Fabian Stretton's page

Organized Play Member. 33 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Waay too late I know, but logically (and specifically using the 20,000lb (4 ton = 3x4WD) critter
- It charges someone it really doesn't like and several poor unfortunate (and puny) humans get in the way.

Tricera-moving van attempts to overrun poor humans & The following happens
a) Each human can attempt to get out of the way (DC25) If so - all is good
b) If TriC makes each CMB check for each human that failed to avoid, each gets squished. possibly "proned"
c) If all overruns work, charge target is skewered but NOT trampled.
I.e Powerful charge stops at the target, NOT past the target = No overrun for him/her/it.

This appears to be both logical AND the intent of the rules for critters with TRAMPLE, but NOT characters with the Overrun feat.


Waay too late I know, but logically (and specifically using the 20,000lb (4 ton = 3x4WD) critter
- It charges someone it really doesn't like and several poor unfortunate (and puny) humans get in the way.

Tricera-moving van attempts to overrun poor humans & The following happens
a) Each human can attempt to get out of the way (DC25) If so - all is good
b) If TriC makes each CMB check for each human that failed to avoid, each gets squished. possibly "proned"
c) If all overruns work, charge target is skewered but NOT trampled.
I.e Powerful charge stops at the target, NOT past the target = No overrun for him/her/it.

This appears to be both logical AND the intent of the rules for critters with TRAMPLE, but NOT characters with the Overrun feat.


Using the Paizo template I found (Tomb of Horrors)has the following effects:
- Attack dice +1 increment (mild bonus - still not a lot)
- +1 size (no other affect - but changes the wild shape stat block)
- +5 Natural Armor {This is the BIG one}
Dire template finally makes up for the fact that you lose armour and shield when shaping - that's the main impact.


Chronical Sheet items - hope for a better system.

This isn't exactly on topic, but this is the nearest location I can find for what I wanted to raise.
The chronical items you have made available from organised play are rarely of any use.

First, almost without exception they are items your character can simply go shopping for and buy. So of no benefit at all in any way at all.

Second: They cost what it would cost to go buy them new. Comes back to the same point - This is NO benefit whatsoever.

(The one exception is partially charged wands - cost per shot is higher, but makes overall cost lower}

In 40+ games, I have seen two sets of items that actually had any value.
- A non-magical mask that boosts intimidate rolls by +2, excellent item.
- A range of poisons (noting that poison is often not available)

I did see an intelligent weapon once - usable by less than 10% of players, noting that Lawful Neutral is a less common alignment.
It cost a fortune and simply wasn't that good. None of the powers was likely to see much use.

Solutions include:
Chronicle items should be half price cos that's what you SELL them for
- This would would single handedly resolve the main problem.
- Chronicle items would be better than the ones you can go and buy.

For boons. Almost all are waaaay too circumstantial. MY characters between them have 40+ "boons". Never had the opportunity to use one.
e.g. half price healing in Lower Lichtenstein west - who goes there.
e.g. +2 on bluff when lying to hell nights (way to get yourself killed)
Make these actually worth remembering and less circumstantial.

The only one that was any use was a full day adventure that gave you a permanent +1 Fort save vs Poison and Disease. Not big, still circumstantial, but it worked ANYWHERE, and was actually worth noting.


Eran Wyren wrote:

Hello, My name is Walter

I found this feat (blazing channel) for my cleric of Sarenrae.
But i don't understand how much damage undead take each round.

Thanks for your help :)

It's actually better than you think. If they fail, they are panicked

- No ability for a reflex save
- No ability to roll on the ground for a +4 reflex save
They take a d6 per round until the panic wears off

So non-intelligent undead burn for 10mr minimum (Basic turn period)
Intelligent undead get a will save/rd So
Rd 1 = fail and burn (1d6)
Rd 2 = Pass and burn (1d6) = minimum of 2d6
Rd 3 = Dx save to stop burning. Fail = +1d6 more, etc.

So - they need to make 2 saves on subsequent turns to stop burning
For mindless undead it's a basic 10d6 flat with no way out.


The only down side is that you are burning **TWO** feats for a very situational solution - which is why it should be pretty good.


It's actually better than you think. If they fail, they are panicked
- No ability for a reflex save
- No ability to roll on the ground for a +4 reflex save
They take a d6 per round until the panic wears off

So non-intelligent undead burn for 10mr minimum (Basic turn period)
Intelligent undead get a will save/rd So
Rd 1 = fail and burn (1d6)
Rd 2 = Pass and burn (1d6) = minimum of 2d6
Rd 3 = Dx save to stop burning. Fail = +1d6 more, etc.

So - they need to make 2 saves on subsequent turns to stop burning
For mindless undead it's a basic 10d6 flat with no way out.


Hear hear for Tim
- this is a perfectly logical and sensible interpretation.
(Given that it's a 1/rage option)
The victim rolls a save: GM says it fails.
> Victim will then decide whether or not to burn his one reroll
- Ie waste on an "avoid being shaken" affect, or save for
- The followup "Dominate Barbarian" to kill everyone else.

Noting that he may well know in advance what the possible impacts are depending on the attackers and what they are doing.


For what it's worth (and the impressive 800 gp price tag)
- I would assume the answer to be yes
- in fact pretty much automatic unless the victim wants to NOT do so
(so he can take it from the would be assassins bleeding corpse) :-)


Seemed like a somewhat underpowered but interesting build with excellent ROLEplaying capability - so I created on, only to discover they are banned in organised play - and I can't see any game based reasons for it.

American Politics and narrow minded overly religious culture seems to be the only likely reason - and its a pretty poor one.


Envall wrote:
Nothing wrong with Cleave unless your GM goes out of his way to avoid positioning npcs so they can be cleaved.

Interesting - I just took Cleave for the first time, and got to use it half a dozen times in two battles.

It certainly IS a minion clearer, but it's main use is after you have moved - and won't get a full attack regardless.
I.e. move next to poorly armoured minion next to minor boss (in our battle we had 4 bosses / 16 minions)
Resulting in lots of cleave capable positions - aim for minion (easier to hit so more likely to cleave for 2nd hit) then cleave into boss.
With a double dwarven war axe - the 2nd attack has an added +1 bonus.

So - not a trap feat, but one that does require a bit of strategy - placing yourself to encourage the bad guys to "pair up", etc.


Neal Litherland wrote:

My sympathies on that one, Lorewalker.

In general, it is sort of a more specific application of rule 1. Mostly, though, I feel like a lot of players take the assumption that their character is going to be allowed to do what they want a little too far sometimes and that can lead to problems.

Yes - I can sympathize with this. I was in one game may years ago, where my character was a deep dwarf berserker (barbarian on steroids) with a psychotic hatred of drow )had skinned him alive / eaten his family alive in front of him, etc). One of our players despite being clearly warned that his character would survive less then 2 mr, insisted on spending 45 minutes to create a "dark skinned elven character with silver hair"

And was then ##upset## when my dwarf literally cut him in two within 3 seconds of seeing him. He had adventured with this character for months and knew exactly what his reaction would be - i.e. kill on sight. I never did figure out why he did it.


Hmm - I'm no Pathfinder expert, but it seems reasonable to me that if you are reduced to punching your target, magical/mithral Armour would count as a magical/mithral weapon. (The magical part may be arguable, but the mithral part shouldn't be). Just remembering that the following applies:
- Attack of Opportunity for unarmed combat still applies.
- There is no Plus to the gauntlets regardless of the Armour bonus.
- Punching only does non-lethal damage (even in gauntlets) unless they are spiked.

Hope that assists


avr wrote:

Against an object Shatter doesn't do damage. It destroys the target, Will save negates. The damage is only vs. crystalline creatures.

Edit: this was also mentioned a few times in the previous thread.

Yes I saw that - but they misquoted in the thread that it shattered (rather than targeted as worded in the spell) the object, hence my confusion.

So - If object is unattended - auto-fail and destroyed?
(No doubt the source of the "broken spell" comments)
- and if attended, will save or destroyed?

PS - Thanks for answering.


Hi I have just finished reading a couple of pages of highly emotional posts which actually failed to answer the question below:

Spells Words are:

You can ##target## shatter against a single solid nonmagical object,
regardless of composition, weighing up to 10 pounds per caster level.

Target - as in - aim the spell at it, where, if the save is failed
it will do 1d6 damage per level - as the spell is worded.

The questions no-one actually answered
(i.e the ones I ALSO want answered) are:

Given the spell is specifically designed to damage objects
a) does it ignore hardness (as a spell targeting objects it might)
b) does it do full damage (as a spell that ONLY hits objects, it should)


Hmm - no-one here has actually got it right vs objects: Words are:

You can ##target## shatter against a single solid nonmagical object,
regardless of composition, weighing up to 10 pounds per caster level.
As in - aim the spell at it, where, if the save is failed it will do 1d6 damage per level - as the spell is worded.
The questions no-one actually answered (i.e the ones I ALSO want answered) are:
Given the spell is specifically designed to damage objects
a) does it ignore hardness
b) does it do full damage


Rhaleroad wrote:


So you know your GM doesn't like mounts and there seems to be an issue with it attacking, so you work your way into getting the bite and now you not only take another mount ability, but one that will cause an issue with your GM. What are you looking for? If you want advise, don't take an ability that is certain to start an argument.

[ Fabian ]

This is for the Pathfinder Public games - DM's change regularly
It was a debate with a specific DM that prompted a more general question.
Sorry for the confusion there.


1 person marked this as a favorite.

I have a dwarf with a War gecko mount (love the whole climb over any obstacle capability).

Recently a DM ruled that the Gecko cannot attack with Spider Climb
he doesn't like mounts) - indicating that the gecko cannot attack (ever)
since it cannot turn it's spider climb ability off.

Having pointed out to said DM (as it cannot turn the ability off)
- It has an attack (bite), ergo it can do so when spider climbing.
- All the rules Q&A I saw specifically referred to hands/feet, not bites.
- It's affected as IF it had (not it has) a natural form of spider climb.
I think I have won THAT argument (last point relevant to next Question).

Now the tricky question
- my barbarian has the Beast Totem rage power (he gets 2 claw attacks)
- He has the Furious Mount rage power (Gecko can rage too)
- He has the Improved Furious Mount rage power (Gecko gets 2 claws)

Now - logically, the set of massive talons the gecko has push the suction caps off the floor, so when activated - claws work / spider climb doesn't

Now - Literally, Claws cannot be used (if it was ##actually## the spell)
because when the spell is active, you can't attack with "hands"

So - what is the most sensible interpretation of an entirely grey area.

Thanks in advance


Seems like a lot for a PDF with only 7 critters in it.
No indication of the number of pages either.
Selling this is going to need a much better teaser than given thus far.
I.e. IF it's 30 pages including a bestiary detail & 3 encounter scenarios for each critter Price is becoming more reasonable.
If it's just a half page "monster manual" entry for each with a total of 5 pages it's a blatant rip off. However nothing here tells the buyer which end of the spectrum this is.
Give me a copy and I'll give you a fair half page review :-)


PS - it's hard to pick ANY of the Lvl 7 spells with the equivalent power of Firestorm. (It's why I said MOST)


A very large percentage of the Druid spells of Lvls 6&7 seem a lot LESS powerful than the spells of 4th and 5th level.

Case in Point - Scouring winds (Lvl 7) - No better than Sirroco lvl 4.
- Yes, it's blinding while they are in it, Sirroco knocks you prone.
For a Lvl 7 spell, I would expect much bigger OR much longer OR much more effective.
Control winds by comparison, HUGE range/area and at +4 wind levels is much nastier on an already windy day, and TWO of them = real life tornado will level just about anything.

So - why is it that most of the Druid spells above Lvl 5 have been NERFED


My 10c worth.

A very large percentage of the Druid spells of Lvls 6&7 seem a lot LESS powerful than the spells of 4th and 5th level.
Case in Point - Scouring winds (Lvl 7) - No better than Sirroco lvl 4.
- Yes, it's blinding while they are in it, Siroco knocks you prone.
For a Lvl 7 spell, I would expect much bigger OR much longer OR much more effective.
Control winds by comparison, HUGE range/area and at +4 wind levels is much nastier on an already windy day, and TWO of them = real life tornado will level just about anything.

So - why is it that most of the Druid spells above Lvl 5 have been NERFED


What IS a "Deadly Wound" ???


Ssalarn wrote:
I've noticed that a lot of GM's (particularly in PFS) seem to hate mounts and actively look for contrived reasons to prevent them from going everywhere with the party. It's one of the reasons I only play gnome and halfling cavaliers in PFS play, since it's a lot harder to naysay my wolf or riding dog than it is to veto my horse.

Yes. A couple recently required me to make **THREE** checks just to get my mount to turn around (combat trained mount in combat)


WHEN WILL PAIZO FIX THIS POORLY WORDED PIECE OF CONFUSION

From my perspective - and based on limited exposure to medieval combat.

If you are mounted and want to make the animal attack - ride checks.
- Most knights weren't paladins OR charismatic, nor were the Huns,
or Hannibals elephant handlers. Directing your mount to attack, charge,
move, jump, etc - are all things that require a riding skill.

If you are NOT mounted (See pets/tricks) - then use Handle Animal. This would ALSO apply to any mounts when you are not riding them.

You ALSO need handle animal to train anything.

Very simple / very clear / doesn't NERF anything (the way that needing handle animal AND ride for mounted combat does). Most of the best mounted warriors in history were not paladins, and the rules should NOT require them to be.


One other point re the Ring of regeneration is THAT IT EVEN WORKS WHEN YOU'RE DEAD. Unlike any form of fast healing. Even your ring finger will grow back if given long enough to do so.


From the net: = all sorts of good humor arise:

One US fluid pint of water weighs about a pound (16 ounces),
A US pint of water weighs 1.04375 pounds
The imperial (UK) pint weighs 1.25 pounds.

So the flasks should be weightless in the US and have antigrav generators in the UK (Hmm - how many flasks to lift my floating castle :-) )

In reality, your DM made a very sensible ruling. Making flasks contain 1/2 a pint (as real holy water flasks actually do) and everything works.
I mention this cos I actually have an 18th century holy water flask.


From my perspective - making the grease spell flammable doesn't do much.
- It is no thicker than burning oil (does 1d3 and burns out in 1 or 2 mr)
- It doesn't burn as well as flaming oil (so does 1d3-1 instead) SO

IF you want to end your grease spell may rounds early to get a very minor fire effect (or to get rid of it quickly cos your on the wrong side of it)
Go ahead - it isn't going to imbalance anything much.

Even against multi-square swarms, it will do (1d3-1)*1.5 per square.
For a 4 square swarm, this maxes out at 12 damage IF you roll 4 3's)
and 4 damage total with average rolls.


Hi,

The Question IS.
Does burning oil/holy water do more damage if there is more of it. Local DM says the rules say 2d4 (Holy water) regardless of the amount
- even though the rules seem clear that this a for 1 flask (1 Pint) when it breaks, splashing the target.

The reason the question arises:

My character has been pondering on how to make oil/holy water more effective, and has discovered the following interesting item:

(From Pathfinder Player Companion - Adventurers Armory - P7 - last item. Pump Water Canister, cost 75gp / weight 5 lb (empty)
(Similar in cost/weight to the Jetcaster)

What it normally does is pump a gallon of water (8 flasks) a round, saturating a 5' square and putting out fires within the square.
What you get is an item that hoses 8 flasks of liquid a round up to 10' away (full rd action which provokes a AoO)- unlike the jetcaster (std action no AoO) which sprays 4 flasks over a 10'x10'cone.

In context a garden hose with good pressure and a spray nozzle pumps out about 1/4 of this - so think fire hose, not garden hose.

What if you fill it with a holy water instead (it can hold up to 4 gallons = 4 shots at 8 flasks per shot):
From my perspective - when compared to a flask:

The downsides:

a) Max range 10' (hose) vs effective range 30' (flask) + the AoO if you are within range (probably).
c) Expensive (200gp/shot vs 25 gp/shot)
d) Heavy (13lb if loaded with 1 shot, 37lb if loaded with 4 shots) vs 1 lb/shot.
[11.5 lb/shot with a gallon of lamp oil / 31 lb with 4 gallons) [ lamp oil is 0.8x the density of water ]

The benefits:

1) No "to hit" roll as you are hosing down a target. options:
- 8 Flasks hit, roll reflex for half (i.e. fireball like), or
- 1d4+4 Flasks hit (it's very hard to miss at 10' with a fire hose) and each missed flask adds 1pt splash damage all surrounding squares.
2) Can flood 1d4+4 squares in the same time it takes to normally flood 1 with a flask (inefficient but faster).
3) "Lots of Damage" (i.e. the target isn't so much splashed/wet as taking a bath) hence should be bigger damage.
Very good at dealing with swarms :-) [says I remembering the AC19 evil swarm from last session].

What if you fill it with a gallons of Lamp oil instead?

The main downside with the aimed oil option is you need the target or target SQUARE to be burning first - Or ignite it the following round.
i.e. - co-ordinate with the sorcerer with burning hands OR
i.e. - Use Alchemists fire on the following round (aim at ground to immolate square and everything in it.

(Alchemists fire is corrosive - it can't be used)
Acid won't work for the same reasons - unless you make it from Blue Dragon hide (VERY Expensive).


Hi,

The Question IS.
Does burning oil/holy water do more damage if there is more of it. Local DM says the rules say 2d4 (Holy water) regardless of the amount
- even though the rules seem clear that this a for 1 flask (1 Pint) when it breaks, splashing the target.

The reason the question arises:

My character has been pondering on how to make oil/holy water more effective, and has discovered the following interesting item:

(From Pathfinder Player Companion - Adventurers Armory - P7 - last item. Pump Water Canister, cost 75gp / weight 5 lb (empty)
(Similar in cost/weight to the Jetcaster)

What it normally does is pump a gallon of water (8 flasks) a round, saturating a 5' square and putting out fires within the square.
What you get is an item that hoses 8 flasks of liquid a round up to 10' away (full rd action which provokes a AoO)- unlike the jetcaster (std action no AoO) which sprays 4 flasks over a 10'x10'cone.

In context a garden hose with good pressure and a spray nozzle pumps out about 1/4 of this - so think fire hose, not garden hose.

What if you fill it with a holy water instead (it can hold up to 4 gallons = 4 shots at 8 flasks per shot):
From my perspective - when compared to a flask:

The downsides:

a) Max range 10' (hose) vs effective range 30' (flask) + the AoO if you are within range (probably).
c) Expensive (200gp/shot vs 25 gp/shot)
d) Heavy (13lb if loaded with 1 shot, 37lb if loaded with 4 shots) vs 1 lb/shot.
[11.5 lb/shot with a gallon of lamp oil / 31 lb with 4 gallons) [ lamp oil is 0.8x the density of water ]

The benefits:

1) No "to hit" roll as you are hosing down a target. options:
- 8 Flasks hit, roll reflex for half (i.e. fireball like), or
- 1d4+4 Flasks hit (it's very hard to miss at 10' with a fire hose) and each missed flask adds 1pt splash damage all surrounding squares.
2) Can flood 1d4+4 squares in the same time it takes to normally flood 1 with a flask (inefficient but faster).
3) "Lots of Damage" (i.e. the target isn't so much splashed/wet as taking a bath) hence should be bigger damage.
Very good at dealing with swarms :-) [says I remembering the AC19 evil swarm from last session].

What if you fill it with a gallons of Lamp oil instead?

The main downside with the aimed oil option is you need the target or target SQUARE to be burning first - Or ignite it the following round.
i.e. - co-ordinate with the sorcerer with burning hands OR
i.e. - Use Alchemists fire on the following round (aim at ground to immolate square and everything in it.

(Alchemists fire is corrosive - it can't be used)
Acid won't work for the same reasons - unless you make it from Blue Dragon hide (VERY Expensive).


My character (fairly intelligent but unwise) Has Knowledge Engineering.
Not surprisingly, Intelligence boosts this.
However Profession Engineer is Wisdom based, which is highly unrealistic. (as an engineer with multiple degrees I can attest to this directly).

So - how does one earn a decent living in PF as an intelligent engineer.

On a related note, there are no crafts, feats or skills that are directly related to designing structures (castles, defenses, fixed traps (not small mechanical ones - room sized or larger - made of stone or steel).

Maybe Paizo would consider Craft (Engineering) as a concept except that you produce buildings, bridges and walls.


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