Man Consumed by Granule Construct Swarm

malanthropus's page

Goblin Squad Member. Organized Play Member. 165 posts (166 including aliases). No reviews. 2 lists. No wishlists. 1 Organized Play character. 1 alias.




I just had an amusing thought. Rocket Raccoon is at least an 11th level hunter and Groot is his animal companion. Slam with matter explains their communication perfectly.


Just finished First Lords fury, by jim butcher. I have read all of the Dresden Files, the cryptonomicon, all the Heinlein books, game of thrones...all the standard fantasy staples. I am looking for some suggestions to branch out. Also a Cussler and WEB Griffin fan.


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Using the APG race builder and using the kitsune as a base, I created a werewolf-lite that I felt was reasonable for a player to use.

Ok...I have worked out the kitsune
Humanoid (shapechanger) - 0
Medium - 0
Standard ability - 0
Standard language - 0
Change shape, lesser - 3
Bite - 1
Low ligt vision - 1
Skill bonus (agile) - 2
Spell like ability, lesser - 1

Total 8rp

From this, I made the wolfling (cheap werewolf, able to get boosted by feats)

Humanoid (shapechanger) - 0
Medium - 0
Standard language - 0
Bite (1d6) - 2
Lowlight vision - 1
Specialized stats
+2 str, +2 con, -2 chr - 1
Moontouched DR - 3
spell like ability
beast shape 1 - 6

Total 13rp

Thoughts? Suggestions?

I've considered making the spell like ability only 5 points and limiting the shapechange to one form (that of the hybrid, giving him +2 str and +2 NA.
Suggestions? Comments?


What would the cost be for this ability? I am trying to make a watered down natural werewolf that I would be comfortable letting one of my players use.


For my homebrew, I'm thinking about just tossing rogue out the window (sort of). Basically, just giving ninja the trapfinding and evasion at the appropriate level and letting the player choose the 20th level capstone, if they ever get that high. What do you all think of this idea?

What are the potential pitfalls

Thoughts?


Can a ninja take the scout archetype? By my reading it should be allowed, but it is arogue archetype...thoughts?


Are there any pfs or nonpfs games near Lexington, NC? Charlotte to Burlington or so...


Is there a feat or class skill that will let you use strength instead of dexterity for ranged attacks for bows?


So I have a really really crappy ereader, but I loves me some PDFs from Paizo. I would really love to see a plaintext PDF alongside the beautifully drawn PDF and hardcopies that I have so I can put them on my ereader, as well as my computer and sitting on my bookshelf (or scattered around my couch, coffee table, and floor, as they are right now). Any chance of that happening?


Haste, Greater
School: transmutation; Level: bard 7, Sorcerer/Wizard 6
Casting time: 1 standard action
Components: V, S,M (a whole licorice root)
Range: close (30’ + 10’ / 2 levels)
Targets: one creature / level, no two of which can be more than 50’ apart
Duration: 1 round per level
Saving Throw: fortitude negates(harmless), Spell Resistance: yes(harmless)
 
Just as haste except as follows:
When making a full attack action, a hasted creature may make an extra single action either before or after the full attack action, see the haste spell. This effect is cumulative with similar effects as a speed weapon.
A hasted creature creature gains a +2 bonus on attack rolls, and a +2 dodge bonus to AC, and Reflex saves. This bonus increases by +2 / 3 levels of caster to a maximum of a +10.
All hasted creatures modes of movement increases by 60’ to a maximum of three times the subjects normal speed.
It affects the creatures jumping distance as normal for increased speed.
Still, due to the nature of this spell intermediate and swift actions are not allowed under the influence of this spell.


I swear that in one of the books, either as a feat, or an archetype, or even as a racial variant that I saw something that if you got a critical, you could instead pass it on to one of your allies, either as a bonus to their confirmation or something. I only remember seeing it once, and I have never seen it again. Am I imagining things or does this really exist?


I feel like I am missing something here. I have seen in the forums that Vital strike is a standard attack action, but in the full round action (full attack) it says you can make one attack and then decide whether you want to continue to attack or make another type of move action. The way I read this is:

1) I vital strike a monster (as a standard action)
2) At that point, I can either:
a) run away
b) continue to attack

I've put the rules below. What am I missing that says you can't do this? Any help would be appreciated.

thanks,

Mal

Vital Strike (Combat)

You make a single attack that deals significantly more damage than normal.

Prerequisites: Base attack bonus +6.

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally)

Standard action

Making an attack is a standard action

Full round actions: Full attack:
Deciding between an Attack or a Full Attack: After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you've already taken a 5-foot step, you can't use your move action to move any distance, but you could still use a different kind of move action.