assumes she is always using power attack, deadly aim, manyshot and/or rapid shot as appropriate.

** spoiler omitted **...

Keep in mind for wealth you don't half the cost of the items you create. You increase your starting wealth by 25% for one crafting feat or by 50% if you have more than one.

Otherwise it looks pretty good.

Also keep in mind in my Build for a Sorcerer the Balor's are more for fun than as a threat. The main threat is still the mindblanked, greater invisibility Sorcerer and Roc who are flying around; That and the fact a fighter has to make a Will save against DC 34 Dominate Monster and if they hit a certain threshold of HP they get hit with Power Word Blind or Stun.


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Blackwaltzomega wrote:
PossibleCabbage wrote:

I think the thing I'm wondering about is "what martial would do best" in this sort of thing.

Considering that so many different caster builds will be able to end you if you fail a save, I have to think it might be something with exceptional saves but nonetheless strong like a Paladin or a ZAM.

Probably, although I feel AM BARBARIAN probably needs to be mentioned if we're talking about a martial that might kill a caster one on one.

AM BARBARIAN is what Caster parents tell their Caster children will come for them if they don't behave...the great boogeyman of the martials.

Definitely the scariest martial build i can think of.


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Chess Pwn wrote:
Brain in a Jar wrote:
Chess Pwn wrote:
Why do you have the Courageous in your +4 Courageous Dueling Spiked Gauntlet? Are you really that worried about getting feared?

Eh just felt like it. I mainly built it assuming he adventures and isn't just built solely for this challenge.

I also fixed my Sorcerer entry to be a Human so its should be legal now.

I just don't see why a small morale bonus for fear is worth having, especially when you have heroism up all the time which gives a +2 morale bonus. Like you're getting an effective +2 to fear saves from it. I don't see how spending tens of thousands of gp for that bonus against fear is worth it.

It isn't.

But i literally didn't care because to me this challenge seems easy. I could have wasted money on a Vorpal weapon and still do fine. :)


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Chess Pwn wrote:
Why do you have the Courageous in your +4 Courageous Dueling Spiked Gauntlet? Are you really that worried about getting feared?

Eh just felt like it. I mainly built it assuming he adventures and isn't just built solely for this challenge.

I also fixed my Sorcerer entry to be a Human so its should be legal now.


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Human Ken:

Human Sorcerer
20th Sorcerer (Wildblooded)
Chaotic Neutral Medium Humanoid (Human)

Senses: Darkvision (60ft)

Initiative: +17 [+7 DEX, +4 Improved Initiative, +4 Dueling, +1 Luck, +1 Competence]; Moment of Prescience (+21 Initiative) = +38

Speed: 30ft

HP: 192 [73+80 CON+20 Toughness+19 FCB]; False Life (15 Temp HP)

AC: 42 [+6 Shield, +6 Armor, +5 Deflection, +1 Luck, +5 Natural, +1 Dodge, +7 DEX, +1 Insight]
Touch: 26; Flat-footed: 34

Resistance: Fire 20

DR 10/Cold Iron

Immune: Poison

Fortitude +16 [+6 Base, +4 CON, +4 Resistance, +1 Competence, +1 Luck]
Reflex +19 [+6 Base, +7 DEX, +4 Resistance, +1 Competence, +1 Luck]
Will +29 [+12 Base, +11 CHA, +4 Resistance, +1 Competence, +1 Luck]
+4 against Fear
Evasion

Attack(s):

+4 Courageous Dueling Spiked Gauntlet +18/+13 melee (1d4+7/20x2)

Ranged Touch Spell +18 ranged touch

Sorcerer Spells (CL 21th)
+2 DC for Enchantment; +2 DC to Compulsion
+8 bonus to overcome Spell Resistance

Concentration +40 [+21 Caster Level, +11 CHA, +2 Tunic, +4 Combat Casting, +2 Bracers]

(DC 21) 0 (Cantrips) - Detect Magic, Read Magic, Light, Ghost Sound, Arcane Mark, Mage Hand, Spark, Haunted Fey Aspect, Acid Splash

(Used 2)(DC 22) 1 (9/Day) - Entangle, Charm Person, Lock Gaze, Mage Armor, True Strike, Comprehend Languages

(Used 2)(DC 23) 2 (9/Day) - Hideous Laughter, Darkvision, Mirror Image, See Invisibility, False Life, Unnatural Lust

(DC 24) 3 (9/Day) - Deep Slumber, Tongues, Suggestion, Hold Person, Arcane Sight

(DC 25) 4 (8/Day) - Poison, Charm Monster, Terrible Remorse, Greater Invisibility, Dimension Door

(DC 26) 5 (8/Day) - Tree Stride, Dominate Person, Permanency, Fickle Winds, Animal Growth

(DC 27) 6 (8/Day) - Mislead, True Seeing, Greater Dispel Magic, Transformation

(DC 28) 7 (8/Day) - Phase Door, Limited Wish, Power Word Blind, Spell Turning

(Used 4)(DC 29) 8 (7/Day) - Irresistible Dance, Maze, Mindblank, Moment of Prescience, Power Word Stun

(DC 30) 9 (7/Day) - Shapechange, Dominate Monster, Time Stop, Gate

Permanency Spells (Constant) (Caster Level 21st)
-Arcane Sight
-Comprehend Languages
-Darkvision
-Read Magic
-See Invisibility
-Tongues

Spells Active
False Life, Mage Armor, Moment of Prescience, Mindblank

Spell-Like Abilities (CL 20th)
1/Day – Shadow Walk

STR 16, DEX 24, CON 19, INT 16, WIS 18, CHA 33
BAB: +10
CMB: +13 [+10 BAB, +3 STR]
CMD: 43 [+20 BAB, +3 STR, +7 DEX, +5 Deflection, +1 Dodge, +1 Luck, +1 Insight]

Skills: Acrobatics +29, Handle Animal +33, Fly +21, Knowledge (Arcana) +9, Knowledge (Nature) +9, Perception +31, Spellcraft +29, and Use Magic Device +24, Bluff +34

Feats: Eschew Materials, Improved Initiative, Dodge, Quicken Spell, Combat Casting, Craft Wondrous Item, Craft Magic Arms & Armor, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Spell Penetration, Boon Companion, Toughness, Defensive Combat Training, Steadfast Personality, Greater Spell Penetration

Special Qualities
Favored Class Bonus [+19 HP; 1 Spell (Power Word Stun)]
Bloodline (Sylvan)
Bloodline Arcana (Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.)

Animal Companion (Ex): You gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st).

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Wings (Su): At 15th level, you can grow insect like wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level. This duration does not need to be consecutive, but it must be used in 1-minute increments.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.

Equipment

Leather Bandolier
-Potion of Bull’s Strength (x3; used for Transformation spell)
-Diamond (x6) (Each worth 1,500 gold used for Limited Wish spell)

Masterwork Backpack
-20,000 Gold worth of Incense/Offerings
-Bag of Holding Type II
-Instant Fortress

+4 Courageous Dueling Spiked Gauntlet
[+4 Initiative; The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (+2)]

+5 Mithral Buckler of Determination and Fortification (Heavy)
[Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell; When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. (75%)]

+5 Haramaki of Improved Energy Resistance (Fire)

Ring of Protection (+5) (Ring 1)
Ring of Evasion (Ring 2)

Belt of Physical Perfection (+6 DEX, +6 CON, +6 STR) (Belt)

Otherworldly Kimono (Body)
[Embroidered images of cherry blossoms and cranes in flight adorn this blue silk kimono. The wearer can move and reposition these images on the kimono at will. The kimono grants its wearer a +4 resistance bonus on all saving throws and a +4 bonus on all caster level checks.
Once per day, the wearer can capture a single creature within 60 feet within the kimono (no save), shunting the victim into an extradimensional space similar to that created by a maze spell. Inside this otherworldly prison, the maze appears as an endless cherry orchard filled with "walls" of windblown cherry blossoms and cranes flying overhead. Each round on its turn, the victim inside the kimono may attempt a DC 20 Intelligence check to escape the kimono as a full-round action. If the victim doesn't escape, it is released after 10 minutes, returning to where it had been before the kimono drew it in. If this location is occupied by another creature or a solid object, the subject appears in the nearest open space.
Whenever a creature is drawn inside the kimono, the victim's image temporarily manifests as another embroidered design among the kimono's other images. While a victim is trapped inside, the kimono's bonuses on saving throws and caster level checks are increased by 2 (to +6). The kimono's increased bonuses return to normal when the victim is freed or released.]

Eyes of the Eagle (Eyes)

Gloves of Arrow Snaring (Hands)
[Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.]

Jingasa of the Fortunate Soldier (Head)
[Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.]

Headband of Mental Prowess (+6 CHA, +6 INT) (Headband)
[Skills: Handle Animal, Acrobatics, Perception]

Amulet of Natural Armor (+5) (Neck)

Tunic of Careful Casting (Chest)

Spellguard Bracers (Wrist)
[Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result.]

Stone of Good Luck (Luckstone)

Tome of Leadership and Influence (+5) (Used)
Manual of Gainful Exercise (+2) (Used)
Manual of Quickness of Action (+4) (Used)

Ioun Stones
-Dusty Rose Prism
-Iridescent Spindle
[Sustains creature without air]
-Orange Prism
[+1 caster level]
-Pale Green Prism
[+1 competence bonus on attack, saves, skill checks, and ability checks]
-Clear Spindle
[Sustains creature without food or water]

2,000 Gold

Ron the Roc:

Animal Companion (Roc)
Large Neutral Animal

Senses: Low-Light Vision

Initiative: +11 [+4 Improved Initiative, +7 DEX]; Moment of Prescience (+21 Initiative) = +32

Speed: 20ft; Fly 80ft (Average)

HP: 136 [72+48 CON+16 Toughness]; False Life (15 Temp HP)

AC: 39 [+23 Natural, -1 Size, +1 Dodge, +6 Armor]

Resistance: Fire 10

Fortitude +13 [+10 Base, +3 CON]
Reflex +17 [+10 Base, +7 DEX]
Will +6 [+5 Base, +1 WIS]
+4 Will against Enchantment
Improved Evasion

Attack(s):

2 Talons +24 melee (1d6+12 plus Grab/20x2)

Bite +23 melee (1d8+12/20x2)

STR 26, DEX 24, CON 16, INT 2, WIS 13, CHA 11
BAB: +12
CMB: +21 [+12 BAB, +1 Size, +8 STR]
CMD: 39 [+12 BAB, +1 Size, +1 Dodge, +8 STR, +7 DEX]

Tricks Known: Attack (x2), Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, Work

Skills: Fly +8, Perception +10, Stealth +0, Survival +4

Feats: Multiattack, Improved Initiative, Dodge, Toughness, Weapon Focus (Talon), Combat Reflexes, Improved Natural Armor (x3)

Special Qualities: Link, Share Spells, Improved Evasion, Devotion

Equipment
+5 Large Haramaki Barding of Fortification (Moderate) and Energy Resistance(Fire)
[When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. (50%)]

Amulet of Mighty Fists (+4 Heartseeker)
[A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square. This special ability does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart.]

Spell Active
False Life, Mage Armor, Moment of Prescience, Mindblank

With Animal Growth and Transformation
STR 38, DEX 22, CON 24

+64 HP
AC: 43
Fortitude: +22
Reflex: +16
CMB: +32
CMD: 50

Attack(s):

2 Talons +33 melee (1d8+18 plus Grab/20x2)

Bite +32 melee (2d6+18/20x2)

As per the arena size its a 200ft radius area. So I'm 390ft away and Ron is beside me.

1st Round-Ken
Swift: Cast a Quickened Fickle Winds on Ken and Ron.
Free Action: Direct Ron to move in front of him.
Move Action: Retrieve Offerings/Incense(for Gate)
Standard Action: Cast Time Stop (lets assume minimum 2 rounds)

1st Time Stop Round
Standard Action: Cast Gate to call a Balor (60ft away from Fighter) to attack Fighter.
Move Action: Retrieve Offerings/Incense(for Gate)

2nd Time Stop Round
Swift Action: Cast a Quickened Greater Invisibility on Self.
Standard Action: Cast Gate to call a Balor(60ft away from Fighter) to attack Fighter.

1st Round-Ron
Move Action: Move in front of Ken but stay adjacent.

2nd Round-Ken
Swift Action: Cast a Quickened Greater Invisibility on Ron.
Standard Action: Activate Fey Wings ability.

2nd Round-Ron
Nothing

3rd Round-Ken
Swift Action: Cast Quickened Animal Growth on Ron.
Standard Action: Cast Transformation on Ron.

4th Round-Ken
Standard Action: Cast Dimension Door on himself and Ron to be 120ft above Fighter.

Then watch the Fighter battle the two Balor's until they or the Fighter are Dead.

Eventually using Power Word Blind to disable the Fighter and Power Word Stun.

If the Fighter survives have Ron charge into Fighter and attempt to Grapple. While Ken moves into range and uses Terrible Remorse, and other Enchantments to disable/humiliate Fighter (Unnatural Lust on a Roc!)

Edit: Fixed the Sorcerer to be a Human and not a Kitsune.


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This should be interesting...


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CBDunkerson wrote:
If that's the case then why EVER bother spending an action to cease concentrating? Just spend your actions on other things and the spell will automatically end. That makes it an action cost you never need to pay. Illogical! Does not compute! 'RAW' says that you can't stop concentrating... therefore the spell must continue... even though 'RAW' also says it can't. Welcome to infinite recursion.

"(D) Dismissible: If the duration line ends with "(D)," you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.

A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn."

Actually dismissing a Concentration spell isn't even an action.


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bbangerter wrote:
Tarantula wrote:
So a nauseated character can't Drop Prone (Free action)?

Based on the FAQ, that is correct.

It is the only FAQ I currently ignore as nauseated limiting characters to a move (plus swift and free if using the CRB text as is) with the additional restriction of nothing requiring concentration already prevented the important things like quickened spells, and many other swift actions - while the FAQ made for some rather absurd results (as you just noted).

Only in your opinion is it absurd. (Which it really isn't)

You can't (Free Action) drop prone. But you can still (Move Action) get prone. Not really that absurd.


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Smurf!


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Shadowlords wrote:

Druids are now proficient in Greatclubs, and Greatclubs qualify for the spell Shillelagh.

Greatclubs enchanted with Shillelagh for all, Druids everywhere rejoice!

one-handed Club 1d6, Shillelagh Enchant 1d10 (with revisions from FAQ)
Quarterstaff, same as above
two-handed (Great) Club 1d10, Shillelagh Enchant 2d8

This would be better suited in the Homebrew section of the forums and not in a Rules Question thread.


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Berinor wrote:
It is not black and white that FoM beats nets. It is not a grapple or pin, so the last sentence of the first paragraph doesn't apply. That's in line with the other things it does and is a reasonable way to interpret the initial "move and attack normally" and I don't see a good reason why Escape Artist is the line.

It really is that black and white.

PRD wrote:
"This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web."

It says you can move and attack normally even under the influence of magic that impedes movement.

Saying a net still applies entangled on a target with FoM is literally the same as saying a Magic Missile still effects a target with Shield.

If you have Freedom of Movement and get hit with a net you would ignore the Entangled condition it applies. You still have a net on you but it doesn't apply entangled.


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Freedom of Movement defeats a net.

Freedom of Movement wrote:
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

A net causes entangle which impedes your movement and attack.

Freedom of Movement prevents that effect specifically.

You still have a net on you but it isn't entangling you anymore.

Orfamay Quest wrote:
Any conditions? I mean, the walls of my house impede movement, which is why I have doors. Can I walk through walls like a phase spider if I'm under FoM?

Walls do not impede your movement. They straight up prevent movement through them. It's not the same thing.


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Now without the hyperbole.

Fred: Haha, Mike's Stinking Cloud nauseated that brigand and now he's puking all over the place. Nice one, Mike!
Bob: OK, let's end this. I don't want to kill him. Let's drag him back to town for trial.
Bob: OK, Brigand, drop your sword and we'll spare your life!
Brigand: Uses Move Action to put sword on ground


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CWheezy wrote:

Yeah, i drop things to draw stuff all the time? That doesn't seem like a super niche edge case, it seems like a common thing. I also played a character who fell prone every combat, because ranged attacks suck and you can cast spells perfectly fine from the ground

I'm laughing at the people saying this is how nauseated was meant to be, lol.

Maybe they should change the name so the condition is more grokkable.

How about Nauseated with an unbreakable iron grip you must use all your focus in order to open your hand.

Or maybe like Nauseated also you can no longer fall down out of your own power.

I'm not sure anyone actually reads that you can no longer open your hand easily while nauseated and thinks that is reasonable. Or you are so nauseated that you can no longer fall down under your own power, you must carefully lay down using all of your focus. It seems like they just want to agree with the pdt or something? Its like, so obviously silly that you can no longer fall down that it has to be something else behind defending the change.

"nauseated is supposed to be powerful" I dunno if you noticed this but nauseated is pretty f*%$ing powerful already. I consider it to be a save or die, because you have no more input on the fight while nauseated. Any criticisms of this ruling have 0 to do with power, and everything to do with having design that makes sense.

I've already showcased that all of those things can still be done.

You keep making ridiculous claims with zero backing in the rules. Every example you've given of why this is silly is untrue. That is your issue.


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Ashiel wrote:
Hitdice wrote:
That's what I can imagine, so of course it seems reasonable to me; I'm curious if it flies for other people. :)

That's essentially the issue. Honor means different things to different people and it doesn't define what is honorable. While Berinor thinks that this is only an issue "online", I've met enough players who have had horrible experiences playing Paladins or attempting to play Paladins because of the vagueness of the Paladin's code and notions of "honor".

Honor is not defined outside of using poisons, lying, and cheating. The roleplaying opportunities are not diminished even slightly by just taking what has been defined and using that. Anything else doesn't add up right or can lead to unnecessary arguments when a player feels they are acting honorable and the GM sees otherwise, which by its nature places the two in an adversarial role rather than cooperative. To an extent, it is the GM's job to enforce the rules, yet it's hard for many players to accept that the GM is trying to do their job right when they're stripping them of their class features over something that isn't actually part of the rules (that is, anything the GM decides to add in to "and so on").

Literally no good comes from this.

Arguments like you are describing happen if a GM and player don't communicate.

You are clearly biased on how this works. But with a simple conversation between GM and players it can be resolved and expectations can be given ahead of time to what will be considered honorable or not.

It's not difficult. I've been with multiple groups that can handle it. Because we talk about what is to be expected ahead of time.

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