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Grundhu the Derhii

Andy Ferguson's page

Pathfinder Society Member. 601 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Alchemist + Explosive Missle + Kirin Strike is going to be pretty scary, and has the added effect of being able to damage things that will be immune to sneak.


Everyone is aware that, as it's currently worded, the impact quality doesn't appear to reference the size something actually is, right?

SRD wrote:
This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon's enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.

It seems as if all the other size enhance effects (lead blades, strong jaw, Belt of Thunderous Charging) all mention actual size, but Impact doesn't. So treating it the same, as far as it's worded now, may be incorrect.


It looks like the favored class bonus on Dhamphir was 'errated' to only 1/4 per level instead of 1/2, so getting to 32 caster level would make him too much of a one trick pony, which is a shame. But it's still fairly easy to get to a 16 caster level to posses a keelboat and ride around.


Deathwine looks really good.

Posses Object wrote:
This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you.

The bolded part is why I think caster level matters.


Another member of the party is a undead lord who is storing the body of a giant dragon turtle for later to make his own boat. So we've got the undead boat covered, and really I just want him to make undead sharks to pull us around on rafts.

I'm not trying to dominate the game.

Aren't there undead who have aura's that buff necromantic spells?


I'm playing in Skull & Shackles as a 10th level character, whoever my Goblin who gleefully burns all writing has been deemed inappropriate for the game, so I'm making a new character. So I am planning on making a caster who uses posses object to steal enemies ships, but am having issues hitting the 32 caster level that I will need to take over the big ships.

I'm thinking going Dhampir(Jiang-Shi-born) wizard, and using the favored class bonus to up my caster level, so I'm looking at CL 15, plus one from and Ioun Stone, +1 from a tatoo, maybe plus one for Bloatmage. That allows me to posses and animate Gargantuan ships (keelboats) but not the Colossal ones (which are most of them). I guess I can read a scroll of Deathknell on a chicken to get another caster level, but that only puts me at 19, 11 short.

What am I missing?


Spirited Charge (Combat):

Your mounted charge attacks deal a tremendous amount of damage.

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Trample (Combat):

While mounted, you can ride down opponents and trample them under your mount.

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Combat while Mounted:

With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted.

If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).

And Ride-By Attack mentions you four times.


If you charge on a Phantom Steed, do you need to make a will save?


Ssalarn wrote:
Matthew Morris wrote:
So you conceed it's RAI. Good.
RAI does not contradict RAW in this case. RAW is just ambiguous.

You are suggesting that RAI is that the feats work when the mount takes the charge action. RAW is that the rider takes the charge action. Now I think it's easy to infer that they clearly don't want to break the mounted combat feats, but by creating this odd charge by proxy they are creating more problems then they are solving. With this new system Magus can use spell combat and spirited charge together. It's unclear if whirlwind attack is forbidden, and really it unclear what is forbidden while on a charging mount.


SKR's ruling creates some questions, and a few problems, besides making the language in the mounted feats messy. Can you no longer brace against a mounted charger(just the horse), does the rider now provoke against the target of the mounts charge(because of there movement), and can you use full round actions when your mount charges(seeing as you are no longer using a charge, or move action)?

Also most feats don't specifically spell out that you can use them while mounted so does that mean unless something is specifically called out as working you are unable to use it?


2 people marked this as a favorite.
shallowsoul wrote:

Please please please stop ignoring the actual ability instead of focusing purely on the words.

Pounce is not just an ability that let's you charge and gain a full attack. It is an ability that allows a character that is using his own momentum to propel him forward.

Please explain to me in game how you are transferring this ability to a mount? Do you suddenly become enveloped in magic energy and then cause your mount to leap from the ground in a charge?

prd wrote:


Ferocious Mount, Greater (Ex)

Prerequisite: Barbarian 8, ferocious mount rage power

Benefit: While raging and mounted, the barbarian’s mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions.

So now that it has been shown how you give your horse pounce you can accept that ragelancepounce works?


1 person marked this as FAQ candidate. 3 people marked this as a favorite.
Sean K Reynolds wrote:

GBT gives you pounce.

Pounce allows YOU to make a full attack when YOU make a charge.
If YOU are mounted, the MOUNT is making the charge, YOU are NOT making a charge.
The mounted combat rules specifically say that you only get ONE attack if your mount charges.
GBT does NOT say "when the barbarian is mounted and the MOUNT makes a charge, SHE may make a full attack."
Cavalier’s Charge wrote:
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted.
Ride-by Attack wrote:
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge).
Fight with a Combat-Trained Mount: wrote:
If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.

There seems to be a lot of rules that suggest you being mounted does not change the charge action. Is there going to be some effort to change all that?


Turgan wrote:
Andy Ferguson wrote:

Alchemist is the way to go. Explosive Missile + Kirin Strike + Targeted Bomb Admisture = dead dude.

That is an interesting combination, but wouldn't "Kirin Style" (add Int-modifier to damage twice)do the same as "targeted bomb admixture" and thus not stack?

I've never heard of that rule, where did you see it?


Alchemist is the way to go. Explosive Missile + Kirin Strike + Targeted Bomb Admisture = dead dude.

However that is all the from ultimate line of books. Zen Archer wouldn't be bad. They can use there unarmed fist damage on arrows, combine that with a monk's robe and vital strike and you would deliver a pretty big hit.


There isn't an item that's not a scroll or wand that allows you to cast Undead Anatomy on yourself is there?


So to bump and recap, we've got
Races: Wayang and Dhamphir
Class: Oracle of bones or blackblood
Feats: Necromantic Affinity
Items: Rod of the Wayang (still makes me giggle)
Curse: Curse of the Living Dead

Anybody think of anything else?


The Asylum Stone looks good, I'll have to check out if something like that will work. I also say the Rod of the Wayang (which makes me giggle) would be something in a pinch that might work, but it's only once a day.


Loup Blanc wrote:
Well, you could always get yourself killed and have him animate you as an intelligent undead.

That's the eventual goal, but getting there has sometimes been a bit tough. That's why I much more interested in an item, instead of feat choices or class choices.


I'm playing in a group with an evil undead lord cleric, and there are times, in the heat of combat, when it would be advantageous to be treated as undead in terms of healing. I know about his death's kiss ability, I know about the feat Necromantic Affinity, and I know that a couple of races can be healed as undead. I'm wondering if there are any other ways, especially items, that would allow me to be treated as an undead when it comes to the cleric.


Umbranus wrote:


But in other cases it was FAQed that two abilities that add the same stat to something don't stack.
For example agile maneuvers and another feat that lets you add dex to CMB or CMD for one maneuver doesn't stack. (in this case once dex instead on str and once dex doesn't stack)

Where did you see that FAQed?


I asked because I was looking at Kirin Strike with the bombs, thou that would obviously be a bit later in the build.


Obviously int and favored class bonuses, but does anything else add to it?


Jiggy wrote:
As far as I know, a druid can't get the rage subdomain at all.

The Saurian Shaman can get the destruction domain, so maybe they can grab Rage, but they can't get a badger (too OP!!!).


I'm playing though Skull and Shackles with an evil party, and just brainstorming backup character ideas.

I'm playing with two barbarians and a divine necromancer, so if I croak I wouldn't mind coming back as something that has some ability to solve problems without ultra-violence. I'd like to be some kind of versatile caster and while I could simply be a person who has a broad range of spells and an evil mustache, I'd much rather use this rare chance to go full evil to grab something restricted (either rules wise or thematically) to the bad guys.


Where does it talk about Besmara's Rangers getting familiars in place of Animal Companions?


2 people marked this as a favorite.

The -2 constitution is essentially offset by taking Resilent(or some other trait) and Toughness. In exchange for 'needing' to get a trait and a feat you get a natural attack plus some other proficiencies or natural attacks. Tengu don't excel at everything but -2 to con isn't the death sentence people are making it out to be.


If you started with a small humanoid, you could reduce person to get tiny, then share spell enlarge person on the weasel, allowing you to ride him. Take greater raging mount and share all your rage powers, plus ragelancepounce.


If only someone would come up with a way to compare the different four person groups ....


Stuffy Grammarian wrote:
Andy Ferguson wrote:
If only Rogue's had some class feature that helped with that ...

The plural of "rogue" is "rogues" -- not "Rogue's."

As I'm unable to get past that, it's hard for me to evaluate the rest of your corrections.

But the rogue owns the class feature.


2 people marked this as a favorite.
Kelsey MacAilbert wrote:
The problem is that Rogues are too heavily tactical, and the average player doesn't play like that, and when the do it's REALLY easy for a GM to throw a monkey wrench at them.
As opposed to every other class?
Kelsey MacAilbert wrote:
For example, if the Rogue is scouting, have a monster grapple ad subdue her, drag her away, and slit her throat.
If only rogue's had some way to be hard to detect ...
Kelsey MacAilbert wrote:
Rogue trying to stealth in combat? Nope. As soon as the Rogue moves out of cover, she is revealed.
If only Rogue's had some class feature that helped with that ...
Kelsey MacAilbert wrote:
Rogue is flanking? Bull rush or counterflank.
Rogue's cant flank every round of combat, ohh noes ....
Kelsey MacAilbert wrote:
Rogues, even with Uncanny Dodge, can still be flanked.
Are you saying the reason Rogue's are weak is higher level rogues?
Kelsey MacAilbert wrote:
They don't suffer the normal AC penalty, but it still prevents them from sneak attacking.

No it doesn't.

Kelsey MacAilbert wrote:
Plus, you pointed out that Rogues need to work as a team. Nobody wants a character who's worthless without Swordy McStupidhead to set their moves up.

People have pointed out that Rogue's benfit from working as a team, but then again, so does every other class. It's almost like working together is a valid tactical choice.


Kelsey MacAilbert wrote:
Andy Ferguson wrote:
Kelsey MacAilbert wrote:
Flanking assumes perfect tactical positioning. This is pretty much impossible to achieve, as any intelligent GM will have the other monsters break up the flank or counter flank.
In our games flanking just assumes that you are opposite a friend that is threating your target. It's not impossible, they have some good charts in the rulebook of how you achieve flanking.
And any qualified GM will break that flank with tactical maneuvers from other monsters or a counterflank before it amounts to much.

And any qualified player will move back into position to continue flanking. Now you say, Nuh Uhhh, and I'll say Uhh Huh.

Quote:
Kelsey MacAilbert wrote:
Andy Ferguson wrote:
Kelsey MacAilbert wrote:
How often does the Rogue ever start out in a position to SA? That's right. Never.
In our games everyone is flat footed until they act in the first round, so the Rogue's quite often start out able to sneak attack.
Except that round is needed for the Rogue to move into position, so the Rogue can't SA yet.

Read how combat works again, you are missing a host of rules here. Namely how ranged combat works and that you get a full round of actions in the first round of combat(Only surprise rounds limit you).


Once you get Shadow Projection you will be pretty cool, before that you will be kinda uncool.


Kelsey MacAilbert wrote:
Flanking assumes perfect tactical positioning. This is pretty much impossible to achieve, as any intelligent GM will have the other monsters break up the flank or counter flank.

In our games flanking just assumes that you are opposite a friend that is threating your target. It's not impossible, they have some good charts in the rulebook of how you achieve flanking.

Kelsey MacAilbert wrote:
How often does the Rogue ever start out in a position to SA? That's right. Never.

In our games everyone is flat footed until they act in the first round, so the Rogue's quite often start out able to sneak attack.


1 person marked this as a favorite.
Algodor wrote:
It doesn't say anywhere that the Sohei can make flurry of blows while wearing armor. So congrats, you're class isn't that rigged again. He's simply proficient with light armor...

It also doesn't say a monk can flurry while wearing a hat.


Pathfinder Campaign Setting: Inner Sea Magic


Our normal approach is KICK IN DOOR, MURDER FACE, so I was thinking about something different. I think it's probably a lot harder to balance encounters if the party is always prepared, so I'll just make sure to talk to the GM.


Random encounters are kinda sacred to DnD, and don't always make sense. To me, having a forward scout should help, but I'm not GMing, so I will just make sure to talk to him.


Fast Stealth helps the stealth skill more then Skill Focus before level 10 is why I was looking at it.

I was looking at rogue before going into Horizon Walker cause Terrain Mastery is really good.

Ranger is a really good class, that horizon walker build will have better skill bonuses however.

Being faster then the horses is a legit concern though.


April 1st is that way --->


Duh!!!!!

Celestial Armor, while pricey, has a max dex of 8, and would allow you to fly once a day.


Yeah, if I wanted woodland stride the suggestion of Wood Oracle seems the easiest, though it's odd that nature oracle doesn't get it.

I've heard that the random encounters are based on exploring hex's.


If you went half-orc instead of half-elf you could grab chain fighter to get spiked chain proficiency and keep Ferocity to help stop yourself from dying from dropping rage. Spiked chain isn't as good as the crit blade though, but if you are worried about your defense ... Otherwise it looks like a holy terror.


I thought multiples were additive as well. It doesn't really address it in the rules, as far as I've seen.

But what comes closest is the rules for spirited charge. Normal mounted charges with a lance do x2, spirited charge does x2, but when you combine them it's only x3, not x4.


I'll have to make sure that the GM isn't going to have the random encounters rain down on us from heaven, cause you are right, that would make a forward scout pretty useless.

And I'll have to look into woodland stride.


Cheapy wrote:
The encounters, mostly. Lots of random ones. A few dungeons though. Maybe my perceptions are skewed by the GM's way of playing.

It seems like a character with good senses and a stealth skill would be ideal for that, versus a character who can do magic for 30 minutes a day.


A scrying sensor, that usually lasts minutes per level, has a spot dc of 20+ the level of the spell. It's pretty easy to get a stealth score that's higher then that.

Is there a reason you don't think a forward scout would work in Kingmaker?


Fast Stealth seems really good for someone who goes out in front of the party and scouts. Elves and halflings can get something like it, but they are kind of compromise races for what I am looking for.


I'm getting ready to start Kingmaker and was tossing around the idea of playing a forward scout type character, and was looking for advice.

I'm more interested in being able to move at full speed stealthly through natural terrains for long periods then sneaking past a dungeon guard.

I've not seen many spells to help my stealth that last long enough to be all that useful, so I'm steering away from using spells for stealth (not to say that a wizard with a trait and a cat familiar wouldn't be good) but I might have missed some amazing spells.

I thought about a ranger 4/rogue 2/Horizon walker character for the stacking terrain bonuses and fast stealth. I also tossed around a wildshaped druid to change into something small and scout ahead. But I'm open to whatever, just looking for ideas.


Spell Specialization and Varsian Tattoo for caster level.


The only bad thing about unseen servant is it's base speed is 15ft, and it has to stay within range, but as long as you don't take it on long hikes it's pretty cool.

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