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Looking over the Bard Archtype from Ultimate Combat, it never seems to state if Archaeologist's Luck increases in rounds per day as Bardic Performance would.

It's missing the second sentence from Bardic Performance which normally reads "At each level after 1st a bard can use bardic performance for 2 additional rounds per day."

Is it safe to assume that Archaeologist's Luck should likewise increase as an Archaeologist levels or is it RAW in that it is permanently 4 + his Charisma modifier in rounds?


Hey, Keir found a Thunderfury.


I am looking to join or GM a weekly Pathfinder game. I can host and if I GM, I currently have one other player.


It's a shame my party already killed Vegsundvaag in my Jade Regent campaign. This literally is picture perfect.

Icingdeath was a good stand in though.


One of these days, I would like to build a Roughrider (Fighter - APG) off of either the Sylvan Bloodline (Eldritch Heritage tree) or Animal Ally (Faiths and Philosophies).

And then there's those feats that allow a centaur to use mounted feats, the source of those escapes me at the moment.


Duiker wrote:
Iuon stones or wands are abysmal wastes of money for this. Crossbow bolts cost 1/10 of a gp each. Spend a 100gp to buy a thousand bolts at level one. Now you don't have to track ammunition. Sometimes magic really isn't the answer.

Hopefully that level 1 crossbow user can lug around 100 lbs of bolts without a problem.


I would also like it if the Warpriest could qualify for combat feats using level for BAB only with Sacred Weapons. If deprived of a sacred weapon, those feats go away, which seems fair in my book.

If not, perhaps a list like Monk bonus feats wherein they can take feats they normally don't have the prerequisites for at varying level intervals.


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I want to stick him in as a boss in a one shot with a tag-along NPC just to have him say:

"Did you just punch Cthulhu?"


Being that the Arcanist bonus feats are essentially wizard bonus feats, would you also conclude that they can choose Arcane Discoveries as well?


Hrm, that gives me an idea in a game of mine then that also allows 3.5 stuff.


I thought as such.

The only exception I would see is say a Master of Many Styles as fuse style replaces flurry of blows. Armor zaps a monk's ability to use flurry, monk AC, and fast movement, so I would guess that it would also prevent an archtype monk from using an ability that replaces flurry of blows.


Can style feats function in armor? I don't see anything in the Style Feats section that says otherwise.


I miss this good old sandboxy dungeoncrawl. Can I get a copy?

Spoiler:
paladin5286 @ yahoo.com


I had personally almost played through Rise of the Runelords but unfortunately due to life stuff, we had to end the campaign when we were on the fifth adventure path. Having been remastered and collected in an Anniversary Edition, I read through the path and want to finish the campaign, this time as the GM.

I'm looking for four players around the Central NJ area for a weekly game. I currently run a weekly Jade Regent game but that one is slowly getting strained by real life stuff as well. I'd need someone to host, as unfortunately, my place in Bordentown doesn't have the room lest we play in the unfurnished basement with only one power outlet. On occasion, I can and have run games online via roll20 and Skype but I only want to do that as needed.

-Alex


I had personally almost played through Rise of the Runelords but unfortunately due to life stuff, we had to end the campaign when we were on the fifth adventure path. Having been remastered and collected in an Anniversary Edition, I read through the path and want to finish the campaign, this time as the GM.

I'm looking for four players around the Central NJ area for a weekly game. I currently run a weekly Jade Regent game but that one is slowly getting strained by real life stuff as well. I'd need someone to host, as unfortunately, my place in Bordentown doesn't have the room lest we play in the unfurnished basement with only one power outlet. On occasion, I can and have run games online via roll20 and Skype but I only want to do that as needed.

-Alex


I should pick this up for my VTT RotRL game I'm planning to start. Even if Image Extraction doesn't work, print screen is good enough for me since I need to chop up the maps anyway for my VTT setup.


7-10ish.

The two players that are moving hosted the game so my current issue is finding a place to host. I'm also in the process of responding to interested players from the message board posts I've made thus far.


After reading both the Monk, and the Combat Style Feat rules carefully, I believe I've found that armor does not inhibit unarmed damage (though it eliminates Flurry and AC Bonus of course, and evasion if it's Medium/Heavy).

Armor also does not seem to inhibit use of style feats. So after toying with melee builds with a combat style tree worked in, Crane can work scarily well with a Duelist and Tiger just lets a Two Handed Fighter more consistently do very heavy attacks, despite the AC penalty.

While a majority of the style feats benefit only with unarmed strikes, I've seen that many can be done merely with one open hand or by only benefiting from the non-unarmed benefits the feats grant.


Hey all,

The current game I run is being pushed into an indefinite hiatus due to two of my players moving.

So, I'd like to run a new weekly Jade Regent game in the Mount Holly, NJ area. I currently have two players and I'm looking for two, possibly three more. We usually meet Monday or Tuesday nights and occasionally do longer sessions on weekends.

If anyone is interested, let me know.


Unfortunately, yes. It's a full round action that provokes AoO's but if the whole party is paralyzed, they're SoL.

Automatic hit, instant critical hit. Fort save or die vs 10 + damage dealt.


Hmm, perfect for this defensive monk I had been throwing ideas around for. So long Duelist levels and Hamatulatsu.


Just remember, a wand will never replace a dedicated healer. My group is learning that the hard way


Currently running a Two-Handed Weapon Fighter in a Rise of the Runelords Campaign. Started off at level 3 and am currently level 11 and the one thing I can say is damage can be tremendous using the THF archtype.

Since I wanted to also have to RPing potential, I decided to invest feats into Intimidate, notably Persuasive, Skill Focus(Intimidate), and Intimidating Prowess. Not only has it helped with certain RPing situations, it knocked down enemies a peg or two by giving them penalties to their rolls. Now that I'm level 11, Dreadful Carnage and an unbuffed intimidate check of +29 does wonders in and out of battle.

Currently toting an Earthbreaker, but I'm considering retraining to the Tetsubo. 2 less damage is okay to me in exchange for a x4 crit, exotic weapon or not. It'll be fun if I ever get him to level 19, then 20. I calculated that with my stats, a single Devastating Blow would do a minimum of about 230 damage which I'd say is pretty good.

I think the feat that made the biggest difference was Furious Focus. That and Overhand Chop dominated lower levels, Backswing + Power Attack + Furious Focus make the first attack some guaranteed pain, with additional attacks being even worse if they hit despite the penalty. Otherwise, Piledriver + Overhand Chop + Power Attack + Furious Focus give some good battlefield control.


The CotCT chase scene is pretty unbalanced against an average party unless one of the party members is built similarly to the NPC, i.e. a high DEX character with skill boosting feats and the shingles runner feat.

The NPC was consistently able to ace both skill checks per square and perpetually got further than our party, which consisted of a talk/trap rogue, a barbarian, and a cleric (who made little to no progress in the chase). I felt the whole chase part of that adventure path (though technically only one "encounter") was a waste of time since we had no chance unless we started banging out consecutive 20's (which don't necessarily help on skill checks).

While I would run with the chase rules, I always look to give my player's a sporting chance then put the pressure on when it comes to crunch time rather than severely outpace the party to the point where it's impossible for them to catch up.


Barbarian makes it tougher. The Weapon and Shield style Ranger gets Shield Master at 6th level, which is pretty awesome. If I were building Captain America, I would do a Weapon and Shield Ranger then break off Ranger and go for Stalwart Defender, maybe splash Barb at level 7 for fast movement.


It's starting to feel like AD&D 2nd to me. I see "archtypes" now as "kits."


I've found that while the old Tome of Battle stuff (Crusader, Swordsage, and Warblade) were broken in 3.5, they play nicer in Pathfinder and serve as almost bending arts.


Dorje Sylas wrote:

To answer the question, the Duskblade is basically Pathfinder worth. Simply bump up the HD to d10, check the skill list for any consolidations, and you should be good to go.

Most late era 3.5 classes are already consistent with the level of power Pathfinder moved the core classes to. This is mainly due to the power creep from those same 3.5 classes.

Agreed. I prefer the Duskblade over the Magus but that's a personal preference.


I had found the new Spellcraft a bit troubling as well since I was playing in a game that updated a 3.5 game to Pathfinder. This meant that a slew of ancillary classes we were playing that couldn't get Spellcraft at all before suddenly got it (since they had concentration).

We decided to keep Concentration as a separate skill because a Warblade and Psion suddenly being able to say, that's a Righteous Might when before they would say, okay, he got bigger.


Abraham spalding wrote:

Can a Duelist use it to get precise strike with two weapon fighting?

There is entirely too much ambiguity on this feat right now.

Oh man, ambiguity on this feat is just the tip of the iceberg in my lookover. Here's my take:

PRC Enhancement, pg. 9 wrote:
"When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield."

One way to interpret this is that if you decide to use precise strike, you cannot use your off hand attacks because you've activated an ability that, according to the wording, locks your off hand in terms of attacks.

Pathfinder Beta, pg. 97 wrote:
"After making all your attacks with your primary hand, you can swap your primary weapon to your off hand and make attacks using that weapon in your off hand."

This wording leads to the interpretation that Weapon Swap just happens as an after thought and doesn't need to be declared. I read this as meaning that the feat could always work provided you are doing a full attack.

This stands in contrast to Two Weapon Fighting, which has to be declared with the intent of using your off hand before you even begin your full attack as all attacks get the TWF penalty. This stands in contrast to Weapon Swap, where only the off hand attacks gets a penalty. This shows how the duelist cannot do Two Weapon Fighting and precise strike, but its not clear about what would happen with Weapon Swap.

Still, one could also assume that you focus on doing the precise strikes first, then swap to attack at TWF and Weapon Swap penalties. However, since the attacks get the penalties I would think that they would not gain the benefits of precise strike. So the main hand attacks are all precise strikes, and the off hand attacks are normal (and at penalty of course).

However, there's still the glaring "cannot attack with a weapon in her other hand" sealing that last thought.

I would assume that you can still hold a weapon in the off hand, so feel free to wield a +5 defending dagger, or better yet, a +5 defending gauntlet, and transfer all the AC from its enhancement bonus onto yourself. Just think of it as a ridiculously expensive shield that isn't a shield as you make your precise strikes.

My, $0.02.

Other opinions/rulings?