Grigori

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Goblin Squad Member. Organized Play Member. 57 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.



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House Rule proposal:

The 4 days mandatory prep time is reduced to 3 days if you're expert in crafting, 2 days if you're master and only 1 da if you are legendary.

You can raise the DC of crafing an item by 10 in order to shave one day off the mandatory prep days (a legendary crafter reduces the 1 one day prep time to 4 hours).

What do you think?


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I actually LOVE the design choice of not giving ANY RELEVANT attack option to familiars. Who cares about what happens during exploration/narrative. We are talking abount ENCOUNTER mode here. Combat.

The damage of a parrot or a cat is completely IRRELEVANT.

Love the banhammer on silly sheaningans with familiars.


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Xenocrat wrote:
Project Image wrote:
You project an illusory image of yourself. You must stay within range of the image, and if at any point you can’t see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can’t benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends.

Option 1:

A. Cast Project Image.

B. Cast Resilient Sphere around yourself or preferably a Wall of Force between you and the image that isolates you from all enemies.

C. You no longer have line of effect to anything outside your Resilient Sphere or across the Wall of Force, but you can nevertheless cast spells from your image because you can still see it. Those enemies can't touch you, however, until they counteract or destroy your force bubble/wall.

Option 2:

A. Cast Project Image followed by Invisibility(4th).

B. Cast spells that originate from the Project Image, while you chill out of the way and undetectable by your rays or other visual clues to your location. (A wizard can use Silent Spell if your GM is going to say they can hear your verbal components to find your square.)

These are rather expensive ways to protect yourself, but they work and they're a bit different than existing options. And note that with the exception of Project Image -> Wall of Force they meet the criteria for the generalist wizard's Bond Conservation feat, so you can do them at least twice per day. Three if you lead off with a 9th level spell before your Project Image. (If you could see through your own Prismatic Sphere that would be the ultimate goal.)

However, in either case, a SINGLE attack vs.your mediocre ac nullifies your strategy and makes you waste a lot of resources and time.

Nope, I still believe this spell is broken and vastly underpowered.


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Name: Roman Price (again)
Race: Human
Classes/Levels: Sorcerer 10
Adventure: Wake of the Watcher
Location: Under the tern rocks
Catalyst: Excessive fondness for teleport and a 16-foot rending monstruosity, a.k.a. Gug Savant
The Gory Details: (optional)

Spoiler:

During an intense fight against a horde of Mi-Go the party was very smart and able to befriend the Cerebric Fungus Oracle, voluntarily opening their mind (and failing their saves) to the brain-draining mind-reading plant. The party oracle played his own harrow card and gave to the fungus the memory of his faith in Pharasma, so they even got him to be a temporary ally, as in my game he wanted only to return back to his home.
Unfortunately Roman was isolated from the rest of the party by a couple of Mi-Go, so he tried AGAIN to retreat in a safe area, using his trusted teleport spell. Unfortunately, he decided to teleport near the tunnell to the Gug Savant cave, where an invisibility monstruosity was waiting to join the fray. The Gug rolled an amazing natural 1 with his charge attack, keeping the sorcerer alive for the moment. However, a Mi-Go completely blocked the escape path, exploiting flanking with the Gug. Then the following happened:
1) The party tried to clear an escape route to no avail.
2) Roman failed to cast defensively his beloved teleport
3) Claw, claw, claw, claw, rend, rend.
4) -40 Hp :)


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Hello everybody,
I'm building a "white" necromancer for a new campaign I'm going to play.
What do you think about it?
Some considerations:
1) I took spell focus necromacy as a prerequisite to Sleleton Summoner.
2) Weapon cord is used to offset haunted curse penalties. Hope it works! Spiked gauntlets are for fun, mostly.
3) I'd like to specialize in undead summoning rather than in undead creation (no cost and easy to hide)
4) What about eldritch heritage? Could it be worthy? I was thinking about arcane bloodline for optimization, or infernal for flavour.
5) Second feat is extra revelation for added low-level options. My DM allow one retrain for level, so the idea is to swap it later.
6) What about the abilities? We're using 20 pt buy. Maybe I'll bump strenght down a couple of points to pump dexterity or wisdom.
7) I took the haunted curse for powers, and the legalistic for RP and almost no mechanical disadvantages, even if left at original status (i.e. dual curse disadvantage).

Denzmar
Male Human Oracle (Dual-Cursed Oracle) 1
LN Medium Humanoid (human)
Init +1; Senses Perception -1
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +1
Resist Raise the Dead (1 HD) (1/day)
Weakness Haunted
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Offense
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Speed 20 ft.
Melee Cold Iron Gauntlet, Spiked +2 (1d4+2/x2) and
. . Dagger +2 (1d4+2/19-20/x2) and
. . Morningstar +2 (1d8+2/x2) and
. . Silver Gauntlet, Spiked +2 (1d4+1/x2)
Ranged Sling +1 (1d4+2/x2)
Oracle (Dual-Cursed Oracle) Spells Known (CL 1, +2 melee touch, +1 ranged touch):
1 (4/day) Cause Fear (DC 16), Obscuring Mist, Cure Light Wounds (DC 15)
0 (at will) Stabilize, Mage Hand, Create Water, Ghost Sound (DC 14), Detect Magic, Light
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Statistics
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Str 14, Dex 12, Con 13, Int 12, Wis 8, Cha 18
Base Atk +0; CMB +2; CMD 13
Feats Extra Revelation, Spell Focus (Necromancy)
Traits Bully, Dangerously Curious
Skills Acrobatics -3, Climb -2, Diplomacy +8, Escape Artist -3, Fly -3, Heal +3, Intimidate +9, Knowledge (planes) +5, Knowledge (religion) +5, Ride -3, Stealth -3, Swim -2, Use Magic Device +9
Languages Common, Infernal
SQ Heart of the Wilderness +0, Legalistic, Misfortune, Vow to Self (1/day), Weapon Cord
Combat Gear Buckler, Bullets, Sling (20), Cold Iron Gauntlet, Spiked, Dagger, Hide, Morningstar, Silver Gauntlet, Spiked, Sling; Other Gear Backpack (15 @ 30 lbs), Bedroll, Chalk, 1 piece (3), Fishhook (2), Flint and steel, Mug/Tankard, clay, Oil (1-pint flask) (2), Onyx Powder, Pouch, belt (9 @ 1 lbs), Rations, trail (per day) (7), Rope, hempen (50 ft.), Sewing needle, String (50'), Thread (50 ft.), Unholy symbol, wooden (????), Waterskin, Weapon Cord (2), Whetstone, Whistle, Signal
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TRACKED RESOURCES
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Bullets, Sling - 0/20
Dagger - 0/1
Raise the Dead (1 HD) (1/day) (Su) - 0/1
Rations, trail (per day) - 0/7
Vow to Self (1/day) - 0/1
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Special Abilities
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Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Raise the Dead (1 HD) (1/day) (Su) Summon a 1 HD Skeleton, or Zombie to serve you.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Weapon Cord Attached weapon can be recovered as a swift action.

I'm looking forward to your opinions and comments!