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  1. Empirate

    Feats for your pet friends

    So beside the point. Imps, Quasits, Mephits etc. have 3 HD before they ever become a familiar. So they have two feats right out of the gates. Now whether those can be changed from the ones given in their MM entry is an entirely different question - but if they CAN, you have two feats to work...
  2. Empirate

    Feats for your pet friends

    Don't they? I'm pretty sure Improved Familiars get feats from their normal hit dice. An Imp, for example, normally gets Dodge and Weapon Finesse from its three Outsider HD. Why shouldn't an Improved Familiar get those feats? Or choose different feats, for that matter? ...damn. Now I'm itching...
  3. Empirate

    Feats for your pet friends

    Bind Vestige. Improved Bind Vestige. Bind Savnok, get magical Full Plate. Or bind Focalor, get Aura of Sadness. Very nice feats for Improved Familiars, less so for animals (I have a hard time picturing a warhorse drawing a binding sigil...). But technically, the feats have no prereqs AT ALL.
  4. Empirate

    The word of a god...

    You know what that sounds like to me? Your PCs are your world's equivalent of the Prophets. Seriously. What are the political and ecclesiastical powers-that-be to think when a small group of uninitiated foreigners turns up out of nowhere, gives them a bunch of divine knowledge, and then slips...
  5. Empirate

    Creating an Auspician

    Arcane Disciple is not sufficient. That feat only adds the spells to your spell list, but doesn't grant a domain. You must be a Cleric (or Druid/Contemplative, or whatever) of a deity which grants the Luck domain, and you must actually have chosen it as one of your domain choices. Furthermore...
  6. Empirate

    D&D 3.x [3.5] A couple Druid questions

    I suggest you keep your favorite wildshape forms around in an easy-to-use, pre-calculated format: short statblocks, along with a few notes on attack modes, movement etc. Calculating wildshape on the fly hurts the brain, and should only be done in extreme circumstances. Good forms float around...
  7. Empirate

    D&D 3.x [3.5] A couple Druid questions

    Actually, this is no longer correct. Wildshape uses the rules for the Alternate Form special ability, not for Polymorph. But the gist of it is more or less unchanged. Basically, what you do is the following: 0. Keep your HD, HP, base saves, base attack bonus, mental ability scores (Int, Wis...
  8. Empirate

    Wealth by Level-Monk

    Yup, but a lot of the time you'll roll unusable gear (Huge sized magical Repeating Crossbow or something equally retarded...), so your PCs can only hope to sell it to a huge sized arms dealer. And then overall wealth balances out over time. Although I do agree that the random tables are...
  9. Empirate

    Wealth by Level-Monk

    WBL assumes you go through your regular 13 level-appropriate encounters/level with a party of 4 (equal levels all around), that you roll average results on the treasure table, and that you share loot equally. Over the course of gaining your second level, you fight a lot of monsters, which you...
  10. Empirate

    Knight Feat Build

    ...but much harder to run on autopilot.
  11. Empirate

    Pathfinder 1E Armor as Damage Reduction

    The damage soak approach reminds me of 3.0 energy resistances, which also applied only on a per-round basis. Although I find the general idea of 1/round defenses, or ablative, per-round defenses in this case, clunky and hard to implement, I like your ideas quite a bit. I'd toy around with them a...
  12. Empirate

    Knight Feat Build

    What, exactly, is the gain from using a reach weapon one-handed, when you can just use it two-handed? The Knight class has exactly one ability that makes use of a shield (Shield Block), and it's not a spectacular one. Why limit yourself by using a shield? Pick up a Guisarme and some Armor Spikes...
  13. Empirate

    Knight Feat Build

    The Knight class has some nice features (Bulwark of Defense, Vigilant Defender, Bond of Loyalty), but some others are totally meaningless (Shield Block, Mounted Combat, Daunting Challenge). All in all, the class is a bit lackluster and suffers from MAD if you want to make full use of the...
  14. Empirate

    Pathfinder 1E Ideas for special properties for magic leather armour?

    Here's some suggestions, of varying power level: The wearer of the armor can Meld Into Stone 1/day. The wearer can absorb the armor into his body, gaining its armor bonus as a natural armor bonus (and wear more armor on top of it!), but takes on a grisly, were-ratty appearance when doing so...
  15. Empirate

    Rapier + Dagger and Combat Expertise

    You edited your post while I was typing...
  16. Empirate

    Rapier + Dagger and Combat Expertise

    Since there's not really a parrying mechanism in D&D, 'only using the dagger to defend' must remain pure flavor from a rules standpoint. You either attack with only one weapon, taking no penalty on attacks, but not gaining AC bonus either, or you attack with both weapons (at a -2 penalty)...
  17. Empirate

    Monster Inflation

    I like and try to apply most of Celebrim's suggestions in my campaigns. Some points: 1. Less variety can be more variety. When two dozen evil humanoid races abound and, worse yet, regularly form coalitions to overrun civilization, nobody's going to tell the Gnolls apart from the Bugbears...
  18. Empirate

    Can Factotums craft magical items?

    That may be true; but on the other hand, the Factotum can make items with every Sor/Wiz spell in existence, since he can just prepare them without spellbook or being limited in the spells known department.
  19. Empirate

    Grappling with a Spiked Chain

    Yeah, the Dragonchain is pretty much just an OK weapon, nothing too fantastic. If the base damage were better, if it had reach, maybe even both, I'd consider spending a feat on the proficiency. Otherwise, not so much. Thoughts: Multigrab and Greater Multigrab from Savage Species are two feats...
  20. Empirate

    Grappling with a Spiked Chain

    Dragon Chain (Red Hand of Doom, p. 126) Exotic, two-handed, 1d6, 19-20/x2, bludgeoning, 10 lb., 50 gp. Can be used to trip or disarm (but no bonus on the latter, so strange they mentioned it). Normal grapple checks can be made using the weapon, no free hand is needed (I would assume normal...
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