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Valeros

Feral's page

Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,900 posts (50,243 including aliases). 5 reviews. 1 list. No wishlists. 21 Pathfinder Society characters. 28 aliases.


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Liberty's Edge

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In the designer's words, demoralize is the martial equivalent to tying up a caster for psychic characters. Getting free still and silent on all your spellcasting has to come with some downsides.

If a wizard is grappled by a barbarian he's most likely screwed.

If a psychic is flexed at by a barbarian he's most likely screwed.


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Lilywhite's pretty small so shopping opportunities are limited but the Society could arrange for a covert supply drop... (Yes, you can shop.)

A moment later Horemheb storm into the cabin with a saber clutched tightly in his hand. He takes in the scene slowly, his gaze finally settling on the slain tengu.

"I knew that sod Hyrix would strike again. By Besmara's t$~$, I warned the captain she should have keelhauled him the first time he tried to take the Magpie Princess. You did well. I think the whole crew will sleep better knowing the bird's dead." He pauses to consider the mess up above. "Should I assume he was responsible for the fire on the deck too? He always was showing off those magic tricks of his."

Liberty's Edge

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The game would be unplayable if optimization was the standard to which encounters and things were designed.

Ignore your friend. He's playing a different game from the rest of us.

Liberty's Edge

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You're never going to compete with an optimized melee character but you'll do plenty to be viable in melee. Leveling up he played a lot alongside an optimized ranger and he did 30-40% of his damage in melee.

Currently, at level 14, he's playing alongside a non-optimized cavalier and different melee ranger and he does closer to 90-100% of their damage in melee.

I'd estimate I spend 3/4 of my time spellcasting in combat even when it's not fully optimal (such as fighting things with fire resistance or spell resistance). I really only go into melee when we're faced with enemies that are fully immune to magic, immune to fire, or have evasion.

Liberty's Edge

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I started with a barbarian dip for the big level 1 HD and the early combat boost.

Beast form II is actually for the utility. I didn't like the flavor of a mighty orc-blooded sorcerer flying around with the fly spell but shapeshifting into a powerful beast felt like a better fit. Beast form II lets you get a fly speed, swim speed, climb speed, etc as needed. Occasionally I've fought as a grizzly bear but more often than not when I need to mix it up in melee I just hit things with my falchion.

Intensify is for burning hands, burning arc, and later fireball. Burning arc is actually his bread and butter combat spell.

Power of Giants makes you a combat beast. With the robe of eldritch heritage you can get it as soon as level 11.

Here's his level up progression. The spells might not be 100% accurate but it should give you a good idea of how things went.

Out of combat he doesn't contribute much. He only get 2 skill points per level and the sorcerer skill list isn't terribly exciting. I intentionally didn't take any spells that are super useful for troubleshooting (see my bit above about flavor) but I could have spared a few slots for things like fly and dimension door.

Liberty's Edge

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I'm holding out hope that there was some kind of accidental editorial error that left out something(s) that would make this archetype worthwhile. As is, you're better off being a default avenger and chugging potions of enlarge person on the regular to fulfill the hulk fantasy.

Liberty's Edge

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This sounds like the classic hostile/adversarial DM. They're all over the place. Check out the games running on these forums and you'll find a few of them.

Just walk away. Thank them for the game but part ways and don't look back. You can do better.


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Pirates don't have time to doddle! =P

Melina recognizes these beasts as river drakes, a lesser cousin of the mighty dragons. In addition to fearsome jaws and a powerful tail, they can spit acidic saliva periodically that burns and entangles its victims. They are very quick and can pounce on unsuspecting prey from a surprising distance despite their short legs.

Zinkyudo's arrow lodges in the wing membrane of one of the drakes. It hisses in anger and leaps through the air almost sixty feet. Two of them rear back and spit a gout of sticky caustic goo.

Acid Damage vs Balooo, Fahd, and Zinkyudo: 2d8 ⇒ (1, 3) = 4

Acid Damage vs Ushaka: 2d8 ⇒ (4, 8) = 12

Make a DC 14 reflex save. If you fail you take full damage and are entangled by the sticky acidic goo. You can attempt a new save to end the effect at the end of your turn. If you succeed you take half damage and are not entangled.

The party is up.

Liberty's Edge

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On that same note, I get the feeling the brute archetype for vigilante is similarly missing text. The mechanics are surprisingly restrictive for so little return.

Liberty's Edge ****

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Pathfinder is full of powerful options/combinations of options that easily break a rigid scenario system like PFS. Spirited charge is one, generally being a magus is another one. I don't think this particular case is a big deal but if you feel like the player in question is being a 'fun sponge' as another poster put it, simply don't play with him. Congratulate him on beating the game and then take your ball and go home.

Don't invite him to game days at your house.

Don't invite him to game days at the local game store.

If he shows up to a public game day, don't sit at his table.

You can't ban unwanted rules content but you can vote with your feet.

Liberty's Edge

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Foggy is entirely in the right during every one of his rants. Matt is a terrible lawyer and bad friend.


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Sickened doesn't lower your AC. Just attack and damage.

Liberty's Edge

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Perhaps dial back the hostility a notch.

Paizo's ruling makes the defending property useless outside melee. Yes, it's a nerf but it's a reasonable one. I'd rather not go back to the days of everyone wearing +5 defending armor spikes.


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No, they're still within sight. They're just on the other side of the bridge. They wanted to get out of the elemental's reach.

Liberty's Edge

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I'll agree that some of the nerfs/errata have been overkill but the game is full of bad options. I'd rather have one more bad option than something that's drastically imbalanced.

I mostly play PFS but even in my non-PFS games the only errata I've rolled my eyes at and ignored was the silly flurry of blows ruling that required you to use unarmed strike (which was reversed a couple weeks later).

Liberty's Edge

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PoW is a huge game changer.

Are PoW martials better than Pathfinder martials and partial casters? Absolutely. The arguement that PoW abilities can be replicated with spells is an unfair comparison. Spells require actions and resources. PoW stuff is mostly unlimited and swift/free.

Are PoW martials better than Pathfinder casters? Probably not. PoW characters never get maze, simulacrum, or any of the other end-game broken spells.

That said, if you're allowing PoW in your game. Everyone should be using it. The players, enemy humanoids, undead, dragons, etc. PoW is such a huge increase in power that denying it to anyone that could use it is indirectly, but significantly, nerfing them.

Liberty's Edge ****

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I often wish there was some repercussions for players that go full murder-hobo, preferably repercussions that affect individual offending players/characters rather than tables as a whole.


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

Kord's conviction comes with an urge to push out one more set, a desire to wrestle various large inanimate objects, and an absolute confidence that 'you could take him'.

The Exchange

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M Ulfen Skald 5 [ HP 48/48 (0 NL) | AC 20 Tch 12 FF 18 | Fort +7 Ref +4 Will +5 | CMD 20 | Init +1 | Perc +4 | Effects: none ]
Resources:
Inspire 22/22 | Spells 1st 5/5 | 2nd 2/2 | Wildshape 1/1

Too soon, Senja. Too soon.

Liberty's Edge

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That's not the familiar's fault.

Just be grateful you don't have to deal with a slumber witch.

Liberty's Edge

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Unless the familiar is actually doing stuff in combat it's both impractical and unreasonable for enemies to go out of their way to attack them.

If they've got a mauler familiar that's fighting alongside them, sure.

If they've got a bodyguard familiar that's knocking enemy swords aside, sure.

If they're using their familiar to deliver intensified shocking grasps, sure.

If the familiar's just sitting in the wizard's pocket giving him alertness and +3 on sleight of hand checks, pick another target.

Liberty's Edge

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Because wisdom is already an very good stat. Leave poor charisma alone.

Liberty's Edge

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IMO, the episode three weeks ago and last weeks were a couple steps forward. They had focused 2-3 character mini story arcs that worked to advance the meta plot while building up the characters involved.

This week's episode was a step back. It felt like 2/3 filler content disguised as 'character development'. The scenes with Jackson being the hormonal teenager was especially offensive. It seems like every episode the writers work to make him look as useless and whiny as possible.

At least Adam wasn't purely a detriment to the crew this week.


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

I'm struggling to find a way to work cravats into the conversation.


4 people marked this as a favorite.
Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

When the goods arrive Tanith looks them over briefly in secret. Excited to see everything is there, he waits until the party's gathered for dinner to spring the surprise.

"Before Rodrigo and I get started on the second bottle, I wanted to give you guys something", the big man says while dragging the still corked bottle of wine from the aasimar's grasp. "I'll be right back."

Excusing himself, Tanith departs for his and Carina's room. A few minutes later he returns but dressed in new clothing (or as much clothing as the Kordite normally wears). His meaty hands and big feet are clad in a glossy black material and an almost knee-length kilt of similar make is wrapped around his waist. The dark material looks thick and rigid when he's still but becomes supple and almost fluid when he moves highlighting every curve of the huge suel's muscular physique. Wrapped around his broad shoulders is a midnight black cloak which appears airy and diaphanous on the inside but, from the rear, it's opaque and angular scales become visible when the light hits it at the right angle.

"After I got the goblins to butcher her, I had them preserve the hide so I could get it tanned later. When we got into Magepoint I took the leather to a craftsman in town and got some things made for everyone. I was worried they wouldn't be finished in time but they showed up this morning", he says indicating the large crate cradled in his arms. "Everyone sit down, it's time for presents! People normally give out presents for Richfest right? I'm sure I heard that right."

Resting the heavy container on the ground, Tanith begins digging items out.

"This one's for Eben", he says presenting the bard with a long sleeve that's open on one end and made from dark glossy semi-translucent material. "It's made from some of Ilthane's wing membrane. Gloremiah, the leatherworker, said it was a quiver cozy! You needed one of those right? I honestly have no idea what a 'cozy' is."

"And these are for you two", Tanith says offering Astraden and Farrukh each a scabbard made from a similar material. One is incredibly narrow, suited for a rapier or saber. The other is clearly shaped for Farrukh's weapon of choice. "I know your godfather's sword is really important to you. I thought you should have someplace special to rest it when it's not in use", he says to Astraden. "And I'm sure the Wind Dukes will appreciate us caring for their stuff", he adds with a nod to Farrukh.

"You don't really have any weapons that I've seen", the big man explains after pulling a short but broad satchel from the crate and dangling it in front of Rodrigo. "So I had Gloremiah stitch together a coin purse for you. Now your money will be protected from acid!"

Last he unfurls another cloak, similar to the one Tanith's already wearing but a bit shorter and much more narrow.

"This one's for you Red. It's not really your color (either of them) but it'll protect you. And it I think you'll look great in it", he adds with a lecherous smirk. "Sorry about the vinegar smell. I really thought you wouldn't notice and I didn't expect it to stick to me for so damned long."

***

"He's ready for us?" Tanith says in disbelief. "And he's really here? Are there any special rules for meeting an archmage?"


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

"Yes", Tanith answers honestly. "But I thought you might be under a squid-face's control or something the way you've been spending time in here."

Picking up a tome with artwork depicting a spectacular battle on its cover, Tanith flips through the first few pages. "Find anything worthwhile?"

Liberty's Edge

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Talek & Luna wrote:
I do not understand what the big deal is with unchained barbarian. Rogue I get because they allow him to add dexterity instead of strength to attack and damage rolls over time. What does the barbarian get? Watered down damage rolls and temp hit points that are lost first? My group house ruled temp hit points being lost first a long time ago and barbarians lose out on damage with two handers with a flat +2 to +4 damage modifier as opposed to taking the equivalent strength bump. For example a low level barbarian deals +3 on damage with a +4 strength bump when using a two-hander but that is lost in this equation. I never understood why a barbarian becomes weaker when using a class feature with a penalty to AC. No other fighting class gets a penalty when using their special ability in this way. Fighters way outperform barbarians in damage. Please tell me how unchained fixes barbarians?

Unchained barbarian isn't a perfect fix for the class but it addresses a few problems.

1. It addresses the 'death by rage hit points' problem. There's been a handful of bandaid fixes to this across the years but the real solution is the one your group house ruled and Paizo finally implemented - making the hit points temps.

2. It addresses rage cycling to abuse once-per-rage powers. Some considered rage cycling the way barbarians were meant to be played but it was clearly an oversight. Unchained barbarian kills this loophole.

3. It address the often brought up 'imbalance' created when strength-based characters wield a weapon in two hands. Doing one extra damage per tier of rage was overpowered apparently.

Are these good fixes or even necessary? That remains to be seen. Personally I like the unchained barbarian.

Liberty's Edge

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Spoiler:
Earth-2 Cisco was pretty sweet. RIP.

Liberty's Edge

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I think they need to cull the cast and the writers need to rethink their approach to the story. Nine full time protagonists is way too many and Savage isn't compelling enough to make me care about their conflicts with him. It doesn't help that most of them are mediocre actors and have very little chemistry with each other.


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

Tanith hadn't had many interactions with goblins before so the night of grisly work was a unique experience. He leaves the religious rites to the goblin in charge but helps in whatever ways he can, even if it's just as muscle moving the huge dragon's limps around so the goblins can get at them with their surprisingly sharp knives. He keeps his questions to himself for now. After the business in the Muddle, prayers to gods he hadn't heard of made him anxious.

"Don't spare the flame when you're ready to eat that", he says when he sees the goblins setting the dragon's flesh aside. "She was known to have some nasty parasite."

***

The evenings festivities are a welcome reprieve from the days of dungeon crawling, dragon slaying, puzzling over ancient riddles. The big man lets loose, drinking more than his share, dancing wildly with Carina (and anyone else that will humor him), and generally making merry. The short fight between Merovinn and Kurlag nearly brings Tanith to tears as he sees the healing power of drunken brawls in action. Later he meets the pair outside to embrace them tightly in brotherhood.

***

"So that's not a costume or anything? Have you tried flying yet?" Tanith asks. "Flying's got to be great for your lats."

Liberty's Edge

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Aralicia wrote:
That's nice, but how do you propose to fix this imbalance ? By allowing mundane maneuvers to be so supernatural that they works without caring about anything even a bit realistic ? But in that case, if a character can entangle without reason "just because", isn't it "magical" ?

That's easy. DMs can just stop applying fiat where it's not appropriate and creating unnecessary rules/restrictions. The rogue using dirty trick to entangle the stone golem isn't creating some kind of imbalance. He still needs to spend an action and roll high enough. Why are his mechanics sometimes subject to a player creativity check? If the DM really has a hard time with the 'realism' he can just as easily chip in.

Rogue: I dirty trick to entangle the golem by pulling down its pants! *rolls dice*

DM: Sorry, golems don't have pants so your dirty trick fails.

Try instead:

Rogue: I dirty trick to entangle the golem by pulling down its pants! *rolls dice*

DM: Well golems don't have pants but that roll hits its CMD so you manage to trip it up on a chunk of its shoulder the barbarian knocked off with his last power attack. It's entangled.

Just because martial /stuff/ is non-magical doesn't mean they should be saddled with additional mechanical restrictions. The game's rules handle that well enough already.

Quote:
Crushing despair "just" work, *if* the target fails a Will save and isn't somehow immune to mind-effects. Same difference, really.

Not at all. The fighter's intimidate check requires the target not be immune to mind-effects and he must succeed on a roll (the inverse of the target failing a save).

In response the DM might:

* Rule the target cannot be intimidated because he's bigger than the fighter, higher level, have more goons, have nicer hair, or anything else.

* Rule that the fighter is a bully and hit him with an alignment infraction.

* Rule that the target is upset and vengeful and come down with the full force of the law.

This is all stuff that casters rarely have to deal with me.

They both required the target to be not be immune to mind affecting and make a check or fail a save but the martial character's efforts come with a lots of extra baggage.

Liberty's Edge

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I rest my case.

Dirty trick doesn't have any text requiring setup or additizonal actions. It already has a detailed list of its limitations and counters. Why does glitterdust automatically work? What if the target happens to be blinking when the spell goes off? What if it's acclimated to brightly colored lights in its eyes?

Some DMs love it to create extra rules for martials. Casters rarely suffer the same treatment. From my experience that's a big part of the martials vs casters dilemma.

Liberty's Edge

2 people marked this as a favorite.

I'm convinced that a lot of the casters vs martials problems is on the DM's end. For some reason there's an expectation out there that things should just be harder for martials.

If the fighter wants to intimidate someone you've got a 50/50 shot of getting push back or straight up fiated. If the wizard using crushing despair it just works, no questions asked.

If the rogue tries a dirty trick to blind or entangle it has to make sense to the DM. If the bard casts glitterdust it just works.

I've seen quite a few DM's nail martial character with fiat denials or penalties because 'it doesn't make sense' but casters never face that kind of scrutiny.


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

Tanith does a few throwing preparation stretches.

Liberty's Edge

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There's a lot of scary stuff in the Star Wars universe that seems to go unnoticed by its occupants, like the fact the galactic government has a powerful religious order with magic powers as its military might.

Liberty's Edge

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OP is looking at Golarion from through a very modern lens. For much of history and even now in large chunks of the world, marriage doesn't mean monogamy and nobody expects it to. Applying your cultural expectations doesn't really make sense here.

Liberty's Edge

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Jiggy wrote:
Feral wrote:
How well does 5e work to balance attributes, specifically strength vs dexterity?

Very well.

For attacks and damage, any weapon with the "finesse" property gives you the option of using DEX in place of STR. However, finesse weapons have smaller damage dice than non-finesse weapons, and in 5E your weapon damage dice actually matter. Conversely, thrown weapons can use your STR in place of your DEX, but have less range/ammo than bows.

Thanks for the reply!

This is a good start. 4e had a similar stance at lower levels but by higher levels dice mattered much less. Assuming damage dice remain relevant this sounds like a fair trade. Dex-based characters do less overall damage in melee and strength-based characters had less range in ranged combat.

Quote:
Going a little deeper, STR-based characters have a slight advantage in being able to (typically) use heavier armor, resulting in slightly higher AC than what DEX characters can achieve. Additionally, they're generally able to either use a two-handed weapon for higher damage or add a shield for +2 AC, while DEX PCs are stuck with one-handed weapons and often aren't proficient with shields. But on the other hand, DEX-based PCs will have higher initiative and better saves (more on that later).

This sounds like the same stance 3.5/PF has. I was hoping for something better than “strong characters wear more armor”. If dex is allowed to compete with strength is melee I’d like to see strength be able to compete with dex when it comes to AC. So strength’s only advantage is 1) Wearing heavier armor and 2) Doing more damage in melee by using two-handed weapons? What if you’re a strength-based character that uses one-handed weapons but not a shield? Are you just inherently worse? On top of that dex-based characters get better initiative and saves? Ouch.

Quote:

This is slightly off. What's actually going on is that there's no such thing as Reflex, Fortitude or Will saves; instead, every stat has its own save (that is, you might make a DEX save or a CHA save or a WIS save or whatever).

Interestingly, DEX/CON/WIS are still the most common saves, and then every class is proficient in one "common" and one "uncommon" save. For instance, rogues get DEX/INT, fighters get STR/CON, clerics get WIS/CHA, etc. Hey look, more balance! ;)

Again, this sounds like more of the same. Dex-based saves are prevalent but strength-based saves are not. =/


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10
Farrukh Al'Khatel wrote:
"Yes, Tanith, I can track people across OTHER PLANES. I'm just that good."

"Great! I'll be right behind you."

Liberty's Edge

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Violence is fine. Sexuality is bad and scary.


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

Perception: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11

"What?! Yes, I know I need to work on my traps. I saw Eben's illusion too!" Tanith shouts while worrying over his plateaued gains.

Ready to attack if something bad gets in range.

Ready (hope, haste): 1d20 + 15 + 2 + 1 ⇒ (19) + 15 + 2 + 1 = 37
Damage: 2d6 + 9 + 2 ⇒ (2, 1) + 9 + 2 = 14


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Male Ulfen Brawlerdin 9 (hp 105/105) | F +17* R +10 W +12 | AC 24 T 14 FF 22 CMD 28*
Resources:
Hero Points 2/3 | Smite 1/1 | Stunning Fist 8/8 | LoH 8/8 | Stance 5/7

Save the world from us!


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

I disagree mechanically but since I just convinced you to buff pinning in the spirit of intent I suppose it's only fair if I take my medicine.

Okay, let me math this out.

CMD is normally 38 vs grapple.
+1 for haste (dodge)
+4 ki point (dodge)
+2 rage (+4 from strength -2 penalty)
-2 grappled

Total: 43

Apparently I did include it.


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

And that boys and girls is why grapple is a terrible combat maneuver.

Too busy accepting the dragon's refusal to wrestle properly as admission of defeat, Tanith barely notices the horrific wounds he's suffered or the fact that his kilt has been melted away by acid.

Tanith's AC is 30 currently but he's also got rage and bear's endurance HP so he should be at 22.


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

”Farrukh!”, Tanith grunts as he discards his useless poleaxe and tries to get a firm grip on one of the dragon’s claws. ”Pull when I push…”

Delaying for a potential assist from Farrukh and/or other buffs.

The idea of a dragon overpowering him triggers a bit of Kord’s righteous fury in the big man and his thickly muscled form swells with power as he pushes back in an effort to upend the monstrous menace.

Rage and Strength Surge.

Reverse Grapple (rage, blessing, haste): 1d20 + 20 + 2 + 4 + 1 ⇒ (15) + 20 + 2 + 4 + 1 = 42

Action Point: 2d6 ⇒ (4, 1) = 5


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

"Yeah, I could probably set him up with some work at the temple. He'll have to work hard but Tigri will take good care of him", Tanith finally offers Eben after deliberating for what feels like days.

***

"So when are we leaving? You made it sound like the trouble in Diamond Lake is serious."


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

Look we've already established that I was cheating. The multiple ways I was cheating really doesn't matter.


2 people marked this as a favorite.
Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

Tanith whacks the apostle on the snout each time it lunges for Raknian as if it were terrier pawing at a morsel perched overhead.

Liberty's Edge

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Almost all of the Paizo APs have some sort of the tertiary subsystem. I haven’t been super fond of most of them but you can usually gut them and the campaign will be no worse for it.


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Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

Will (hope, vigor): 1d20 + 12 + 2 + 6 ⇒ (9) + 12 + 2 + 6 = 29

Tanith growls as he feels Khellec's spell messing with his head. "Joke's on you a~#~*@&. I can't!"


1 person marked this as a favorite.
Male Suel Sacred Fist/Godling 10 | 102/102 hp, Init +0, AC 35 (haste, recitation, shield) [touch 23, FF 20], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Conviction, Resurgence 2nd: Shield Other, Iron Skin x3 x2, Bear's Endurance 3rd: Channel Vigor x2, Align Weapon Com
Resources:
Blessing 7/7 | Fervor 6/7 | Smites 6/6 | Rage 10/10 | Ki 5/5 | Action Points 7/10

Happy Birthday!

(Please don't send me to the hospital again I can't afford it.)

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