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Silver Crusade

So the feather domain increases your mobility with any flight spell.

"Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect)."

So since wild shape acts like beast shape x, does that mean if you are an eagle for instance you go up to a perfect maneuverability since I believe they are already good?

Silver Crusade

Java Man wrote:
Weight is part of Size (the game term), so it is changed when Size is changed.

Awesome that's exactly what I wanted to know.

Silver Crusade

So i have made a shifter that for roleplaying and fun purposes is mostly going to be an animal. I have the Mouse, Dionychus, and the eagle. So basically when we are in City's I am going to act like a familiar. I put ranks in disguise and have my int as the modifier with a trait. So with my 10 ranks and 2 int bonus, and the +10 for polymorph I am rocking a 22 to act like an animal.

So basically to see if this works or not, I need to know if I am a bird or a mouse do I weigh like a bird or mouse. Or would I be some 100+ plus bird perching on a pc's shoulder?

Silver Crusade

Hey here is a real quick crack at it
Bab Fort Ref Will Special
1st 1 1 0 1 Deity’s Blessing
2n 2 1 1 1 Elegant Fighting
3rd 3 2 1 2 Armored Grace 1
4th 4 2 2 2 Armored Grace 2
5th 5 3 2 3 Divine Wrath

Hd D8
Bab 7 Alignment Non-Evil must be atleast partially good aligned
Must be proficient in all armor and martial weapons, Weapon Finesse, Combat Expertise
Weapon focus in one or more of the following Elven (Thornblade, Branched Spear, Curve Blade, Or Leaf Blade) A Drow can also be focused in the Drow, Razor

Spell casting the Champion gains spells every odd level as if it has increased a level in that class if multiple classes can cast spells you may only choose one but can choose a different class at the next choice if desired. This only increases spells for divine caster types.

Deity’s Blessing
Your Level’s Stack with your paladin level’s for Laying on hands or if you do not already do so you gain the ability as a paladin = to your class level in this class. Follow the rules under the paladin class for this effect.

Elegant Fighting
You gain a version of the rogue class finnesse training but only in 1 Elven weapon which you have Weapon Focus with.

Armored Grace
Your moves are more graceful in all forms of armor you increase their maximum dexterity by 1 point this will stack with a fighters armor training

Divine Wrath
You are able to call upon your deity to help fight your foes by doing so your weapon becomes magic and good aligned and gets a +2 sacred bonus to hit and does 1d4 sacred energy per hit. Versus Undead Evil Outsiders, Orcs, Drow, or Spiders this increases to 1d6 damage per hit.

Silver Crusade

Hi i have always liked the idea of this class and i know there is already a conversion for it on the forum but i wanted to take a stab of my own at it let me know what you think please.

1st 0 0 0 2 Armored Mage Light Warmage Edge 2 — — — — — — — —
2nd 1 0 0 3 Sudden Still 3 — — — — — — — —
3rd 2 1 1 3 Avanced Learning 4 — — — — — — — —
4th 3 1 1 4 Armored Mage Shield 5 2 — — — — — — —
5th 3 1 1 4 Bonus Feat 5 3 — — — — — — —
6th 4 2 2 5 Sudden Silent Avanced Learning 5 4 2 — — — — — —
7th 5 2 2 5 Warmage Sculpt Spell 5 5 3 — — — — — —
8th +6/+1 2 2 6 Armored Mage Medium 5 5 4 2 — — — — —
9th +6/+1 3 3 6 Avanced Learning War Mage Magic 5 5 5 3 — — — — —
10th +7/+2 3 3 7 Bonus Feat 5 5 5 4 2 — — — —
11th +8/+3 3 3 7 Sudden Sculpt 5 5 5 5 3 — — — —
12th +9/+4 4 4 8 Avanced Learning 5 5 5 5 4 2 — — —
13th +9/+4 4 4 8 Sudden Intensify 5 5 5 5 5 3 — — —
14th +10/+5 4 4 9 Sudden Enlarge 5 5 5 5 5 4 2 — —
15th +11/+6/+1 5 5 9 Avanced Learning 5 5 5 5 5 5 3 — —
16th +12/+7/+2 5 5 10 Sudden Empower 5 5 5 5 5 5 4 2 —
17th +12/+7/+2 5 5 10 Bonus Feat 5 5 5 5 5 5 5 3 —
18th +13/+8/+3 6 6 11 5 5 5 5 5 5 5 4 2
19th +14/+9/+4 6 6 11 Sudden Maximize 5 5 5 5 5 5 5 5 3
20th +15/+10/+5 6 6 12 War Mage Mastery 5 5 5 5 5 5 5 5 5

Hit Dice D8 Skill Points per level 2+ Int
Class Skills Craft (INT) Handle Animal (CHA) Intimidate (CHA) Knowledge Arcana, History, Engineering (INT) Profession (WIS) Ride (DEX) Spellcraft (INT)
Weapon and armor Proficiency War Mages are proficient with all simple weapons and one martial weapon of their choosing. War Mages are proficient in light and medium armor as well as shields but not tower shields until level 4 and level 8 respectively any armor other than light incurs arcane spell failure as normal. When 4th level is reached casting a spell with a shield does not count as the hand being occupied for casting spells. This only effects War Mage Spells so a cross class casting other arcane spells would suffer full penalties

Stats Charisma is important as it is empowers their spells, Intelligence is also important as it effects the War Mage edge and other abilities. Strength, Constitution, and Dexterity of course don’t hurt either

Spell Casting War Mages are spontaneous spell casters and use charisma for their spell D.C. and bonus spells per day just like a sorcerer.

War Mage Edge
A War Mage casts damaging spells with great skill and power spells that deal hit point damage add their intelligence modifier plus ½ their War Mage level minimum 1. The notable exception to this is Cantrips they do not gain the ½ lvl only their intelligence modifier. This damage applies only once per spell so a spell that hits multiple targets such as Magic Missile only deals the extra damage once per spell the extra damage can be applied to whichever missile the caster wants. This ability functions only with War Mage Spells.

Sudden Spells
As the War mage increases in level he is able to modify his spells as if he had certain feats this functions exactly as the feat would normally and does not increase the level of the spell or time to cast. He can use these feats three times per day.

Advanced Learning
The War Mage can add any Sorcerer/Wizard Spell to his spell list at these levels if the spell is not from the evocation or conjuration school it is treated as a 1 level higher spell so web would be treated as a 3rd level spell for instance.

Bonus Feat
At these levels a War Mage can select a Fighters Combat Feat or any Metamagic Feat also a War Mage can choose a Familiar/Bonded Item or Eschew Materials. They can not get both a familiar and a bonded item even with cross classing but their level stacks with classes that also give one of them.

War Mage Sculpt Spell
At this level all area of effect spells a War Mage casts exclude x amount of people from the effects of the spell where x= their intelligence modifier. This functions for the duration of the spell so the aforementioned web the targets would be immune to it but only that web if someone else casts another web they will be effected.

War Mage Magic
A War Mage learns to modify his spells in such a way that any spell from the conjuration or Evocation school they cast get a +1 to D.C. and Spell penetration that stacks with spell focus effects. Also they are able to change the element of a damaging spell the cast 3+int modifier per day as an admixture evocation wizard.

War Mage Mastery
At this level he gains sudden maximize and his war mage numerical modifiers increase by 1 so 2 to dc etc. and 4+ for the admixture part. Also his War Mage Edge now effects cantrips as well, for damaging spells there is no longer a casting time change from using metamagic spells.

Human ½ add one spell from the evocation or conjuration school from the sorcerer/wizard spell list to the spells known this must be one level lower than maximum spell level
Elf add 1/3 to use magic device to emulating spells on the sorcerer/wizard list
Dwarf +1/3 to concentration when casting spells in combat.
Halfling 1/6 increase save bonuses by 1
Gnome ½ add one illusion spell from the sorcerer/wizard spell list to spells knonw must be 1 level lower than maximum

½ Orc Reduce the attack penalty of one weapon by ½ levels when it reaches 0 you are treated as having that weapons proficiency bonus.
Aasimar / Tiefling Choose a resistance your race gives add ¼ to it maximum of +5 added to that resistance
Kitsune in 1/6 of a new Magical Tai feat. Any kitsune character can choose this bonus upon gaining a level in her favored class
Catfolk add 1/3 to damage when attacking with claws or claw blades are also proficient with claw blades on top of other proficiencies
Goblin gain fire resistance 1 does not stack with other sources
Gathlain Human ½ add one spell from the evocation or conjuration school from the druid spell list to the spells known this must be one level lower than maximum spell level
Kobold add 1 energy resistance except sonic this does not stack with other resistances
Suli ¼ add 1 to the number of times per day you can use elemental assault
Ifrit, Oread, Sylph, Undine add one spell matching your elemental type from any spell list if not from the sorcerer/ wizard spell list it must be one level below your maximum spell level
War mage Spells
Level 0 Acid Splash, Disrupt Undead, Light, Mending, Message, Ray of Frost

Level 1
Bed of Iron, Burning Hands, Force Sword, Magic Missile, Mount, Shield, Shocking Grasp, Snowball, True Strike

Level 2
Acid Arrow, Flaming Sphere, Magic Siege Engine, Scorching Ray, Shatter, Stone Call, Stone Discuss

Level 3
Dispel Magic, Fireball, Flame Arrow, Gust of Wind, Lightning Bolt, Vampiric Touch, Stinking Cloud

Level 4
Black Tentacles, Ice Storm, Magic Siege Engine Greater, Stoneskin, Wall of Fire

Level 5
Cone of Cold, Cloudkill, Fire Snake, Wall of Force

Level 6
Acid Fog, Blade Barrier, Chain Lightning, Disintegrate, Fire Seeds

Level 7
Banishment, Delayed Blast Fireball, Finger of Death, Rampart

Level 8
Horrid Wilting, Polar Ray, Rain of Arrows, Sunburst

Level 9
Massacre, Meteor Swarm, Ride the Lightning, Wooden Phalanx

Silver Crusade

So if you had a silver/mithral etc. weapon would your attacks count as that?

Silver Crusade

There is no real reason you and the dm just couldn't agree to use the regular dragon arcana for one of the imperial kind

Silver Crusade

Hi i always really liked this class and i am not satisfied with the oracle so i decided to try my hand at converting it so let me know what you think. If anyone is not familiar with the original it is from Complete Divine third edition
Favored Soul
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +2 Aura Orisons Domain Deity 3 - - - - - - - -
2nd +1 +3 +3 +3 Celestial Spell 4 - - - - - - - -
3rd +2 +3 +3 +3 Deity’s Weapon Focus 5 - - - - - - - -
4th +3 +4 +4 +4 Celestial Spell 6 3 - - - - - - -
5th +3 +4 +4 +4 Energy Resistance 1st 6 4 - - - - - - -
6th +4 +5 +5 +5 Celestial Spell 6 5 3 - - - - - -
7th +5 +5 +5 +5 Wings (Glide) 6 6 6 - - - - - -
8th +6/+1 +6 +6 +6 Celestial Spell 6 6 5 3 - - - - -
9th +6/+1 +6 +6 +6 Deific Boon 6 6 6 4 - - - - -
10th +7/+2 +7 +7 +7 Energy Resistance 2nd Celestial Spell 6 6 6 5 3 - - - -
11th +8/+3 +7 +7 +7 Aligned Weapon 6 6 6 6 4 - - - -
12th +9/4 +8 +8 +8 Deity’s Weapon Specialization Celestial Spell 6 6 6 6 5 3 - - -
13th +9/+4 +8 +8 +8 Wings (Flight) 6 6 6 6 6 4 - - -
14th +10/+5 +9 +9 +9 Celestial Spell 6 6 6 6 6 5 3 - -
15th +11/+6/+1 +9 +9 +9 Energy Resistance 3rd 6 6 6 6 6 6 4 - -
16th +12/+7/+2 +10 +10 +10 Celestial Spell 6 6 6 6 6 6 5 3 -
17th +12/+7/+2 +10 +10 +10 Wings (Improved Flight) 6 6 6 6 6 6 6 4 -
18th +13/+8/+3 +11 +11 +11 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +11 +11 +11 Celestial Spell 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +12 +12 +12 Transformation 6 6 6 6 6 6 6 6 6

Alignment Must be one step within Deities Alignment
Class Skills Skill Points 4+ Intelligence modifier per Level
Diplomacy, Fly, Heal, Knowledge Religion, Sense Motive, Spellcraft, + Skill based On Deity
Favored Soul’s are people who are born as chosen spirit’s of a certain deity sometimes as a reward for the parents for services rendered in the god’s name othertimes for missions they want them to do later in life. Either way these chosen ones generally exemplify their deities beleiefs for better or worse depending on what type of deity the Favored Soul is born of.
Weapon and Armor Proficiencies Favored souls are proficien in simple weapons along with the favored weapon of their deity Favored Soul’s of Iori instead gain improved unarmed strike. They are also proficient with light armor and shields except tower shields armor does not interfere with their spellcasting so wearing heavier armors is fine as long as proficiency is gained in some other way.

Deity As a chosen person of a God Favored Souls must worship a Deity.

Aura a Favored Soul Has an aura the same as their alignment equal to their level for detect alignment spells.
A favored spell casts spells through energies linked directly to their gods and as such do not need to pray for them the energy is already within them. They cast spells using their charisma for D.C. and bonus spells per day However they must have have Wisdom 10+ ½ spell level to cast for instance an 11 wisdom can cast 1st and 2nd a 12 can cast up to 4th 13 up to 6 14 up to 8th and 15 up to 9th lvl.. They do not gain extra spells known but can change spells 5h lvl and every 5 lvls after as a sorcerer. Their spells known are limited but they also add all spells of their domain to their spells known. Their base spells known are equal to a sorcerer of the same level.

Orisons are minor magics that can be cast again and again without being used up

Celestial Spell
A Favored Soul’s knowledge of their deity’s powers increases they can add one spell known from any of their deity’s available domains equal to a spell level they can currently cast except of course their chosen domain wich they already know. Each time it is earned they can gain it from a different or the same domain. For instance a Favored Soul of Sarenrae could at level 2 get burning hands from the fire domain and at level 4 Get Align weapon from the good Domain. These domains must be the actual domain not subdomain. If their actual domain is using a subdomain the Favored Soul can learn the domain spells that where replaced by the subdomain. For instance the Smoke subdomain replaces produce flame with pyrotecnichs so at level four the Favored soul coul choose to learn produce flame and have both spells.

Deity’s Weapon Focus
Gains Weapon Focus in Deities Weapon as a Bonus Feat

Energy Resistance
As the Favored soul grows stronger their ties to the divine grant them celestial resistances they get a +10 Resistance bonus to one elemental type. Unlike most bonuses this will stack and not override with a racial resistance. So an Aasimar favored soul that took cold resistance would wind up with a +15 resistance to cold. Favored soul’s with the fire domain or a domain with a similair ability that grants resistance can still select fire and when they become immune can choose another element instead. Each time this is earned it is for a new element.

Deific Boon
The favored soul’s Deity grants a Unique boon from the chart below

Aligned Weapon
The Favored Soul’s Weapon channels their divine link allowing it to strike as aligned weapon with their deities chosen weapon.

Deity’s Weapon Specialization
Gain Weapon Specialization as a bonus feat in the deity’s chosen weapon.

At will a Favored soul can sprout phantom like wings from their back gaining flight these wings in some way reflect the deity on a cosmetic level. So for Sarenrae they may be firery or just glowing light etc. At level 7 They are mostly cosmetic and only give the benefits of a feather fall spell as long as the Favored Soul is concious if rendered unconcious they suffere whatever remaining falling damage from when they resume falling. At level 13 the gain flight equal to their land speed with average manueverability at level 17 this changes to perfect

The Favored Soul transforms into a truly holy or unholy being they gain the outsider native template Damage Reduction 10/ good or evil based on alignment

Aasimar Add one spell known at least one level below max spell level
Dwarf add +1 cmd vs sunder or disarm per level
Gathlain add one druid spell to spells known at least one level below max spell level
Ghoran add one druid spell to spells known at least one level below max spell level
Tiefling Add one spell known at least one level below max spell level

Abadar Appraisal, Knowledge Nobility Boon Rapid Reload add int bonus to crossbow damage
Asmodeus Intimidate Knowledge Planes Boon Add half level to Intimidate Checks
Calistria Bluff, Sleight of Hands, Whips can deal Lethal damage No longer provoke attacks of opportunity
Cayden Cailean Diplomacy Escape Artist Immune to Fear As Paladin no aura
Desna Knowledge Geography, Knowledge Planes +1 caster level and dc of divination spells
Erastril Knowledge Nature Handle Animal Erastril’s Blessing as the feat but Charisma Based
Gorum Intimdate Knowledge Engineering Intimidate as a free Action
Gozreh Knowledge Nature, Survival, No Ranged or vision penalties from rain
Iomedea Knowledge Nobility Knowledge History Aura of Courage as a Paladin
Irori Knowledge History, Sense Motive Favored Soul level stacks for unarmed strike damage and Stunning Fist or gain Monk ac if no monk levels
Lamashtu Knowledge Dungeoneering, Stealth, Can apply evil template to any summoned monster
Nethys Knowledge Arcane Use Magic Device Add cha modifier spells to spell list not spell known from the sorcerer Wizard Spell list this number doesn’t change with any additional charisma bonuses
Norgorber Bluff Sleight of Hands Gain d6 sneak attack +1d6 / 3 levels after gaining boon
Pharasma Sense Motive Perception once per five levels per day reroll one d20 before determining success or failure
Rovagug Intimidate class skill and +2 Can rage as a barbarian ½ your level
Sarenrae Acrobatics Survival
Shelyn Perform class skill and +2 to one perform skill, Stacks with bard levels for bardic performance if not a bard gain inspire competence and ½ lvl bard pool points
Torag +2 to a craft or a proffesion skill Gain any one craft feat that you qualify for
Urgathoa Craft alchemy +2 Can use poison safley
Zon- Kuthon Intimidate Stealth, Gain darkvision or improve by 30’ lose light sensitivity if you have it.

on google
https://docs.google.com/document/d/1axrViUTzN2VWPWuUyeWf83wezJd57pPRxqpZqto lcBk/edit?usp=sharing

Silver Crusade

So appearantly that link does not work and i cant seem to edit the post so
https://docs.google.com/document/d/1l9ov70vXSySV10Mm7zxrvVZ5usQbou7bBr1EWKy ulec/edit?usp=sharing

Looking at the first link it seems somehow a space got in there even though all i did was copy paste weird lol

And it's doing it again with this post so between the y and the ulec/edit
it's adding a space so if you get rid of that it works

Silver Crusade

Bards are amazing as long as you are okay with not being the biggest damage dealer etc. and are ready to be stuck speaking more because most groups will drop speach skills if the group has a bard lol

Silver Crusade

I always kind of thought necromancy should also have things about life to maybe not healing spells directly or at higher levels. but they should have bring back to life spells but at higher levels than clerics.
Because you can't really study death with out also studying life.

Silver Crusade

Do +2 to two physical and -2 to two mental possibly or like +2 str dex -2 con -2 mental?

Could give them either a bonus to 2 out of three of the skills or even make it so that 2 of them are always class skills, or even combine it and have it like survival is always a class skill but if it would be already you get a +2 due to upbringing?

Silver Crusade

I think it would be fine balance wise maybe actually a little weaker since fire resistance is so common i would leave the other elements alone let the admixture wizards etc. have some bonus still or make the wizard research a new spell i think there should be rules for that if not i know 3.5 has some

Silver Crusade

I dont see it being to in game balancing youd probably have to restrict anybody with like intensify spell and a metamagic reduction trait so they are not able to infinitley cast an intensified snow ball or burning hands etc

Also if you got rid of cantrips they definitley need some kind of boost to not suck when out of magic lol

Silver Crusade

1 person marked this as a favorite.

Hi i got inspired to make a class today and wanted to share it with everybody. I always liked the idea of being a necromancer but never wanted to go through all the annoyance of managing a small army of undead much less annoying my Gm with it.

So i decided to make this class who is more obsessed with beating death than mastering it he is looking to find new ways to be powerful and find ways to survive and so he doesnt like to make waves or be noticeable.

So basically he is kind of an arcane/divine arcanist with an undead ally that acts as a druidic animal companion

https://docs.google.com/document/d/1l9ov70vXSySV10Mm7zxrvVZ5usQbou7bBr1EWKy ulec/edit?usp=sharing

I think it's possible he may be op there are two ways i thought to fix it
1st make companion level -3 like a ranger
2nd make Spell focus not work with his Dc bonus ability

Please take a look and let me know what you think

Silver Crusade

Awesome Thanks guys

Silver Crusade

So i wanted to make a halfling slinger for flavor more than anything. But then i was completely lost after looking around it seem s like you need three feats and a trait to get things rolling and make multiple attacks per round or am i just reading everything wrong

Seems the most important but requires the Warslinger trait then

So does this mean i need all this on top of the typical ranged feats like point blank and precise shot etc.

Also with all those sling feats were it says load 1 handed does that mean he could use a shield with a sling staff now?

Silver Crusade

So the magus archetype armored battlemage gives you the armor training thing as a fighter does this also mean they get the ability to ignore the movement penalty from armors

http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Magus%20Arm ored%20Battlemage

for reference

Silver Crusade

Hello i wasn't sure if this should go in the rules or advice section but this seemed more appropriate.

Well in 3.5 i think players hand book two there was a variant spell casting thing.

I really liked that because i enjoy spontaneous casters and I'm not a big fan of the oracle the inquisitor and hunter are really good for me but i was hoping there was something for a 9th lvl thing.

So i didn't know if there was some book coming out eventually with something like this but id probably end up having to try to house rule it. Didn't know if anyone else was interested in something like that or if I am just crazy for giving up knowing all the spells.

Silver Crusade

Hello using Battering blast as the example
So if i have spell focus evocation or greater both adding +1 to the d.c.
Does this effect the dc of the bull rush attempt the spell allows?

Further if you have a dusty rose ioun stone it has a resonant effect with a wayfinder giving +1 cmb now do either, both, or neither add to the bull rush effect?

Silver Crusade

Hello so i have a halfling hunter going and for one of his teamwork feats i took pack flanking so i can ride and still have targets considered flanked by me and my mount.

But if i take Shielded Caster it says adjacent in the description : Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.

So does the pack flanking allow this to work while riding or am i not able to use this one that way.

Silver Crusade

the ac from stat block and the druid table stack if im reading your question correctly

Silver Crusade

A silksworn occultist uses these implements instead of regular implementsabjuration (wrists), conjuration (shoulders), divination (eyes), enchantment (neck), evocation (hands), illusion (head), necromancy (chest), and transmutation (feet)

Now with Mage's Paraphernalia it says
Crystal ball (divination), robe (necromancy), and wand (evocation)

im thinking the silksworn occultist overides that and as long as i had
the eyes, chest, hands its the same for them?

Silver Crusade

Hello i tried searching for these answers but all the topics seemed to answer questions about multiple attacks or were never answered

So i gave my eidolon limbs and it's azata so it can wield weapons

it has a darkwood shield so ac but no attack penalty even w/o proficiency and a great sword but if i make the sword magic can my summoner then not have a magic sword w/ overriding the eidolon's because of the link? obviously the shield isn't an issue because i wont be using one due to spell failure chance

and i couldn't find an answer to if you add reach to the claws if it gives you reach with the weapon

Silver Crusade

Hello simple topic here just trying to figure out wich one is generally a better spell they both are good but i can only choose one for my character i personally lean more towards Blur since you don't have to worry about losing all the images

Silver Crusade

Awesome that's perfect thank you very much

Silver Crusade

Hello I have a weird question for you guys so i am making a Silksworn Occultist and by their class they are kinda all about the clothes they wear they are their focus items etc. So basically i want my guy to be kind of picky and worried about his clothes so i want a magic item that mends, and cleans my clothing removes stains etc. is there something like that or anything or would i have to make it with my gm and my create wonderous items feat

Silver Crusade

Dark Midian wrote:

Tower Shield Specialist's armor training starts at -3 ACP and +2 Dex, and goes up by 1 each per 4 levels. The TSS feat basically gives you that class feature for free in the form of the -3 ACP, and states that it lets you treat your shield as armor for the purposes of reducing ACP (Which technically is the whole point of the TSS armor training class feature, but it's poorly worded.) So if your character has any armor on, add that to the total ACP along with your tower shield, and then subtract the -4 from armor training, the -3 from the TSS feat, and the -2 from darkwood.

The math on the darkwood tower shield is correct.

then how does that work with the shield brace feat wich allows you to use a polearm category weapon in both hands and retain shield bonus but your shield acp counts as a negative to hit

Silver Crusade

i am pretty sure that ability only works one way like if you had improved familiar and it had personal spells it couldn't cast them on you either

Silver Crusade

So this is another post about tower shields and the confusing feats and class abilities.

Ok so the tower shield specialist fighter archetype says you get -3 acp and +2 dex increasing by for every 4 levels after etc.
Then the tower shield specialist feat in the armor masters handbook says
you get -3 acp with it and your fighter training stacks with the tower shield
now he has armor two wich with the archetype should be -4 acp and +3 dex

Now we are making the tower shield darkwood which gives -2 acp

so if i did my math right that is -10 acp +4 from class +3 from feat +2 from material which means an acp of -1 or am i wrong?

and then for cost it should be 10*45lb = 450+30 from base cost = 480 +150 from masterworking = 630 gp i believe

Silver Crusade

ok that seriously looks pretty epic for what i wanted awesome :) thank you

Silver Crusade

Darksol the Painbringer wrote:

Time for a breakdown:

Full Plate = 6 ACP
Tower Shield = 10 ACP

10 + 6 = 16 ACP

Mithril Armor = -3 ACP
Masterwork Darkwood = -2 ACP
Tower Shield Specialist (Feat) = -3 ACP
Tower Shield Specialist (Archetype = -3 ACP (-1 per 4 levels after 3rd, maximum -6)
Armor Expert = -1
Comfort Armor Property = -1

3 + 2 + 3 + 3 + 1 + 1 = 13 ACP (scaling to 16 with Armor Training).

So, by the lategame, you can be a fully armored Tankasaurus Rex walking around with a Tower Shield granting +11 AC, a Full Plate granting +14 AC, and having a maximum Dexterity Bonus of +6 (since you take the worse of the two, and you can't make a Mithril Tower Shield per RAW). All without having your armor or shield hindering you worth a damn.

That's not even tacking things on like the Mobile Bulwark Style Feat Chain, Fighting Defensively, and so on.

Sorry to necro this but didn't want to start another new post

when you make the masterwork darkwood shield it gets the -2 acp from darkwood doesn't it still get the -1 acp from being masterwork?

Silver Crusade

1 person marked this as a favorite.

well you could go dwarven fighter take a dip in cleric with the travel domain to be able to move 30' a round in adamantine plate with dr 3/

and with the racial trait that gives you +2 in craft can easily make your own paying only 1/3 the cost

or swap it around and be cleric with a dip in fighter for heavy armor prof and extra feat

And with the shield brace feat can wield a spear polearm group weapon with both hands and wear a shield

Silver Crusade

Hello so i want to make a necromancer but i dont want the 50 thousand undead follower builds i want to focus on the necromantic spells

So i was thinking a gnome because they can get +1 to dc of necromancy if they swap out one of their racial traits
then with the two spell focus feats i can get an additional +2 bringing me up to +3 dc

so with a sorcerer and starting at 18+2 race charisma putting my points to level 8 in that and a +4 head band wind up with a 26 giving me a 8 modifier

that makes my 1st level necro spells dc 22

Is there any way i can improve that or something that may be a better route
like maybe ditching the gnome for an int race and going arcanist where i can get a +2 from using a pool point with the arcana that doubles their one ability that lets you increase caster level or dc by

Also is there some way to make a singular undead follower with magic kind of like a companion? i just don't want to bog down or ruin a game by making hordes

Silver Crusade

Ok so here is the question with unarmed rogue talents

Combat Swipe (Pathfinder Unchained pg. 21 (Amazon)): A rogue with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal).

that feat gives you +2 to steal attempts and no attack of opportunity and at 6th qualify for greater steal

greater steal gives you an additional +2 to steal attempts and +2 to not be stolen from ok good

what I'm wondering is how that applies out of combat does the rogue with both get a pickpocket bonus of +4 and a +2 to detect when someone is trying to pick his pockets

because raw it kinda seems like no but otherwise seems a horrible waste of feats / rogue talents to me

Silver Crusade

Razal-Thule wrote:

Some animals do offer higher damage, like some dinosaurs. They get a trip attack or someother added attack.

As for adding metals to there natural attack, well i have never heard of it. But if your GM says its ok, then that will work. I also don't know about the horseshoes.

Lol Sorry thats my bad im not talking about attack damage i mean like you don't want to put molten metal on an animal's teeth claws etc.

Silver Crusade

Hello i was wondering if you have animals with horn's or club tails some thing with no feeling that can't really be damaged

Can they be coated in metal to give them an effect?

Like could you take the Megaloceros and cover it's antler's in adamantium cold iron etc.

also a can a megalacorus wear horseshoes such as horseshoes of speed and
if youmake horseshoes out of special material does it have an effect on attacks?

Silver Crusade

So to quote phb
polymorph spell, you lose all
extraordinary and supernatural abilities that depend on your
original form (such as keen senses, scent, and darkvision), as
well as any natural attacks and movement types possessed
by your original form.

Does this mean an aasimar or any of the elemental kin lose their resistances or their bonus to their asociated bloodline etc.

And like samsarans do they lose their Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.

and dwarves would they lose their defensive training Stone cunning, hatred etc.

also what about the halfling's luck bonus

Silver Crusade

Ok this a question about the protection domain and i have looked at the others but they all seem to be asking something different than me

it says "in addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess."

So i this increase done in
1,6,11,16 or 1,5,10,15,20 the second one seems like is what it should be since it doesnt say for every five level's after the first like almost anything else

Again this is not about class levels like all the other questions have been assume all cleric or whatever class gave the domain

Silver Crusade

Framane wrote:
Ah ok, I understand, but then why did you write "a acid splash with focus would do d3+3 (1 F, 1 O, 1 M)" wouldn't it be d3+2?

if you have an acid vial focus it makes acid splash do one extra damage

Silver Crusade

Framane wrote:
Also, Spell Focus increases the DC by 1, it does not increase damage done by spell.

the damage is from the orc and mutation you have to have spell focus in the school for the extra damage from mutation

Silver Crusade

Ok so i have a orc blood sorcerer i am making and am taking the bloodline mutation swap for the first level power that adds damage like the orc bloodline to sorcerer spells i have spell focus with

Now im curious how this works so i am going to start with a level 1 example and also the table for description will be F focus O Orc M mutation

So at first level saying i have spell focus in conjuration and evocation
a acid splash with focus would do d3+3 (1 F, 1 O, 1 M)
and ray of frost d3+2 (1 O, 1 M)
and magic missile d4+3 (1 O, 1 M)
Snowball d6+2 (1 O, 1 M)

so that seems pretty straight forward but now act like he is 9th level

so the magic missile would be 5xd4+3 (1 O, 1 M)
and the snowball would be 5d6+10 (1 each O, 1 Each M)

or am i doing something wrong with my math here because an intensified snowball would be
9d6+18 (1 each O, 1 each M)

Also different from other questions if you intensify a scorching ray or magic missile do you get another missile or just can't do it?

Silver Crusade

Naga Shape (Su): At 6th level, the naga aspirant can use her wild shape ability (gained at 4th level, as normal) to assume the form of a true naga

So if im reading this right i still can transform into small or medium animals and the naga shape then since at 4th level is when i get those forms and after sixth level my wild shape just improves the naga form i think

Silver Crusade

So i was looking at animal companions and the diplodocus at it's second stage as a companion gets the Tail Lash ability witch says it can make two seperate attacks a full round action so with the multiattack ability that it gets as a companion would it then get 3 attacks 2 at full bab and one at -5 or the two at full bab and multiattack does nothing?

Silver Crusade

i think youd be better off with a ring of protection instead of amulet of natural armor deflection ac is better
also if you took the magical knack trait you could dip into fighter and take the dragoon archetype which would get you Mounted combat and skill focus ride if you knew you where going to be riding it

Also i think you may be better off not taking the item creation feat

Silver Crusade

Str 10
Dex 16+2
Con 12-2
Int 16+2
Wis 12
Cha 7
Elf Arcane Focus +2 cast defensivley instead of weapon familiarity
i Also Have the Magical Knack Trait
so first level i've got Eldritch Archer Magus with Point Blank Shot
2nd Level i'm taking Admixture wizard

So the third Level was thinking to get more feats by either fighter or ranger now obviously fighter better for feats

But with ranger i was thinking if i took the Trapper and Ilsurian Archer archetype then i get bulls eye shot which lets you get a +4 to a shot good for spell strike and i can also get stealth disable device and trap sense

Any thoughts or other ideas

Also 2 Rule Questions
Eldritch archer gives arcane bond w/ the bow when i dip in wizard do i get a familiar

With the eldritch bond how does it work if you wanted a composite bow i dont think if you had like a 18 str you'd start with like a 500 dollar bow

Silver Crusade

So im looking at the mesmerist class and they like enchantment and stuff then i found this trait
Insistent Benefactor

You have perfected the art of forcing your magical boons on your allies.

Benefit: Whenever you cast a harmless spell, you gain a +2 trait bonus on caster level checks to overcome spell resistance, and the saving throw DC of the spell (if any) is increased by 2.

so enchantment's don't cause harm so does this apply to enchantments?

Silver Crusade

Chess Pwn wrote:
yep, you are a human.

Awesome thank you

Silver Crusade

Ok in the advanced race guide it says this
"If a humanoid has a racial subtype,
it is considered a member of that race in the case of race

So if i were to make a custom race with humanoid and human subtype would i be able to use human favored class options and archetypes as well as qualify for feats that have human as a prerequisite

Silver Crusade

So if i took a no deity cleric where i chose domains without a particular good and took vermin and animal would i get both the greensting familiar and then an animal companion at level 4?

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