Halfling

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Organized Play Member. 700 posts. 1 review. No lists. No wishlists. 10 Organized Play characters.




"Punitive Transformation (Su): You can transform an opponent into a harmless animal as if using baleful polymorph."

So does this mean that Punitive Transformation is affected by SR (as if using baleful polymorph" or is not (because it's a supernatural ability)?


If I am two weapon fighting with alchemical weapons, such as acid flasks, or using bombs with rapid bombs, what would be the penalty to hit from the two weapon fighting?

I.e., are these sorts of weapons light or one handed?

2/5

In preparing mods I've often struggled making templated creatures. Other DMs add everything into hereolabs. I've seen other DMs spend a large amount of time making suppliments like paper character icons for social mods like the Blackros Matrimony or other helpful handouts.

This all seems to be beyond what Paizo wants to provide as part of the adventure. Thus I was curious whether there was a way of putting all these suppliments online in an organized fashion for people to download beyond simply linking things into the discussion thread.


Rhino Hide grants +2d6 additional damage on charges, including mounted charges.

A critical, using a lance on a charge, and spirited charge multiplies your damage. It does not multiply additional damage from weapon special abilities or sneak attack.

Rhino Hide is neither precision nor a weapon special ability.

This leads me to believe that the additional damage from rhino hide multiplies on a critical etc. However, I'm not sure whether this is correct by RAW.

2/5

I was running some mods during a con this weekend and kept seeing ineffectual enemies. For example, one sorcerer had suggestion and charm monster, but was feated out to disarm and the tactics say they focus on disarming instead of simply asking the fighters to "go home" or "please drop the sword" or something in that nice enchanter manner. The Big baddie, in the same mod, literally could not drop any party member in the party unless something went serious wrong. In 3 rounds of combat, I think I did less than 20 damage to the party, and I had no save or dies or anything for them to save against. In that same mod, they put low level high hp rogues by themselves in a small room that made it tactically unfeasible to flank, so they just got murdered and did no actual damage to the party.

In a different level 10-11 mod with different players, the enemies, who could barely hit AC well into the 30s (e.g., an archer had 37) that most of the party had. The monsters had a +11 base to hit that became +15 to hit (with all their extensive modifiers and flanking added in), but were specified to power attack all the time...giving them a +13 to hit and meaning they literally only hit 3 of the party members on nat 20s instead of on 18s or whatnot. Even when they hit, they only did enough damage to possible threaten 1 party member, which was the wizard. It literally seemed like a trash fight, despite me having to spend 30 minutes figureing out the monster's 2.5 page write up. I completely felt like I wasted my time.

The big baddie in the end of that mod had a single dominate, which the party was immune to due to smart pre-buffing. As a result, the big baddies grand total effect on the party was to have a cleric cast remove fear on the one party member the big baddie feared. I wish I was exagerating, but I did no damage to the party in the finale. I didn't even slow the party down. The "support" monsters that were with the big baddie died without doing any damage because they could only hit the front line on a 20, and they had low Ac themselves and enough hit point to only survive 1-3 hits.

I've noticed this is more common in the higher level mods than the low level ones. What is a GM to do?

In LFR, I would simply raise the monsters to hit to level appropriate levels and/or raise the damage depending on what the issue is. However, pathfinder prides itself on DMs not making any changes to the mod. Thus I felt forced to run a drama free walk fest and do stupid things like have the sorcerer fail diarm attempts on characters with +5 will saves and high CMDs instead of simply using enchantments to remove characters from the fight or even have them disarm themselves.

2/5

Could Juju Oracle please be made legal? It's a Mwangi themed oracle, so it fits in the campaign. It most likely would be Osirian due to location and outlook, and "antiquities-obsessed Osirian necromancer" are explicitely spelled out in the PFS guide as being allowable.

All the spells Juju gives are legal. The Bone mystery gives many of the same revelations and is legal. We even have legal Undead Lord clerics.

The only real special thing the Juju brings into PFS is non-evil undead, and giving oracles some wizard spells. Oh, and a ton of fun flavor.

Thus, I return to my request, can Juju mystery please be made legal?


I originally wanted a human witch, but the ARG convinced me than elf would be better after level 3. However, I now cannot figure out what is the best hex progression.

I want Evil Eye, Cackle, Slumber and Misfortune. Misfortune is the only hex than can effect mindless foes, so I really want that as early as possible. Flight is also a given at level 4.

1) Slumber (elf specialty)
1) Extra Hex: Evil Eye
2) Cackle
3) Extra Hex: Misfortune
4) Flight

In short, I'm not sure whether I should take misfortune at level 1 so that I can debuff undead and evil eye at 3. But, without cackle, misfortune is pretty lackluster.


I was excited about making a magus. However I realized that casting defensively means a magus won't be able to be sure they can get off shocking grasp 100% of the time until around level 10 or so.

For example, a level 2 elven magus with 16 int and the right trait would have a concentration of 7 and need to make a 17 to not lose the spell. So that is a 55% chance of success. That's not a nova once you consider you can do that 2 to 3 times a day with 1 handed weapon....with 1 or maybe 2 getting cast and maybe 1 landing. That's not even barbarian damage. Sure, you could arcane mark for another attack with only a 15 dc, with a 65% chance of success....but that still isn't very good odds. Plus it requires a full attack to work.

I am kind of at a loss on why a magus is decent before level 8 or so. Can you explain it, because they seem worse than rogues before then.


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The one and only skill I was sure animals had as a class skill was survival. However, it seems that I was quite wrong. Animals apparently spend more time jumping than feeding themselves.

Please fix this.