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when you compare a ring of regen to Boots of the Earth
it is kinda over priced to "keep a limb" granted these are boots, with specific restrictions, and not rings.
I just thought it would be a cool idea and as said earlier make you wolverine, pre augmentation. thought it sounded cool someone that just keeps coming, huge damage (below 0) and next round up. takes damage, down, next round up again. or how awesome would it be if your guy is on a cliff, looks over says "f++$ it this going to hurt", jumps and 10 minutes later is whole again. I would throw in a Will save to address the mental side of so much pain. maybe some stat loss, int or wis. I didn't think of Ferocity or Die Hard those are some good points to take into account when building it.


Item balance question. I feel the spell Deathless(shown below) would be awesome added to a ring of regen or some sort of item of healing( something with a continuous cure light wounds healing for 1 HP, cheaper knock off of a ring of regen)
""DEATHLESS
School necromancy; Level alchemist 4, cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The target's soul is strongly anchored to its body, preventing death from hit point damage. No matter how low the target's hit points get, it remains alive (though not necessarily conscious).

This spell doesn't prevent death from sources other than hit point damage—such as Constitution damage or drain, death effects, or energy drain. Spells that cure hit points affect the creature normally.

Mythic: If you expend one use of mythic power when you cast the spell, you become an anchor for the souls of you and your cohorts. The range increases to 30 feet, and instead of affecting one creature, it affects all allies within a 30-foot-radius emanation centered on you.

Augmented (8th): If you expend three uses of mythic power, the range increases to 1 mile, and the area to a 1-mile-radius emanation centered on you.""

what is the Hiveminds thoughts an balance?


Tho I don't see how a awakened dire wolf would be much stronger then a 5th lvl fighter. not a 7th like it's saying it's CL is on hero labs (just had a friend try it out) it is a CR5. Granted the large and reach is nice, stats are about the same or am I missing something?


Thank you all this has been very insightful. And now makes more sense, especially the feat clarification.


Right an 29 int cohort would be sick. herolabs says it's a CR5 CL7 which is weird.

KainPen wrote:

never though about maximizing, empowering awaken spell,That makes an awesome plant companion.

As far as I know you are going to have to ask your GM normally hit dice are a reflection of level. because every 3 hit dice = 1 feat every 4 = ability point raise. But then you have this whole effective level for monster to be cohorts which is very confusing. like a Worg is effective 5 level, as leadership is concerned despite it cr 2 being and hit dice only be a 4.


Bump


example creature(s), wolf CR1 HD2d8+4 and a dire wolf CR3 HD5d8+15.
with out explaining the cheese to have it. Using the awaken spell on a wolf how would you calculate its new effective CR lvl if you added to HD would those just be straight HD and raise the CR up by 2 putting it in line with a direwolf with far less HP, or would the new HD be "class" lvls?
second with uber cheese having the spell either maximized or max and enlarged effectively making its stats int 20, wis 12, char 6 or int a 29!!!!, wis 12 and char 9-10(can't remember if you round up of down) respectively. now i understand it is a bit much I'm asking mechanics, i could not find a ruling on this.
reason for asking I'm about to take the leadership feat and think a "awakened direwolf" would be pretty rad. but i have to keep him 2 lvls below me and i have no clue what his "lvl" would be.
thanks you in advance


I have seen lots of post talking about witch's getting spells from using this or that. The book list 3 "main ways. My question, can a witch research a spell?


What the player wants to make is a half fiend/ Goblin. saw a thread where the DM did alternate things depending on the fiend parent. I.e. a succubus would get charm spells and wings, different form a bearded devil, no wings and other spells. I liked this idea but I'm thinking it could be a whole can I don't even want to open. could a player add extra limbs to a "base" class as a lot of fiends have those and i don't see anything i can take out to balance and not sure how OP extra limbs are?

and how would figuring out the PC's SR work out? it says CR+11 ... :/ that seems like it could get wonky fast. would you use its class lvls in place of its CR?


any input on the charging of items bit?


Cool thanks guys. @ughbash that makes a lot more sense then what i have been seeing in the threads. @dafydd that's a neat idea i might have to steal that.


So I have seen a lot of almost answers or straight up contradicting ones. How do you handle a PC that wants a template? There are rules for lowering a CR as lvl increase. While the template increase as the HD lvl goes up. They almost balance out to keep it at a +1 or 2 for most templates, as a power gamer I'm all for that. But the recently built "balanced" player side says that's a no go.
Also alot of the templates give you spell like abilities. Could you use said abilities to charge a staff or does it have to be a spell slot?
Thanks in advance