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Harsk

Kilthan Hammerstone's page

531 posts. Alias of Tilnar.


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Existing party in a Golarion-based campaign is looking for 1 person to join in our weekly (pen and paper) based game.

(Basically, the party used to be 5, and we're looking to replace a lost player -- tried going without for months, but we've never quite regained solid footing).

The major campaign goals/plots have been discovered (for the next few levels, at least) -- but there's a lot more to explore/plan/learn/do (after all, the villains are moving on with their plans...), and of course, subplots based on individual characters are quite possible --- and individual actions always have consequences, which can totally change all of that. The party is currently 9th level.

The game is a mix of RP and combat (where non-combat solutions are rewarded)... and the PCs are trying to be heroes (so no evil PCs, sorry). Also, we're limiting content to Core and APG.

Assuming you're interested, please reply here and we can discuss the party composition, plotlines and playstyle (as well as answer any questions you might have) before generating a character.

We play weekly, alternating between locations in Barrhaven an near CHEO.

One caveat: Any new addition would be on a probationary/trial basis (to ensure no conflicts with existing players) -- though don't let that scare you too badly, it's a solid group that's plays well together and with others.


Ok, so my party's about to have another adventuring band attack them to save the prisoner they've got (misinformation is fun!), and the leader of that band is a barbarian with Fiend and Elemental totem powers.

When raging, the barbarian gains a bite attack for d4 and a gore attack for d8, plus elemental rage (+1d6). He's using a greataxe and has iterative attacks.

From what I can see of the rules, you make your primary (weapon) attacks without penalty, but then take a -5 on secondaries, is that right? If so, his full attack sequence would be this:

+1 Greataxe: +17/+12 (1d12+11) (x3) + 1d6 elemental damage and
Bite: +11 (1d4+3) + 1d6 elemental damage and
Gore: +11 (1d8+3) + 1d6 elemental damage

Now his BAB is 9 and he's at +7 Str raging. I'm not including Power Attack in this at the moment.

I have to say that seems pretty darned ugly. Especially if he gets Enlarged.


Ok, so I'm a little confused.

Half-Orcs are fearsome and gain +2 to Intimidate... but full blood Orcs, despite being (presumably) meaner and nastier don't get a racial bonus? I know, I know "Houserule it", and I will, but still?


Ok, so I was just throwing an alchemist at my party, and had a few small glitches -- I'm rather certain that I did things correctly per the rules (RAW), but I thought I should ask.

The rules indicate that an alchemist using an extract does so as if drinking a potion and it's a standard action. Now, to me, this indicates that the alchemist has already done the hard work of preparing the elixirs and so it's all standard actions from that point on to use them...

So, here come the "sticky" bits that had my players a little upset - again, I'm pretty sure I'm correct but would like to be sure:

#1. Drinking an extract = standard action -- even if the spell that the extract is made from has a 1 round casting time.
(In this case, the feral Master Chymst, after getting his/her greater invis dispelled and losing the ability to fast bomb the party into bits decided it was claw/claw/bitey time and Enlarged -- and I got complained at for the fact it happened right away).

#2. While drinking a potion provokes an attack of opportunity, an alchemist using an extract doesn't lose the extract or need to make a concentration check as a result of damage, sice they're not casting a spell. After getting hit by the flurrying monk (due to the loss of AC in the enlarging), he/she tossed back an elixir of Stoneskin (probably should have done them in the opposite order, really, but shh), got hit by the attack and then of course, I was protested at because he/she got DR10 anyway.

Now, I can see their point - alchemists being the equivalent of uninterruptable spellcasters is pretty severe - and while only being able to affect the self nerfs the utility of some spells (haste, for example), it has 0 drawback on self/personal/single-target spells anyway. At the same time, this seems to be what the rules say. I'd like to know if I was wrong so I can bump the CR for XP and loot for his/her "special" ability before next week's session.



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