| Darius Darkblade aka Legionare |
nosig wrote:I vaguely recall some homebrew barbarian tribe whose shamans could create blue-colored oil of mage armor and whose warriors would charge into battle shirtless and protected by their war paint - literally. An excellent historical allusion, if you ask me.The Fox wrote:
There were some in the 3.x dragonlance that did that. It also gave you fast healing 5. Then ran out after 4 hours or healing like 30 pts whichever one cam first.
LazarX
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Andrei Buters wrote:Iomedae? That kick-ass Goddess of Paladins and Righteousness who all the Mendevian Crusaders pray to? She's Chelish.And I, her devoted cleric, am a tiefling. Your point?
Your birth is far less important than your life.
Some folks seem to forget that prior to the Thrune dynasty, Cheliax was a hotbed of Aroden worship, and Iomedae still carries a strong following there due to national pride.
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Pheremone arrows.
Also available as darts sling bullets shiurken etc
+2 to attack and damage against the creature if you have scent... like say a druid and their pet. Buy them and hand them out to the archers.
I always picture them as BBQ sauce flavored.
How as sling bullets?
In Alchemy Manual (pg 20) it says you "...can infuse other ammunition and thrown weapons that deal piercing damage)...". Sling bullets don't do piercing right? so they can't be "Pheromone XXX"...But oddly enough, Javelins/Darts can be? go figure... not sure how this is going to work. ("I pull the Javelin out and re-use it... does the Pheromone property still work?"?
Works great for a Crypt Braker Alchemist (who get's Scent that lasts 10 minutes per level from his sorta Mutagen. And can make the items at 1/3 cost).
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been about six months sense this was up visible...
I'd be interested in any PFS legal ideas for giving a PC the Scent ability. Especially if it's an Alchemical item...
I know:
a) Alter Self (2nd level spell) to something like Bugbear.
b) Hounds blood - but that mainly works for Gnomes...
c) Crypt Breaker Alchemist Draught.
d) 1/2 Orc alternate racial trait.
??? any others???
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Pheremone arrows.
Also available as darts sling bullets shiurken etc
+2 to attack and damage against the creature if you have scent... like say a druid and their pet. Buy them and hand them out to the archers.
I always picture them as BBQ sauce flavored.
would Pheromone darts be one shot items? If not, they feel a little unbalanced (if reusable). What would their cost be?
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been about six months sense this was up visible...
I'd be interested in any PFS legal ideas for giving a PC the Scent ability. Especially if it's an Alchemical item...
I know:
a) Alter Self (2nd level spell) to something like Bugbear.
b) Hounds blood - but that mainly works for Gnomes...
c) Crypt Breaker Alchemist Draught.
d) 1/2 Orc alternate racial trait.
??? any others???
Rhinarium paste, although it's unfortunately only legal for ratfolk PCs.
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Spark Monkey wrote:Rhinarium paste, although it's unfortunately only legal for ratfolk PCs.been about six months sense this was up visible...
I'd be interested in any PFS legal ideas for giving a PC the Scent ability. Especially if it's an Alchemical item...
I know:
a) Alter Self (2nd level spell) to something like Bugbear.
b) Hounds blood - but that mainly works for Gnomes...
c) Crypt Breaker Alchemist Draught.
d) 1/2 Orc alternate racial trait.
??? any others???
Thanks!
what book is it from?
Oh! and Ratfolk can also get it as an alternate Racial Trait
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Well, technically, the Pull-Ring of Scent works. It's meant for animal companions, but I haven't seen anything that actually restricts it.
The Headband of the Wolf also gives scent, but short-range.
I'm not sure if what the Marker's Monocle does counts as scent for your purposes, but it's much cheaper.
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on smell...
the spell you're looking for is Bloodhound from the APG.
Bloodscent is an orc racial spell to scent injured creatures and has a far shorter duration but can do multiple targets.
normally most folks will buy a critter with the scent ability, use Monster Summoning to create one, or use Alter Self, Beast Shape.
Stench of Prey is quite amusing, especially when you consider that most pets and animal companions are carnivores...
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Artoo wrote:Spark Monkey wrote:Rhinarium paste, although it's unfortunately only legal for ratfolk PCs.been about six months sense this was up visible...
I'd be interested in any PFS legal ideas for giving a PC the Scent ability. Especially if it's an Alchemical item...
I know:
a) Alter Self (2nd level spell) to something like Bugbear.
b) Hounds blood - but that mainly works for Gnomes...
c) Crypt Breaker Alchemist Draught.
d) 1/2 Orc alternate racial trait.
??? any others???
Thanks!
what book is it from?
Oh! and Ratfolk can also get it as an alternate Racial Trait
It's from the Monster Codex.
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Spark Monkey wrote:It's from the Monster Codex.Artoo wrote:Spark Monkey wrote:Rhinarium paste, although it's unfortunately only legal for ratfolk PCs.been about six months sense this was up visible...
I'd be interested in any PFS legal ideas for giving a PC the Scent ability. Especially if it's an Alchemical item...
I know:
a) Alter Self (2nd level spell) to something like Bugbear.
b) Hounds blood - but that mainly works for Gnomes...
c) Crypt Breaker Alchemist Draught.
d) 1/2 Orc alternate racial trait.
??? any others???
Thanks!
what book is it from?
Oh! and Ratfolk can also get it as an alternate Racial Trait
thanks!
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you can go total defense and still threaten for the purposes of flanking
I came across this recently and did some reading into it and I am not convinced this is true.
You only get the flanking bonus if you and your ally threaten the target.
You only Threaten squares into which you can make a melee attack.
While using Total Defence you cannot make opportunity attacks and therefore arguably do not threaten adjacent squares when it is not your turn.
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Lamontius wrote:you can go total defense and still threaten for the purposes of flankingI came across this recently and did some reading into it and I am not convinced this is true.
You only get the flanking bonus if you and your ally threaten the target.
You only Threaten squares into which you can make a melee attack.
While using Total Defence you cannot make opportunity attacks and therefore arguably do not threaten adjacent squares when it is not your turn.
those are things but I think I will go with this thing
Using the total defense action prevents you from attacking—including making attacks of opportunity—but you still threaten foes for the purposes of flanking.
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It is pointless to withdraw from invisible people.
Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded.
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UndeadMitch wrote:Jeff Hazuka wrote:You can drink a potion of invisibility before the VC teleports you somewhere.Buffing before getting teleported is tech.???
please explain this comment.Is that like saying "Buffing before getting teleported is S.O.P"?
There are a couple of scenarios (one in particular) where the VC gives you the briefing, and ends by saying something like "so we're going to teleport you guys out to where we lost contact with the other team, we have no idea what you're going to encounter, so be prepared."
Since both result in you being teleported into a potentially hostile zone, they are saying that buffing before you leave is a good idea.
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been about six months sense this was up visible...
I'd be interested in any PFS legal ideas for giving a PC the Scent ability. Especially if it's an Alchemical item...
I know:
a) Alter Self (2nd level spell) to something like Bugbear.
b) Hounds blood - but that mainly works for Gnomes...
c) Crypt Breaker Alchemist Draught.
d) 1/2 Orc alternate racial trait.
??? any others???
8th level Oracle with deafness curse.
Hunter with the wolf (I think) animal focus.
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Spark Monkey wrote:been about six months sense this was up visible...
I'd be interested in any PFS legal ideas for giving a PC the Scent ability. Especially if it's an Alchemical item...
I know:
a) Alter Self (2nd level spell) to something like Bugbear.
b) Hounds blood - but that mainly works for Gnomes...
c) Crypt Breaker Alchemist Draught.
d) 1/2 Orc alternate racial trait.
??? any others???
8th level Oracle with deafness curse.
Hunter with the wolf (I think) animal focus.
rhinarium paste, but only if you're playing a ratfolk character via the ratfolk boon
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Spark Monkey wrote:been about six months sense this was up visible...
I'd be interested in any PFS legal ideas for giving a PC the Scent ability. Especially if it's an Alchemical item...
I know:
a) Alter Self (2nd level spell) to something like Bugbear.
b) Hounds blood - but that mainly works for Gnomes...
c) Crypt Breaker Alchemist Draught.
d) 1/2 Orc alternate racial trait.
??? any others???
8th level Oracle with deafness curse.
Hunter with the wolf (I think) animal focus.
10th level Oracle actually.
Also, third level and beyond with Beastmorph Alchemist, while using their mutagen.
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Blind - The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
If you are a wizard with Mirror Image up and a combatant closes their eyes to attack you, you have 2 clear choices; 1) ready an attack spell with a Reflex save or Ray, or 2) ready an illusion such as Silent Image (creating 15 duplicates of you and your images in each square around him), Ghost Sound, Disguise Self, Jitterbugs, etc... If the attacker maintains his blindness (by keeping their eyes shut all the time) then no need to ready... cast away and then move (don't bother with Silent Image). If you are really cruel mark his armor with Arcane Mark followed by Explosive Runes (touch) the next round (and move away...).
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Blind - The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
If you are a wizard with Mirror Image up and a combatant closes their eyes to attack you, you have 2 clear choices; 1) ready an attack spell with a Reflex save or Ray, or 2) ready an illusion such as Silent Image (creating 15 duplicates of you and your images in each square around him), Ghost Sound, Disguise Self, Jitterbugs, etc... If the attacker maintains his blindness (by keeping their eyes shut all the time) then no need to ready... cast away and then move (don't bother with Silent Image). If you are really cruel mark his armor with Arcane Mark followed by Explosive Runes (touch) the next round (and move away...).
explosive runes has a target of one object up to 10 lbs.... So most armor might be hard to target with it. Maybe an armor "part" (Cod piece?)??
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Stephen Ross wrote:Blind - The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
If you are a wizard with Mirror Image up and a combatant closes their eyes to attack you, you have 2 clear choices; 1) ready an attack spell with a Reflex save or Ray, or 2) ready an illusion such as Silent Image (creating 15 duplicates of you and your images in each square around him), Ghost Sound, Disguise Self, Jitterbugs, etc... If the attacker maintains his blindness (by keeping their eyes shut all the time) then no need to ready... cast away and then move (don't bother with Silent Image). If you are really cruel mark his armor with Arcane Mark followed by Explosive Runes (touch) the next round (and move away...).
explosive runes has a target of one object up to 10 lbs.... So most armor might be hard to target with it. Maybe an armor "part" (Cod piece?)??
Their weapon would often be a good choice, unless it is about 1/2 of the Medium Two-Handed weapons, or most large weapons.
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Trick #1: If you have the Noble Scion of War feat (which lets you use your Charisma modifier instead of your Dex modifier for initiative) and buy a Circlet of Persuasion, it adds +3 to your initiative checks.
Trick #2: I have a 9th level high Charisma Life Oracle. Since he can cast 4th level spells 6 times a day and has a high initiative (thanks to trick #1) he usually kicks off every combat with Blessing of Fervor. While this is great for the party, it doesn't usually do him much good as he is built as a pure caster. I kept looking at the last bonus choice you can get, "Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell" and trying to come up with good use for it but everything was so circumstantial. Then, as I was preparing to cast one of my most frequent offensive spells, it dawned on me. Extended Murderous Command.
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Ooh, I have another good one I've been using for a lot of my "Light Armor Only" character's lately!
Mithral Chain Shirt: 1,100 gp
Darkleaf cloth Lamellar: 810 gp
Both of these armors are, statistically, the exact same thing. But the darkleaf lamellar costs 290 gp less! And you don't have to be concerned about being blindsided by any "Oh, you're wearing metal armor!? you get rekt!" surprises.
Downside, for those it would matter to, I don't think you can put armor spikes on darkleaf lamellar, as it is not made of metal. Please correct me if I'm wrong. Because if I can get adamantine armor spikes on Darkleaf cloth armor, that would be good stuff for my Brawler's build.
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Downside, for those it would matter to, I don't think you can put armor spikes on darkleaf lamellar, as it is not made of metal. Please correct me if I'm wrong. Because if I can get adamantine armor spikes on Darkleaf cloth armor, that would be good stuff for my Brawler's build.
This is pretty awesome indeed, however there is one tiny other downside - max dex for Lamellar is +3 vs +4 for a Chain Shirt, so with special materials those go to +5 and +6 respectively. Not a huge downside especially at lower levels, but eventually that max dex cap might matter more than 290gp.
All in all though, great idea (and something several of my PFS PCs will be picking up)! :)
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Brigg wrote:Downside, for those it would matter to, I don't think you can put armor spikes on darkleaf lamellar, as it is not made of metal. Please correct me if I'm wrong. Because if I can get adamantine armor spikes on Darkleaf cloth armor, that would be good stuff for my Brawler's build.This is pretty awesome indeed, however there is one tiny other downside - max dex for Lamellar is +3 vs +4 for a Chain Shirt, so with special materials those go to +5 and +6 respectively. Not a huge downside especially at lower levels, but eventually that max dex cap might matter more than 290gp.
All in all though, great idea (and something several of my PFS PCs will be picking up)! :)
Yeah, this is why my unchained rogue will stick to mithral chain shirt. I do have the darkleaf on another, non-dex based PC, though.
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I learned that back in 2009 not wearing clothes in PFS has no mechanical advantage/disadvantage other than a lighter load for encumbrance!
there could be some circumstance modifiers... hmmm... armor might have that covered...
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I learned that back in 2009 being naked in PFS has no mechanical advantage/disadvantage other than a lighter load for encumbrance!
there could be some circumstance modifiers... hmmm...
Think of the LARPers, man! Oh, the humanities!
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It can't be that weird that my Undine with 5 str is going to be walking around naked tonight right? Makes it harder to swim!
I guess I can add something on topic also;
You can use the feat expert trainer for retraining your character at a more affordable cost. It even makes something such as 'early wizard entry' Diabolist reasonable.
Be a terrible cleric (your stats designed for wizard) using the void domain until you reach lvl 8 and have taken your first diabolist level then retrain with synergy every cleric level into wizard. It uses all your prestige but hey you get to be more levels of your prestige class.