Was just checking in to see how you folks are doing. Things are a little crazy here Florida, at least on my side (central, east coast). Tom will have to comment on the other side of the state. We have a lot of spring breakers who are still down here acting like idiots. Other than that, the kids are home till at least April 15, most likely longer. And my faculty are largely unprepared for teaching online. But thankfully everyone is healthy and I've been slowly stocking up the last month. Thanks all for the break! It was great to log in, see what was happening in the game with excitement, and not feel guilty. I hope to rejoin you all soon.
p.s. Jussi, I would love to chat with you more about the working remotely thing. As an IO Psychologist, I've been fascinated by these changes in our work conditions.
Alua Riversong wrote: If anybody has a dead person from their past that might "haunt" them, and you don't mind sharing the story with me and Alua, send me a pm. I'd love to include some of your ghosts in the spirits that she interacts with. I'll be careful not to overuse it. I'll send a PM, but I'll post it here too. I left a lot of the background rather broad incase Jussi wanted to utilize it. I figured I would fill in the exact details and update it as we went along. But Daen is here after his master died in an accident that left him scarred (not that you can see it) and somewhat ostratrazised from the local artificer community. Unless Jussi sends us something privately, I'll plan on putting together a few more details into my character's backstory under Daen.
Sebastian ir'Brock wrote:
Actually, I like this a lot. I've been going back and forth about Kirsdrake's required change. As small as it was, it changed a few things about the character to me. Maybe my Daen seemed familiar to him? Perhaps Daen left him in the hallway to wake up? I don't know, but I think it helped me solidify my mods.
Kirsdrake wrote:
Just got back in town. I'll get started on this tonight! I'll also try to get caught up on all the other posts!
Dear all, I will be gone for a few days. I'll be back next Wednesday. Between now and then I'll be traveling with little availability. Sorry I didn't let folks know sooner. I was so excited to hear from Jussi, the holidays, and everything else it made me forget. GM Kirsdrake, two quick issues: 1) I will be taking Fabian's advice and editing my fluff and characteristics and sharing them in a more aesthetically please way. But please let me know if you have any feedback or specific details that you want me to work into the fluff or required changes to the crunch. 2) Do you need to add me and Daen as Players/Characters or is there somewhere that I need to do that myself?
Okay, I haven't figured out Alias yet, but soon! For now, here is the info I've been working with. Daen Aarland, Human Artificer - with his backround, I'm proposing that he is staying at the agency office, but 100% flexible. Lots still in progress, but mainly just providing this to get some feedback/thoughts. Fluff:
Crunch: Key Demographics Daen Aarland Male 2nd level Human Artificer NG Medium Build Init +2; Perception +0/+1 traps S 10; D 14; C 13; I 18; W 10; C 12 (20 point buy; Int +2 human bonus) Base Atk +1; CMB +1 (+1 BAB + 0 STR); CMD 13 (10 + 1 CMB + 2 DEX) Defense
Offense (still in progress)
Traits/Drawbacks (2 given, plus character drawback and 3rd trait)
Feats: 3 (including bonus feat)
Skills: 22 ranks (4+4 lvl 1 + 4+4 lvl2 + 2 human bonus lvl 2 + 4 extra) (limited 2 ranks)
Special Abilities
Spells
I'm working through feats right now. Those more familiar with low level artificers, let me know if you have any suggestions. My last artificer I picked up at lvl 20 - very different build. Currently looking at Skill Focus (Use Magic Device) and Point Blank Shot. I was looking at exceptional artisan, but I don't see that on the Pathfinder feat list.
Kirsdrake wrote:
Yep! Just noting stuff out. I'll have to figure out the alias bit as I'm new to the forums.
Hi all! Its great to see some names of folks that I haven't played with in awhile! Its been too long! I'm working through the comments now. My initial impression was that the group needed a tank; however, I saw some comments about an artificer. I'll start sketching up profiles of both - if you have strong feelings, please feel free to note them here or you can use this to see me working through the info or edit it as well: https://docs.google.com/document/d/14XgemuUT7CcIbHSx8c1z7nwNG2GxbxUwPs7yJKC a6DU/edit?usp=sharing
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So, here we go again - a little bit of non-sensical and certainly not practical theorycrafting for a wizard who can toss magic missiles all day long. The Rocketman is a Lvl 17 evocation wizard with bond conservation and superior bond. He also has a MC dedication in Sorcerer to grap Dangerous Sorcery for that sweet extra damage. For a particularly grueling day in the field where he has been told that he will be placed in a protected location to be the support artillery. Rocketman has memorized (heightened) magic missiles in 1st, 3rd, 5th, 7th and 9th lvl slots. As the battle begins he then proceeds to cast them all over the course of 5 rounds using all 3 actions to cast: Round 1: 3 action lvl 9 magic missile (Damage: 15d4+15+9)
After round 5 Rocketman sighs deeply and uses Drain bonded item as a free action before he continues to cast magic missiles: Round 6: Drain bonded item => 3 action lvl 9 magic missile (Damage: 15d4+15+9) He then uses 1 action per round to maintain the feat bond conservation and can therefore only cast progressively weaker magic missiles, and only with 2 actions: Round 7: Bond conservation 1 action => Drain bonded item => 2 action lvl 7 magic missile (Damage: 8d4+8+7)
Wiping his brow of sweat Rocketman uses the superior bond feat to drain the bonded item for a second time that day, this time for a max level 7 spell: Round 11: Superior bond => Drain bonded item => 3 action lvl 7 magic missile (Damage: 12d4+12+7) Then he's back to using 1 action per round to maintain the feat bond conservation and casting progressively weaker magic missiles using 2 actions: Round 12: Bond conservation 1 action => Drain bonded item => 2 action lvl 5 magic missile (Damage: 6d4+6+5)
At the end of 14 rounds the Rocketman has spent 5 spell slots and dished out 104d4+170 damage (avg 430 total, or 30.7 dmg pr round). Now, I do realize that this type of scenario will never happen in actual play, but I am somewhat curious to see if this is in fact the way these feats work. Does this seem correct to you guys?
Right, so I'm wondering, what do we really know about the Starfinder organization as it is at the start of season 1 (i.e. before the Scoured Stars Invasion)? Obviously we know something about the three pillars of leadership: * First Seeker: Luwazi Elsebo
We also know of two members of the Forum: Chiskisk and Royo.
As for venture captains, do we know how many there are?
Trying to get a grasp of scale here, any help would be welcome.
For the first time in many years I'll be playing a rogue in a 2e campaign. I've gone back to the roots and based the character on an old-school classic 'halfling thief' concept: Ancestry: Gutsy halfling
Str 8
My initial plan is to go MC alchemist for healing, poison, utility and elemental sneak attack via bombs. Doesn't come online until the mid levels, but thematically fun. Any advice on which skills to increase and which feats to take at each level? Not necessarily looking for an 'optimized' build, but a build to fit the concept and be a valuable team member. (This character would never consider doing solo missions.) Any traps to be aware of? The campaign will most likely take us to lvl 20, so I'm trying to plan as far ahead as that.
How are people handling starships in terms of flavor? Are there other often used sci-fi tropes that are not mentioned by the rules, or perhaps magic items that are being incorporated in starships in your games? For instance in your games are typical starships fitted with stuff like - Inertial dampeners (so that high g maneuvers can be executed without crash couches, injected "juice" etc.)
Hi all, Note that this is intended for GM reading and advice. Minor spoilers ahead, so if you intend to be a player you are hereby warned. Show: TLDR: What are your suggestions for good news bulletins to present to the players? I'll be kicking off a campaign in a while and thought it would be a good idea to post ASN24: ABSOLAM STATION NEWSFEED 24 bulletin updates between sessions. Building on the excellent start by Black Dow in this thread I thought it would be fun to expand. It's just a brilliant mechanic to drip feed the setting, locations, organisations etc to the players. The way it's presented to the players is that among the massive flux of media and thousands of news cases these are a few of the tidbits that the characters for some reason picked up on, perhaps 3-5 of these bulletins will be presented for each session. These can be real news events, gossip, unsubstantiated rumors, fake news etc etc. Some of these will be completely untrue. In between some foreshadowing of future events will also be available for the observant player. Timing is naturally essential when it comes to the foreshadowing bullets. Also, bullets will be made for when the players have done something that will become public knowledge (E.g. resolving the Drift Rock situation) So far what I've come up with is: ASN24: YOUR STATION. YOUR NEWS Foreshadowing: • Starfinder society confirm ongoing recruitment drive in wake of scoured stars incident, which saw 80% of personnel numbers lost.
Locations: • Investigation into series of gruesome murders in the Eye halted by red-tape. Foul play by Palisaders claimed by official.
Organisations: • New creedence to the conspiracy theory that rogue elements within the Xenowardens were responsible for the Stardust Plauge as data cache is retrieved from derelict Greenguard bio-fighter.
Commercials:
I noticed a sentence in the CRB describing Apostae: "This arch is similar to those that link many of the system’s worlds—and a functioning ring of such portals within the city provides access to most of the other Pact Worlds" So I started wondering if there are any descriptions of these portals, how common they are and how available they are. Presumably these are the same type of magical portals as used by the elves of Castroval. If so, - Which of the Pact Worlds have them?
Is there such a thing as a Starfinder Academy where selected recruits receive training in the ways of the Starfinder Society in the official setting? I haven't been able to find a reference to something like that in the published material to date. If there isn't, what are the Society's methods for finding and recruiting the new members it sorely needs after the scoured stars incident? If I were to homebrew an academy in my campaign what suggestions do you have for such an academy?
In the Starfinder organization there are obviously different ranks. Venture-captains, First seeker, Faction leaders etc. But I haven't seen anything about how this applies to "ordinary" Starfinder members, other than the Field Agent title/rank. Is there a rank system within the Starfinder Society? If not, what would be your suggestion for including a semi-military rank structure?
How are you (as the GM) planning to deal with player deaths? As far as I can tell there are magical ways of resurrecting a dead character (Reincarnation, Raise dead and Miracle/Wish) Further, the technology to bring a clinically dead character back to life could also be said to be present in Starfinder. Placing a mortally wounded/dead PC in suspended animation and bringing him to a well equipped medical facility could almost certainly keep the PC alive. The biotech level to produce clones/androids is in place as well as being able to upload your personality. If so each PC could theoretically dowload themselves on a regular basis and upload to a new body if killed beyond all recovery. SFS plot spoiler:
Guidance is made of uploaded distinguished starfinders, so uploading seems to be a thing. So, dead may not need to dead-dead anymore. But if so, what are your plans to deal with this. A credit cost for the resurrection? An XP loss to reflect a non-perfect upload? An attribute penalty to reflect a less than perfect clone? All/none of the above? Something completely different? Or simply stating that dead is dead. Make a new PC?
Consider a monk with imp unarmed strike. Medium sized he has a reach of 5 ft as normal. If grappled he can fight effectively using imp unarmed strike. Then he gulps down a potion of enlarge person, becomes large and now has a reach of 10 ft. If grappled he can still fight effectively using imp unarmed strike. My question is, does the enlarged monk with 10ft reach still threaten at 5ft range? (A fighter using a 10 ft reach weapon wouldn't, but I wonder if a monk could simply strike with elbows, knees and headbutts at that range and still threaten?)
As in the subject. Taking -4 to hit is less of a downside when targeting AC 10 to provide a successful Aid another action. Question is if the Aid Another is considered an attack (it is after all listed under the special attacks section) or if it is a standard action that is not considered an attack. This subject has been discussed before, e.g. Here. People seem to have differing opinions, however I couldn't find a definitive answer for this supported by devs or faqs. Is anyone able to provide some guidance please? Oh, and apologies in advance if the answer is out there and my google-fu has proven insufficient.
So I was reading some posts about the aid another action and possible uses of that... and the bug hit me again. So, I thought, let me see if I can stand on the shoulders of giants and come up with a build that could be interesting and viable to play. All paizo books are allowed, no third party. Now this guy very much lives up to the helpful halfling description: "You see nothing wrong with letting others achieve greatness so long as the job gets done" and feels very in tune with how halflings are described. Your front line fighters will love you and the amount of additional damage the party is able to dish out will likely increase quite a bit. He is also fairly survivable with very good AC, very good saves easily hitting the blue category in this table and has a decent amount of hit points to boot. He's a poor to mediocre hand to hand combatant by himself, but that's not really the focus of the build. What he does bring to the table is this: Increase Aid Another bonus to ridiculous levels and make it stick the whole round. Move close to a frontline fighter and buff him for:
AND
for another frontline fighter. Without casting a single spell (of which he has plenty) Now, two things are somewhat unclear to me and may change the numbers slightly: 1) Can you fight defensively to use aid another? (-4 to hit isn't so daunting when you only need to hit AC 10) 2) Swift aid as it is worded is a less effective aid another action for a less effort (swift action) - +1 bonus vs. +2 bonus. In this build I have assumed that it is an aid another with a -1 modifier, so that all the other additives to aid another will work the same way (e.g. the helpful halfling trait with normal aid another gives a +4 bonus, with swift aid it gives a +3 bonus). Has anyone seen a clarification for this? Please comment, critiqe and make suggestions to improvements, point out rules or errors etc. Play example:
So how this may play out:
You are now providing everyone in your party a +4 competence bonus to hit and damage. If someone moves to attack the ally next to you, you get to use an attack of opportunity to give them an extra +11 AC (Bodyguard) which will last until the beginning of my next turn (Harrying partners). Round 2
If you can attack and hit AC 10 (with -8 to hit for fighting defensively and combat expertise activated) you are now providing +15 to hit, +4 damage and +3 AC for fighter #1 AND +14 to hit, +4 damage for fighter #2. With Harrying partners this means that fighter #1 and #2 will have this bonus not only for their next attack, but for all attacks until your next round. Which means that in all likelihood, all their attacks will hit, including later iterative ones. So even though you yourself do not inflict a single point of actual damage, the odds are that you will be the cause of the PARTY getting more hits in and not being hit as often in return. Being the halfling that you are you will be bobbing and weaving like crazy, trying not to get hit, all the while distracting your enemy and assisting your allies. If anyone attacks fighter #1 or #2 you can use AOOs to provide them with an additional +11AC. (Or anyone else adjacent to you, you have 7 AOOS available to you every round, so you could potentially do this for a lot of allies. Note that I haven't even mentioned spellcasting. You can of course also count on the normal bard buffing by haste, good hope, heroism etc etc as well as life savers like the "finale" spells when needed. With some time to prepare, or a lull in the battle, you could also cast "Coordinated Effort" to give you and 3 allies the benefit of the Escape Route teamwork feat, making positioning easier. Your party should love you. Build: Race:
Attributes: (not super important, but the numbers below should be attainable with magic items)
Alternate Racial Traits:
Traits:
Class levels (archetype):
Starting off at level 1 with Holy Tactician, alternating with Arcane Duelist until level 6. Then Arcane duelist all the way. Feats:
Skills:
Items: (Wealth by level - 240000 gp)
Other odds & ends (ca. 7000) Saves:
AC:
So I was looking at this thread
Notable feats: So, as a high level monk, let's say lvl 15+, starting starting the round adjacent to the Big Bad Evil Guy (BBEG) the action sequence would be as follows: 1. Activate panther style (free action through combat style master) 2. Move 5 ft before iterative attack #1, accept the AOO from BBEG and award him with a panther claw "retaliatory strike" at full BAB before his attack hits. Latch a stunning fist attempt on to this attack - if it goes through the AOO will never happen and you will hit more easily with the remainder of your attacks due to -2 to AC (equivalent to +2 to hit for you) and potentially dropping his shield if he has one. (not included below to be conservative) + you count as flanking 3. Activate jabbing style (free action through combat style master) 4. Iterative attack #1, Full BAB (+2 if BBEG is stunned, +2 from flanking): Style strike: Leg sweep. If it hits, get a free trip attempt and move 5 ft (from jabbing dancer) 5. AOO from Greater trip. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. 6. AOO from Viscious stomp. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. 7. Flurry #1, Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. 8. Flurry #2, Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. 9. Ki flurry, Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. (Spend one ki pt) 10. Style strike: Elbow smash. Full BAB-5 (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. 11. Iterative attack #2. Full BAB-5 (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. 12. Iterative attack #3. Full BAB-10 (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. 13. Medusa's wrath strike #1. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. 14. Medusa's wrath strike #1. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. We're looking at 14 attacks in one round with significant to-hit boost and damage boost (from jabbing master), all the while running circles around the BBEG. Haste has not even been included here, nor Blood Crow strike shenanigans... Now if this is all kosher, what level can we make this build come together on?
The errataed jabbing feat chain had a good feel to it I thought, and seems a nice way for a monk to add some sorely needed punching power - but is it too strong? My group thinks it's way too easy to get +4d6 damage, but it seems to me that will only come to fruition at very high levels, where other classes get their goodies as well... what do you think?
I'm wondering if there are any restrictions on how the movement from flying kick is used. There are no restrictions in the flying kick text along the lines of charge, which explicitly has strong restrictions (straight line, clear path etc). This leads me to think that you do not have to move in a straight line towards the target foe, i.e. you could move in a way that would avoid triggering Attacs of opportunities from other foes if you have the bonus move speed to do so. At lvl 16 a monk has +50ft move and could concievably take quite a detour if he wanted to. What triggers my question though is the "leaps through the air" formulation which could indicate a charge-like movement restriction - unless it is merely fluff and has no bearing on rules as such? What do you think? Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
My apologies in advance if this has been answered before, but I wasn't able to find a post dealing specifically with this: Consider a 14th level monk taking the Qinggong Power Blood Crow Strike, gaining it as a SLA (at the cost of ki points). Casting time for Blood Crow Strike is one round - which means that it can be quickened by the Quicken SLA feat. With the Quicken spell like ability feat, my question is: Will the monk be able to flurry twice in one round, first as a swift action, then as a full-round action? I'd prefer RAW interpretations and links to official rulings/FAQs/Dev comments if possible please (RAI discussions often tends to become very subjective)
Hi all, In an upcoming Golarion campaign I am going to play a dwarven ranger and I'm considering taking a cleric dip at some stage, probably level 2 or 3. My thought was being a Cleric (Separatist archetype) of Dranngvit to gain the Travel (Exploration) Domain power - and all the other niceties that comes along with a cleric dip. My question is if it is kosher (RAW/RAI) to exchange the other domain with an inquisition? I would then end up with the Travel domain and the Anger Inquisition for my separatist cleric, which would be thematically sound for a Dranngvit cleric (vengance portfolio) The way I read it it should work, but what do you guys think? Would you allow it as a GM?
So I've got the bug again and I'm thinking of making a character for an upcoming campaign. The GM has stated that all paizo books are on the table - no 3rd party allowed. The basic concept is to make a very flexible character, having access to divine and arcane spells, a familiar and not one but TWO animal companions, one of which is better than a vanilla druid of equal level. My question is - is this all legal? He seems to be too good to be true for some reason... All comments and critique are welcome, both from a RAW and RAI viewpoint. I would really appreciate input on this. This is what he looks like at selected levels: Race: Half-elf
Lvl 3:
Your typical oracle at lvl 3, but with a familiar (effective level 1). The “Bonded spirit” gives access to one hex/day and specifically by choosing “Lore” spirit and the “Arcane Enlightenment” you now have access to (CHA) wiz/sorc spells per day – which can be changed every day. Flexibility! • Feats: Skill focus (racial bonus), Nature soul (lvl 1), Eldritch heritage (lvl 3)
Lvl 6:
You have a wolf animal companion (effective druid level 3=3HD) as well as a familiar (effective level 4). With 3rd level spells Paragon Surge comes online – which basically means that with some preparation the entire cleric spell list is available by choosing the “Expanded Arcana” feat when casting. Levels 4-6 gives you extra known 1st and 2nd level spells, further increasing flexibility. Additionally the spells granted by whichever spirit you chose for the day becomes available. • Feats: Animal Ally (lvl 5)
Lvl 9:
The build is coming into its own. You have access to all 4th level arcane and divine spells (with some preparation) and a large number of spontaneously casteable spells through spirit selection and favored class selections. You have two wolf animal companions, one medium and one large as a horse, (effective druid level 6=6HD and 11=9HD ) as well as a familiar (effective level 7). All of whom can share your buff-spells through improved share spells. The spirit ability granted is also available and can be selected every day. • Feats: Extra revelation (Primal companion) (lvl 7), Improved share spells
Lvl 12:
You have access to all 6th level arcane and divine spells (with some preparation) and a large number of spontaneously casteable spells. You also get to select one arcane spell to your permanent known spells. With form of the beast you can shapechange into animals and magical beasts as a druid, once/day. You have two large wolf animal companions (effective druid level 9=8HD and 17=13HD ) as well as a familiar (effective level 10). This is where the FAQ kicks in and limits the animal companion to your HD+1. Relevant FAQ . • Feats: Improved Eldritch Heritage (lvl 11)
Lvl 15:
Flexible like a yoga instructor:
You have two large wolf animal companions (effective druid level 15=12HD and 23=16HD ) as well as a familiar (effective level 10).
Or – use polymorph spells on you and your familiar (e.g. Form of the Dragon) to add some melee capability to yourselves and go to town with your wolves as backup. Form of the beast now allows you to take the form of large magical beasts – alternatively Elemental form can give you some nice mobility options – or – or – or.... See where this is going? ...and with Cha being a prime stat you can hold you own in social interactions as well. • Feats: Boon Companion (lvl 13)
...let the comments commence :)
Inspired by the DPR olympics I had an idea for a primitive half-orc attacking woth tooth and claw, but thought it could be fun to see the creative minds at work given the following challenge: What would be the maximum number of attacks your character could bring to bear at lvl 10? (Meaning just the character, not potential animal companions, eidolons, summons etc.) Assume wealth by level (62k) and only buffs you can cast yourself with duration of 10 min/lvl or more. I'll go first, though I'm slightly uncertain wether or not he really gets all his primary attacks: I was contemplating a Half-Orc Ranger/Barbarian with multiple primary natural attacks. On a full attack action, he will get all his primary natural attacks at full BAB(?) Consider:
A total of 5 attacks at low level (lvl 2/3 I think without having checked in detail) + haste attack when he can afford the boots. Would he get his secondary attacks as well when he reaches lvl 6? Any takers?
So, for arguments sake, I have a druid 12/monk 6 who is wildshaped into an earth elemental. Normally I get 2 slam attacks, but what if I want to use flurry of blows, would I then get the extra attack? Does the (bas) attack bonus look right to you?
How about if wildshaped into a large cat, using 3 primary natural attacks, rake and flurry? Your take on this?
What is the maximum number of primary natural attacks you can have on a character, not counting companions/familiars/eidolons etc... Assume lvl 10 character with gear appropriate for level. Ok, I'll go first:
Rage Powers:
Equipment:
Raging and hasted this should be 5 primary attacks at full BAB... Anyone better? :)
So I'm thinking of making a mage slayer concept, primarily thinking fighter or barbarian (possibly paladin for the saves). A few feats lends themselves nicely to the concept of course, step up, step up and strike, disruptive etc. etc. are no-brainers, but how would you build your most effective mage slayer, lvls 1-20? Special consideration on how to keep the mage close to whack him good, i.e. means to counter flying, dim door, teleport etc etc. (Ex abilities are good if you should be so lucky to get an antimagic field available at some point...) Pathfinder core and APG only please.
I'm playing a caster druid and wondering how big I could get if I put my mind to it. (Not necessarily the best thing to do, but as a last ditch effort to cause some damage should I run out of spells...) So far I'm thinking Wild shape gets me to Huge size, Enlarge person should still work, pushing me to Gargantuan. Now, using the APG spell "Stron Jaw" which will cause me to deal damage as if two sizes larger, I should be able to deal 2x damage as if Colossal, IF I'm reading this right. Any way to actually get to Colossal size? Any takers on the validity of this concept? If so, what would you choose as form for the Wild shape in order to maximise damage? (Huge animal/Elemental perhaps?) Also, what would be the value of using the Vital strike feat tree in you opinion? Thanks for your 2-cents |