Felldales Dragon

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Thanks for so many suggestions guys, I will use the nodachi, I did not even know that existed. Some of these feats look pretty good and I will look up some guides as well just in case there are some duh!! things that i missed.


Hello, in my upcoming game I plan on playing as a hunter with a t-rex animal companion. It is using a custom race called the bio-hunter, so that is already decided.You can view it here. I plan on being a front line fighter wielding a greatsword, but I don't know much more than that. This is going to be a hard campaign so I would like this build to be pretty optimized. However, I have never made a good front line fighter before, so i'm wondering if there are any specific feats/builds I should use to get a high damage output. Thanks in advance. (Edit) This game is currently at level 2 but I am looking for builds to get up to in the future. Any books are allowed and 3rd party can be asked about, but probably not.


Why not just play a sorcerer with the ghoul bloodline? I mean eldrich heritage is nice and all, but it doesnt seem like your trying to fit a roll, just play a sorcerer.


Wow guys, this stuff is epic. Lemeres especially thanks about the elemental thing, wizard has a little element guard :D. Also I didn't know about those tattoos, pretty cool stuff dudes.


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Hello, I was wondering what cool items/feats/abilities you know of that many people dont know exist. An example I have is fungal grafts www.archivesofnethys.com/FungalGrafts.aspx another is the feat slashing grace. Thanks for any contributions :D
Edit: Appeeeeeeerrrrrently slashing grace is heard of, but, umm, ill be quiet now.


Well idk if this would help, but this is a feat no one has ever heard of. This doesn't really help, but maybe there is a workaround somehow?


Well ill help cuz ur name is epic :P. Well here is a premade template. I honestly don't think that changing to plant type is going to change the cr, if you take out the other abilities, it just doesn't make enough of a difference. If you feel like thats cheap then give it like plus .25 cr :P.


Alright here he is www.myth-weavers.com/sheet.html#id=177806 right now it is +28 when I activate rakashashasha ability (+33 if lie is likely or unlikely), anything else I may have missed that could assist me?


Well umm im trying to make a character that can say "Hey there dude, you work for me" so im just trying to get some ideas on how to raise bluff. Im building inquisator right now will post in a moment.


Shutup, raw it works :p. Royal robes for passing as a commoner, it works.


Alright thanks, so seems the way to go is a human silver tongued street performing stony masked glibracers bard. Ok


Yes I get 2 traits, thanks both.


Hello all, I am playing a new campaign, at level 3 with 200 gp and I have decided I want a super high bluff. I would have a 20 charisma but everything else is up in the air, please give ideas for super bluff, thanks.


Also it states they are mischievous, so they might try to blow up the ship, and the item will continually take damage.


felinoel wrote:
pinny0101 wrote:
It clearly states UNDERSTANDS your commands. That to me at least means they do what you ask them too as long as they are physically capable.
That is exactly what I said, but they said that that means you don't need to speak monkey... >.>

Well you don't... if you meant they said it did, tell them they are wrong. Think of it as comprehend languages if they say about its 2 intelligence, it understands and obeys, but will take everything literally. Also they are stupid, but if you clearly explain, put the object in the device, and then turn the thingy sticking out, then yes, but if you said, pilot this ship or whatever, then maybe not.


There is also Gifted Adept.


Well thats fairly specific, so no metamagic feats, but you could always use spell specialization. http://www.d20pfsrd.com/feats/general-feats/spell-specialization


It clearly states UNDERSTANDS your commands. That to me at least means they do what you ask them too as long as they are physically capable.


I would allow them to do this, but they would have to spend a whole round holding their weapons together. Also, its not really going to be a game breaking difference, just kinda cool, unless they can like triple energy damage or somthing, but i think that is reasonable.


It seems like it would work, as it says you gain the benefit of combat reflexes. The benefit of combat reflexes is "Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed." So if you also had combat reflexes, then you would gain double your dex bonus.


lol, you have so many yeses, i shall add.


Also, I would suggest being a ninja instead of a rogue, they lose some abilities, but they are generally better, considering they can turn invisible.


Darigaaz the Igniter wrote:
pinny0101 wrote:
Rynjin wrote:
25 gp is expensive?
No, but I dont want to have to carry 10 bottles with me, and this is more of a backup plan for emergancies, so not worth 2 feats and some noesistant weight.
You only need the one bottle when using it with ray of frost. It acts as a focus, not a material component

Nope, Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage. the focus does +1 damage


Darigaaz the Igniter wrote:
pinny0101 wrote:
Rynjin wrote:
25 gp is expensive?
No, but I dont want to have to carry 10 bottles with me, and this is more of a backup plan for emergancies, so not worth 2 feats and some noesistant weight.
You only need the one bottle when using it with ray of frost. It acts as a focus, not a material component

Nope, Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage. the focus does +1 dmage


Rynjin wrote:
25 gp is expensive?

No, but I dont want to have to carry 10 bottles with me, and this is more of a backup plan for emergancies, so not worth 2 feats and some noesistant weight.


Thanks, but its expensive, ehh, good try, its not gonna fly with my gm though, thx for the effort guys.


blackbloodtroll wrote:

Ray of Frost, Weapon Focus(Ray), and Weapon Versatility.

Now, this is disputed RAW. Check with you DM.

Thank you very much :D


Nice.


Hello all, I am playing a ninja, and I have sap master and a level in sorcer, I already have making them flat footed worked out, but I need all your great minds to figure out how to make acid splash/ray of frost do bludgeoning damage, BRAINSTORM COMMENCE!!!


Byakko wrote:

"A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check."

Being bull rushed isn't walking, so no acrobatics check.

(although this might be a very reasonable thing for a GM to fiat)

Ok, thank you.


So if someone bull rushes you while you're on grease, do you need to make an acrobatics check?? Thanks.


Kazaan wrote:
Sandslice wrote:
Malachi Silverclaw wrote:
I'm pretty sure that the opposite of NG is NE. It's not that there can be no neutral component after the change, it's referring specifically the True Neutral alignment that must become one of the four extremes (LG, CG, LE, CE), but NG and NE are opposite pairs, as are LN and CN.
That's what I'd think at first. But it also says "as different as possible from the original alignment" --- and a three-step change (NG to LE) is more different than a two-step change (NG to NE.)
They're all two step changes because diagonals.

No, thats down diagonal, 3 step.


Its not a spell however, only spells alloe sr, unless specificly stated, and sr is different from dr.


You could also think of it as, it is a helm of opposite alignment, so ne is the opposite of ng, not cg


Sandslice wrote:
Malachi Silverclaw wrote:
I'm pretty sure that the opposite of NG is NE. It's not that there can be no neutral component after the change, it's referring specifically the True Neutral alignment that must become one of the four extremes (LG, CG, LE, CE), but NG and NE are opposite pairs, as are LN and CN.
That's what I'd think at first. But it also says "as different as possible from the original alignment" --- and a three-step change (NG to LE) is more different than a two-step change (NG to NE.)

Yes, but it says neutral to and extremity, and lists cg,lg,ce,le as those extremities. Note it says neutral, not ng or ne, and how could a player become cge or something.


Go catfolk, and get claw pounce when u can. Get bludgeoner, sap adept, and sap master. Once you get there, you can charge, make 2 claw attacks at x2 sneak attack each. Also, havent really looked, but deffinatlly get the invisible blade trick.


Get heavy blade scabbard trick to bull rush to get a +2 too hit when you finish buffing www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat


Claxon wrote:

So...most cursed items don't get much in the way of real updates since they came into existence. Nor are they thoroughly described because they're supposed to be bad things that occasionally happen to players. Not tools for players to use.

That being said, while the Helm of Opposite Alignment does not specifically call itself a "mind-affecting effect" I think it's fair to say that it probably is. If you accept this, then you should know that the Tarrasque is immune to mind-affecting effects, and would be immune to the helm.

As a GM, that is most certainly how I would run it.

Hey claxon, I saw you in the other post about killing terresque, and thats were I got idea, I am trying too beat the tarresque at lowest possible level, and RAW, this would work


Malachi Silverclaw wrote:
pinny0101 wrote:
Ok well the idea for defeating tarresque is that you have 2 helms of opposite alignment, then you beat up tarresque and knock him out for a while, u continually put helm on him untill he fails save, but there is a 50% chance he turns evil, so then you take second helm and repeat untill he turns good, and tada, you have a giant unkillable monster working to rid the world of evil!!
...er...good luck...! Let's hope he fails all those DC15 will saves while allowing you to keep trying to jam a collossal helm on its head.

Well you knock him out first, not very hard too do, most archers are more than capable, im thinking some sort of zen archer to knock him down and some sort of cohort to craft helms.


Ok well the idea for defeating tarresque is that you have 2 helms of opposite alignment, then you beat up tarresque and knock him out for a while, u continually put helm on him untill he fails save, but there is a 50% chance he turns evil, so then you take second helm and repeat untill he turns good, and tada, you have a giant unkillable monster working to rid the world of evil!!


A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.


Thanks, time to defeat a tarresque!!


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In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. Note, it is the "market price" then there is,Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. BASE price, so no, it is not included in the time needed.


Thats just the rules of the game, that is a question for your gm to houserule if he wants.


It lasts untill his next turn, what would be the point of only lasting on that action. He has flat footed untill he regains balance on next turn.


Yes, it is a free action, but you cant attack and cast a spell in the same round unless the spell is a non standard action. But a good example is a wizard that has a staff, ungrips staff to cast spell, then regrips for aot


So the description of helm of opposite alignment says that you can only get original alignment back my wish or miracle, but could you not just plop a second helm on them, and reverse alignment again? Thanks.