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Goblin Squad Member. Organized Play Member. 67 posts (69 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Personally i don´t mind the nerfs as much as i am annoyed with the whole 50/50 thing.

I mean, if the 50% hit/miss never changes, there´s no real reason to invest any recources. If the bottom line is always guaranteed in this way, there is no reason to try excelling.


Or you could do the "PIN" maneuver and completely lock B down until he manages to break the grapple. Also, if A have natural attacks, feel free to use them...

Off to work. ciao


We used this one... We had an Intelligent +5 full plate armor which acted as a portal for a extra-dimensional being (think c´thulu) and it attempted to either take over its user or influence it...

Our less calculating paladin got a hold of it... Lest to say, the result was.... interesting.


How about

- Modular starships for ship to ship combat.
- Scaling feats (eg; improved -> greater at set levels)
- Personal shields to reduce elemental damage from energy weapons

EDIT*
- A base 4 skill points for martial classes *coff coff


As mentioned above, Shilleagh will turn the tide. Now combine that with a fighters weapon training and you might have something. Fighter advanced weapon training "focused weapon" and "warrior spirit" + Shilleagh will turn your little piece of wood in to a 4d8+1 Brilliant energy baton... or basicly a lightsaber...

EDIT* You can gain Shilleagh on a non druid character by getting "fey magic" alternate racial trait if you´r GM allow it.

Just remember, it won´t always be "ON"... you have it a couple of times per day.... good for surprise boss fights i spose. Or assassination.


ah.. g*@ d%+ned it... i missed the armor training part....I guess i must do a review of my old man then.


Also, since the damage is +1-1/2 times your strength, you could add the +3 of the power attack ratio on your overrun, and on your trample, and on your aoo... it sure adds up in the end.


Yeah, if you pick up mutagen fighter you will get more ac from the natural ac boost from your mutagens anyway. And you get wings.


Don´t forget to get those mammoth boots that gives you an trample attack...

I have one of these, but i skip the shield and go with a scythe.
So... overrun + trample + attack of opportunity does alot... i do use the power attack though, since those occasional crits with a scythe is insanely high.


Alright, thanks for the swift answer.


So my question is regarding this. Namely, how does the heighten spell metamagic feat interact with undercasted spells.

My example would be this.
Lvl 12 sorcerer/ psychic
Casts "MIND THRUST"
This is a undercast spell which basically level the spell damage, but lets it stay at the basic spell level.

Now, lets say i apply Heighten spell to "MIND THRUST".

Is it possible in this scenario to max out the damage for that specific spell bracket without increasing the spell slot expended?

For reference
mind thrust
Heighten spell


Vulnerability to cold, since i assumed it was opposites.


Doesn´t the Mauler archetype get Medium size when it "rages"... If so, you can make a small fighter, and ride your familiar into battle. Extra fun if you have a chicken as familiar (chocobo anyone?), or maybe one of those bunnies with a Horn in their forehead. Or simply a toad.. Endless possibilities.


Immunity to Negative energy / Vulnerable to Positive energy. If you are alive. Reversed if you are undead.

EDIT. Woops, didn´t see the restriction. Id go with immunity to fire / vulnerable to Cold. This is simply because Fire is the most common elemental damage in the game. Also, you will be protected from natural fires.


Eldritch Heritage (pre requisit skill focus survival (for orc), CHA 13, Character level 3)

Improved Eldritch Heritage (pre requisit Eldritch Heritage, CHA 15, Character level 11)

Greater Eldritch Heritage (pre reqisit Improved Eldritch Heritage, CHA 17, Character level 17)

EDIT: Sorry, i misunderstood your question, never mind me.
What you might want to do is to consider looking in to the prestige class dragon disciple, it might give you more options , but you would sacrifice your bloodline progression.

EDIT: You COULD go with draconic bloodline into dragon disciple, with the eldritch heritage feats on the side with orc bloodline, doing something akin do a dual bloodline character. Gaining the full benefit of the dragon bloodline and losing only the capstone ability of the orc bloodline. But this might be subject to GM scrutiny and i have no clue if its PFS legal.


Well, i have this 64 yrs old human fighter im dying to play. He´s the old grandfather with strong and gnarled hands, he spreads the wisdom of an old man in a hostile world to the next generation. He is a lover of chess and complains when his tubby cat Mittens tips the pieces.

He does not seek conflict, he tries to resolve conflict with words. But when words are not enough, he got his trusty sword and magic potions.

Stats are not really important, but lets just say hes not incompetent when it comes to a fight.


I almost always prefer martials over any kind of caster. Casters are simply to powerful to my liking. Fighter is my favorite class, shortly followed by the barbarian and the rogue. This is mostly because i like the concepts that these represent.

The grizzled old veteran fighter, the barbarian of physical perfection and the rogue who solve problems with guile. The caster classes just seems so out of place in my gaming style. An age old wizard is a perfect NPC, but to actually play an all knowing half-god is really not something i enjoy.


Well, throwing outside of the 10ft range with a normal dagger is only giving you a -1 to hit per increment unless i remember the rules wrong.

So since diefic Obedience gives you a +2 it gives you the opportunity to throw x3 range increment and still give you the +2 to hit in melee. Then you get the better bab with fighter over rogue so the + to hit would be significantly higher with the fighter.

But, i might remember the throwing rules wrong, im uncertain.

*EDIT
I prefer the dagger over the starknife, Higher chance of crit will give the static damage a huge boost, and it fit my character concept better to have regular daggers instead of starknives which are essentially "ninja stars".


I´m actually playing one with the same concept. However i used the Witcher as inspiration. I went with the fighter (mutagen archetype), and just poured everything into daggers and combat style, incidentally im also level 3. This is what i did.

Trait
River rat (+1 dagger damage)
Reactionary (+2 initiative)

Feat
H. Weapon focus Dagger
1. Point blank shot
3. Diefic Obedience (Pharasma)
5. Advanced Weapon Training (Versatile Training)
7. Ricochet Toss
9. Improved Critical (Dagger)

Abilitys
1. Startoss Style, Weapon and Armor Proficiency
2. Startoss Comet, Bravery +1
3. Mutagen
4. Startoss Shower
5. Weapon Training (Focus weapon Thrown)
6. Quick Draw, Bravery +2
7. Mutagen
8. Vital strike
9. Advanced weapon Training (Focused Weapon Thrown)
10. Advanced Weapon Training ()


I suppose it depends on how you do it. Me and my mates went with a round robin system for a while. We took turns passing the GM role every 45 minutes or scene, while we were GM´s we put our PC in the backseat. Still participating, but no prominent role.

I´t made for some hilarious adventures... I still remember those dentist robots chasing us around...

For what class you actually want to us; in my opinion, it doesn´t matter. I tend to balance the game after the players to create a challenging run with a slightly lethal edge.


A talking skull bent on world dominion, it doesn´t have any powers except for it´s witty intellect. Name it Murray.

"Stolen from monkey island"


I´ve played in an undead campaign. It was a fun and little different experience. There´s really no need to tack on extra undead stuff. The power level will be mostly the same, with some exploitable tricks. Nothing really overpowering. The +2 CHA thingy is not really necessary, unless of hp is an issue. But there´s already many ways of obtaining a high amount of hp.

Also, there´s the Forsaken template from 3.5 that might be worth looking in to if you´re in to world of warcraft undeads. Forsaken template


mm true, dunno what the cmd is at the high levels... but i think we should be able to get around 60+ grapplechecks or so with optimizing gear and stats... aint got the time to look into it at the moment... but if someone want to do a grappler, that would be wort a try i spose. grappling the dragon and doing 2d6 str until dead would be pretty... well. damned good i spose.


Dunno, tetori monk + lore warden fighter for the ultimate grappler?


Cap. Darling wrote:
Renegadeshepherd wrote:
Zodiac107 wrote:
Magic missile can also be split up on to several targets, and correct me if im wrong, but wouldn´t you be able to sneak attack with all of those missiles?
As far as I know any missile or thrown object can sneak attack unless explicitly said otherwise by something.
MM dosent have a hit Roll it is not a Real attack it dosent get sneek.:(

aw :(


Magic missile can also be split up on to several targets, and correct me if im wrong, but wouldn´t you be able to sneak attack with all of those missiles?


welp... barbarian, fighter and monk would be my choices.

For all of them i would go with an very important item.
Belt, Anaconda’s Coils. This item will give you access to a feat line named "Final embrace"

Final embrace will give you access to constrict and grab attacks as long as you keep the belt on you.

For the Tetori, i would go for this featline.

Feat
1.
3. Kraken Style
5. Kraken Throttle
7. Kraken Wrack
9. Final Embrace
11. Final Embrace Horror
13. Final Embrace Master

For the barbarian, (brutal pugilist) i would go this featline.

Feats
H. Improved Unarmed Strike
1. Improved Grapple
3. Power attack
5. Catch off-guard
7. Greater Grapple
9. Vital strike
11. Improvised weapon mastery

The fighter is pretty open... But the Lore Warden archetype gives a huge boost to your grapple checks.


GreyWolfLord wrote:

Balefire.

Wheel of time reference.

As a Wizard, research the spell (9th level probably, GM dependant) than zap it with Balefire.

The great thing, it CEASES TO EXIST a moment (or more) before it dies...hence it doesn't really die because it ceased to exist period....

:)

Of course, not all GM's will allow that.

Id count balefire as a lvl 11 spell or so... Erasing the fabric of existence and time should be above "normal" spells


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Just suffocate him... Shift to a plane of water, teleport him out into space.

I like the grapple idea, there's nothing more manly then grappling a tarrasque in to submission.


take a look at the divination school... scrying comes to mind. Might be it just work on living, dunno for sure. Then you have clairvoiance that might do what you wish....


Well, it IS touch attacks after all... so the medium bab is of no concern unless you are fighting a monk or something.


Ah thanks, i had some trouble figuring out how to make links, much appreciated.

It´s to bad that empower doesn´t work, or maybe it´s just as good that it don´t. :)


These three feats/discoveries SEEMS to be stacking, am i correct in the assumption that they do?

If so... having a +24 enhancement bonus might be worth building around, especially if you use something as "mass" bull strength/owls wisdom and so on.

Having this kind of buff on say... intellect would be a nice way to raise the DC of your wizard spells too.

http://www.d20pfsrd.com/feats/general-feats/spell-perfection

http://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic---fin al

http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arca ne-discoveries-paizo/idealize-su

EDIT* It´s just to bad you cant use this combination with augment summoning.


I tried banning electronic devices at our table for a couple of meetings. It didn´t go over to well...


Or you could go with this featline / multiclass

Bloodrager 1
Fighter 1 [Unbreakable archetype]
Skald 1
Witch x [Scarred Witchdoctor]

FEAT
1. Amplified rage (+4 increase to Ragebonus) [Teamwork]
3. Fast healer (1/2 CON bonus to every incoming Healtick)
5. Mad Magic (Cast spells while raging)
7. Skald´s Vigor

Abilitys
1. Bloodrage, Bloodline Familliar [Aberrent tumor, Valet archetype], Bloodline, Fast Movement
2. Endurance, Diehard (From fighter lvl)
3. Bardic Knowledge, cantrips, inspired rage, raging song, scribe scroll
4. Constitution dependant, Hex scar, Fetish Mask, Scarshield, Patron (Transformation)
5. Hex

In the end this will net you a caster with access to lvl 9 spells, in dragon form, with CON as a cast stat (around +25 dc to spells), 5 natural attacks and a goodly 40+ strength. Oh, and with hexes of course....


Also... "Minotaur double crossbow" if your GM allows it. if you survive to permanent touch attacks at lvl 11.... yeah, go with that one


Secondary naturals attacks goes with a -5 (-2 with the proper feat).

1 handed power attacks is 66% of the 2 handed power attacks, meaning a +2 damage for every +4 attack. (lvl 4,8,12,16,20 for full bab)

The strength bonus to secondary attacks count as 50% i THINK.

And yes, the manufactured weapon would put your naturals as secondaries.


MM, there are rage powers that enable you to use other people as improved weapons... so, even if its the MOST viable build, you will have tons of fun throwing other people around... Go with the vital strike line so that you can vital strike with 1 enemy on another one...

Example: Grapple - Pin - Bodyblow (1 round spend, 1 person incapacitated)
Vital strike with throw on another monster. (Do damage to both monsters)


I´ve played several systems with this mechanic, it works pretty well but you should consider making the armor vulnerable to some kinds of damage.
I usually go with a DR mechanic for the weapons.

This also opens up for new traits for your weapons, like using a grinding stone to up the Dr penetrating value for your weapons.

Plate - vulnerable to crushing/blunt
Chain - vulnerable to piercing
Leather - vulnerable to slashing
Natural armor would be special, but the most logical resist would be against slashing, while enabling piercing and blunt to have penetrating abilities.

Light weapons penetrating dr 1
1handed weapons penetrating dr 2
2handed weapons penetrating dr 3

Here´s an example

Longsword
1d8 damage
Slashing DR 2
"Grindstone effect DR 1"

While I understand these aren't optimal, you can mix and match until you´re satisfied.


Send some dedicated grapplers at them, and pin them to death?

Have them pin 2 or 3 of them, so you don´t overkill. Or do some bleeding attacks on them, the bleeds are not there to kill them, but to screw their action economy. 2d6 bleeds will force them to start casting cure and thus reduce their offense. Or you could make the fighting area annoying. Falling bricks, difficult terrain and so on. I haven't actually played mummy mask, so i don't know the layout.

If you have high enough levels on the guards, id advice you to make the barbarian a vital strike grappler with body bludgeon... just so that you can pick the caster up and beat the melee with him.


Actually i did this, and i used garments of many sleeves for my butler costume. Although i went with a third party class, because you know... Battle butlers are superior :). In any case, i went with the grappling route.

Alfred (my butler), is likely my most loved character of all those i played, skill wise i put everything in to diplomacy and intimidation, some knowledge skills (nobility in particular), acrobatics. And i played him out as an old old manservant which always had warm towels ready, the kettle on warm, and the silver cutlery just waiting to be brought out. There is an item that lets you do that for your tools of your trade, and i argued that butlering was my trade (which i also put down as a profession), my GM agreed that it was a nice flavor and allowed me to do this.

He was also a killer in bar brawls.

Edit. A lot of the butler feel will come from the small things, you character concept will work with any class, but as Arachnofiend put it, monks does this job the best.


Slow reactions, Dispelling attack, entanglement of blades, familiar with wand will hold him in place, and your familiar will be able to buff you, or use some kind of ray on the golem. Also, i wonder if Greater Curse works on the golem, that one in a wand or scroll will seal the deal.


Im guessing that since its a colossal golem, most of that will be natural, and not alot of dodge.


To bad you don´t have a lvl 11 bolt ace. Those babies can resolve attacks against touch if i recall correctly. Greater vital strike with a double minotaur crossbow or something. Should hit it every single time.

ED. im of course talking about the signature deed to remove the cost for those who wondered


hm.. dual wield and rely on criticals to hit it, apply hunters surprise do deal sneak attacks with all of your hits... hm or something along those lines.


Well, that's a hard one. I suppose that it might be intended to be used with natural attacks, considering the forms available. On the other hand. Being shot with a gun will make you bleed.... a lot.

Thinking on it some more, i think it´s meant to be used with any kind of attack actually, getting sliced with a sword, punctured by a spear, shot with and arrow and so on, will make you bleed. Sounds logical to me.


You wont be able to retrain your enforcer to cornugon smash unless you hit lvl 4 fighter.


Well, you could always use my ragewitch build. This version is very front loaded, if you got more levels, you could just dump the fighter levels and go with anything that got mutagens for another +4 con.

Bloodrager 1
Fighter 1 [Unbreakable archetype]
Skald 1
Witch 2 [Scarred Witchdoctor]

Half-Orc
25p build

STR 16
DEX 12
CON 17 +2 +1
INT 12
WIS 10
CHA 8

FEAT
1. Amplified rage (+4 increase to Ragebonus) [Teamwork]
3. Fast healer (1/2 CON bonus to every incoming Healtick)
5. Mad Magic (Cast spells while raging)
7. Skald´s Vigor

Abilitys
1. Bloodrage, Bloodline Familliar [Aberrent tumor, Valet archetype], Bloodline, Fast Movement
2. Endurance, Diehard (From fighter lvl)
3. Bardic Knowledge, cantrips, inspired rage, raging song, scribe scroll
4. Constitution dependant, Hex scar, Fetish Mask, Scarshield, Patron (Transformation)
5. Hex

[Bloodrage 4+CON MOD] +8STR / +8CON, -2 AC

Favored class (Witch)
Hitpoints 69 (rage +20)

Fortitude 11 (rage +4)
Reflex 1
Will 5


what about +4 from the valet familliar and double moral bonus from spell?


Doing this single classed is... hard... I made this with multi classing a week ago. Ill post it here, and maybe you can get some ideas from it at least.

Bloodrager 1
Fighter 1 [Unbreakable archetype]
Skald 1
Witch 2 [Scarred Witchdoctor]

Half-Orc
25p build

STR 16
DEX 12
CON 17 +2 +1
INT 12
WIS 10
CHA 8

FEAT
1. Amplified rage (+4 increase to Ragebonus) [Teamwork]
3. Fast healer (1/2 CON bonus to every incoming Healtick)
5. Mad Magic (Cast spells while raging)

Abilitys
1. Bloodrage, Bloodline Familliar [Aberrent tumor, Valet archetype], Bloodline, Fast Movement
2. Endurance, Diehard (From fighter lvl)
3. Bardic Knowledge, cantrips, inspired rage, raging song, scribe scroll
4. Constitution dependant, Hex scar, Fetish Mask, Scarshield, Patron (Transformation)
5. Hex

[Bloodrage 4+CON MOD] +8STR / +8CON, -2 AC

*Edit. This build is about surviving, You whack stuff with a 2 hander until you get form of dragon, to aid your whacking you debuff your targets with hexes and CURSE.

In the end game, if you continue with the feats which grant you DR and HP and so on. You chould end up with 5 attacks or so, with 50+ CON while buffed. your STR will be in the high 30s i suppose.

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