I assume you're already using maw or claw from the teifling alternate traits for claws? it lets you get either a bite 1d6 or 2 claws 1d4 each in exchange for your spell like ability to cast darkness i suppose one could make a teifling sorcerer of draconic bloodline and get claws and a bite that way, which is something i might consider as a character now...
This ability was mainly for his character concept, his character is constantly looking for ways to become stronger to make up for when he wasn't able to save his sister so almost all of his discoveries (and advanced mutagens when he goes master chymist) are focused on making himself stronger DR fits that thought. I'm also surprised there wasn't anything like this already. there seems to be very few mutagen modifiers besides cognotogen or the standard greater / grand upgrades. also Thank you Imbicatus for giving me a power gauge I had forgotten about spontaneous healing when working on this.
The final result didn't change much from above but here is what we ended with Nemean Hide Grants DR 1 / Silver
DR is only active while in mutagen form and can be picked as either an alchemist discovery or advanced mutagen Thanks for your advice guys
alright the mummification idea was a bust so this is what i've come up with the discovery can be taken at any level that allows you to choose one and it grants DR 1/ Silver or Dr 1 / cold iron at level 10 and every 3 levels after the DR increases by 1 for a max of Dr 5/ silver or Dr 5/ cold iron at level 19 it is also only active while in mutagen form* its based off the barbarian's ability and i added the weakness to silver or cold iron for flavor. maybe at level 16 it becomes DR 4 / - what does everyone think?
Should I remove the level restriction from it then? let him take it at level 4 and put a cap at DR 5? I'm still partial to the silver bypassing it though, but that also allows .. +3 i think? magic weapons and mithral to break it too so maybe not as for the mummification i forgot about that discovery, might be worth mentioning and could easily fit with his character concept. plus the immunities are sweet. and i wouldn't be surprised if the rouge looted him while he was in his 24hr coma so that could be amusing as well
I have a player at my table going for a master chymist melee build and was asked if he could gain DR through an alchemist discovery, his original suggestion to balance was must be level 8 and gain 1 DR for every 4 levels after level 8 so DR 2 at 12 and DR 3 at 16 ect. i'm not a very experienced GM so i refer to you, is this too powerful? i suppose he could also get DR with admantine armor and other items as well... would a good balance to be making it DR * silver? so it can be overcome more easily? he plans for a lion like thing but it still reminds me of were wolves... if this isn't appropriate what over suggestions could i refer him to? if it matters for party balance we have a rouge and 2 sorcerers with the alchemist in the party Thanks in advance for any advice you can give me.
Spell strike does not force you to use the weapon, just gives you the choice to do so. My interpretation is that you are still holding the charge and the sword acts like an extension of yourself (like a claw or a fist) and depending on how broad you define touch it could accidentally go off on anything like the floor you're standing on, your cloths, the scroll you're carrying. i just wanted to know how everyone else interpreted it since i still don't know the game as well as I'd like
So today in my game playing a Magus i missed with my touch spell through my sword, i understand that i still hold the charge and can still attack with spellstrike through my sword my next turn. So i just wanted to confirm, the next turn instead of attacking i bull rushed the enemy off the cliff, does that count as touching and set off my spell? I would assume yes and it is a moot point since the encounter is over but would be nice to confirm for future games. I apologize if this is listed anywhere but all i've been able to find are being able to attack again and not combat maneuvers or if someone grapples you. Thanks
Thanks for the fast reply As for the second question I was asking that for a 3rd level bladebound magus since its black blade would only have a wis (and cha) score of 7 meaning a mod of -2 for the magus's black blade would be made at a -2, its wisdom modifier but answering #1 pretty much confirms that thanks again
I have seen some argument on if a black blade counts as a familiar and shares your skill ranks in the mental skills it can use untrained. As far as i've seen i didn't see a decisive answer I would think that it doesn't count as a familiar but that means, at least at starting level, its perception check would be -2 which doesn't make much sense to me for an intelligent item presumably meant for battle (why a sword otherwise and not a shield or armor or ect.) As per the alertness benefit i noticed it is only gained while wielding so unless its actually in your hand as a weapon this bonus is not gained? i noticed that just carrying allows the telepathy which made me think that extra feat would also count if it was to account for the blackblade's senses adding to your own anyways to summarize my questions 1) is a black blade a familiar? 2) As per perception a black blade at level 3 bladebound magus checks would be made with a -2? 3)Alertness feat is only gained when you're holding your blackblade? Thanks for your Clarification
Thank you Whale Cancer, I was thinking of making the character around level 8 or 9 but thought i was being too harsh, this is a good frame of reference thank you. And for future reference, where did you find those CR numbers? I spent a while looking for them but i guess i was using the wrong keywords
So i was making a summoner from one of my PC's backgrounds and i wanted to make him a Brood Master Summoner, problem is i've heard they are woefully underpowered compared to the normal summoners (which are really strong IMO) so my questions are 1. Are there rules and guidelines for Character level translating into CR? 2. Is there anything against the rules making a four armed biped with a double weapon also use a shield and a wand? 3. I'd like to pair the earlier eidolon with a quadruped with pounce and make use of teamwork feats to up damage, are there any other ways to make up for their lack of attack power? 4. my group consists of six level 3 characters, about how strong should i make this reoccurring boss character? 5. I am willing to house rule buff this character if need be if anyone has ideas for that as well (things such as making his 2 eidolons stay at medium or something for instance). This is a character they will most likely deal with through level 18 although i plan to buff him as the PCs gain power as well 6. Should i avoid amulet of mighty fists on the pouncer and should i instead make the biped use two weapons rather than a double? other relevant information: All the characters in my group have ridiculously high stats, as in 15 being a dump stat in many cases they are a little money starved at the moment though that will probably change soon. Thanks in Advance ------------------------------- Forgot to Add the Group consists of a Cleric, Ranger, Summoner, Gunslinger, Magus, and a Sorcerer |