thomas nelson's page

149 posts (698 including aliases). No reviews. No lists. No wishlists. 3 aliases.


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blackbloodtroll wrote:
How old is this guy?

claims to be 18.

Cos1983 wrote:

A human sorcerer should have 3 feats at 4th level. Sorcerers do not get a bloodline bonus feat until 7th level.

For spells a human sorcerer can have a maximum of 9-10 0th level spells, 4-5 1st level spells and 1 2nd level spell.

Character is an Asamir, the feats and spells are way off.


Odraude wrote:
What are some examples of things he gets mad about?

at fourth level as a sorcerer the player has 4 feats (not including eschew materials), 15 0 level spells known, 11 1st level spells known and a 2nd level spell, had 9 ranks of spellcraft until I pointed it out for the fifth time and 28 hit points when we are playing average hit points (+ max at first).


So I am a player in a game and one of my fellow players refuses to make their character by the rules. The player just keeps doing the goofiest possible thing and has a hissy fit whenever someone points out there is something wrong with their sheet.

I'm frustrated with carrying around this lodestone of a player and could use some help.


Quandary wrote:
Also, unless they specifically state otherwise, PrC´s DON´T give Wizards (or other prepared casters, e.g. Witch and Magus) the automatic new spells in their spell-book, that´s part of leveling up in Wizard. Spontaneous Casters DO gain spells known gained from their class (which includes Bloodlines/Revelations/etc) when they take PrC´s that advance Casting. Wizard Eldritch Knights may be 1/2 a spell level ahead on average, but it´s a rather expensive career path.

not really, you are talking about 18 spells for a EK that you are not getting free, for a 7th+ level adventurer thats walking around money.


OmegaZ wrote:
I actually go for a spiked gauntlet as my bonded object. Its got essentially the same benefits as a dagger plus it CANNOT be disarmed.

I like where your head is at.


Tiny Coffee Golem wrote:

I see rings are hands down the best. Don't have to take them off, hard to lose, hard to steal, not generally a target.

Weapons of any kind strike me as the worst. What if you cant bring your weapons with you somewhere (like the kings chambers).

I don't understand why you think dagger is the best. Why not just buy a dagger of dueling if that's what you want? Or take the Craft arms and armor feat.

Adamantite dagger of dueling is best because its incredibly hard to damage and it gives you an initiative bonus and there are a few supplementary magic items and spells that work with the dagger to make it harder to steal and damage.

Ring is a close second, followed by amulet or staff (if you are high level)


Obsidian Arrows really are baddassed enough to do the same damage as a regular arrow, however I would count any metal armor as adamantite for DR against obsidian Arrows and double adamantites DR against them, thereby resolving the obvious hardness difference.


Shadowborn wrote:
DungeonmasterCal wrote:
I went and looked it up. The show is called "Deadliest Warrior" on Spike TV. You can watch full episodes there or it's on Netflix's streaming list. The very first episode had Apaches vs. Gladiators. It was just silly and I turned it off.
The show can be pretty silly, but seeing the actual weapons in use and the extent of the damage that can be done is pretty cool. They had a guy take the scizore to a hanging side of beef. He nearly split it in two with the first swing. Whether you want to equate that with 1d10 damage or not...

I agree that there is a certain amount of realism to the weapon tests but the guy wielding the scizore was a biggassed MMA fighter who would was clearly power attacking with a healthy strength bonus.


The Haramiki is light armor, The armored Kilt bumps light armor to medium and medium to heavy, so the cost of a suit of Mithril Haramiki+Armored Kilt is the the base cost of the Haramiki+the armored Kilt + the cost of making Mithiril medium armor.

So 4023 GP.


Apraham Lincoln wrote:

Celestial Armour is considered one of the best armours to wear if you are a rogue due to its Light armour proficiency. So my rogue asks the party wizard to craft him some. Problem is that the crafter must be good.

Celestial Armor
Aura faint transmutation [good]; CL 5th
Slot armor; Price 22,400 gp; Weight 20 lbs.
DESCRIPTION
This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

CONSTRUCTION
Requirements Craft Magic Arms and Armor, fly, creator must be good; Cost 11,350 gp

Now looking at the spells required and the effects of wearing the armour why must the crafter be good? Would it be fair to allow a non-good crafter to craft the exact same armour except that's its aura is faint transmutation neutral or evil or even no alignment restrictions at all?

The evil version is Demon Armor and the neutral armor is every other kind of armor. If you want chainmail that counts as light use Elven Chain, it enchants like every other armor and is light armor.


Sphen wrote:
Not to be rude, but is this a serious post?

Yes, Silk is a real armor material. Some of the first ballistic vests where made of 13 layers of silk and where effective at stopping or significantly lowering the penetration of black powder weapons.

I figure if people can get silk rope that weights half and there is a eastern style of reinforced silk armor that has no spell failure rate available then one should be able to make standard cloth armor and quilted cloth out of silk for half weight.


BigNorseWolf wrote:

Anything that isn't an Asian weapon

Seriously, eastern STICKS are better than western ones? Come on.
(the bo staff has the defending property while quarterstaves do not)

Not to mention that now every Sorcerer and Wizard is now Asian for the no spell failure armor.


ciretose wrote:

Harin the Survivor (Dwarf Monk 10)

** spoiler omitted **
It is all about survival sometimes. And with saves against spells and spell like abilities of 17 Fort, 16 Reflex and...

Why not a Sansetsukon (Three-Section Staff)? Its two handed, has the same threat range, does more damage and is a monk weapon.


TheSideKick wrote:
thomas nelson wrote:
TheSideKick wrote:
thomas nelson wrote:


Boon companion from pathfinder and the feather sub domain, the straight Animal Domain printed on toilet paper would not be good for wiping your ass, the bonus to Perception and the better spells work allot better.

thanks for that, i will have to use that

If you want to add insult to injury go half elf and put your skill focus into perception, that way you will be Skill Ranks + in Class Bonus + Domain Racial bonus + Racial Bonus + Skill Focus + your Primary Attribute. You will spot more things than a Rogue while asleep. Eyes of the eagle and alertness are optional.
man you're a beast lol i hadn't really thought about that combo for perception. keeping notes lol.

If you are going straight one class the feather subdomain is nice, I think it helps Clerics, Paladins (Sacred Servant) and Inquisitors more than it helps druids as all the spells it grants are pretty much on the druid list but a bonus to the most used skill in the game equal to half your level is very very nice, better than talking to animals for rounds at least.

Edit: oh and a World Walker Druid gets a favored terrain bonus which grants a conditional perception bonus.


Or you could go Half Orc and grab Keen Scent, but a Druid should have plenty of means to get the scent ability.


TheSideKick wrote:
thomas nelson wrote:


Boon companion from pathfinder and the feather sub domain, the straight Animal Domain printed on toilet paper would not be good for wiping your ass, the bonus to Perception and the better spells work allot better.

thanks for that, i will have to use that

If you want to add insult to injury go half elf and put your skill focus into perception, that way you will be Skill Ranks + in Class Bonus + Domain Racial bonus + Racial Bonus + Skill Focus + your Primary Attribute. You will spot more things than a Rogue while asleep. Eyes of the eagle and alertness are optional.


TheSideKick wrote:
Tom S 820 wrote:

That can be said of any spell casting class... So why point that out?

i think he was just commenting on the lack of diversity of a druid in comparison of a MT, and how it might become an inhibiting factor.

but yeah druids kick ass so you're not making a bad choice, just make sure your spell list consists of utility spells then healing spells. if i can make one suggestion... take the animal domain then take the feat from the complete... adventurer that gives a +3 to your level for animal companion abilities :D extra spell per level for a feat? worth it to me lol

Boon companion from pathfinder and the feather sub domain, the straight Animal Domain printed on toilet paper would not be good for wiping your ass, the bonus to Perception and the better spells work allot better.


calagnar wrote:

So what can a MT at level 10 do that a Witch can not?
Cast more level 3 and below spells.
Cast arcane and divine spells from scrolls.
Did I miss any thing?

4th and below actually, A mystic Theurge can easily cast 6 4th level spells a day at 10th level.

He can also cast Haste, and not be dependent on a marmot.


Thalin wrote:

Well, no... I see nothing on your list that a straight-wizard can't cast. So for that odd concept, a wizard will be able to cast your apparently make-or-break spells far faster (wall of stone as a 9th level character, not 12), and have more feats and, if you sum up the number of spells, almost as many.

The issue is there's not a ton of "flexibility" that people think the Theurge brings to the table; the lose the flexibility granted far better by higher level magic. Meanwhile, the straight wizard has higher HP, better BAB for the rays, and level-dependent powers fully online.

The witch may not be able to make your character (the wizard does), but solves the issue of being a controller/healer type.

Higher HP and Better BaB? you are going to have to explain that one.


calagnar wrote:

I have played a MT. It is a wast of time. When you compare it to a single class caster. Yes you have more spells per day but there much lower level. And with casting stats in 3.5 and PF. You will only have one good DC spell list. Over all the MT is lacking in it's ability to be effective at any thing.

The Witch replaces the MT with a class. That dose much more then just cast spells. With the extra power in the form of Hexes. With out playing the price in spell levels. Far better then a MT in so many ways. Witch will out class any MT you can post of equal level.

A friend of mine played a witch with the caldron hex, and healing hex. They are good for low level. The problem we ran in to is after level 5. They no longer worked as well. Evil Eye, Fly, Cackle, Misfortune, Slumber. Are all good witch hexes and stay useful as you level up.

I am playing a Mystic Theurge who is a sort of magical architect/builder who wants to build incredible castles and cities through the power of magic and faith, and leads a group of like minded professionals who handle the more mundane parts of his goals.

Lets see how does the Witch works within these parameters:

Guidance: Cleric and witch get it.
Mending: Everyone gets it.
Crafters Blessing: Wizard gets it, Witch does not.
Enlarge person (bigger people carry twice as much, useful when you don't have cranes): Wizard and Witch get it.
Floating Disk: Wizard gets it, Witch does not.
Ant haul: Wizard and Cleric Get it, Witch does not.
Arcane Lock: Wizard gets it, Witch does not.
Continual Flame: Cleric and Wizard get it, witch does not.
Make Whole: Wizard and Cleric get it, Witch does not.
Bull's Strength: Wizard and Cleric get it, Witch does not.
Fox's Cunning: Wizard gets it, Witch does not.
Masterwork transformation: Wizard, Cleric and Witch get it.
Stone Shape: Wizard and Cleric get it, Witch does not.
Heroism: Wizard and Witch get it.
Shrink Item: Wizard gets it, Witch does not.
Enlarge Person, Mass: Wizard gets it, Witch does not.
Glyph of Warding: Cleric and Witch get it.
Control Water: Cleric and Wizard get it, only certain patrons get it.
Control Weather: Cleric, Wizard and witch get it and Witch has a class ability that can grant it as well.
Wall of Stone (Seriously this spell makes or breaks the character concept): Wizard and Cleric get it, Witch does not.
Move Earth: Wizard gets it, Witch does not.
Fabricate Another spell that makes or breaks the character concept: Wizard Gets it, Witch does not.

I could go on but really my build is focused on what I can do with fifth level spells. A witch does not really help me much, there is a Luck Hex which is helpful but I get the same power from my luck domain, and at 18th level I could make a single house I made walk on chicken legs if I was a witch, but that's about all.

Then there is the populist appeal of being a religious leader, people follow my character in part because he is their religious leader and working to build great castles and cities is an act of faith, my character's motives are approachable and populist. Following me not only means prosperity and purpose in this life, but of a heavenly reward after this life. Witches on the other hand commune with the thing that waits between the walls and in the nightmares of children. People come to me to deal with witches, people only go to witches if they have run out of every other option.

Then there is the freaking pet, my staff might be vulnerable to sundering but at least its housebroken. If someone breaks my staff I turn one of the cleric slots I've held in reserve (thanks TarkXT) into a Make whole after the battle. If the Witch loses her marmot she's out her entire spellbook.

And then there are bonus spells, my character is a Conjurer/Cleric so I get bonus Domain and School spells, does the Witch get an extra slot for her Patron Spells? No? Holy oversight Batman!

I don't think a Witch really takes the place of a Theurge is what I am saying, basically.


OK so Ultimate Combat basically forced this idea, here we go:

Silk

Harvested from silkworms silk is lighter than traditional linens and stronger than normal cloth and lighter.

Armor made from silk weighs half as much as normal cloth armor and has a 5% lower spell failure rate.

Cost
Cloth items made of silk cost five times what normal cloth items cost.


Alchemist, you can heal and buff your party and nuke your enemies with science!


Oh, and a sling, its weightless, free and every class but commoner has it.


A couple of notes for a witch theurge:

Go for a flying familiar, so when trouble hits it can fly the crap away and be less of a risk of you losing your living spellbook.

You can use the Eldtrich Heritage feat to get the Arcane bloodline's familiar ability to track your character level rather than your witch level. Unfortunately its a feat heavy patch.

Another patch is to go witch/druid and take a domain that grants a familiar (Frog, Eagle, Monkey and Serpent), this allows you to get your familiar to 6th level, then pop the boon companion feat at about 7th. This will get your pet to 10th level.

Eventually Paizo will give in and there will be a feat that makes your familiar track with your character level but until then thats all I got.


The problem with your proposed build is that you are leaving a bunch of the perks behind. There are two kinds of primary caster, the regular kind (cleric, Wizard) and the kind with perks (Sorcerer, Witch, Druid, Oracle). The kind with perks only amplifies the pain of going Theurge because you have allot more that you lose when you take the class. All of those defining bloodline abilities, hexes and perks go away and you get to keep all of the penalties. I love the Mystic Theurge class and I gotta say, in my optimization guide, a Sorcerer and Oracle would be bright red, Witch and Druid can be finagled pretty well

I cringe a little when people refer to the first 7 levels of a Mystic Theurge as the "Annoying levels", to me the first 7-10 levels are the best levels, even if they are awkward and formative. Making a 16th level character is harder because you don't get the feel for the campaign and thus don't have as much an idea of what feats and spells work best.

A couple of pointers: Magical Knack is the single most important trait to take, If your GM will let you take it twice, do it, if your GM will let you take it four times do it. Craft Feats are a little stronger for you because you have such a wide variety of spells, Buffing spells are also your forte, this makes Extend spell the best Metamagic for you, I would really go for passive feats that add bonuses to your spellcasting, I find a conjureation focus really helps with Theurges.

I like Arcane/Lore for synergy, I recommend the bonded object over the familiar. You can make the Familiar track your character level but it takes allot of feats and is a pain in the ass. Take the free extra spell and conditional item creation feat.


Steelfiredragon wrote:
is a character who takes it, able to take the wildblood bloodlines???

I would assume that if the level is appropriate there should be no problems.


wynterknight wrote:
thomas nelson wrote:
I have a Bag of Holding type IV, which I keep in a Handy Haversack, Which I keep in a Versatile Vest, its confusing at times.
What's the Versatile Vest? I'm not familiar with that one, but I'm always up for more subtle means of storage.

Versatile Vest, I love little slice of life magic items. There is a another great stupid item I love called the Bag of Everlasting Dung. It has no real in game use but its such a weird item I've got to get one.


Cosmopolitan
Craft Misc Magic Item
Extra Traits
Craft Disturbing Mental Image
Leadership


I have a Bag of Holding type IV, which I keep in a Handy Haversack, Which I keep in a Versatile Vest, its confusing at times.


Mike Schneider wrote:

I wouldn't allow it until explicitly overruled by game-text.

-- Historical pistol duels were often fought with both contestants stripped to the waist because the most agonizing way to die as the result of a duel was not from an immediately lethal wound, but rather a festering infection caused by shredded bits of bacteria-laden clothing dragged into the wound, the result of which was gangrene.

Yes but this is a world where supernatural entities exist and grant mortals the ability to heal diseases with words.


Hrm, turns out many layers of cloth will slow down or outright stop a black powder bullet.

Historical precedent is good enough for me, hopefully it will be good enough for my GM.


Well, I'm playing a Mystic Theurge in a game with a gunslinger. Once the DM learns the value of firearms I'm pretty sure quilted cloth will become a very useful armor and arcane armor training becomes a fairly worthwhile feat.


Talonhawke wrote:
so then why would one ever use a pepper box or even upgrade if possible to a revolver other than better touch ac range. Thats 8 attacks a round with no penalty if they are aimed right. thats more than a 2WP fighter gets.

Pepper boxes are for dabblers, not professionals. You take leadership and give your warriors with WP firearms and WF Pepperbox a pepperbox and they get to make six shots without stopping to reload.

you can also load alchemical cartridges into a pepperbox and only spin the barrel to the chamber with the cartridges when you need them.


Eadaro wrote:

I made up a 7th level Pistolero for fun that had 5 double-pistols and 1 regular. He had what I called the "Death Blossom" he could full attack for 5 double shots with something like +4/+4/+4/-1/-1 touch, (don't remember stats), only problem that this was within 10 feet so not entirely feasible, but still kind of cool being able to potentially do 10d8+(dex x10). On a side note I instead went with a double hackbutt musket master, seriously its a pain but my dwarf just strapped the cart to his back and spent a round setting up, that thing does ridiculous amounts of damage once u get firing.

DoubleHackbutt4Life

Replace the cart with an immovable rod, that full round action is now a move action.


Well, that just made cloth futures in my game world more valuable.

my concern is that a bullet is both a piercing and a blunt weapon, which could theoretically bypass the DR.


simple question really, does the DR quilted cloth provide give any real protection to bullets.


2 people marked this as a favorite.

Just a thought but an immovable rod should be listed as a very useful gunslinger item, it replaces the awkwardness of the Double Hackbut's mini cart quite nicely by literally letting the gun be mounted anywhere.

Mounting a immovable rod instead of a cart should change the full round action of placing the cart to a move action and quite possibly halve the weight.


6 people marked this as FAQ candidate. 1 person marked this as a favorite.

OK, each of the new vehicles in UC list a max speed and an acceleration rate but no baseline speeds are listed. How do I factor the daily movement of these things?


Sean FitzSimon wrote:

I honestly don't understand why you'd even keep traits if you're going to eliminate the mechanical aspect of them. Then they're just... descriptions?

I don't disagree with traits being used in a min-max sorta way, but I really only see that with the unique traits. You could simply boil it all down into the following and let people choose one/two:

  • One skill becomes a class skill for all classes.
  • Gain +1 to two separate skills or +2 to a single skill.
  • Gain +1 to one saving throw of your choice or +2 to a specific form of save (compulsion, language dependent, disease, fear, trap, etc.)
  • Gain +1 attack to attacks of opportunity.
  • Gain +1 to CMD against specific combat maneuver.

After that you're only left with options that shore up a character's weakness without really leaving room for exploitation.

Just my opinion, though.

I like this but it needs a few that effect spell-casting.

I took the militia veteran trait for ride for my Mystic Theurge even though he had never served in a milita by just saying he lived most of his life in the saddle, my GM approved it without problems.


Cheapy wrote:
Dude, summon Aurochs. They have trample, and stampede which makes trample harder to resist and more effective.

I agree, but it is not as silly as an army of ponies, especially if you can choose the color of light they give off and make them all pastel.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

My Mystic Theurge made it a point to travel with a 20' yurt with full furnishings.

"Inn? Why would I pay money to make myself that uncomfortable?"


Yurts
Masterwork Yurts
Furniture
Quilted cloth lining for body armor
NPC prestige classes
A Arcane NPC class counterpoint to the adept
Stronghold building guidelines


Blakksheep wrote:
rat_ bastard wrote:
So I have a character who travels with a colossal yurt (a dome shaped wood framed tent)
I'm just curious, how do you travel around with a colossal sized armored yurt?

It breaks down pretty small before I cast shrink item on it, afterwords I just toss it in my saddle bags until I need it.


Mogart wrote:
rat_ bastard wrote:
So I have a character who travels with a colossal yurt (a dome shaped wood framed tent) and I was thinking it would be nice to use the siege engine armoring rules to give it quilted cloth armor and later enchanting the yurts armor (mostly to improve its survivability. How reasonable is this?

This is a new one....

Well to get technical, I suppose nothing would stop you from giving the tent armor, but it is much easier to swing a sword and hit a building than it is to swing the same sword and hit a person. I personally wouldn't give the building armor, damage reduction on the other hand.....

Thats why I am going for DR against arrows and resistance to damage to the structure over an AC bonus, even full plate is not going to help the tent much as it cannot dodge or move on its own.


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If you dump strength to the point where you cannot be troubled to carry your own bedroll then you deserve to have penalties stacked on you for not taking supplementary gear.


Guy Humual wrote:
Part of the argument is that the sword cane isn't as useful as a club thomas nelson. Having a use for a piercing weapon is rare. There's almost no value to having a piercing weapon over a bludgeoning weapon. The biggest use for piercing weapons is under water, they don't suffer damage reduction, but I seriously doubt that I'd pick a sword cane for underwater exploration. Perhaps if you were invited to the Mere king's under sea ball . . . but I think that's an unlikely scenario. Currently a basic club in the shape of a cane would be a much better choice for most land based adventuring.

And as I was saying the swordcane has a higher base hardness, higher hit points and can be made of more effective materials than your average club can. A walking stick does not help you when you need to stab were rats at a society ball, a silvered swordcane does.


Cartigan wrote:
thomas nelson wrote:

Not to mention a swordcane is made of metal, thus it has a higher hardness, more hit points and can be made of useful special materials and can be made more resistant to sundering.

Also there are some times you need a point or an blade and a club is probably not going to give you that.

At the end of the day its style over substance but that does not mean it does not have its niche.

Make the club of darkwood. Problem solved. None of those "reasons" provide a counterbalance to being a crappy weapon just because it has a half-assed chance at being hidden from detection.

Ummm what?

Darkwood halves the weight of the object its made of, thats it.

It does not bypass hardness or DR or give it more hit points or hardness.


Not to mention a swordcane is made of metal, thus it has a higher hardness, more hit points and can be made of useful special materials and can be made more resistant to sundering.

Also there are some times you need a point or an blade and a club is probably not going to give you that.

At the end of the day its style over substance but that does not mean it does not have its niche.


DGRM44 wrote:
Ok I had no idea what can of worms was going to be opened on my first thread. In the Serpents Skull AP Smuggles Shiv, one of the NPCs has a Masterworks Katana sword. I was thinking that this must be in an existing Pathfinder book. I guess that it only appears in that AP book and to just treat it like a longsword or bastard sword as nothing in the AP book seems to indicate otherwise.

This is my serious answer:

Sword, Aldori dueling:

Used primarily by the Aldori swordlords who rule Brevoy, these swords are a bit over 3 feet long, very slightly curved, and sharp only along the outer edge.

Benefit: An Aldori dueling sword may be used as a Martial Weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (Aldori dueling sword), you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an Aldori dueling sword sized for you, even though it isn’t a light weapon. You can also wield an Aldori dueling sword in two hands in order to apply 1-1/2 times your Strength bonus to damage.

There is also a special combat feat associated with the weapon and a subset of fighter, both make a certain amount of sense for a Katana.


seekerofshadowlight wrote:
thomas nelson wrote:
Zmar wrote:
thomas nelson wrote:
I'd simply use the Aldori Dueling sword for a Katana, Calling a Katana a fancy bastard sword does not accurately portray what a Katana actually is.
And what exactly is a katana? I mean what's so special about it, eh?
Its a fancy steak knife with a light folded steel blade about 3 feet long. Its actual use is killing uppity peasants, against an armored man it was largely ineffective.

it was also only folded as the native iron sucked. Without the folding the steel was very weak. With the folding it was of ok quality. And yeah it kinda sucked with armored guys and the tip did tend to break off.

The katana was for show, the real work was done with bows or naginata( which are pretty much Asian glaives)

Actually after watching a Nagita bend but not pierce bronze plate on deadliest warrior I have to say that in the rare occasion a Samurai had to fight another samurai they would break out the Kanabō, or you know the bow.