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Pathfinder Society Member. 99 posts. No reviews. No lists. No wishlists.

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Imbicatus wrote:
EDIT: It also might help to observe the traditional rites of halfling manhood.

+1! No, make this +a_lot! :)

An excellent comic, OOTS, really made my day on several occasions!


Trust issues are my major concern as well... while I never intended to "harm" the party by being "evil" (whenever the issue of evil characters arose in the past I was always in favor of "fair to the party, evil towards the others" option), I clearly understand that there will come a time when clash of beliefs / interests will surface. What then?

Both ideas of creating a phony religion (could be further supported if I were to suggest that I hail for Sargava, an option that allows me to be exotic enough to follow some obscure religion and lend me enough ties to Cheliax so that I have a base material to work with) or pretending to be an Abadarian cleric seem valid, not to mention extremely entertaining, choices. In either case I'm thinking of decorating my character's head and body with various tatoos and ornamental decorations and piercings in order to hide a tatoo holy symbol somewhere between the other tatoos - the Sargavian background would certainly give creditibilty to such a display, right?

I'm torn between informing (OOC of course) my fellow players of who my character really is and leave them in the dark. Telling them is, of course, more honest towards them but I'm afraid most are not good enough role players to not allow this knowledge dictate their character's actions. They might react to something that I do not based on what I actually do but, rather, based on what they (the players, not the characters) know about my character. Leaving them in the dark allows a more natural building of bonds between the PCs and the shock of discovering the truth (if ever!) would be genuine, but on the other hand it may very well lead to nasty situations between us...

I'd like to make giving me suggestions a bit more difficult for you, though, and mention now that we're starting from 1st level so there won't be any CLW wands for some time, there probably won't be any other source of healing available to the party (at least in the beginning) and I've decided to use the whip as my major weapon, thematically connected by being raised in a family owning slaves - I think Cheliax is not against slavery, neither Asmodeus nor Abadar for what it matters. I'm also determined to provide that information to the party (among other things) as it is my (character's) firm belief that the best lies are built upon true foundations.

What do you think?


Hmmm... lots and lots of very interesting things said here!

I don't mind my GM's "demand", it was more of a suggestion actually rather than a demand. I guess he's a bit inexperienced in handling evil characters (as all in our party are!), so, basically it's ok, I prefer to view it as a challenge!

Concerning some of the ideas above now... The Hidden Priest archetype is exactly what I should be doing, but...hmmm... I don't know, there's something about it that does not appeal to me... What I really like is the idea of pretending to be some other god's cleric trying to hide myself in the river kingdoms... I could craft some obscure LN god's variant holy symbol and claim that it's variant in order to look like something else because the "real" holy symbol is rare and might work like a beacon towards me.

I'm thinking of a holy symbol that carries the generic shape of the Asmodean one but also carries enough differences so that it may support my story. It could work because, to the best of my knowledge, the rest of the party does not contain knowledgeable characters (a fighter, a barbarian, a sorcerer and a ranger most probably). There are two hindrances that I see now, one being wether Asmodeus would allow me to cast spells using such a holy symbol and two, what would I say as soon as they realise that I cannot spontaneusly cast cure spells! I guess I would have to memorise some cure spells...

I think that the GM has in mind for me to be a Chelaxian agent trying to scout Brevoy's movements in the River Kingdoms, though I'm not sure yet. If this is the case then my pride in my Chelaxian and Asmodean heritage would be satisfied! :)

How about being (almost!) entirely honest? I could take the Separatist archetype and not lie about being Chelaxian or even about following Asmodeus, instead claiming that even though I was a son of a minor noble house I was deemed a heretic for my views concerning the Chelaxian society and the faith of Asmodeus in general and had to flee for my life. What do you think?

Any other ideas?

P.S.: I just saw the wiki on Abadar... pretending to be Abadar's cleric might actually work! I was going to focus on the Lawful aspect of my alignment mostly rather than the Evil part anyway, so I could actually pass for an Abadarian priest! Hey, he's even closely allied to Asmodeus! What a great idea! *grin*


So, we're about to start a new campaign (Kingmaker to be specific) and somehow, even though it won't be an evil party campaign (just no LG characters), I ended up playing a LE cleric of Asmodeus (could be LN as well, but I think it will be much more fun to be LE).

I was going to be a proud member of the Asmodean clergy. mostly stressing the Lawful aspects of my alignment and the Cheliaxian way of thinking, but then the GM saw that I had elected the Trickery domain and promptly declared "You shall hide your identity from the party - do it well and you shall be rewarded", the "... or else!" didn't even have to be voiced! ;)

So, anyway, how can I hide the fact that I'm an Asmodean cleric when I'm supposed to cast spells? I can get away for some time doing roguish things, but in the end I'll have to cast some spell or to channel energy or ... well, you know, I'm supposed to be a cleric!!!

Any ideas? Your insight, as always, is extremely appreciated!


Hmmm... I never thought of checking the relevant skills!

Thanks a lot people!


Hi!

I was wandering... is there some equivalent action to running using other types of movement, i.e. flying / swimming? In other words, can a creature use a full-round action to move more than double its movement rate using some form of movement other than walking?

Please assume that the creature has a listed speed in this form of movement.

Thanks in advance for your insight!


Ahhhh...that settles it!

Thanks!


Quoting the PRD:

PRD wrote:
If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.

So, when is someone forcing the barrier against a creature? Suppose a PC, having a Magic Circle vs Evil cast on him, is trying to move in a 10' wide corridor. At some point of the corridor stands a medium-sized evil-aligned summoned creature. If the PC tries to pass beside said creature will he be considered as "forcing the protection from evil barrier" against it and thereby breaking the spell?

In other words, does the barrier spell collapse whenever the recipient tries to move near a creature he's warded from? (and by near I mean closer than the barrier's range of course)


Matthew Downie wrote:
Then again, if one of your PCs grapples someone, do you allow their target to use the sunder rules to cut off their arms?

Well, no, not their hands, but if someone was using some kind of polearm to perform the grapple (e.g. a mancatcher) I'd most certainly allow a helper to try and sunder it, wouldn't you?

After all, isn't cutting the vines what every hero in every film does in similar situations? :)

Thanks a lot for your suggestion! I was thinking of something more supple, like a thick rope maybe, but it would be too easy to cut, right?


Hi!

My party is about to fight some Hangman Trees and it's quite certain that the PCs will try to cut the vines grabbing them.

I think I should use the sunder rules for this, but what stats (hardness, hp)should I use for the vines?

Any other suggestions as to how should I deal with this situation?


Ahhhh... that was exactly what I was looking for!

Thanks a lot!


Hello people!

A Paladin's Smite Evil ability bypasses any DR that the target creature might possess (as long as said creature is evil of course).

Does the same apply to the Smite Evil ability of other creatures? For example, the Smite Evil ability of Celestial creatures summoned using Summon Monster spells?

Thanks a lot in advance!


Hmmm... I see your point... I should probably have posted this to the "advice" section of the forum, as I was looking for inspiration mostly rather than "rules", either as RAW or as RAI.

@Rynjin, my friend don't get me wrong, I meant the "what about non damaging spells" case, your clarification on spells that deal damage was excellent and right on the spot!

Thanks a lot people!


Actually, I was not thinking in terms of damage, but more like a Fort save or knocked prone, or maybe, knocked prone and Fort save or stunned for 1 round. Remember that you're actually running against an invisible wall!

If you've ever read The Dome from Steven King you'd know what I mean... King has people bloody their noses just by walking against an invisible wall of force and no few died by crushing against it, albeit at car speeds.

Noone addressed my spell question though... no ideas at all as to what would happen when a spellcaster tried to target a spot beyond the wall of force?


Rynjin wrote:
No to A (there are no rules for hitting a wall I believe), yes to B so long as the spell didn't do enough damage to bust through it, same as any other wall.

I would think that there are no rules for slamming against walls because it is perceived that nobody would do it. But in this case you can't see the wall and you may be running (or even charging!). So, would you'd rule that nothing happens, you just stop moving?

As for spells, I was mostly thinking of non-damaging spells... what would happen to a web, for example, or a grease? Maybe it would fail to cast, thereby alerting the caster that something is wrong?


Hello people!

My wizard just acquired the Wall of Force spell and it occurred to me that several interesting things might happen after casting in a battlefield full of unsuspecting creatures.

The spell creates an invisible wall of pure force which would mean that creatures unable to see invisible objects would not be able to detect it, right? Thus, it might try to charge or cast a spell through it...

How would rule these cases? Would it stun someone trying to charge through for example (failing a fortitude save maybe)? Would the spell effect take place as if centered on the wall of force (and not expanding to the other side)?

Any other ideas?

Looking forward to hearing your thoughts!

Marios


Well, my party does have a few force spells, such as Magic Missile and Spiritual Weapon, but I wonder if they'll be enough...

I think I'll rule that the leash which binds the beastie does not allow it to either enter solid matter or leave the room where it is set. Therefore the party should be able to fall back and consider the options. Worst case scenario is rest, memorise spells for the occasion then charge, strike a single spell / hit, retreat, heal at leisure and repeat as necessary.

It might still lead to a death though... or two! ;)

Thanks a lot people!


Bellona wrote:
The Vital Strike feat (standard action to use) doesn't work in conjunction with the Spring Attack feat (full-round action to use). (I would assume that the same applies to the Fly-By Attack feat, despite the wording of that feat.)

Ahhhh...yes, indeed, you are correct my friend!

Bellona wrote:
So the COoS can either a), move a bit, attack normally, and move some more (total move no more than 50'), or b), single move (max. 50') into its range (15', which is far longer than most PCs with weapons), then Vital Strike. Unless it gets hit by a lot of de-buffs, it will automatically make its Fly skill check to hover.

(b) is what I'm thinking here... what kind of de-buffs could be used against it? It's incorporeal, immune to mind-affecting spells... hmmm... I think I shall make the room be 15' in height and rule that the leash does not allow the beastie to enter solid matter... this way reach weapons, at least, would be able to reach it...


Hello people,

just checking that beastie before I run the encounter and it occured to me that this flying beastie with a reach of 15 ft and a speed of 50 ft could easily spring in range of a character, Vital Strike for 12d6 with a *touch* attack, then fly back above the party's heads and taunt the miserable PCs who wouldn't be able to hit it with anything other range weapons (spells being mostly useless - there are some which could damage the beastie but precious few...). And then, being incorporeal, range damage would be minimal, since the party's ranger doesn't own any Ghost Touch Bow or Arrows...

Force vulnerability is a plus, but then again, how many force spells does my party carry? To the best of my knowledge other than Mage Armor and a couple of Magic Missiles, none... (btw, Mage Armor would apply against its touch attack, but would it be possible to negate it?)

Am I looking at a serious threat to my party's health or am I missing something? Is there some reason for which Vital Strike wouldn't work?

Thanks a lot for your insight!


Leonal wrote:
Re slugspawn. IIRC it's not just to notice them, it's also to notice that they're not normal leeches and thus potentially very dangerous.

Yeah, that's what the DC 16 is for... Quoting from the slugspawn's description:

Wake of the Watcher Bestiary wrote:
a creature must make a DC 16 Perception check to note that a slugspawn is something other than a normal slug (though hidden slugspawn can be more difficult to detect)

So...? I understand that hidden slugspawn are "more difficult to detect", but DC 31? Isn't this an overkill?


Hello people!

I'm about to run the Illmarsh encounters tonight and I've just realised that even though most of the villagers, the sheriff included (especially him!), are described as devout Dagon followers, there don't seem to be any repercussions to the PCs for trashing the Temple of the Indomitable Sea!

Surely somebody should respond to that, right? At least the sheriff, he's a 9th lvl fighter and shouldn't shirk from combat!

How would you handle this situation?

Thanks a lot in advance!

P.S.: BTW, any idea why the Perception DC to notice the slugspawn in Event 4 is so high? Base DC is 16 plus whatever bonus thw slugspawn would get for being hidden, but a total of 31? Isn't that a bit exaggerated?


Count Duck wrote:
Normal for under water and swimming rules. So 1/4 of your movement when you pass a swim check.

And what about when you fail the swimming check? Can you move at all? The table lists "normal" movement, which seems absurd...

BTW, sorry for the double post...


Hello, confused GM calling, in need of assistance!

Page 433 of the CRB contains a table with the adjustments for underwater combat. Everything seems clear until one checks the table's last line concerning "None of the above" that is when one fails a swimming check and has neither magic to help, nor a swimming speed or firm footing.

In this case the table lists the adjustment to movement as "normal". I can't possibly believe that this can be correct, right? So... what is the correct adjustment? I'd say "no movement at all", but...

Furthermore, what modifiers would you suggest to CMB and CMD when underwater? The above mentioned table states a -2 to grapple checks, but no more than that. Any further ideas?

As always, your insight is appreciated!


Hello, confused GM calling, in need of assistance!

Page 433 of the CRB contains a table with the adjustments for underwater combat. Everything seems clear until one checks the table's last line concerning "None of the above" that is when one fails a swimming check and has neither magic to help, nor a swimming speed or firm footing.

In this case the table lists the adjustment to movement as "normal". I can't possibly believe that this can be correct, right? So... what is the correct adjustment? I'd say "no movement at all", but...

As always, your insight is appreciated!


I don't think I can afford buying multiple copies of each deck right now, I think I prefer getting different decks, but I'll keep in mind your advice!

Hero's Hoard and Relics of War I got some time ago when some Paizo manager went nuts and had the entire boxed set on sale for 10$!!! There where several common cards between the individual boosters (but it still was a bargain!) and that's what prompted my original question!

Thanks a lot!


Hello!

I'm about to buy some Item Cards that are on sale now during Paizo's Tenth Anniversary Sale and I was wondering if anyone knows if there are common (reused) cards between the decks. For example, I'm interested in buying the Elements of Power deck, the Dragon's Trove Deck and a couple of other ones as well, but I wouldn't want to get the same cards twice! Well, I wouldn't mind a few, but... you know what I mean!

So... anyone?


Howie23 wrote:
Congrats on finding a 9 year old error.

Yeay for me! :)

Do I get a cookie? ;)

Howie23 wrote:
As far as your question, use the spell description, which is more specific, and which, if nothing else, serves as an exception to the erroneous general rule. Specific trumps general.

Will do! Hmmm... should I post a message concerning ther error in PRD? I guess so...

Thanks a lot everybody!


concerro wrote:

CRB(Pathfinder). I am assuming you are speaking of the CRB(Core Rule Book).

If you say PHB people will get confused. :)

Indeed, you are absolutely correct! So many years using 3.5 and less than a year in Pathfinder, what can I say? ;)


Check my original post for the quote from PHB. It's in page 565 under the paragraph "When Spell Resistance Applies", clause "Effect spells".

Unfortunately the "..., such as web." ending of the paragraph does not exist in the PHB. I actually quoted from PRD not the PHB. I thought it should be the same (or even better as PRD should always be updated with the latest rules). Maybe I was wrong in that!

Anyway, The obvious response to what you say is that the dust conjured by Glitterdust is magical (that's why it has the ability to blind) hence SR should apply.

Still, I still am not certain as to which is correct...


If this is the case then PHB contradicts itself since it specifically states that SR applies to Web (using Web as an example of an effect spell SR applies to) and then, in the description of the Web spell, it says "Spell Resistance No".

So, what is correct?


6 people marked this as FAQ candidate. 1 person marked this as a favorite.

Hello,

last night in my gaming session arose the question of wether SR takes effect against Glitterdust. I was certain that it should since the spell directly affected the creature but my players pointed out the spell entry which stated "Spell Resistance No".

Checking the "When Spell Resistance Applies" paragraph, it states under effect spells

Quote:
Effect Spells: Most effect spells summon or create something and are not subject to spell resistance. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.

So, a caster trying to Web a creature must defeat its spell resistance first, right? Yet, Web's spell entry states "Spell Resistance No".

So...what's going on here? Does this simply mean, that the effect spell in general is not subject to spell resistance, but spell resistance still applies if there is a creature with SR in the area of the effect (and it applies for that creature only) or am I missing something?

Thanks a lot for your insight!


Thanks a lot for the quick response people!


1 person marked this as FAQ candidate.

Hi,

the description for rust monsters states that "Any metal touched by the rust monster's delicate antennae or armored hide corrodes and falls to dust within seconds".

In the stat block though there's only reference to the monster's antennae for the use of the ability to rust. So, does striking the beastie with a metal item (weapon or whatever) cause it to rust (per the antennae's rust ability rules) or not?

Thanka a lot for your insight!


Well, here's what I'm planning to do for this encounter! (which will most probably run on Sunday; comments are welcome!)

a) Remove the Flesh Golem Hound entirely. Why the heck can't those trolls defeat it? They should be able to make mincemeat of it!

b) Change the trap reset to 5 minutes. Make the disable switch easy to spot. Make it such that if the switch is used while the elemental is summoned, it is dispelled.

c) Have the troll stuck where they are because of the trap. They tried to enter once and the elemental dropped one of them in the water. Unable to realise wether they were actually damaging the elemental or not, they retreated. Some time later, they tried again with the same results. They are not intelligent enough to realise what is happening, thus they are stuck.

d) Have the goblin slaves survive the battle with the trolls (unless the PCs prove to be really bloodthirsty!), then describe the troll attempts at entering the main building with as much detail as they can. The description can't be that detailed, of course, but intelligent players should be able to make out the details for themselves.

After this point they just need to make a plan which does not involve swimming (or at least not much of it)!

What do you people think?


Cheapy wrote:

From the universal monster rules:

Quote:

Trip (Ex)

A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Format: trip (bite); Location: individual attacks.

Aha! Thanks!


Hello!

Quick question! When a monster's attack says, for example, "Bite +8 (1d6 + 6 plus trip), does it mean that whenever the monster scores a hit it automatically trips its opponent or does it still have to succeed on a CMB check?

Does it provoke an AOO by trying to trip this way? I think not, but, still had to ask!

Thanks a lot for your insight!


punchinpaper wrote:
Marios wrote:
punchinpaper wrote:

Improved Sunder as an option would suit you well and its hard to fight when your weapon is lying on the ground broken in half.

If the opponent sticks around after that fine, cut-em up, if not move to the next target, repeat.

Hmmmm...very interesting indeed!

Have I seen a rule somewhere that in order to sunder a magical weapon you need a weapon of at least similar enchantment?

I may be incorrect but sundering a magical item is pretty basic with the difference being its number of hit points and hardness increased because its magical.

I knew I've seen the rule somewhere! I found it in page 468 in PHB under "Damaging Magic Weapons". The reason because of which many people do not know this is that it was deleted in PHB's 5th printing, therefore not official any more.


Aelryinth wrote:
48d6 is about 168 dmg. With Power attack and a lot of strength, you might tap 200 regularly. Of course, you're toting around a 20 foot sword that probably weighs half a ton, and having to justify it in a dungeon.

Now imagine using Furious Finish with this 48d6 strike and calculate the damage... 300+ in a single strike! :P

And yeah, you'd look like those anime figures with the really-really huge swords!


Gauss wrote:
Rage is a definite plus for the barbarian. However, your current character taken to level 20 would not auto-confirm any criticals and that would take your DPR down quite a bit.

Indeed, I confirmed this using your calculations for my character.

I'm wondering though if the Beast Totem, Lesser rage power can be used while wielding a weapon! If it does, taking it would allow me another 2 attacks at full bonus for 1d6+23 (+11 from strength +12 from power attack).

Gauss wrote:

In any case it is mostly irrelevant. Most characters are retired long before level 20. The damage of the mid levels is what really matters and that is far less dramatic.

- Gauss

Yeah, my character won't make it past 15th or at most 16th level. To be quite honest, it took us 9 months to reach 6th level, so I'd be surprised if we managed to keep going for the 1-1,5 year it would need for us to finish the adventure path!

Once again, thanks a lot for your advice!


punchinpaper wrote:

Improved Sunder as an option would suit you well and its hard to fight when your weapon is lying on the ground broken in half.

If the opponent sticks around after that fine, cut-em up, if not move to the next target, repeat.

Hmmmm...very interesting indeed!

Have I seen a rule somewhere that in order to sunder a magical weapon you need a weapon of at least similar enchantment?


Gauss wrote:

How i get those numbers: ** spoiler omitted **

- Gauss

Indeed there's nothing extraordinary in the character neither in stats nor in equipment... that's a lot of damage in a single round! :)

I think that the actual DPR is quite lower though, as your criticals have a significant chance to overkill. As such it's quite possible that my character (using the same equipment) might outperform yours while raging (not bragging at all, no sir, just trying the math! :)

Thanks a lot for your insight!


Gauss wrote:
Marios, nope not game breaking. First, Gr. Vital Strike isnt until level 16. Second, Full-attack sequences (with haste) can accomplish very similar if not better damage.

Well, even if we don't add Gr. Vital Strike in the equation it'd still be a 32d6 strike, for 200+ hp damage when using Furious Finish (more like 220+ in fact if we consider str bonuses etc.). And this at 11th lvl with a -6 to-hit, when unhastened full attacks, should do just a little more than half that amount, assuming that all three of them hit (and the last one is at -10)!

So...wow! :)

Gauss wrote:
I have a 2-handed Fighter archetype build which at level 20 has a DPR of 348.25 damage with haste (241.38 at level 16). That is with 'expected' stats and equipment (ie: nothing special). Note: that is DPR which is based on attack percentages etc. The DPR of the Furious Finish build you are talking will not be any better once you factor in attack percentages. All it does is to let you have your move action which frankly, a barbarian with Pounce would have anyhow.

I wonder how do you reach those numbers! I must admit that even though I've played D&D for almost 20 years now, I'm relatively new to Pathfinder and it would seem that characters are quite more powerful than 3.5!

Currently, at Barb1/Ftr4 I have an average DPR of 27 damage when raging and power attacking. I expect this to rise while I raise in levels, but will it reach 40-50 hp per hit (on average)?

Would you share your fighter build? It would shed some serious light in the darkness that surrounds me! :)

Thanks anyway for your extremely insightful comments!


Gauss wrote:

One Vital Strike build that does this is the Titan Mauler archetype. Basically, get a rediculously large weapon and stack it with enlarge person, lead blade (requires UMD and a wand of Lead blade) and hit 12d6 damage per attack. With Vital Strike, Imp. VS, Gr. VS you eventually hit 48d6.

Great Sword = 2d6, Large GS = 3d6 (-2attack), Huge GS = 4d6(-4attack), Gargantuan GS = 6d6 (-6attack), Colossal GS = 8d6 (-6attack+enlarge), Colossal GS+Lead Blade = 12d6 (-6attack+enlarge+Lead Blade). That is at level 9 barbarian. Every 3 levels thereafter reduce the penalty by -1.

Note: this is if using the Massive Weapons ability the way it is supposed to run. It does not currently work that way due to an error in the RAW writing. The author of the archetype explained how it is supposed to run.

Another build is a Wild Shaped Druid who wild shaped into any number of creatures (usually dinosaurs) with a single big attack.

- Gauss

Ok, now that is *ridiculous*!!! :)

Combine it with Furious Finish and you'd be doing 300+ hp damage in a single strike? Ouch!!!

I was thinking for more "realistic" concepts though, that seems rather game breaking, doesn't it? :)


Crysknife wrote:

30ft is usually enough mobile for most melee: I'd go for mithril fullplate.

A second level of barbarian will give you rage powers (and access to the extra rage power feat) and DR1/- if you go for invulnerable rager.

Well, I tried to get to 40 ft as it gives that extra push sometimes needed to reach the enemy back lines! That was the second of the reasons I got the barbarian level, the first being getting access to rage (and a third, which was actually a bonus, was getting perception as a class skill).

As yet that 40ft movement has served me extremely well as I'm able to not only reach enemy back lines but also circle around nearby enemies in order to achieve flanking position.

Excellent notes on the second barbarian level, the tradeoff is a single feat right? It doesn't seem bad at all!

Crysknife wrote:
Other than that I don't know how you may get the mobility you wish for unless you for barbarian10 (pounce with beast totem) or the mobile fighter archetype. Cleave may be your best bet.

Hmmm... interesting! Mobile Fighter is not available to me now, since I already got an archetype, but I can just about make it to Barbarian 10. I don't think it fits well to my concept, though, but it definitely is worth looking into!

Can the barbarian use the claw attacks from Beast Totem, Lesser while wielding a Greatsword? If he can, it's a great rage power to get, if I decide to get one more level of barbarian!


Gauss wrote:
Nicos, you are correct. Cleave cannot be retrained to Extra Rage. Fighter retraining rules are retraining the Fighter's bonus feats only. Bonus feats can only be applied to Combat feats which Extra Rage is not.

You are correct, I just described what I did in haste and mixed things a little bit! :)

As a matter of fact I also forgot to mention that I got the Two Handed Fighter Archetype as well...

Gauss wrote:


Otherwise, it looks like a decent build. I like Lunge also.

Vital Strike is a feat that is mainly useful when you are unable to execute a full attack action. It makes a standard attack more palatable and is not a replacement for a full attack action. However, there are some Vital Strike builds that can be worthwhile but I don't think you are set up for any of them.

- Gauss

Would you care to elaborate on the Vital Strike builds you mention?


Nicos wrote:
I do not know if you can retrain cleave to extra rage , that last feat is not a combat feat.

You are, of course, correct! What I actually did was take Extra Rage as my regular feat at 5th level and Weapon Focus (Greatsword) as my Fighter bons feat, then retrained Cleave for Weapon Specialisation (Greatsword).

This is RAW now, is it not?

Nicos wrote:
If you are maxing intimidate, then i would recommend cornugon smash. The -2 to the enemies saves would be great for the spellcaster in your party.

Hmmm...very nice feat indeed! Does the character need to come from Cheliax in order to take it? There is no such prerequisite in the feat description, but since the feat is described in the Cheliax sourcebook, maybe there is such a restriction?


Son of the Veterinarian wrote:

I've had enormous fun with Great Cleave, Finishing Cleave, and Lunge. Though many sources say following the Cleave tree isn't optimal.

In my case it helped that the GM's adventures included a large number of mooks.

Sounds interesting! Although it doesn't seem as if we're facing large numbers of enemies often and even when we do, they usually are not much of a threat!

Thanks!


Hello!

Looking for advice for my character! My intentions were to create a mobile, hard-hitting character and I came up with a few thoughts, but I’m not sure as to how should I proceed, hence my request.

So, without further ado, I’m presenting you Reemeus van der Valle (currently 5th level)!

Reemeus van der Valle
Human Barbarian 1 / Fighter 4 (note that I took the Barbarian lvl first)
Str: 18
Con: 14
Dex: 12
Wis: 14
Int: 10
Cha: 10

Skills: Perception and Intimidate are maxed out, other skill points spread to various skills

Feats: Power Attack, Furious Focus (1st lvl), Cleave (2nd lvl), Iron Will, Step Up (3rd lvl), Weapon Focus (Greatsword), Weapon Specialization (Greatsword) and retraining Cleave to Extra Rage (5th lvl)

Items of note: Mithral Breastplace +1, Greatsword +1, Ring of Protection +2, Cloak of Resistance +1, Mask of Fear (or something, gives +5 to Intimidate)

Stat point taken at 4th lvl went to Wisdom (13 -> 14), quite possibly this was a mistake as I later realized that Combat Reflexes and the other feats in the Step Up line require Dex 13.

Please note that the character won’t go over 15th lvl. Also note that due to personal distaste anything even remotely oriental plus gunslingers are out of consideration.

So… suggestions? How should I proceed? Would taking one more Barbarian level for Uncanny Dodge be worthwhile? How about taking a cleric level (note that the party currently does not have a cleric and that RP-wise the character is a Gorum zealot)?

Looking forward to hearing from you all!


Wow, that was fast!

Thanks a lot! :)


Hello all,

can somebody clarifiy the following for me? Ability score bonuses conferred by magic items are considered permanent after the item is worn for 24 hours, right?

Does this mean that they count towards feat prerequisites? For example, can a character having Int 12 take Combat Expertise after wearing a Headband of Vast Intelligence (+2) for more than 24 hours (and assuming he's eligible for taking a feat)?

Thanks a lot for your insight!

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