|John Spalding RPG Superstar 2011 Top 32|
A manxome creature has extended its life through the consideration of paradoxes, puzzling koans, and non-sense poetry. Its primal strangeness
Creating a Manxome creature
“Manxome” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A manxome creature retains the base creature's statistics and special abilities except as noted here.
Defensive Abilities The creature gains damage reduction 10/lawful.
Special Abilities: A manxome creature gains the following special abilities:
Ageless (Ex): A manxome creature does not age and is immune to any effect which causes a creature to age.
Bewildering Aura (Su): When a manxome creature is under the effects of any mind-affecting effect, a manxome creature may activate his aura of bewilderment as an immediate action. Every creature in a 30 foot radius must succeed on a Will save (DC 10 + 1/2 manxome's creatures HD + manxome creature’s Cha modifier) or be affected by the mind-affecting effect which triggered the aura. The aura ends whenever the triggering effect ends. A manxome creature can only have a single bewildering aura at a time.
Paradox Armor (Su): A manxome creature gains a +5 dodge bonus to AC. However, if a manxone creature has full concealment against an attacker, that attacker ignores the manxome's creature's dodge and natural armor bonuses.
Transcend Divination (Su): A manxome creature is immune to any divination effect. The creature targeting a manxome creature with any divination must succeed at a Will save (DC 10 + 1/2 manxome's creatures HD + manxome creature’s Cha modifier) or be affected by insanity.
Word of Puzzlement (Su): As a full round action, a manxome creature can utter a word of puzzlement. All creatures who hear this effect must succeed at a Will save (DC 10 + 1/2 manxome's creatures HD + manxome creature’s Cha modifier) or lose their ability to communicate in any language. This causes 50% spell-failure for spellcasters. This is a mind-affecting effect.
Skills: A manxome creature instantly fades from memory which grants it a +20 racial bonus to stealth and permits it to hide in plain sight.
That clearly isn't true for all items which replicate a feat:
Keen and Improved Critical have the same effect.
Just beat him down over time. He either stands and trades with your or he hops in and out. The latter is slower, but the end result is the same. If you mitigate his damage at all it is easy. For example, stoneskin and basically ignore most of his damage.
You can magic missile if your concern is hitting touch AC or saves.
The cleric/inquisitor can almost assuredly turn off the monk's AC with dispel magic. I.e. he has like 22 AC max before items (10 base +2 monk bonus + 5 wisdom +5 dex). The rest comes from gear and consumables. He probably lacks enough cash to kit himself out in permanent gear. So, some of his AC probably comes from consumables. Dispel that and knock his AC down considerably. When his AC becomes more manageable, say 25, the paladin and inquisitor will murder him.
Alice Margatroid wrote:
I feel the exact opposite way. I love when players want prophetic auguries and cryptic rhymes. I feel like divinations are the easiest way to let players into a story element that would otherwise be hard to convey.
Small: You are unusually small for your kind. Regardless of race, you are now a small creature and gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
This is a sweet boon.
Previous years seem to limit the special to 1-11. With the increased focus and availability of 12+ play, will the special at PaizoCon allow lvl 12+ characters to play, or should those of us with high level characters chill at 11.2?
Our local group doesn't want to run the retirement arc if doing so will cause us to get shut out of this year's metaplot. Especially if it means we
Season 4 potential spoiler/wild guess:
lose the chance to fight Krune.
There are a number of wind spells to use against archers. Fickle winds being the best option.
As to being charged, that sounds like a party formation problem. Keep in the middle and keep some space between PCs and it makes charging tough.
The teleport thing doesn't sound so bad because you should only be eating one or two attacks per round. It is usually a standard action. So on your turn, eat the AoO and get out of mellee range. If it comes after you again, repeat. Basically, avoid taking a full attack action and you should fare better.
I would think about equipment options to remedy the low hp issue and maybe look at fireshield, cloak of dreams, or similar magic to make hitting you less attractive.
Purple Fluffy CatBunnyGnome wrote:
I was actually asking to see if I should run that over another mod. The interesting boons in season are a big part of the fun so far. Mostly as the group considers the moral quandaries and wonders what effects their choices will have down the line.
I would be wary of splitting it at the +1 level mostly because the +1 mw enhancement bonus to hit gets absorbed in a magic weapon.
Thus the +2/+0 would have exactly that, a +1/+1 player gets that, but the one you describe as +0/+2 actually gets +1/+2. Because 1/+2 is strictly better than +1/+1, you are getting something for nothing.
At higher levels you have to start making DR decisions- how do you determine if it overcomes silver/cold iron/alignment DR? is it the max of the two, the minimum, or the average.
Also, how does a spell like magic weapon interact with the spell?
I don't oppose the idea, but you do have to answer some questions if you go forward with that.
Bitter Thorn wrote:
To an extent, you have the ability to use any primary score to help the group. But if you want to be King (or queen or whatever) Charisma is the way to go.
But more generally, if you want to be king, think about the kind of kingdom you want and go from there:
My group had a haven for fey, forest creatures, and chelaxian slave runaways. But if you wanted a darker feel, you could be a bones oracle or necromancer and make it a place for undead, etc.
KIngmaker is a sandbox, so really the themes you bring to the table really make the game.
PFS is a great place to try things out and people can get overly worked up. If you want to play a bruiser bard, do it, and ignore those who complain about your build.
Also, frankly, bards have tons of ways to do their skills and some good skill options are not dex or wis based like knowledge and social skills which, to me, are the central bard skill strength (or can be).
The dawn dervish is a solid build, albeit pretty terrible at 1-2. At 3 it starts getting good pretty quickly.
If played as part of a normal campaign, can one apply the chronicle sheet to an existing non-level-one PFS character?
Double thread necro. Check the prd. http://paizo.com/pathfinderRPG/prd/
Paladins no longer get double smite damage on every attack against evil undead, dragons etc. Just on the first attack:
If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses.
Druids are solid at every level but, in my view, never the best DPR at any level. At low level, animal companions are very strong. At mid levels wildshape is very powerful and some animal companions are very good. At high level, they are full casters.
That said, a number of builds have very strong damage across every level - 2hand paladins, archery fighters, 2hand barbarians, etc.
The beauty of the druid is really flexibility. Their spell list covers many bases. They have good skills and plenty of skill points. They are extraordinarily mobile. They have good mellee options.
That said, money is tough for low and mid level druids. Amulets of mighty fists are expensive. Wild is expensive. By mid level you really want both. A wild shield, armor, and +2 amulet of mighty fists costs 32 is more gear than a 9th level character gets.
For the less money, a barbarian gets +4 str, +4 armor and a +3 weapon. That's a net of 2 more to hit and 4 more to damage.
Druids also have a much worse time with DR. They have fewer ways to beat it; and compared to a 2hander, they have more attacks for less damage which is unfavorable.
They also, frequently cannot take their best forms because it doesn't fit in the room/hallway. The same applies to some animal companions.
Sean K Reynolds wrote:
Each new job is an exercise in making Word do as I wish. Setting defaults to a certain kind of dash. Now, making WestlawNext citations conform to source formating.
The only thing I cannot get to work is keeping footnotes on one page. The new Word sucks at this. No combination will keep my header, keep my footer, keep the line numbers, keep paragraphs together, and not spread footnotes over three pages. I have begun to add carriage returns manually. Grr.
I have found the best way to do this is to make stripped down pregens. Make 4 characters who are mechanically easy to play. In my mind, there are a few things that help:
1) Avoid abilities you switch on and off (point blank shot,rage, power attack).
2) Primal Bloodline sorcerer with spell focus evocation
3) Oracle - Lame Curse, Battle Mystery, Skill at Arms Revelation
I think the real offender in terms of archer DPR is their ability to overcome DR. Most of the time, archers scale because they have lots of attacks and 2 good ways to beat DR, cheap arrows and Clustered Shots. Giving monsters back their DR helps a ton.
I always consider banning Clustered Shots.
As stated above, make them track arrows (though I only make people track special arrows).
Limit metagame knowledge of DR.
If the archer has a normal composite bow and not a bow with the new fleixble composite enchantment, any strength penalty gives them penalties.
Bows are really easy to sunder, and sundering isn't as nasty as it was in 3.5.
For something normal sized (Huge or smaller) I would treat it as normal combat.
For something huge and epic, I would treat it as a series of encounters/requirements.
I.e. The squid has grabbed the ship and is pulling it under. Then make a table for various things:
1) The ship goes down in five rounds if not enough was done. Each round it makes 4 attacks.
I am not a lawyer, but:
The feds have independent sovereignty and may prosecute even if the state does. Double jeopardy doesn't apply under dual sovereignty.
A quick look at the Colorado cases and statute makes it appear that the CO statute is broad and, absent waiver, is enforced.
Level 10 Build:
Vivisectionist / Beastmorph
You can get pounce whenever your mutagen is active. Not too shabby. You have sneak attack. With the right feats you can extend it a long time and without the intervention of allies.
Mutagen: Feral, etc
You generate your own sneak attacks.
As long as they remain shaken, any claw hit extends the flat footed condition. If they cease to be shaken (because you suck at intimidate) another bludgeoning bite gives a free action to demoralize.
At level 13 you use Delayed Consumption to turn into something with many attacks and make this even more effective (and give yourself a stacking str and con boost). Calikang from the Inner Sea Guide is particularly nice for its 6 arms.
I don't think it is worthless, just not great. It would not be my first 32k gp purchase.
I understand it is meant for them, I just think the people it is meant to work against are the least likely to be affected. In general, more iterative attacks requires more HD which increase will saves (directly and through wealth/feats). In general, casters have good will saves.
I think a play-test might be helpful either way.
Consider 3 fighters
All have Iron will, weapon focus, weapon, spec, gwf, power attack, furious focus, weapon training 2, 20 str
So attack routine of 10 bab +2 feats + 2 WT - 3 PA +5 str = +16/+11
+3 sword is +19/+11 for 28 damage
With AC 24, 130 hp, will Save +8, it takes the first two 3.7 rounds to kill it (I ignored crits because I am lazy).
The slow weapon will average 2 rounds of slow over a 4.7 round fight (it takes longer).
If the average creature does about half normal damage while slowed, it is a wash. I think that is a pretty close estimation.
Using the same numbers, if it was a +3 enchantment, the straight enchantment would kill the monster a round and a half faster. So the enchantment is only a wash if the creature is 1/4th effective when slowed. I don't think slow is that debilitating.
I think a close analogue is the dustburst pellet. Like the posited weapon, it afflicts a pretty crappy condition on a single target (blinded and sickened). It costs 192 gold. 50 would be 9200, so a weapon doing the same thing would be 9200. That puts it somewhere in the neighborhood of a +1 enhancement bonus (the bullet also is +1). I would call it +2 and be done with it.
Comparing it to other enchantments... Disruption is close in theme and effect and +2, but I think disruption is pretty expensive at +2. (I would pick holy or keen or spell storing over disruption every time). I think most people would pick holy over the slow. That means it is pretty firmly in line with the other +2 options.
My analysis goes like this - slow really hurts 1) casters who want to move away, and 2) people with iterative attacks or multiple attacks. Casters tend to have decent will saves as do creatures with multiple attacks (lower HD animals being an obvious exception).
At +2 it is moved out of the zone where it is clearly overpowered (low level) and ok where it is likely to show up, mid level.
Mage bullets is pretty vague. In particular 1) it works on just one barrel at a time, 2) it persists until time runs out or used again on that barrel.
If one has a pepper box (6 barrels), it seems one can one blow 6 2nd level spells to mage barrel the whole gun. Then you can make each barrel spells storing and crank out a ton of spells in a round.
Rapid shot + haste + 3 attacks from BAB (say you go EK) is 5 shots in a round.
Crossblood sorc for +2 damage per dice. Magical lineage (scorching ray).
So 5 spells * 3 rays per spell * 4d6 = 60d6 + 120 all times 1.5. Total is around 500 damage.
Am I missing something?
A few pieces of advice:
1) Take sacred summons as your next feat. You can pop a summon on the first round and have something to do during each round other than heal. It makes it more fun.
2) Look at what you cast when. Buffing before fights often reduces the need for healing during fights. Defensive buffs can be better at mitigating damage than an equivalent heal would cure. Offensive buffs can end fight sooner limiting how much damage accrues.
In particular look for long term buffs (greater magic weapon, magic vestment, communal resist energy, shield of faith on big fights maybe).
3) Force the party to split wand costs and top off between fights so you need emergency healing less often.
4) Sometimes it is a party issue. Some classes have sucky defenses and suck up damage (e.g. most barbarians). There is not much you can do about this.
Other classes need to use their own resources to defend themselves (e.g. arcane casters). Have a talk with them to do this stuff. Not dying is everyone's job.
Everyone needs to devote resources to getting good defensive gear. Help people be cognizant of how they spend money.
5) Some people are BOTH fragile and useless. If the character being downed does not mater to how the fight turns out, do not spend *actions* healing them. Be gracious, don't let them die, but if they stabilize and are not dying, that is good enough. Heal them after a fight too, just to be nice.
This is usually always the same guy, who always makes a useless character in the name of pure roleplay or someone who has a grand plan for a character that will be effective someday, but not now.
I think it would have been nice if the old iconics were made that way. I.e. simple effective builds with minimal finnickt stuff. With noobies, I stat their characters out that way.
I usually do: Life Oracles, Primal or Draconic Sorcerers, 2H Fighters, and Paladins. All are very simple before level 6 or so. After that, you can start to figure stuff out.
Use preparation to your advantage. Most critical will be tactics.
Goals 1) Avoid taking full attacks, 2) Divide and Conquer. 3) Have an escape plan or doomsday effect.
Remember at this level you make the terrain. E.g mix illusionary and real walls/floor to your benefit. Remember lvl 19 wizards are smart and attack weak points.