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Game Master JCServant


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Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

OK, I'll drop the Healing Hex, maybe.

Grand Lodge

Megekki wrote:
Do I still get to add a Human-derived +2 to a stat of my choice, after finishing point-buy up to 12pts?

This

Andoran

GM-JC I think I'm going to go an Elven or Tiefling (if acceptable) Conjurer.

I just feel that playing a half rogue/half wizard, and not being particularly good at either, would just be really frustrating in the long run.

Plus your clarification on AOE spells has put my mind at rest too.

I'll have him finalised tomorrow and start outlining a backstory.

Grand Lodge

Hmmm...I hate to do this especially since y'all mentioned this earlier so it is after the fact...but would it be possible to steer y'all away from having too many summoned beasties? I purposely limited the number of players to keep the combat and stuff as fast as possible, and summoned monsters (especially eidalons and druid pets that are around permanently more or less) are the same as having another party members (in terms of time it takes me to resolve).


Elf Wizard 7 / Archmage 1

:'(

P.S. I'm trying to steer away from the fighter class (going cold turkey) :D Maybe monk or monk druid


Elf Wizard 7 / Archmage 1

Actually looking at the group setup so far, I am again going back to my Barbarian (Damn! Can't steer away from melees)


I don't why people keep capitalizing the D in my name. FYI, it's pronounced They-drid.

With my stats, I'm going with a bow fighter. Nothing fancy, just pure ranged damage.

This is just me testing out some of the forum stuff so I can the hang of it.

Test:
Test.

1d20 + 6 ⇒ (11) + 6 = 17 To hit
1d8 ⇒ 7


Elf Wizard 7 / Archmage 1

Hm, ok. But don't count on the frontman to trigger the traps :D

Also, we will be without a scout to check on ahead, etc.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Megekki could learn Animate Dead.

Then we'd be ready for the second trap.

:)

Grand Lodge

Second level cleric spell, "find traps" really rocks.

Brandon-> JamZilla (13,14,15,13,15,13) - Rogue/wizard/arcane trickster ?
BD->Thornborn->Megekki (11,10,10,11,15,10) - Scarred Witch Doctor
Aaron->THEdrid (13,18,13,11,11,15) Ranged Damagme
Tessai->Elduhurd (16,11,11,17,14,10) Barbarian!
Kyle->Brenton (13,14,13,17,11,11) Another Priest?


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Kyle/Brenton: If Priest means healer, I'll steer Megekki away from that?


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

It does. a priest is a lot like a cleric except less combat oriented and more skill/spell focused.


Elf Wizard 7 / Archmage 1

I will be away until later on today-just wanted to let you know that my 2 strongest options so far are (both frontline):

- a monk :D
- Fighter (unarmed fighter)1/Barbarian (Invulnerable Rager+Urban Barbarian)N

Just something for you to mull over :D

Grand Lodge

Brandon-> JamZilla (13,14,15,13,15,13) - Rogue/wizard/arcane trickster ?
BD->Thornborn->Megekki (11,10,10,11,15,10) - Scarred Witch Doctor
Aaron->THEdrid (13,18,13,11,11,15) Ranged Damage
Tessai->Elduhurd (16,11,11,17,14,10) Fighter/Barbarian or Monk?
Kyle->Brenton (13,14,13,17,11,11) Another Priest

So, I'd like class / race decisions done by Wednesday... and everyone to have emailed me their character information for first level by Friday 5pm EST. Deal?

Silver Crusade

KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Hi guys, JamZilla here.

I'd like to put forward Emrys, a straightforward Conjuration specialist with some blasting added in (hence the spell focus in both conjuration and evocation).

JC, although I will be doing some summoning it won't be my main focus by any means so things should still run smoothly. Likewise, although I have taken a familiar over an arcane bonded item, I won't be doing any improved familiar shenanigans to break the action economy.

Advice, critique and suggestions more than welcome.

Personal:
Emrys Adamae
Elf Wizard 1
CG Medium Humanoid (elf)
Init +5; Senses low-light vision; Perception +4

Defense:

--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 8 (1d6+1)
Fort +1, Ref +3, Will +3; +2 vs. enchantments
Immune sleep; Resist elven immunities

Offense:

--------------------
Offense
--------------------
Speed 30 ft., shift (5') (6/day)
Melee Dagger +1 (1d4+1/19-20/x2) and
Quarterstaff +1 (1d6+1/x2) and
Touch Attack +1 (As Spell/x2)
Ranged Light crossbow +3 (1d8/19-20/x2) and
Ranged Touch Attack +3 (As Spell/x2)
Wizard Spells Prepared (CL 1):
1 (2/day) Burning Hands (DC 15), Magic Missile, Grease (DC 15)
0 (at will) Light, Prestidigitation (DC 13), Detect Magic

Statistics:

--------------------
Statistics
--------------------
Str 13, Dex 16, Con 13, Int 17, Wis 13, Cha 13
Base Atk +0; CMB +1; CMD 14
Feats Spell Focus (Conjuration), Spell Focus (Evocation)
Traits Scholar of the Ancients, Warrior of Old
Skills Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (planes) +7, Perception +4, Spellcraft +7 (+9 to determine the properties of a magic item)
Languages Common, Draconic, Elven, Gnome, Sylvan, Thassilonian
SQ +4 bonus on initiative checks, arcane bonds (oberon, scorpion, greensting), arcane focus, elven magic, empathic link with familiar, opposition schools (enchantment, necromancy), share spells with familiar, specialized schools (teleportation), summoner's charm (+1 rds)
Combat Gear Alchemical grease (2), Alchemist's fire (3), Alchemist's kindness (2), Sunrod (2), Tindertwig (3); Other Gear Haramaki, Crossbow bolts (20), Dagger, Light crossbow, Quarterstaff, Ranged Touch Attack, Touch Attack, Backpack (empty), Candle (5), Wizard's kit, 27 GP, 9 SP, 5 CP

Tracked Resources:

--------------------
TRACKED RESOURCES
--------------------
Alchemical grease - 0/2
Alchemist's fire - 0/3
Crossbow bolts - 0/20
Dagger - 0/1
Shift (5') (6/day) (Sp) - 0/6
Sunrod - 0/2

Special Abilities:

--------------------
Special Abilities
--------------------
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5') (6/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

Silver Crusade

KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

I gave him spell focus at level 1 as per PFS rules. If we are playing this as a more traditional AP ill give him back scribe scroll as that is my preference anyway.


Elf Wizard 7 / Archmage 1
GM-JCServant wrote:

Brandon-> JamZilla (13,14,15,13,15,13) - Rogue/wizard/arcane trickster ?

BD->Thornborn->Megekki (11,10,10,11,15,10) - Scarred Witch Doctor
Aaron->THEdrid (13,18,13,11,11,15) Ranged Damage
Tessai->Elduhurd (16,11,11,17,14,10) Fighter/Barbarian or Monk?
Kyle->Brenton (13,14,13,17,11,11) Another Priest

So, I'd like class / race decisions done by Wednesday... and everyone to have emailed me their character information for first level by Friday 5pm EST. Deal?

Deal GM-JC.

I am working on final decisions for the character, apologies for the delay... This week is killing me, I'll try to have it posted by this evening.

Grand Lodge

Yeah, just to be super clear...we are not playing by PFS rules at all. We are using my house rules (however, you will earn PFS sheets that can be applied to your PFS characters... 1 per book in the AP). I'm not a huge fan of crafting because it usually take extra time.. and my spontaneous casting house rule helps free traditional casters up more so that there is less pressure to have to scribe lesser used spells. However, if you its important to the effectiveness and/or flavor of your character, that's fine. Just make sure you're very familiar with those rules.

Grand Lodge

Oh, and it looks like I'm going to be super busy on Saturday, so I'll extend the deadline until Saturday night for getting your character info emailed to me. (Remember, it must be emailed...don't PM it to me please)

Silver Crusade

KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Given that you're not a particular fan of crafting, am I ok to keep spell focus at level 1?

Grand Lodge

You sure are.

Wow...major site outage.

Ok...like most of you, I'm finding my time for the holidays getting a wee pressed...despite the fact that I don't have family closeby. Its actually PFS related to my job as VC in Utah. It's a long story.

I'm extending the deadline for getting your characters to me to Dec 24th. (Hopefully, I will have time on Christmas to sit at my computer and put this into Herolabs). Let's continue to communicate thoughts, question, etc here. I will be checking several times/day on weekdays through the season. Alternatively, you can always email or call. Thanks.

Silver Crusade

KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

For my part I can save you some time by entering Emrys into HL and sending you the portfolio.

Somehow I have been super organised this year and got all my Christmas running around done early. So, I have time to put everyone's details into HL and email them if it makes things easier for you JC?


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Megekki will be up and complete today, I think, in this profile.

Questions, and sorry if they've been asked before.

Starting gold?

Two traits? Two, and one from RoRLAE?


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

I think the profile contains all the decision steps I can do yet. Still unclear of starting cash and how many traits and from where.


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

two traits, one must be from RotRL. I assumed starting gold to be average for your class based on normal rules.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

OK, I'll have to drop Magical Knack, then. Will take Family Ties, I think, unless someone else wants that. Hopefully I'll have a feat loose to pick up Magical Knack later on. I'll try to spend the rest of that gold sometime today. Starting at 105, median start gold for Witch.

Grand Lodge

Yeah, what Brenton Said.

And, again, please *email* your character's decisions to me. For example, tell me what skill ranks you took, don't tell me your totals (HL does that automatically)


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Will do.

Re: Traits sources, RoRLAE, RoRL(orig)?

Looks like I might have money to buy spells, can I start with a)extra spells bought into my 'spellbook'(The Mask), b)spells on scrolls, c)no such spell-stuff at all?

Grand Lodge

RoRLAE please. If you play the original, there's no PFS credit! EEK!

If you're a wizard type class, you start off with 3+INT mod spells, your choice. You may purchase spells at the normal retail price for the scroll and automatically succeed in scribing them into your book.

Grand Lodge

I have a lot of character info, but not all. I will be working on it today as I get time. Once everything is in, we will be able to begin play.

Silver Crusade

KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

I need to work on my backstory over the next day or two. Was beryrging I sent you in the email ok JC?


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Megekki sees...

Megekki sees... beryrging... is next to everything

Megekki sees.

Silver Crusade

KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Yeah my kindle fire can be really annoying. it's very inconsistent with auto-correct


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Megekki sees.

Grand Lodge

Got everyone in. PDF is uploaded. A few issues...Priest...your society dealie feat isn't legal for this group (sorry!). Megekki...what patron are ya runnin' with?


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"Sivanah, Lady of Veils. Hides all things. Shows all things..."

Oh wait, you mean Witch Patron. Hadn't looked at those, when building to 1st level. Really quick, Endurance, Deception, Trickery, Shadow, all seem to fit one or another of Meg or Sivanah's themes. Do you have a preference?

Oh, and scanning the PDF, the hair is not using CON as it's controlling stat, all the Scarred Witch Doctor stuff uses CON. So the hair, for instance, is +3 to hit, d4+3.

Grand Lodge

You're right...herolabs is off the mark. Buuuut, you're missing something too. Attacking with the hair is a secondary attack according to the hex description, so you subtract 5 on the to hit and only use 1/2 bonus to damage. So it should be -2 to hit and d4+1 . When I have time tonight, I'll fart around with Herolab and see if I can get it fixed. At least its using CON for your DC's.

As far as Patron...well, that's really up to you. Maybe your allies can help you out there.

I know that I'm still missing one character, but if I can get this started today from the story side, I will. I will announce it hear when I get it going.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Attacking with the hair would be a secondary attack, if it were used with any other attack. It will be used alone, and any natural attack used alone is a primary attack, full BAB+STR to hit, 1.5*STR to damage as though 'two-handed'. But SWD uses CON, so BAB+CON to hit, and +1.5*CON to damage. +3 to hit, d4+4. And 10' of reach.

I can't provide citations just now. I will if you need them.

Grand Lodge

The funny thing is, I read a bunch of boards on this...and even after reading three responses from Sean K Reynolds, I'm still a wee confused, but I still believe it's a secondary attack.

This first quote if what confuses people...

Quote:
If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 the creature's Strength bonus on damage rolls.

Basically, after reading this, one assumes that if they only use their hair, and nothing else, then the above applies. However, Sean replied later on in the thread....

Quote:

Remco Sommeling wrote:I know skr has replied, but it still seems weird to me that a creature that has multiple natural attacks has less effective 'hair' even if she chooses not to use those other attacks.

Sean: Them's the breaks, though. A lizardfolk that grows a tentacle (say, from the alchemist discovery) has to always treat its "hair" as a secondary attack, even if it doesn't attack with a manufactured weapon or its (primary) claws and bite. It keeps the stat block consistent (you don't have to remember to add +5 to its attack roll to compensate for the lack of the –5 secondary penalty) and means creatures with primary natural attacks are encouraged to use those natural attacks instead of attacks from other sources.

By that logic, a human that normally uses weapons and forgoes them has their hair attack, means that it stays a secondary attack.

Furthermore, I believe it can only be used as a secondary attack because of the way its written.

Quote:
Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch).

If it says she can use it as a main *or* secondary natural attack, then I would be more OK with that.

Lastly, I have to also consider that there's an archtype that has 'stronger' hair which *is* a primary attack.

Quote:
White Hair (Su)- At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet.

If anyone could use their hair has a primary weapon, then the White Hair witch would really be an unnecessary deal.

Long story short, with natural attacks, primary attacks are always treated as primary and secondary as secondary regardless of whether a creature/humanoid gives up other natural attacks, or loses them because of spells, severed limbs, etc.

Silver Crusade

KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

I think this is all just splitting hairs - snarf!

In all seriousness though, for what it's worth, I am also of the opinion that it is a secondary attack. A horses hooves are secondary. if it only attacks with one, that doesn't make it primary with str 1.5. There are better examples but for some reason that's the one that came to mind.

EDIT

Actually I looked into this a little and now I'm more confused.

If the hair is Megekkis only natural attack it should be primary according to this thread.

All very complicated.

Grand Lodge

Yeah, complicated. The devil is in the details. Read Sean's response...

Quote:
Sean: A lizardfolk that grows a tentacle (say, from the alchemist discovery) has to always treat its "hair" as a secondary attack, even if it doesn't attack with a manufactured weapon or its (primary) claws and bite. It keeps the stat block consistent (you don't have to remember to add +5 to its attack roll to compensate for the lack of the –5 secondary penalty) and means creatures with primary natural attacks are encouraged to use those natural attacks instead of attacks from other sources.

If there was a creature that was designed from the ground up with only one hair attack, that attack would be primary per the Bestiary rules. However, as Sean shows in his lizardman example...if a creature that's built with Primary and Secondary attacks (or gains a secondary attack from discover, hair, etc) somehow loses or gives up his Primary attacks, his secondary attacks don't suddenly become primary. So, a witch that forgoes his normal primary attack (fists, arrows, etc) does not suddenly causes his hair to upgrade from a secondary to a primary attack.

The only way the hair can be a primary attack is if it designed as a primary attack. The white hair of the white hair witch is that example. It's defined as a primary attack. The logic holds here... even if the witch uses other, legal attacks, it remains a primary attack using 1.5x bonus on damage there.

Grand Lodge

Megekki...forgive me if you addressed this earlier and I missed it...but isn't scarred witch doctor an orc only deal? I'm showing you as human.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Terms: PHH=Prehensile Hair Hex, WHW=White Haired Witch, C/C/B=claw/claw/bite, standing in for 'whatever other natural attacks'.

I have to disagree with your interpretation. Before the hex, Megekki the human had no natural attack. After the PHH hex, Meg has one natural attack. Any 'only' natural attack is always full BAB, 1.5 STR. Nothing you refer to (and nothing I can find) unstates that point.

The lizard man under discussion has claw/claw/bite/tail/hair/(tentacle?). He is not an example of a creature with one natural attack. SKR is saying that even if Lizo chooses to not use C/C/B, he still HAS them. So a Secondary stays Secondary, because he already has other Natural Attacks.

The White Haired Witch gets a primary (that stays primary if there are other natural attacks on the critter). The Prehensile Hair Hex is a secondary (which if it is the only Natural Attack, becomes primary).

Humans have no natural attacks. So any other first Natural becomes a Primary.

Regarding defending the value of WHW, her primary can ride along with other primaries and stay primary, while PHH cannot. WHW primary gets much better over time, and unlimited use is great RP. If WHW had stacked with Scarred Witch Doctor, I'd have taken it, but they conflict over the 1st-level Hex, SWD swaps for the Scarshield, and WHW swaps for the hair.

Let me know how you want to proceed. If the hair is to be at net -2 to hit, I'll use it differently than if it were at +3 to hit. My opinion and points are stated, but the last word is yours.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Yep, Megekki is a human, SWD is Orc-only. But Megekki has Feat: Racial Heritage: Orc, and so he qualifies for SWD.

Grand Lodge

I've read more forum entries on this...a lot more than I care to :P

Part of the challenge is that we are trying to apply rules made specifically for monsters to PCs. That's really what's creating a lot of the confusion.

And the more I read Sean's quote, and Megekki's response...the more I get confused. So, I'm going back to the combat rules on the PRD and working from there.

Quote:

Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.

Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.

You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.

The first paragraph talks natural attacks in general.

The next paragraph talks about secondary attacks specifically.

The main question is whether that last line in the first paragraph applies to and essentially overrides the details of the second paragraph when it applies.

I have to answer 'no.' And my reason isn't super deep. First, I'm not convinced that the hair was ever intended to be used as a primary attack by the way its written. It's only one hex, after all, so it's not a large opportunity cost. The white hair witch, who invests her entire archtype into it, it becomes a primary (which, incidently, becomes like a secondary the moment she starts using normal weapons or something in the same round...meaning that mechnically, I think it would work exactly like your interpretation of normal hex hair...so why take that archtype for the first few levels? I know it eventually gets better...)

Second, I'm thinking in my mind... if Megekki were to take a claw attack through a feat, alchemical discovery, etc, suddenly his effectiveness with his hair, even if it was the only attack he did, would drop dramatically. Just doesn't make sense. So, is the hair naturally very strong, or a secondary, weaker deal. I believe the RAI of the hex is the latter.

However, this seems to be important to Megekki, and I don't feel that ruling it the other way would break the balance of the game either. (Indeed, if a witch is using her hair as her standard action, then she's usually in a tight spot). It really is important to me that you all are having fun and enjoy your characters as well. My only concern is that sometimes players build on things that create combos that in themselves become a balance issue that I simply didn't anticipate when allowing something.

Megekki, in the interest of you enjoying your character, and the fact I don't see a gameplay balance issue of game breaking proportions with it (I suppose you could do something similar if you had a spear, after all), I'm happy to judge that you can use normal BAB and Bonus Damage x1.5 (per a single, primary attack) provided that's the only thing you are doing that round...and with the caveat that if you someone work this into some wierd combo that just BLOWS me away with its sheer power, I reserve that right to address that separately. But as single, standard attack action, its fine.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Well, be aware that at the moment, I see the following synergy will come up:

Frost Touch. Like Shocking Grasp, it can be delivered with a natural attack, in the round after it is cast (Frost touch, multiple rounds...).

Total damage would be 1d4+4 when the hair hits, and FT for 1d6+level non-lethal, plus fatigue. Same thing for (level) number of rounds, after casting FT.

So judge based on those numbers.

All that said, I don't want anything I'm not welcome to. And I don't want to build anything on sand, and find that some 3rd-level spell makes the hair too good. And I find the 'important to Megekki' line irksome. The issue is important to anyone who makes the same choice, so there's rules, and I'm not happy to spend social capital on charity to get back what the rules gave in the first place.

So skip it; I'll put the whole issue off by taking Healing instead. That will give me time to find some quote that might convince you, and I'll take PHH at 2nd or something.

Grand Lodge

I sent you an email. Thanks.


Male Garuda-Blooded Aasimar (Plumekith) Monk (Zen Archer, Qinggong Monk) 2/Ranger (Trapper, Urban Ranger) 1 || HP: 21/21
Spoiler:
Stealth +8 || Per: +10 (+11 vs. Traps / +12 vs. Evil Outsiders) || AC 16, T16, FF 14 || Fort +5, Ref +7, Will +7

Well, I have submitted my character finnally, apologies for the delay on this one guys, has been a crazy years' end for me...

You can see the details in the alias link - any feedback is welcome. Keep in mind its approval is still pending from GM-JC Servant :D

@GM-JC: Am I allowed to roll in the tiefling abilities 100 table or...?

Grand Lodge

That's fine.

Silver Crusade

KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Looks like we're nearly ready to go with this :)

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