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Derklord wrote:

The only answer anyone of us can give you is "however your GM envisioned it to work when they allowed it".

What you're describing doesn't exist anywhere in the game (not for spellcasting, at least), so the written rules can't help you at all.

To be honest, since adding the ability score mods together would be a ridiculous power boost, whereas using the average or 'splitting duties' would be a significant nerf, I strongly recommend rethinking the whole thing altogether. Not every aspect of a character needs to be determined by ability scores, and even though I don't entirely understand what your concept is supposed to be (could you explain it a bit more?), I'm pretty sure it could be done in another way.

well it was made by me and this is a living world so I'm looking for some imparshal opinions and interpretations to give the GM team

as for more information I'm an Aasimar Teifling hybrid, I've taken celestial, infernal, and abyssal bloodlines, and I've taken wildblooded alterations to better make the conflict of these powers more evedent, but this is supposed to be me learning to manage the powers more effectively, because character lore is; they by right are a standard charisma sorcerer, but the conflict born of these opposing powers means their body and soul are on the line, and it is their resolve and willpower the stops them from being torn assunder

as for power, this is a gestal, mythic, level 20+ server, with player made templates. sh*ts bonkers already


Belafon wrote:

That's completely homebrew. I dunno, what are you trying to achieve by having two casting ability scores for the same class?

-Something vaguely thematic? Take the average.
-MORE POWER! (over-the-top game of one-upmanship)? Add them together.
-Something highly thematic? Use one stat to set DCs and the other to set bonus spells per day. Mix and match concentration, spell-specific bonuses, and others depending on your theme. Going to require a lot of text and you'll probably still miss some stat-dependent bonuses.

You can look at a class like the psychic for inspiration. He uses Intelligence for spellcasting, but many class abilities trigger off Wisdom or Charisma (depending on discipline). That's probably a better starting point than trying to split spellcasting between two stats.

flagged for movement to the homebrew forum

a mix of theme and power, I'm a sorcerer with bloodline that are battling each other, so I need to keep and eye on them at all times so my spell keys off Wisdom, but their magic still responds to their passion, because it if wasn't the conflict of magic they'd be a Charisma caster, so the two would be Wis and Cha, this is also a high power server so making it more powerful isn't forbiden


so first this is a bit of homebrew so there is some personal interpretation, agreed, but my question is this if I use both wisdom and charisma as my spellcasting abilities what happens with things like DC and bonus SPD, everything else is RAW I just have two ability scores feeding into the calculations


Taja the Barbarian wrote:

Conviction doesn't work on Caster Level checks:

Celestial Bloodline wrote:

Source PRPG Core Rulebook pg. 74

...
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

An 'Ability Check' is defined as a check "using just an ability score" like a strength check to force a door open, so a caster level check to pierce spell resistance does not fall into any of these categories.

Even if this did work, I don't believe there is any consensus on how mixing re-rolls with 'roll x and take the best' works, so it would be completely up to your GM...

fine Fortunate charm then, conviction was just the reroll power i had most recently seen, and yes we allow it to be used on SR checks


Mysterious Stranger wrote:

When you use arcane surge the target has to roll his saving throw twice and take the lower result. If you are making a caster level check to overcome spell resistance you get to roll twice and take the better result. So fare everything is pretty clear.

Conviction only allows you to reroll one of your own rolls, so you cannot use it to force the target to reroll their saving throw. You can use it to reroll your caster level check to overcome spell resistance. If you do you throw out the result of the first roll completely and reroll it twice and take the higher of the two rolls you just made. Since you have control over when you use it you will only be using it when you roll poorly.

so I reroll twice, neat just confirming that


sorry if this has been ask searching didn't find anything (maybe looking for the wrong thing) but regardless I'm a cellestial sorcerer archmage what happens when I use conviction (reroll) on arcane surge (roll twice take better)?


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so craft wonderous item allows you to throw spells into items, all well all good, me and a few other GM's in a living world are scratching our heads as to how to cost mythic versions of the spell, we all agree that they should cost more then base versions but how much more is the question.

could we get some advice from you lot?

the methods we have this far are thus, both require mythic crafter

treat it as if affected by the Ascendant Metamagic, this leaves many higher level spells out of reach for wonderous items and also does not allow the augmented versions, wheather these are pros or cons is depated
or
an additional formula, so you would calculate it as the base spell then add to that the cost of making it mythic, current ball park: tier^2*1000, with the intent of allowing wonderous items have augmented versions and the higher level spells


avr wrote:
Suppose at 12th level you're going to sorcerer 12 on one side of the gestalt, and technomancer 2 on the other side. Sorcerer 12 is giving you +1 level of arcane spellcasting and so is technomancer 2. This is the same benefit, gestalt gives you the best of the two sides (not the sum) and the gestalt therefore gives you just +1 level of arcane spellcasting. Not +2. Continue this to level 20 and you will have sorcerer 20 spellcasting at level 20, no more, no less.

that is certainly one way to interpret it but Prestige classes seem to be augments calculated after base classes at least in default rulings, which gestalt is not so I'm wondering how this carries so far most are saying doesn't work so that may very well be the case


Firebug wrote:
"Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class."

yes that is my understanding of gestalt as well, but if you have two spell casting classes the spells are still seperate, and in this case it's actively augmenting another class so I'm wondering how that would work, would it use 20+ level rules? "Every odd-numbered level, a spellcaster gains access to a new level of spell one above his previous maximum level, gaining one spell slot in that new level." or what?


okay so gestalt rules but level 20 sorcerer level 10 technomancer how do i calculate the +9 levels for spells per day?


HansiIsMyGod wrote:
Zombies can't be good though, as they are mindless creatures animated by evil energies.

you could have Wretched Curator and res without evil energies


glass wrote:

The two sentances you have quoted in the OP appear to be the entirety of the ability. The ability does what it says it does, and does not do anything other than what it says it does. There is nothing in there about using skills untrained when you would normally need to be trained, so it does not do that (although it works fine with untrained skill checks you can make).

AFAICT, there is a definite "no" right there in the text. What makes you think otherwise?

_
glass.

"the rogue has been a thief, an actor, a merchant, a scout, a confessor, a friend, an assassin, and a dozen more things besides"

this line mainly, it translates to me as: I've done so many things at least passingly


so just looking has there been a FAQ or clearing up on this?

"At 20th level, the rogue has been a thief, an actor, a merchant, a scout, a confessor, a friend, an assassin, and a dozen more things besides. The rogue gains a +4 bonus on all of her skills."

cause it sounds like it allows you to use skills untrained, but just want to see if there's and definite yes or no


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Technological Device: An iron rider can incorporate
revolutionary technological devices into her motorcycle
to give it extraordinary capabilities. A motorcycle may
have multiple technological device components, but is
limited to following “body” slots: 2 body, sidecar (if
available; excludes siege platform), and wheels. Additional
technological device components beyond this limit
must replace a current technological device component.
Revolutionary technological devices typically need to be
constructed specifically for the motorcycle in order to
be a modification component. Applying a revolutionary
technological device component takes 1d4 hours work and
has a component cost equal to the cost of the revolutionary
technological device, plus +20%


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okay in the Pure Steam campaign setting, the Iron Rider archetype for the Cavelier allows you to fit a technological device to your bike changing the target from a PC to your bike, if the technological device was previously imbued with magic, e.g. haste, would that transfered as well since you are customizing the device to effect your bike


so mongrel mage has this line in it
"She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype"

why? i don't see any real reason for it and my GM's want offical responce, but i thought i'd ask you lot as well


sorry


so mongrel mage has this line in it
"She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype"

why? i don't see any real reason for it and my GM's want offical responce, but i thought i'd ask you lot as well


so there are a bunch of parallels drawn between drugs and poisons so what i'd like to know is would the Drows Poison Use trait apply when making drugs


SheepishEidolon wrote:

For level 4 to 11:

The rogue version gets +2 on AC and "all rolls based on Dex". The AC bonus is untyped (as Diego Rossi pointed out), and "all rolls based on Dex" covers a lot of different skill checks - as well as initiative.

The fighter version gets +2 on Str rolls and a single bonus feat. The average combat feat nets you +1 AC and there are only two skill checks tied to Str. And, well, there are Str checks to break things.

The sorcerer version gets +2 on Cha rolls, an arcana, a bloodline power (capped to level 1), two cantrips and a 1st-level spell known (with CL 1). Now there are some Cha skill checks, but an eidolon isn't well-suited to cover them, with its mediocre Cha of 11. An arcana does less if you are not much of a caster, bloodline powers tend to scale with level, cantrips are of limited use at level 4+ and a single 1-st level spell needs some serious cherry-picking to be useful.

At least in my book all three versions are equally restricted - I don't see how the rogue is especially bad off. Each version has its merits for certain eidolon concepts, but you only get so much as a 4th-level base evolution (another thing Diego pointed out).

as i've said each template get +2 to everything relating to a specifided ability so that's equal yes dex has more skills but im also yet to roll a number of them.

with that being roughly equal, that leaves the other things granted, a feat for fighter, bloodlines for scorcerer, and a 0d6 sneak attack for rogues, which is the same as nothing


there have been some talks about templates so may i ask about the rouge creature template on pg. 248? it seems poorly worded at times specifically the sneak attack, it feels like it's trying to be like the rogue's class feature of the same name which is every odd level aka 1/2 level (or 1/2 HD in this case)


SheepishEidolon wrote:

Nah, they used the rogue template as their example, so it looks like they are well aware of the restrictive ruling.

And they are right about it. A pet shouldn't have 75% (15 HD at level 20) progression on sneak attack, not even a slayer gets that. Not in combination with up to 7 full BAB attacks (8 with haste, more with AOO etc.).

I wouldn't worry about damage output - an eidolon is more than capable to deal a lot of it. Sneak attack is not required for that, just a bonus.

ancestor eidolon has a 10hd cap on each template the main thing i'm complaining about is the fact the rogue template gets shafted fighter and sorcerer both have level progression built into the templates but rogue doesn't so ancestor steps in on that front but purely RAW rogue gets less then the other two templates as i said perviously figther get feats, sorcerer gets bloodlines, and rogue would have gotten uncanny dodge and evasion but is told to remove these two leaving it with 0d6 sneak attack


Diego Rossi wrote:
stormborn125 wrote:
avr wrote:
True. All the ancestor eidolon would get from the simple rogue template at levels 4-11 is +4 Dex, evasion and uncanny dodge.

doesn't even get those, cause of the specific wording which is stuipid

4-11 all it get is +2 dex skills +2 AC

1) compare it with what other edilons get at level 4 and 12.

2) "+2 to AC", untyped, not a dex bonus. So the eidolon doesn't lose it if flat-footed.

3) +2 "all rolls based on Dex". Reflex saves, dex based skill, missile attacks. Not bad.

Essentially it is on the same level as getting two elemental resistances at 10, or getting an evolution point, or getting the jet ability and an extension of darkvision.

each template get's +2 to it's respective skills and important stats, dex for rogue, str for fighter, and cha for scorcerer

but over and above that fighter gets a combat feat, sorcerer gets a bloodline and spells, but rogue gets told to remove evasion and uncanny dodge, leaving it with a sneak attack ability that just happens to do f%!# all which seems like an error on paizo's part

P.S. sorry for the missspelling


avr wrote:
True. All the ancestor eidolon would get from the simple rogue template at levels 4-11 is +4 Dex, evasion and uncanny dodge.

doesn't even get those, cause of the specific wording which is stuipid

4-11 all it get is +2 dex skills +2 AC


gains sneak attack† with a number of sneak attack dice equal to 1/2 its HD (maximum 10d6 at 20 HD)

would this mean a ancestor eidolon when it gets the simple class or any other 1HD creature has 0d6 sneak attack


playing a dedication spiritualist and at 3rd level it says i get "cure light wounds" is this another 1st level spell or is it suppost to be "cure serious wounds" the 3rd level version of the cure wounds series of spells

Emotional Conduit


~Maxiride wrote:
I did not understood if the emotional focus of a spiritualist's phantom is choosed at each summon or it is fixed since the first level when first making the bond with the phantom.

fixed when making the bond/class


darth_borehd wrote:
Can a spiritualist change a phantom's emotional focus after it has been created?

you need feats to do so like Spirit Symbiosis


Meirril wrote:
stormborn125 wrote:
Mudfoot wrote:

Rules for Drugs.

But don't do drugs, m'kay? Drugs are bad...

i saw that but it doesn't have anything for costing new drugs or calculating their DC

Look through the drugs. Cheap drugs give very minor bonuses, do minor stat damage, and have other minor downsides that last longer than the bonuses. Expensive drugs have some fairly nice effects, and the downsides are all much worse.

A drug that gives +10 to perception is more powerful than all of the examples on the list. So if it gives +10 or more, it should also have huge downsides and do a lot of stat damage. It should be expensive, but compared to the potion cheaper.

My example: Rush - the user feels a sense of euphoria as their senses of hearing and sight are accelerated, while their sense of touch is numbed. While under the effect of Rush the user has a difficult time matching their actions with their heightened perceptions.
Price: 100gp
Details: drug ingested, addiction: moderate. Fortitude DC 20
Effect: for 1d4x10 minutes the user gains +10 to perception.
Effect: for 1d4 hours the user can not take full round actions. Anytime the user attempts a dex or cha (skill) check the user rolls 1d4 and subtracts this from the result.
Damage: 1d4 Dex damage.

i agree that +10 is a bit much but having a look at other drugs that have spell effects the drugs aren't as powerful so i was going to make it +5 with 1d3 wis damage after the effect wears off


Mudfoot wrote:

Rules for Drugs.

But don't do drugs, m'kay? Drugs are bad...

i saw that but it doesn't have anything for costing new drugs or calculating their DC


so i'm making a homebrew drug that works like a minor addiction version of a potion of Acute Senses

the potion itself would cost 400gp, a bit expensive for something that short lived out of combat so im looking to discount it by making it addictive (cause some people would want the hightend sensations), are there any rules on this?


avr wrote:
Neither the legate paladin archetype nor the instant armor spell mention mage armor in any way. The relevant words in the instant armor spell are
Quote:
Instant armor acts in all ways as armor typical of its type (armor bonus, maximum Dexterity bonus, arcane spell failure chance, and so on).

right after that it also says that it's a force


David knott 242 wrote:


The mage armor spell isn't armor, so it is fine for a monk. Granting an armor bonus is not enough to make an effect into armor.

By contrast, the Legate paladin's celestial armor is described as actual armor and duplicates a spell that conjures actual specific types of armor.

it also describes itself as a force simmilar to mage armor hence the confusion


so monk has "He loses these bonuses....when he wears any armor" in the AC bonus part what happens if a spell or spell-like grants armor effects aka. mage armor, or the Legate's celestial armor


would there be any diffence between a drider made from a noble drow as opposed to a common drow, if so what would they be?


Wonderstell wrote:

Is this meant for the homebrew forum or are you asking what's better between +1 skill rank or +1 HP?

** spoiler omitted **

yea home brewthings


what would a good FCB be for a drow spiritualist?


VoodistMonk wrote:

Proficiency is your knowledge of something's use.

Proficiency is not an effect that affects the weapon.

Proficiency affects you, not the weapon.

The weapon doesn't know or care if you have proficiency. It doesn't know or care whether or not you take a penalty to your accuracy using it. The weapon is the exact same whether you are proficient or not. It is, unaffected.

okay


Claxon wrote:
No, just like anyone proficient with a rapier isn't automatically proficient in the spiral rapier. It's an exotic weapon with no mention of proficiency being the same as a rapier.

well there is this

Any effects that apply to rapiers also apply to a spiral rapier.


since drows are proficient with raipers are they familiar with spiral raiper


Melkiador wrote:
Aspidochelone

cheers


any ocean creatures like this?


elcoderdude wrote:
stormborn125 wrote:
any ocean creatures like this?

?

You do realize you posted this question in the Pathfinder Adventure Card Game forum, right?
As for the card game - sounds like Hirgenzosk to me.

my mistake


any ocean creatures like this?


i am one of several GM's in a game none of us have experience playing as a Kineticist, let alone as a legendary one, is it OP


avr wrote:
Tremorsense lets you automatically pinpoint the location of creatures. Pinpoint doesn't mean you see them, and a 50% miss chance still applies. The blightrat (whatever that is) is still blinded.

https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/blightrat/

this bugger


so i've thrown a blightrat at the players ones just blinded it with a spell does it get the blinded condition if it can no longer see or untill it loses all senses?


blahpers wrote:
Is there a reason permanent image wouldn't be superior for your situation?

not high enough level yet so im seeing what it would cost me to get help with a project


how much should permanency cost with major image


well im actually playing a sylvan bloodline with a faerie dragon and im trying to work out how to acomidate that into the animal companion pogression system

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