Dungeons and Dragons Megathread

If I was going to trade anything for Adaptable Training, it would probably be Armored Master. 25% less crits is cool and all, but I'd rather have another skill, especially one that could keep them from getting to attack me in the first place. That's just my personal preference, however.

I just noticed that Cunning is a third-party feat. Does your GM allow those?


Knowledge(local) for identifying combat feats and stuff?
I'd think that would be Knowledge (tactics), if it was anything. I'm not aware of a rule for it.
 
If I was going to trade anything for Adaptable Training, it would probably be Armored Master. 25% less crits is cool and all, but I'd rather have another skill, especially one that could keep them from getting to attack me in the first place. That's just my personal preference, however.
Hm. The reason I was thinking of Armoured Master was to stack it with Medium Fortification, for a total of 75% crit-and-sneak denial. If I ditched Armoured Master, do you reckon ditch Medium Fortification, as well, and find something else to spend the +3 enhancement slot on?

I just noticed that Cunning is a third-party feat. Does your GM allow those?
Actually, stupid as it sounds, it's both a third-party feat, and a first-party one by the same name, for the same purpose but with different ways of going about it. The third-party one is basically a straight rip of Toughness for skills, and the first-party one (from Villain Codex, page 128) does essentially the same thing, except instead of giving you 3, then +1 for every hit die past the third, it just gives you +1 skill rank per hit die. So, functionally equivalent, but one's official and the other isn't.

I'd think that would be Knowledge (tactics), if it was anything. I'm not aware of a rule for it.
I only found it by chance, but the Spymaster's Handbook, page 9, has a section on Recall Intrigues, a Knowledge check. The d20PFSRD has a section on it too, but they are completely missing the table that makes it all work. Basically, Recall Intrigues is a Knowledge check that allows you to identify feats or class features of enemies. Different Knowledges allow different information to be gathered. Knowledge(Arcana) allows for identification of class features from arcane or psychic caster classes, as well as metamagic feats, Knowledge(Religion) allows for class features from divine caster classes, Knowledge(Nature) allows for class features from classes with access to the druid or ranger spell lists, Knowledge(Nobility) allows for teamwork feats, and literally everything else is covered by Knowledge(Local). Class features from any class that doesn't fall under the above, any combat feat, and any feat that is not a metamagic or teamwork one, all Knowledge(Local)! It makes that one skill invaluable against basically any enemy with class levels!
 
only found it by chance, but the Spymaster's Handbook, page 9, has a section on Recall Intrigues, a Knowledge check.
Whoops. I looked right past that when I was skimming the Knowledge section of the D20PFSRD because the name is really non-indicative.

Really, though, recognizing fighting moves should be Knowledge (tactics)... it's literally knowledge of how people fight.


If I ditched Armoured Master, do you reckon ditch Medium Fortification, as well, and find something else to spend the +3 enhancement slot on?
Fortification is still a pretty cool armor ability to spend your gold on. I'm just not sure that I'd spend a feat on it, precisely because you can get the same ability for cash.


it just gives you +1 skill rank per hit die.
That's probably the better implementation, since if you get three skill ranks at 1st level you can't put them all in the same skill. (I couldn't find the 1st party version on the PFSRD, just the 3rd party one.)
 
The +1 ASI is to allow for people to flavour their charr based on legion. Originally it was +1 Wisdom.

Any suggestions for reworking Battle Roar?
  • Restricting it to melee attacks?
  • Reducing the range from 30 feet to less?
  • Changing the effect?
    • Changing it to a singular reroll (i.e. if the attack roll fails, they can reroll once and must take the second result)?
    • Changing it to a flat damage boost (i.e. add Proficiency bonus to damage)?
    • Changing it to a to-hit buff (i.e. add double Proficiency bonus to attack roll)?
Something else?

And were you okay with Flanking as-is?
One possibility for Battle Roar would be to allow someone who rolls the maximum for a damage die to roll an additional one. Basically the Spell Bombardment ability of Wild Magic Sorcerers, only:
1) It applies to damage dice in general (so Attack, Spell Attack, Spell, or so-on, all work).
2) It is only once per Long Rest instead of Turn.

In such a scenario a group of Charr could stagger their roars and do a world of hurt, but at the same time not turn every Fireball into an auto-48 spell.
 
Whoops. I looked right past that when I was skimming the Knowledge section of the D20PFSRD because the name is really non-indicative.
Yeah, I completely missed it on the SRD until I had already read the relevant section in the book, and was going "it should be here, where is i-oh. There." The name is something you kinda look at, shrug, and go "not relevant" when you're looking for stuff for your Fighter or Wizard or something, it just doesn't look like it's something you care about.
Really, though, recognizing fighting moves should be Knowledge (tactics)... it's literally knowledge of how people fight.
I guess they didn't want to gate it behind that? They just ended up gating stuff behind Local and other Knowledges... Idunno.

Fortification is still a pretty cool armor ability to spend your gold on. I'm just not sure that I'd spend a feat on it, precisely because you can get the same ability for cash.
Yeah, I was just trying to figure out some way to get to the 75% chance of negation, without taking up 5 slots of the 10 you get, since I'll want 5 of them for increasing my AC, and I was looking at two of them for Stanching and Vouchsafing.

That's probably the better implementation, since if you get three skill ranks at 1st level you can't put them all in the same skill. (I couldn't find the 1st party version on the PFSRD, just the 3rd party one.)
No argument here. I just found it amusing, the fact there are two feats with the exact same name and purpose, with almost the exact same functionality.

So, do you think the Dwarven Fury improvement to Seething is worth it? Being able to have +4AC against as many types of enemies as I like, as long as the combat that they hit me in hasn't ended yet? Or do you reckon Seething is far enough, to be able to get the +4AC against anyone that hits me in the first place, just having to switch it around if there's multiple enemies that don't share a type? Remembering that it takes an Immediate to gain the benefits, so I can only proc it once a round - so if, say, a Magical Beast and a Goblinoid hit me in the same round, I could only gain the +4AC against one of them even with Fury, and have to activate the benefit the next time they hit me.

And should I be finding feats to give up for Weapon Specialisation and Greater? I mean, I'm a two-handed weapon mono-class Fighter who doesn't have those extra +4 damage, that's almost as much as a max enhancement bonus...
 
One possibility for Battle Roar would be to allow someone who rolls the maximum for a damage die to roll an additional one. Basically the Spell Bombardment ability of Wild Magic Sorcerers, only:
1) It applies to damage dice in general (so Attack, Spell Attack, Spell, or so-on, all work).
2) It is only once per Long Rest instead of Turn.

In such a scenario a group of Charr could stagger their roars and do a world of hurt, but at the same time not turn every Fireball into an auto-48 spell.
I feel like that is going too far in the other direction. Relying on someone to roll maximum on their damage dice isn't reliable, especially for an effect that I only intend to last one round.

The skill itself is an attempt at porting the charr racial skill Battle Roar from Guild Wars 2, which is a six-second buff to allies giving them increased critical chance and a damage boost. I wanted to remain more or less true to the skill while not making Battle Roar 'you and your party now get critical hits on a die roll of 16 or higher,' though I will admit in hindsight I probably got a bit overexcited and went too far with the damage buff.

How's this?

Battle Roar: Until the end of your next turn, you and your allies add your proficiency bonuses to your damage on any attacks that use a damage roll. This does not apply to allies that cannot hear you. Once per long rest.

That gives a modest guaranteed damage boost, and scales at a rate roughly equivalent to the Dragonborn's breath attack.
 
So, do you think the Dwarven Fury improvement to Seething is worth it? Being able to have +4AC against as many types of enemies as I like, as long as the combat that they hit me in hasn't ended yet? Or do you reckon Seething is far enough, to be able to get the +4AC against anyone that hits me in the first place, just having to switch it around if there's multiple enemies that don't share a type? Remembering that it takes an Immediate to gain the benefits, so I can only proc it once a round - so if, say, a Magical Beast and a Goblinoid hit me in the same round, I could only gain the +4AC against one of them even with Fury, and have to activate the benefit the next time they hit me.
My initial thought was "fuck yeah it's worth it to get the AC bonus against everyone instead of just one dude" because I remember how obnoxious it was back in 3.X when Dodge only gave you a +1 bonus against a single enemy at a time. But the fact that you only get one Immediate (and it uses up your Swift for the round) means that you still only get to pick one per round. (I keep confusing Immediate Actions from PF with Reactions from Saga Edition, which you could get as many of as you wanted as long as someone keeps provoking them.)

Speaking of which, does this build have anything else that it uses its Swift Action for? Just checking.

I don't see any indication that it would matter if the creatures attacking you were the same type or not, it would still only be the individual that hit you that you'd get the bonuses against. And you'd have to pick which bonus you'd want to get against each one, so... my enthusiasm for this feat chain is waning slightly. It's still cool, but not quite as cool as my half-asleep initial reading made me think.

The AC bonus is really the thing that makes Seething and Fury interesting. The damage bonus is the same as you'd get from Weapon Specialization. And really, the AC bonus is only slightly higher than you'd get from fighting defensively while trained in Acrobatics. Or if you had Combat Expertise instead of Dirty Fighting, but I'm guessing that you chose DF because you don't have Int 13.

(On the subject of INT and the talk about Knowledge skills earlier, having a Headband of Vast Intelligence +2 would also grant you a free Knowledge skill, so that would be another way to get Knowledge [local].)

(I forgot that Knowledge [tactics] wasn't part of the core rules in PF like it was in other D20 systems. That would explain why they went with Knowledge [local], I guess.)
 
Now that I think about it, the AC bonus from Armor Specialization eventually outstrips the one from Seething/Fury anyway....
 
My initial thought was "fuck yeah it's worth it to get the AC bonus against everyone instead of just one dude" because I remember how obnoxious it was back in 3.X when Dodge only gave you a +1 bonus against a single enemy at a time. But the fact that you only get one Immediate (and it uses up your Swift for the round) means that you still only get to pick one per round. (I keep confusing Immediate Actions from PF with Reactions from Saga Edition, which you could get as many of as you wanted as long as someone keeps provoking them.)

Speaking of which, does this build have anything else that it uses its Swift Action for? Just checking.
Does an Immediate eat up your Swift? I didn't see anything that said that, but I'm fairly new to Pathfinder. And the only other things the build really uses Swifts for is with the weapon I've got, that has Spring-Loaded - a Swift Action lets me activate or suspend Reach. Kind of like if you've got a Dwarven Dorn-Dergar and Darting Viper, but it's already a Swift built into the weapon instead of needing a feat to speed it up from a Move action.

I don't see any indication that it would matter if the creatures attacking you were the same type or not, it would still only be the individual that hit you that you'd get the bonuses against. And you'd have to pick which bonus you'd want to get against each one, so... my enthusiasm for this feat chain is waning slightly. It's still cool, but not quite as cool as my half-asleep initial reading made me think.

The AC bonus is really the thing that makes Seething and Fury interesting. The damage bonus is the same as you'd get from Weapon Specialization. And really, the AC bonus is only slightly higher than you'd get from fighting defensively while trained in Acrobatics. Or if you had Combat Expertise instead of Dirty Fighting, but I'm guessing that you chose DF because you don't have Int 13.
Whoops! I thought you effectively retasked your Defensive Training (Giant) to a new enemy type or subtype, basically changing the keyword it procs on. NOPE. It's a single enemy. Damn. That would've made Seething so much better, without Fury, and I'm trying to fit in at least one of Cosmopolitan and Weapon Specialisation...

Hm.
 
Now that I think about it, the AC bonus from Armor Specialization eventually outstrips the one from Seething/Fury anyway....
So do you still reckon Seething/Fury are worth it? Is there another way of gaining some Dodge or Deflection AC? 'Cos my build will eventually have some Shield AC, if I can get my hands on/commission the right magic items, and Amour is covered, along with DR...

EDIT: Also, I must have missed something - "fighting defensively while trained in Acrobatics"? What does Acrobatics have to do with it, can you cancel out the negative to attack with it, or something?

EDIT2: Nevermind, found it. Hm.
 
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Spring-Loaded - a Swift Action lets me activate or suspend Reach.
Oh, that's cool. I was going to ask if there was a way to fight adjacent targets with a Reach weapon besides using that one polearm-specialist fighter archetype. You'd done a pretty good job of making sure that you could use your Longaxe for everything with Weapon Versatility, so it'd be a shame if you had to drop it whenever somebody got in and adjacent square.

Does an Immediate eat up your Swift?
Sadly, yes. I'd forgotten that myself.

So do you still reckon Seething/Fury are worth it? Is there another way of gaining some Dodge or Deflection AC?
Ways to get dodge bonuses: Dodge (+1), Combat Expertise (+1 + 1/4 levels), fighting defensively with Acrobatics trained (+3). Those last two require reducing your attack, so you wouldn't want to use them all the time, but they could be useful for special occasions. The issues with Mobility we previously discussed, but there's another feat that you can get after that one called Just Out Of Reach that grants +4 dodge bonus against attackers with reach. Low Profile requires you to be small, so no luck there.

Seething/Fury might be worth it. But there are some other options with a lot of potential, too. Weapon Spec equals it on damage. Spring Attack lets you avoid AoOs and so does using Acrobatics. What's best is probably going to depend on style and taste.

'Cos my build will eventually have some Shield AC, if I can get my hands on/commission the right magic items
Dancing shield? Or magic ring of continuous shield spell? I'm fond of the latter myself. It's a force effect, so it blocks magic missiles and incorporeal touch attacks.
 
Oh, that's cool. I was going to ask if there was a way to fight adjacent targets with a Reach weapon besides using that one polearm-specialist fighter archetype. You'd done a pretty good job of making sure that you could use your Longaxe for everything with Weapon Versatility, so it'd be a shame if you had to drop it whenever somebody got in and adjacent square.
Yeah, custom job - turns out there's just enough room in the Longaxe design to add Spring-Loaded, according to the Weapon Design rules. Only time I won't be able to use it is when I can't use a two-handed weapon for whatever reason - grappled, swallowed, something like that.
Damn. Thanks for the link, though.
Ways to get dodge bonuses: Dodge (+1), Combat Expertise (+1 + 1/4 levels), fighting defensively with Acrobatics trained (+3). Those last two require reducing your attack, so you wouldn't want to use them all the time, but they could be useful for special occasions. The issues with Mobility we previously discussed, but there's another feat that you can get after that one called Just Out Of Reach that grants +4 dodge bonus against attackers with reach. Low Profile requires you to be small, so no luck there.

Seething/Fury might be worth it. But there are some other options with a lot of potential, too. Weapon Spec equals it on damage. Spring Attack lets you avoid AoOs and so does using Acrobatics. What's best is probably going to depend on style and taste.
Hm... maybe just get the Acrobatics ranks with Adaptable Training, the normal Weapon Specialisation, and... then either Cosmopolitan (Did you know it's really damn fun translating for the party face, when you're a Dwarf dealing with Orcs? I want that fun with Goblins, too! ...plus the whole Knowledge(Local) and Sense Motive as Class Skills thing, too), or Greater Weapon Specialisation, for a total of +4 to the d12, before you get Strength or Enhancements or Power Attacks involved.
Dancing shield? Or magic ring of continuous shield spell? I'm fond of the latter myself. It's a force effect, so it blocks magic missiles and incorporeal touch attacks.
I was actually thinking of commissioning Bracers of Continuous Shield. Same ability, different slot. Might try and get a Ring of Protection +5 as well, or an Amulet of Natural Armour +5 - of course, those take up slots that could be otherwise useful, while a quick browse didn't find anything I was particularly interested in, in the Wrists slot. Hands, that's another matter - Gloves of Dueling, ho!

...need to narrow down magical items I want, as well as enchantments on my armour. I've got a list of sixteen enchantments I would like on my armour, and while only three of them use +# slots, for a total of +5, all the rest will add up in gold and crafting time! But I definitely want the Comfort enchantment, no doubt there. Autocleaning heavy armour that acts as cold weather gear and can be slept in with no penalty? Sign me up!
 
Bracers is a very sensible and thematically-appropriate choice for shield. And not a slot that fighters usually have much use for.

Ring of Protection and Amulet of Natural Armor are pretty much must-haves for every character to keep their AC up. Especially touch AC with the deflection bonus from the ring. I also like to get the necklace of adaptation in ring form if I can, so I'll always have breathable air no matter what happens; it's a surprisingly cheap magic item that can let you survive a lot of otherwise-deadly situations. I also like to get an item of continuous protection from evil: it makes you immune to domination and possession.
 
I have a list of, no joke, twenty-seven wondrous items I consider useful, life-saving, or essential. And while some of that is no doubt paranoia on my part, that's still a lot more items than there are slots. So I don't know if I'm gonna have to ask for a lot of magical tattoos (which are effectively an extra slot on every location), or just add abilities onto existing items over and over and over again. Probably both.

If you're willing, a little help narrowing it down would be appreciated, even if it's just one or two items that you look at and go "why would you ever want that?"

Even figuring out which would be most useful if we were in a situation we were stripped of most of our equipment, and thus would make better tattoos, would help.

Also, those sixteen enchantments on my armour that I think I want could do with some winnowing down, if you're up for it?
 
Hookay, here we go. First off, a note before we start. There is every likelihood that at least some of the entries on these lists were done while sleep-deprived, mightily stressed, or both. So if you come across something I say I want that just plain does not make sense for me to want, it's likely either that, paranoia ("what if this incredibly unlikely and specific scenario comes up, and I don't have the enchantment to deal with it?!?"), or a misunderstanding of the rules. Similarly, if there's something incredibly useful for a common scenario and how could he miss it?, I likely read it while sleep-deprived or stressed, or just misunderstood the rules that would make it useful. Also, I may very well have doubled up on items or enchantments that give a lesser and a greater of the same bonus, which I am aware do not stack, but I did this over a number of weeks, so may have forgotten that I already had an item for it that I should keep over the new one, or replace with the new one. Please be gentle.

That said, desired enchantments for armour:


And next, the Wondrous Items and Rings. Same caveats apply.

Head
Nothing, wearing helmet

Headband
Headband of Mental Superiority +6

Eyes
Truesight Goggles, Arachnid Goggles

Shoulders
Cloak of Resistance +5, Juggernaut Pauldrons, Wings of Flying

Neck
Periapt of Health, Periapt of Proof Against Poison, Amulet of Natural Armor +5, Periapt of Wound Closure, Necklace of Adaptation

Chest
Sipping Jacket, Sash of the War Champion

Body
Robe of Stars, Xorn Robe

Belt
Belt of Physical Perfection +6, Belt of Tumbling, Meridian Belt

Wrists
Bracers of Continuous Shield

Hands
Gloves of Dueling, Gauntlet of Rust (Greater or normal, doesn't matter, in it for the no-rust-monster effect, which I can get on weapons, but can't find for armour)

Rings
Ring of Freedom of Movement, Ring of Evasion, Greater Ring of Inner Fortitude, Ring of Regeneration, Ring of Protection +5

Feet
Boots of Speed, Greater Boots of Striding and Springing (like the normal ones, but using Greater Longstrider instead of the normal one)

Some Slot, dunno which yet.
Some Protection From Evil item

Turns out I miscounted how many wondrous items/rings I wanted. Wasn't far off, though...

Thanks guys! And remember, I'm willing to get magical tattoos out the arse as well as combine items, if I have to. Just want to trim it down a bit, first.
 
Hmm....

The Ring of Regeneration probably makes the Periapt of Wound Closure redundant.

Using Expeditious Retreat for your boots will increase your movement speed even more.

Immunity to disease and poison are cool, but a dwarf fighter will have such a great Fortitude save to resist those anyway that I'd peg it as a lower priority than some of the other necklace items. On the other hand, they're not too expensive, so doubling the price for making them slot-less could still be affordable.

Skill boosts like the Belt of Tumbling are also relatively cheap, so you could get it slot-less and go for a higher bonus fairly easily. Ditto for a lot of the other cheap stuff like Sash of the War Champion.

(I usually get the Protection From Evil item as a shirt, since I don't usually have any other chest items I want.)

Lots of items here that I've never heard of, but they all seem like they do cool and useful things.
 
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Keep in mind that using more than one weapon at a time, even if it's a helmet or a gauntlet, could be considered Two Weapon Fighting with the usual penalties.
 
Alright, with my cosmology question answered (very helpful advice, thanks all), I now have another question. This one about dungeon designs.

Would any of you have recommendations for good dungeon mapping programs either for free or at least for affordable prices? I don't want to use random generators since I plan for most of my dungeons to have specific structures and/or tied to particular encounters, but the only good programs I have seen are either woefully threadbare (Roll 20 seems functional, but has cripplingly few free assets to work with), or cost around $40 a pop.

I'm using Hexographer for the world-scale map, but I'd prefer a top-down/square tile layout for actual dungeons and non-overworld representation, since it would be easier to work with and implement into online systems like Roll 20. Any suggestions anyone can recommend from personal experience in terms of variety of tiles and structure?
 
Alright, with my cosmology question answered (very helpful advice, thanks all), I now have another question. This one about dungeon designs.

Would any of you have recommendations for good dungeon mapping programs either for free or at least for affordable prices? I don't want to use random generators since I plan for most of my dungeons to have specific structures and/or tied to particular encounters, but the only good programs I have seen are either woefully threadbare (Roll 20 seems functional, but has cripplingly few free assets to work with), or cost around $40 a pop.

I'm using Hexographer for the world-scale map, but I'd prefer a top-down/square tile layout for actual dungeons and non-overworld representation, since it would be easier to work with and implement into online systems like Roll 20. Any suggestions anyone can recommend from personal experience in terms of variety of tiles and structure?


Dungeonographer works OK, same people as hexographer.
 
I did a roundabout question about it on Paizo's forum (the AoO simplification was mentioned in a blog post), and it sounds like casting defensively is gone, but AoOs are now clarified to happen directly after the triggering action, meaning you don't lose the spell (if it has a casting time of 1 standard action - or less, presumably) since you get off the spell and then get AoO'd - plus, most healing touch-range spells and "a few other touch spells" specify they do not provoke.
This, it turns out, was not true (which I should have noticed earlier, but I didn't go back to the dev's comment until I noticed Starfinder's actual text to notice he'd later edited it). You explicitly lose the spell if you provoke and get hit, so yeah, being threatened is now a more effective way of shutting down spellcasting. Readied actions only resolve after, though.
 
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