Shoanti Tribeswoman

Arizhel's page

913 posts. Alias of Akinra.


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Points are hard to get in point buy systems. Cheap magic items are not.

See Muleback Cords. 1000 gp for +8 Str to Carrying Capacity only. That would bump you from 10 to 18, 17 points out of your 15-20 point build. For 1000 gold pieces.

See Handy Haversack. 115 lbs of bonus, non Str based carry capacity (because it weighs 5 always and can carry 120 pounds . . . ). And you do not provoke AoOs for taking items out. And the item you want is always on top.

See Heavyload Belt. Permanent ant haul for 2000 gold pieces. Triples your carry capacity. Even a Str 5 dervish saner can carry 36 pounds (keeping in mind that weapons and armor weigh 1/4 for small sized).

Stack all three, and you can get a Str 5 that counts as Str 13 for carry capacity, then triples that amount, then gets an additional 115 pounds for free.

That is 37.5 * 3 = 112.5 + 115 = 227.5 pounds, with a Str of 5, at light encumbrance, for 5000 gold.

Explain again why dumping Str is a bad idea?? If you have Craft Wondrous Items, you can make all the above items for 2500 gold. Just as a FYI, you would need a STR of 24 as a medium to get the same result.


Please FAQ.


PrinceRaven wrote:
I can't really find any justification to deny this working apart from "not on my table", which is GM shorthand for "that's perfectly legal, but I don't like it so you can't do it", which isn't allowed in Pathfinder Society.

I agree, but for the sake of hope on my own part, I have opened a Rules question as there is no concrete answer here.

You can find the question here: Taunt and Enforcer Rules Question


Gwen Smith wrote:
You might have some table variation on the Enforcer feat. Since the wording says "you can make an Intimidate check to demoralize your target as a free action" <SNIP>

I have posted a rules question about this as I had not considered that this combination would not be legal.

You can find the question here: Taunt and Enforcer Rules Question


7 people marked this as FAQ candidate. 2 people marked this as a favorite.

Question: Can you use combine the Taunt and Enforcer feats to make a free Bluff check to demoralize your target?

================================================================

Taunt provides that you can use Bluff in place of Intimidate.

Benefit: You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
Link

Enforcer allows you to use a free action to "make an Intimidate check to demoralize your target".

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
Link

Both feats appear in Advanced Player's Guide on pages 159 and 174, respectively


Kyle Baird wrote:

Enforcer says "make an Intimidate check to demoralize your target as a free action"

Taunt says "You can demoralize opponents using Bluff rather than Intimidate"

Enforcer is very specific about the check that needs to be made and I would expect a fair number of GMs to require an actual intimidate check and not allow the bluff check (which is really the perform check instead).

My counter would be that every skill check is a check. If you cannot use bluff in place of intimidate on checks, you cannot use the feat at all.

The only rule forum post I was able to find was this one, which indicates that it is valid, but not from a Dev or Mr. Brock.

SKR stated that the enforcer/Versatile Performance would work, here. Following the same logic, it seems that Taunt and Enforcer should work. Since we already know that the one version works, it seems the entirety should be fine. But that is just me, and the reason I am asking.


I am sorry, dawnflower dervish is the correct archetype. I always confuse those two!


There is a single forum rules question on enforcer with taunt It seems to work as I have laid it out, with minus the versatile performance. I will assume Versatile Performance works as I hope based on a half dozen similar issues questioned about Versatile Performance, and they all come out the same.

Since A=B and B=C, I assume C=A.


EDIT: Changed the Archetype to Dawnflower Dervish, the correct Archetype for the question. Thank you Belafon for noting the error!

I am building a PFS character, and someone on the Advice Forum pointed out some wording issues, so I thought I should ask for PFS specific rulings. I have checked the forum, and I do not see anything that directly relates, so I will post here in hopes of a moderately definitive answer. Please point me to any rulings by Mr. Brock, or the designers, if you are aware of any.

I plan to build a Dawnflower Dervish bard who worships Serenrae and is a halfling. This is intended to be an intimidate/nonlethal build.

Class Features, Feats and Traits:

1) At level 1, I intend to take the Taunt feat from Advanced Player's Guide, page 172.

Taunt
You may be small, but your remarks cut others down to size.
Prerequisites: Cha 13, Small size or smaller.
Benefit: You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.

I want to use taunt to remove the size penalty for my being a halfling.

2) I want to take Enforcer from the Advanced Player's, Guide page 159, at level 3.

Enforcer
You are skilled at causing fear in those you brutalize.
Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

3) I will be using the Blade of Mercy trait from Legacy of Fire Player's Guide:

Blade of Mercy
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue.

Benefit: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

4) As a Bard, I get Versatile Performance at level 2. I plan to take Versatile Performance (Sing) to allow me to use Perform (Song) in place of Bluff and Sense Motive.

All together, I believe it would work like this at level 3+ :

I attack Bob the evil goblin using my scimitar to deal nonlethal damage. I declare that I am using Enforcer. Assuming I hit, I make an intimidate check to demoralize the evil Bob goblin.

Enforcer allows the free action Intimidate Check.
Taunt allows me to forego the minuses due to size, and allows me to use Bluff in place of Intimidate.
Versatile Performance allows me to use Perform (Sing) in place of Bluff.

I roll 1d20+Perform(Sing) skill to determine whether or not I demoralize my target.

Question:
Am I mistaken, and if so, how am I mistaken so I can try to fix it.


Sorry to be so scattered in all this, but I was cruising the font of all human knowledge, the interwebs, and I am wondering about the effectiveness of taking level 7 as Weapon Focus (hitting always increases damage output), Dazzling Display at level 9 (I should have a very, very, high Bluff by level 9)?


Based on feed back, thank you all, I have reassigned my ability scores to:

8 Str; 18 Dex; 12 Con; 12 Int; 7 Wis; 18 Cha.

I have added the Fleet of Foot racial trait to increase base speed to 30.

I have added the Adaptable Luck to make my bonuses Luck Bonuses so they stack with Fate's Favored.

I still plan to take +1 Skill Rank from levels 1-4, and +1 HP/Level thereafter.

My skills are now:

Level 1 (8 Skills)

Perception, Perform (Dance), Perform (Sing), Spellcraft, Stealth, Use Magic Device, K. (Local), K. (Nature)

Level 2 (8 Skills) - Versatile Performance - Sing (Bluff, Sense Motive)

Perception, Perform (Dance), Perform (Sing), Spellcraft, Stealth, Use Magic Device, K. (Arcana), K. (Religion)

Level 3 (8 Skills) - Enforcer (I should be able to use Bluff in place of Intimidate, per Taunt, then use Perform (Sing) in place of Bluff per Versatile Performance to demoralize after each swing.)
Perception, Perform (Dance), Perform (Sing), Stealth, Use Magic Device, K. (Dungeoneering), K. (History), K. (Geography)

Level 4 (8 Skills) - Give up one spell known in order to get Pageant of the Peacock, +1 Dex.
Perception, Perform (Dance), Perform (Sing), Stealth, Use Magic Device, K. (Nobility), K. (Planes), K. (Engineering) Now have ranks in all K. Skills, so I can use Bluff, with the +4 bonus, to make K. Checks in place of the K. Skill.

Level 5 (7 Skills) - Arcane Strike, or give up feat for Pageant of the Peacock
Perception, Perform (Dance), Perform (Sing), Stealth, Use Magic Device, ???, ???

Equipment of special note to make certain to purchase:
1) Merciful Weapon.
2) Ring of Spell Knowledge Type I. (For Divine Favor spell)
3) Jingasa of the Fortunate Soldier.
4) Masterwork Tool (Perform (Sing)), (I think an atomizer with lemon and honey)
5) Masterwork Tool (Perform (Dance)) (I think Ballet Slippers)
6) Circlet of Persuasion
7) Handy Haversack
8) Cha Headband
9) Dex/Con Belt
10) As many consumables that allow me to cast Glibness as I can reasonably afford (+20 to Bluff)


I will get Perform Oratory in place of Diplomacy.
I will take Arcane Strike as my level 5 Feat.

I don't like to go below a 7 on Str, just to keep a shadow from being able to one shot me. I will drop Str a little and Wis so I can get to a 12 Int to help with Skills though. Fair enough about the climb when I can fly. I will switch the skill ranks to allow Swim so if I get blown of a ship outside of Absalom, I can still survive, or I can always go with masterwork dark wood armor so I have a swim bonus for wearing armor.

I took Fate's Favored to get Divine Favor through a Ring of Spell Knowledge.

I will take:

Adaptable Luck
Source Advanced Race Guide
Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

It is only 3/day, but at least it is a +3 with Fate's Favored, or +2 after the die roll as a Non-Action.

===========================================================


I made a bad title, and it was not getting the feedback I had hoped. Every once in a while my ability to use the English language seems to throw up barriers. I am trying again with a simpler title.

I plan to use GM credit to build a bard. Specifically, I want to build a Dawmflower Dervish whose main goal is to incapacitate the enemy so they have one last chance at redemption.

Unfortunately, I only know what to do at levels 1, 3, and 4.

Build thus far:

1st level: Halfling, Bard (Dervish Dancer) follower of Seranrae.

8 Str 18 Dex 12 Con 10 Int 8 Wis 18 Cha.

Traits: Fate's Favored (+1 to all Luck Bonuses) and Blade of Mercy (no penalty to using a blade to attack for nonlethal damage, +1 nonlethal damage)

Feats: Enforcer at level 1, Taunt at level 3, no idea at levels 5, 7, 9, and 11. Power Attack is right out as I do not have Str 13.

Favored Bonus: 1 Skill Point at each level up to 5, thereafter 1 HP.

Skills: 7/level

Level 1: Diplomacy, Bluff, Intimidate, K. (Local), Spellcraft, UMD, Perform (Dance)

Level 2: Intimidate, Bluff, Perception, Perception, Spellcraft, UMD, Perform (Dance)

Level 3: Bluff, Perception, UMD, K. (Nature), K. (Dungeoneering), K. (Religion), Perform (Dance)

Level 4: Bluff, Perception, UMD, K. (Planes), K. (Engineering), K. (Arcana), K. (Nobles)

Level 5: Bluff, Perception, UMD, K. (History) , Perform (Dance), Perform (Dance), Climb.

From here, I will keep Perception, UMD, and Bluff all the way up, and rotate ranks through for Climb, Swim, and Acrobatics. I will add anything else as it appears to be needed. Most likely catch Stealth back up to maximum.

I am giving up a level 2 spell slot or feat for Pageant of the Peacock a spell, unless I cannot find a decent feat before I hit level 5. Problem is I get the spell at 4, and no feat until 5. . .

Gear:
+1 Merciful weapon
Circlet of Persuasion
Headband of Charisma
Belt of Dex or Dex/Con
Scrolls/Potions/Wands of Glibness

I need help filling in the last 7 levels, please.


I have a concept I am going to build out using my PFS GM credits.

The basics are these:

18 Dex, 18 Cha, Halfling Dawnflower Dervish. My deity will be Sarenrae, and my personal goal will be to subdue rather than kill my enemies so they have a chance at redemption.

Feats:

Taunt and Enforcer (Enforcer first)

Traits:
Fate's Favored (+1 to three saves is just too good to pass up, and Divine Favor, see below)
Blade of Mercy

Skills:
Bluff at all levels.
Perception all levels
Use Magic Device all levels
Dance at all levels
Spellcraft levels 1 and 2 (so I can put Divine Favor into a ring of spell knowledge)
All social skills to 9 so I can aid other by 'taking 1'

I expect to get a ring of spell knowledge at level 2 (should have the Fame and Gold by then) and pick up a Ring of Spell Knowledge (Divine Favor).

Buffed, I should be doing 1d4 +2 (Battle Dance) +2 (Divine Favor) + 4 (Dex) + 1 (Blade of Mercy) for a total of 11.5 damage, and demoralizing most of the time (DC is 10+wis mod+HD) v. 1d20 +9 -4 against medium size = 15.5 on average)

At level 3, with Taunt, the negatives for size go away, and I use Bluff

At level 4, I plan to give up a spell known to get Pageant of the Peacock to replace the Bardic Knowledge I give up for being a Dawnflower.

No idea what to do post level 4, other than get a Merciful weapon, a haversack, a circlet of persuasion, and a pathfinder's pouch.

Thoughts?


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

I will stat up a sorcerer since the biggest hole seems to be arcane caster. Thinking of applying a Boon, I will work on it tonight after game day is over.


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2
Choon wrote:
How do regional languages work in PFS (Kelish, Taldan, etc)? Are those considered separate languages?

Yes they are. If you are a Human, you get your regional language free. No other race gets the free bonus regional language regardless of where they are from.

You can still learn then via Linguistics as normal, if you like.


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Nah, I am not playing the bard, just someone said something about too much formatting on the character sheet, and that is my overkill version of a character sheet.

I am leaning towards a Druid, Witch, or Wizard (in that order). Mostly waiting for the outcome of the rest of the party.

Right now we have:

Cleric
Bard
Monk
Fighter
??

once Imimrtl is decided I will make a final decision.


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

I have Played:

First Steps III
Quest for Perfection III
Rise of the Goblin Guild
Frostfur Captives
Feast of Sigils
The Disappeared
Citadel of Flame
Master of the Fallen Fortress
We Be Goblins

I have run Run
First Steps I-II
Frostfur Captives
Sanos Abduction
Quest for Perfection I-II

I am Playing this weekend:
Quest for Perfection I and II

Running
Quest for Perfection III and Rivalry's End

All of this weekends will be applied to the same character, so long as the PbP finishes tonight or tomorrow (will determine whether I play or GM tonight).


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

I have a Blight Druid who will hit level 3 barely this weekend (I am running a 3 part PFS 2 parts tonight, 1 part tomorrow, and applying GM credit just because I have Rivalry's End to apply before the August 14 cut off date.

I would be happy to play that character soon, Finishing up First Steps III with her right now.

I really like this particular PFS character, and it is my 'main'. I don't want to burn too many Missions on alts, just because there is such limited PFS campaign material. . .


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Doh!

Unless Kara manages to somehow save everyone, could you retire this one? Keeps the campaigns page cleaner.


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

I am running a full boat of PFS, and working nearly 80 hours a week at work. I really like Arizhel, but I like her death. It was epic, and she did her job well. . . I think it will stick. I will use my Hero Point to help anyone else though, if possible. Never played with them before so I haven't really read up on them. . .


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

The Kardswann's axe flies towards the halfling with blazing speed "Ha ha! You missed. I don't know what . . . " slowly, the halfling's torso begins to slide away from her legs. "Oh my, I guess you didn't miss. This can't be good! Um, Khat. . . I should have told you sooner, but I think . . ." The halflings upper-half drops to the ground as her knees buckle. Eyes wide open, with a beautiful serene smile on her face, the joyous glow slowly fades from her eyes, "Don't tell Zerika, she would be so sad . . . "

Arizhel is at negative nearly twice her con. No amount of healing will help this one.


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

"Tolus, please, I beg of you, stay down... for your own sake"


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Yeah, I told myself I wasnt going to summon, I was going to buff. That lasted until the first two people were one shotted....


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Arizhel summons yet more eagles, and repositions herself to defend Fionn Goal is to get her soft cover.

How Many: 1d3 + 1 ⇒ (3) + 1 = 4

Too Many Dice:

To Hit New Eagle 1: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
To Hit New Eagle 1: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
To Hit New Eagle 1: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9

To Hit New Eagle 2: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
To Hit New Eagle 2: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
To Hit New Eagle 2: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13

To Hit New Eagle 3: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
To Hit New Eagle 3: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
To Hit New Eagle 3: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

To Hit New Eagle 4: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 Damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
To Hit New Eagle 4: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
To Hit New Eagle 4: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9 Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

To Hit Eagle 5: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
To Hit Eagle 5: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
To Hit Eagle 5: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

To Hit Eagle 6: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
To Hit Eagle 6: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
To Hit Eagle 6: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13

To Hit Eagle 7: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
To Hit Eagle 7 (Confirm): 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
To Hit Eagle 7: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
To Hit Eagle 7: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Damage by AC: 18+ = 58; 19+ = 40; 20+ = 31


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Oops, Eagles

Dice:

Eagle 1 to Hit: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Eagle 1 to Hit: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Eagle 1 to Hit: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Eagle 2 to Hit: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Eagle 2 to Hit: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Eagle 2 to Hit: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25Damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Eagle 2 to Hit - Confirm: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 Damage: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Eagle 3 to Hit: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Eagle 3 to Hit: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Eagle 3 to Hit: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7


Total damage AC 20+ = 35, Total Damage AC 18+ = 42


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Arizhel finally has a flash of courage, and moves to position herself between the Archers and Fionn before casting 'Daze' DC 15 Will, 4HD or less only humanoids only at the Kardaswann, hoping to get her allies a safe(r) route away from, or into flanking position against, the giant. I doubt it has 4HD or less, but Arizhel has no clue


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Yeah, I will try to bury him in Summons . . . but even that can only go so far. Good think we have a Fionn!

I will move and summon next time. On the bright side, Khat made it through, and she is large sized now!


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Arizhel wimpers as the arrows bite deep, Concentration to avoid losing the second Enlarge (Taldor): 1d20 + 5 + 3 ⇒ (12) + 5 + 3 = 20 losing concentration. Realizing that re-casting will cost her the last spell she has for the day, she opts instead to summon yet another flock of eagles to charge the giant man.

How Many: 1d3 + 1 ⇒ (2) + 1 = 3

Eagle 1 to Hit: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

Eagle 2 to Hit: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Eagle 3 to Hit: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Eagle 1 Confirm: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Damage Eagle 1: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Arizhel casts 'enlarge person' on Khat.


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Init: 1d20 + 2 ⇒ (12) + 2 = 14

Arizhel immediately begins casting 'Enlarge Person' on Khat, as soon as Khat is enlarged, she begins casting the same on Taldor.


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Keep following the loop I suppose?


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Arizhel keeps her eyes peeled for a room that meets the requirements of the group. Otherwise she simply follows until the warrior types waiting to enlarge them until she notices the giant. . .


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Arizhel keeps on Tolus' heels. As they run down the hall, Arizhel summons more eagles.
How Many?: 1d3 + 1 ⇒ (1) + 1 = 2. then rapidly follows after to the junction. Once there, she casts Guidance on herself then follows a little further. Finally, she orders the mini flock to guard the hall junction. Handle Animal: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25.

"That should buy us just a second or six, but we should hear it as well. Makes it easier when you know they are coming!"

Once inside a room, Arizhel casts Grease on the hall floor just outside the room and prepares to enlarge her allies.


I would say that if the description alludes to the ability to do so by specifying you can do so, and the official APs have creatures that do so, then yes, yes you can.

1/5

GRats!


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

East! Because it is close to Ease, and opposed to west which is close to best.


If you don't want to ban it, and you want to allow others to have fun with it, I suggest the following script:

GM: I like the witch, and I think the concept works well with the Rise of the Runelords AP. My only real problem is that the Slumber Hex is so . . . wow. I mean you can potentially shut down entire encounters especially when there is just one BBEG.

Player: You know, a dervish dancing magus channeling his shocking grasp through a scimitar has unbelievable chance to also shut down an enemy instantly... so does Color Spray, etc.

GM: Yes, but they have finite casts per day. You can potentially use Slumber infinite times per day. So what I am proposing is a simple gentleman's agreement. You use your abilities in a way that contributes well and allows everyone to have fun, and I won't ban the class for this AP.

Player: But shutting down enemies in one shot is what I think is fun.

GM: Most players do. I just want every player to have that opportunity. The Heavens Oracle with his Awesome Display Color Spray should have the chance, the crit focused Magus should have his chance, and the Summoner/God Wizard should have their chance to use all those summons and CC spells as well. Rumor has it our Half-Elf Synthesist also wants to occasionally engage in Melee. I just don't want to let your fun strip all of them of their fun.

Player: That actually makes a lot of sense. I will try to focus on my other abilities, and use Slumber to turn the tide when things look bad. Every once in a while I will throw it at a boss just for fun, but not every time. I want to let the others have their time in the spotlight as well.

GM: So we are agreed, you can do the witch, and I will not ban the class based on your ability to use common sense and self restraint.

Player: Sounds good to me!


I am GMT-7 but I play early morning before work, so that should coincide nicely with evening GMT+2, depending on what time in the evening. I have reasonable knowledge of the system(s) in pathfinder. My play is mostly PbP, though I am trying to get a local PFS group set up in my new town.


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Arizhel follows suit.

1/5

I love gnomes. I love sheriffs whistle. I can hear it, the other gnome can hear it. That badger down his hole can hear it. None of those pesky humans can. Yay whistle!

I love bells. Bells and string are great! I put thread across the door, and tie it off to a bell so when someone trips on the thread, the bell rings! Huzzah for alarms.

I love Smoked Goggles, Ear Plugs, chalk, charcoal sticks, rice paper, and anything with weight listed as -.

I love smokesticks for concealment because then I am not flankable.

I love moon rods because I am a gnome.

I love a spiked gauntlet because i dont provoke on unarmed attacks, I can cast spells with the hand, and I can make AoOs or more importantly (if absolutely needed) flank/provide aid to hit a bad guy without provoking an AoO.

I love hamakai for 1 AC no penalties on wizards/sorcerers

I love mithral light quickdraw shields for the same reasons I love Hamakai


Nah, Mystic Theurge still takes 1 level of wizard/sorc (so you can gain in that class) and 3 levels of cleric (4 of oracle) That is silly!

I would convince my gm to let me take (from the alt. chart in Blood of Fiends)

81 - Once per day, you can use rage on yourself as a
spell-like ability.

"Hey, I am a Wizard, what good will that do me? Rage myself? Cant even cast spells while raged!"

Then I would take Boatmage at level 2!


Remember minions add to the CL. As a rule:

1 Creature CR+0
2 Creatures CR+2
3 Creatures CR+3
4 Creatures CR +4

and so on.

So drop the level of the NPC by 2-3 levels, and increase the number of NPCs by 1-2. Easy peasy!

I AM NOT A FAN OF THE FOLLOWING, BUT I HAVE SEEN IT USED AD NAUSEUM:
Roll saves behind a screen. If it is a round 1 anti climactic slumber gets cast, your secret roll counters. Just remember to reciprocate. If you deliberately stuff a PC action, be prepared to deliberately stuff an NPCs roll later on.

Finally, I recommend you take a look at this rather fun post (Credit to Stream of the Sky)

Please read whenever considering nerfing a class/class feature/ability/etc.:

Player: Ok, so no way that warrior guy can hurt me much, I want to ignore him and focus completely on the rogue so he can't sneak attack me. You told me that's acceptable, right?
DM: Alright, if you insist. It's really not a good idea to do that...
Player: Surely nowhere near as bad as getting sneak attacked constantly.
DM: As you turn your back to the village guard, he takes careful aim and slits your throat with his short sword. *rolls crit damage* Fort save to avoid instant death, please.
Player: ....What?!!!
DM: You're letting him attack you at his leisure, what did you expect? He can do a tiger claw grab to your groin and see what souveniers he can take home, if you prefer.
Player: No....I'd rather choose option c) none of the above...
DM: Ooh! I know! He'll grab you, locking both his arms under your armpits, hands on your shoulders, to keep your motion nice and restricted.
Player: If he grapples me, the Rogue can sneak attack anyway!
DM: That is true...
Player: No way! I fight him off! *rolls grapple check*
DM: *rolls* Yeah, your 38 beats his...7. You easily manage to throw him off of you. *rolls* As you do so, the opportunistic Rogue attacks your weak spot for massive damage!
Player: Wait, what? he can't sneak attack me, I'm completely focused on him!
DM: How are you both ignoring the other guy AND throwing him off of you? The rogue's just taking advantage of your momentary lapse of guard. That's...what sneak attack IS.
Player: This isn't what I had in mind when I suggested the houserule...
DM: Oh, then what? You wanted some minor penalty to completely deny the rogue his primary class ability?
Player: It's not that bad... The rogue can still try to catch me flatfooted. Granted, that's hard to do and often requires set up rounds after combat's begun, but it's not like I'm completely taking away his main ability. Besides, he's still high level, with his magic items and skills and such.
DM: You know what...you're absolutely right. I had my doubts, but you've convinced me it's not as bad as I thought. I've seen the light, thank you. You can feel free to ignore the other guy. He'll be invisible to you, but not like he can do much to you anyway, so whatever.
Player: Halleluyah!
DM: Amen! Thank you, I never looked at it like that before. Ok, you've gone. Rogue's turn. He 5 ft steps back, pulls out a scroll, and uses his skill with magic items to cast it.
Player: Hmm, what'd he cast?
DM: You don't have spellcraft, you wouldn't know.
Player: Yeah, but I'm just curious. Can't you tell me? I wont metagame, I just want to know.
DM: Ok. It's a spell called "Pen is mightier than the sword."
Player: ...what's that?
DM: It's a spell i just made up now, inspired by your superior reasoning.
Player: ....
DM: It's a 20 ft radius emanation from the caster. Within the emanation, creatures, including the caster, lose access to all of their feats.
Player: That's not fair! I'm a Fighter! Feats are my main class feature!
DM: But you're still high level. You've got a full BAB, and I'd hope a backup ranged weapon, not to mention all your magic gear and hit points. You're not completely gimped....
Player: But...but...my power attack! My weapon suprememacy! My attacks are almost nothing without them!
DM: Come on now. You still have a giant sword. You can always hang back at range and take shots with your bow. You're about as well off as the Rogue is without reliable sneak attack. Fear the d4 +2 damage!
Player: ...Screw it. I spend the first of my 4 iterative attacks to kill the stupid henchman. Full power attack. *rolls* 35 to hit, 46 damage.
DM: He dies! Congratulations, the Rogue can no longer flank you now!

If you like, the entirety can be found here:Linked goodness

Seriously, start on Page 1, read the whole thing.


If you yourself were burrowed, earthgliding, or had some ability to see through earth, I would allow it, just as I would allow you to summon a shark/squid/octopus under water, or an air elemental/eagle/etc. in the air. If you are not underground and/or able to see underground, I would say it blocks line of effect.


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

Arizhel shrugs, "Despite our best efforts we haven't died today. I suppose a more cautious approach is warranted though."


Female Halfling Master Summoner 2 | HP:14/14 AC:13 touch 13 flat footed 11 F: +2 R: +3 W: +3 Per:+2, Init:+2

So, Arizhel is using Enlarge Person as soon as the big bad is in range on Khat, then on Taldor as the baddies reach our front rank of Gnolls.


Champions of Purity, inside back cover:

NEW FEAT: SUMMON GOOD MONSTER
You can summon the aid of creatures driven by their very nature to
destroy evil.
Prerequisite: Good alignment.
Benefit: When casting summon monster, you also gain access to
the list of good monsters above. Your righteous determination grants
these summoned creatures the Diehard feat. You may still summon
creatures from the standard list, but without the Diehard feat.

--==--==--==--==--==
1st Level
==--==--==--==--==--
Celestial dog (NG)
Celestial dolphin (NG)
Celestial eagle (NG)
Celestial fire beetle (NG)
Celestial pony (NG)
Celestial viper (NG)
--==--==--==--==--==
2nd level
==--==--==--==--==--
Celestial octopus (NG)
Celestial wolf (NG)
Faun B3 (CG)
Grig B2 (without fiddle ability) (NG)
Pseudodragon (NG)
--==--==--==--==--==
3rd level
==--==--==--==--==--
Blink dog (LG)
Celestial shark (NG)
Foo dog B3 (NG)
Lantern archon (LG)
Lyrakien azata B2 (CG)
Silvanshee agathion B2 (NG)
--==--==--==--==--==
4th level
==--==--==--==--==--
Celestial dire wolf (NG)
Celestial giant eagle (NG)
Celestial pegasus (CG)
Faerie dragon B3 (NG)
Foo lion B3 (NG)
Hound archon (LG)
Pixie (NG)
--==--==--==--==--==
5th level
==--==--==--==--==--
Bralani azata (GC)
Celestial orca (NG)
Djinni (CG)
Unicorn (CG)
Vulpinal agathion B2 (NG)
--==--==--==--==--==
6th level
==--==--==--==--==--
Celestial giant octopus (NG)
Kirin B3 (LG)
Legion archon B3 (LG)
Lillend azata (LG)
Wood giant B2 (CG)
--==--==--==--==--==
7th level
==--==--==--==--==--
Celestial dire shark (NG)
Celestial roc (NG)
Movanic devaB2 (NG)
Shedu B3 (LG)
Shield archon B2 (LG)
Treant (NG)
Young bronze dragon (LG)
--==--==--==--==--==
8th level
==--==--==--==--==--
Cloud giant (NG)
Dragon horse B2 (NG)
Lammasu B3 (LG)
Monadic deva B2 (NG)
Young gold dragon (LG)
--==--==--==--==--==
9th level
==--==--==--==--==--
Astral deva (NG)
Couatl (LG)
Ghaele azata (CG)
Leonal agathionB2 (NG)
Storm giant (CG)
Trumpet archon (LG)

Ultimate Magic, Page 155:

Sacred Summons
The minions of your divine patrons stand ready to answer
your call.
Prerequisites: Aura class feature, ability to cast summon
monster.
Benefit: When using summon monster to summon
creatures whose alignment subtype or subtypes exactly
match your aura, you may cast the spell as a standard action
instead of with a casting time of 1 round.

My 2 cents, if you are playing a NG (Kurgess looks good, Travel and Luck) then Sacred Summons for standard action summoning plus a VERY large list of NG creatures to use Sacred Summons on would be exceptional. For all others, not quite so nice.


fall damage by size of character and distance fallen?

Table on Page 443, Core Rule Book, Chapter 13, Environmental.

3d6, 4d6, 6d6 Medium, Large, Huge.


My advice would be to stick to core as much as possible while you learn. Once you have the basics down, expand, and keep expanding. There is a lot out there. In the mean time, read Treantmonk's handbook on Druids. Part I and Part III are most relevant for you. They are both accessible on the guide to guides page, stickied at the top of the Advice forum.


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My short guide to Master Summoner:

Race: Half Elf. All levels with +1/4 evolution Point to Eidolon.

My Guide in 20 Points!

1) 17+ Charisma >Dex=Con>Int>Wis>Str.
2) Print index cards with each and every creature you plan on summoning.
3) Get lots of d20's to use for attack rolls.
4) Get lots of percentage dice (2d10's) to use as HP trackers on the index cards.
5) Get lots of d6's to use as durration trackers.
6) 1st level feat - Improved Init.
7) 2nd level, Augment Summoning is free!
8) 3rd level take superior summons.
9) 5th Level take Summon Good Monster.
10) Small sized Eidolon, Serpentine with the following:
.....a) Small Size.
.....b) Disable Device as Class Skill (you get 4)
.....c) Stealth as Class Skill
.....d) Perception as Class Skill
.....e) Use Magical Device as Class Skill
.....f) Skilled (Perception) Evolution.
.....g) Skilled (Disable Device) Evolution.
.....h) Skilled (Stealth) Evolution.
.....i) Limbs Evolution (so your Eidolon can use wands and disable devices)
.....j) Skilled (Use Magic Device) Evolution.

You really don't need many feats, so as needed feel free to buy your eidolon evolutions past level 5.

Finally, invest in Handle Animal so you can actually order your summoned monsters to do stuff. I also recommend investing in Linguistics and learning Auran, Aquan, Ignan, Terran, Infernal, Celestial, etc.

Good Traits, IMHO would grant Handle Animal as a Class Skill, and traits that would grant bonus languages through Linguistics.

Half Elf Skill Focus bonus goes to Handle Animal.

Why? to get your Summoned Monsters (animals only: does not apply to celestials, demons, mephits, elementals, etc.) to do anything, you will need a handle animal check.

+3 (Class Skill) +3 (Skill Focus) +3-5 (Charisma) +1 (Rank) means you need a 13-15+. Kinda harsh! As you level this will be less and less an issue, but ordering you pet to flank, for instance, will greatly improve their effectiveness. at level 10, your Handle Animal will be +3 (Class) +6(Skill Focus) +5(minimum, Charisma) +10 Ranks = 24, Auto succeed on all push attempts.

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