Vimanda

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Also trying something that will be VERY Bleach inspired; Darkness Defender/Conscript gestalt, 8 Str, 19 Dex, 18 Con, 10 Int, 18 Wis, 13 Cha.

Daisho Expertise and Deadly Agility feats allows Dex to hit and damage with a Katana, which makes Dex somewhat of a god stat for this build.

Offensively this build is going to be somewhat of a monster; Berserker is good for plenty of pain, as is Fencing, and they combo well together.

Defensively, I'm thinking Guardian and Shield. Solid defence there, options to boost my touch AC, all around good spheres.

So I'll have a build that will have solid AC, solid to-hit and damage, solid DR/-, and if I grab Healer's Hands, some ability to heal too.


Also interested; considering a SoM Technician (Suit Pilot)/Conscript build, with the Suit Pilot locked. Because giant armour and hovertanks. Plus lots of flexibility for going into situations needing more stealth than 'frontal assault with hovertanks'


Kumiho (Kitsune Based):

Type: Humanoid(Kitsune, Shapechanger) - 0RP

Size: Medium - 0RP

Speed: Normal - 0RP

Ability Scores: Advanced (-2STR, +4DEX, +2INT/WIS/CHA) - 4RP

Languages: Linguist (Common, Sylvan) - 1RP

Ability Score Modifiers: Advanced Strength*2 (+4STR), Advanced Con (+2CON), Advanced Cha (+2Cha) - 17RP

Adjusted Ability Scores: +2STR/CON/INT/WIS, +4DEX/CHA

Focused Study: Skill Focus(Stealth, Perception, Disguise) - 4RP

Change Shape, Lesser: As Human Guise trait from SoP - 3RP

Magical Tails: Witchmarked (Alteration, Dark) - 2RP

Low-Light Vision - 1RP

32RP

Thinking about rolling with this, alongside a SoP based build - Conscript base, plus Incanter for spellcasting oomph, and the Nocturnal Predator archetype for Shifter to glue the two together into something hopefully terrifying.


Probably not; the Inflict spells, for example specifically call out that they heal undead, this spell does not note that.


Am looking into playing a Sphere Bloodrager, but I've noticed that the class comes out two talents worse off than other low-progression classes; is this intentional? (bloodrager gets 11, mageknight gets 13 for example)


http://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm

A spell is not an item, therefore you can't force them to drop it.


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Madokar Valortouched wrote:
Fellfire wrote:
I would say, yes. Lycanthropy is extremely virulent. It can be transmitted through sexual contact.
Where did you get that from?

Probably Laurell K. Hamilton.


Guy St-Amant wrote:
cloakable wrote:

Okay, this looks mostly good, but a couple of errors:

Naga Shape II is marked as bloodrager 5. Bloodrager caps at 4.
Naga Shape III suffers the same, being bloodrager 6.

"indeed an error"

Huzzah, but no update to the PDF :D


Okay, this looks mostly good, but a couple of errors:

Naga Shape II is marked as bloodrager 5. Bloodrager caps at 4.
Naga Shape III suffers the same, being bloodrager 6.


Or at least until the friendly druid/hunter dies of old age.

But yes, you could be essentially immortal with Cyclic Reincarnation. I do agree that a few rounds would likely weigh down even a Half-Orc, let alone an Elf that's seen 1050+12d100 years.


Grumbaki wrote:

From the top of my head, the only classes that can do anything totally naked are...

Sorcerers (magic)
Clerics/Warpriests whose holy symbol is a tattoo (bonus points for Warpriests of Irori)
Monks
Brawlers
Barbarians with lessor beast totem (Low AC due to no equip gets even worse but they have a bucket load of HP)

Unchained Bloodrager (Unchained Rage) with Kitsune bloodline (Kitsune Compendium) here. No weapon? No problem! Bloodrage gives you a bite attack that gets downright NASTY as you go up in levels. Downside is, you're a magical beast, so you don't get any other weapons during bloodrage. Hope you packed your amulet of mighty fists. :D


Example: I have a weapon with Merciful + Spell-Storing on it, with Frostbite stored. I hit a creature that can take nonlethal damage with it, dealing 1d6 plus 1 per caster level, plus 1d6 from Merciful, plus the weapon damage dice.

All this damage is nonlethal; how do you determine when the fatigue goes away?


It's not; minimum CL of a staff is 8.

So crafting a staff of extended celestial healing would cost
(400 * 2 * 8) + 200 = 6600GP, and would take 14 days to craft.

The spell would give fast healing 1 for eight rounds if the user is less than level 8, and would give 2 rounds / 2 levels if the user is over that.

With ten charges, that would mean a total of 80hp before the staff needs recharging, which could be done in downtime by any class with a level 2 spell slot and access to celestial healing.

Can't spam it like a stick of CLW, but it scales up unlike the wand (level 10 user gets 100hp out of it, 12 gets 120, etc).

You'll never get all the HP you can get out of a single wand vs. 10 staff charges, but one is still reusable and scales up, the other needs you to pay another 750gp for a new one. Staff becomes the cheaper option after eight wands.


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Arise, thread!

It may not be entirely optimal, but Celestial Healing strikes me as a better choice than Infernal Healing when cast as part of Greater Bloodrage at level 11. The poor duration instead becomes the duration of your bloodrage, and the healing functions regardless of the damage you take.

I wonder if people would argue that an Evil bloodrager that casts Celestial Healing as part of Greater Bloodrage will eventually be corrupted to Good *snerk*