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Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,330 posts. No reviews. No lists. No wishlists. 26 Pathfinder Society characters.


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If this is a home game, I'd ok the tetori monk with your GM. While they are a one trick class, they're obscenely powerful using that trick.

This gives rise to the GM having to build encounters around stopping your class abilities, which then ends up with you not really being able to do much of anything. Not fun for either of you.


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You've pretty much have covered everything for a well traveled road. Only thing I can think of are bridges and government check points (example of something like the weigh stations on interstate roads in the US.)

You could also have a one off, special event section. Just dealing with rare 'happenings'. Stuff like a run away Royalty to a invading army.


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This is a firm and fast rule for just about every table I've seen run -

The GM is always right.
If there is a disagreement, you have 30 seconds to try and convince the GM. Otherwise wait till after the game session is over with and you can talk with the GM about rules then.

If you do not like the way the GM is running the game, you have two choices -
(1) Leave the table. We're sorry to see you go.
(2) Stop arguing with the GM.

But as a GM it's also your responsibility to give clear, consistent rulings. Plus give the player a warning that you disagree with a action before the dice are rolled.

There have been a number of times where I was GMing and didn't know the ruling of something, tossed it open for a quick table discussion, then made my own ruling on it. Then after the gaming session looked up the rule or tossed up a post on the forums.

****

I'm planning on running Ire of the Storm for our PFS group and I'm wondering how the heck I'm going to deal with Part 2: Beyond the Colony.
While I do have some ideas into pointing the party into the right direction for some of the 'events', others I have no idea on how to get the party there.

Hopefully someone can give me pointers in how they got their PFS parties heading into the right directions to get all the clues they needed to get to Part 3.


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Darksol the Painbringer wrote:
Fuzzy-Wuzzy wrote:
Roboctopus wrote:
Darksol the Painbringer wrote:
Hmmm, that I don't know. Based on how Arcane Tricksters operate, probably not.
Hmm. Others are saying on forums that they can do SA with Touch Spells... So it may still be useful... I am conflicted.
I can't recall any rule saying that SA needs to be performed with a weapon. You need an attack roll and HP damage. No reason a touch spell wouldn't work. You're just applying your shocking grasp to a vital spot.

It's not that the SA has to be performed with a weapon, it's that Sneak Attack is usually considered physical damage, which is affected by Damage Reduction.

Granted, there is a FAQ regarding Sneak Attack with Scorching Ray, but I find that you still have to have the Arcane Trickster capstone in order to actually apply Sneak Attack to it, since that is the entire point of the Arcane Trickster capstone.

Actually not true.

You can apply SA to any damage type as long as you make a attack roll and target allows SA damage.

The Arcane Trickster cap ability allows applying SA to ANY spell that deals damage.
Example: Spell - Fireball you can't apply SA damage, no attack roll. With Arcane Trickster cap ability that Fireball can now deal SA damage if targets are flat footed.


I cheated a bit with my unchained rogue. I took 2 levels of magus and as long as I can make a concentration check I get to attack twice with spell combat.

Did burn a feat for casting defensively and a trait to boost it by +2 but I think the trade offs were worth it.


Little bit different and I have no idea how it would work - just something that came up while a group of us were b$%~~!~&ting around a pfs table.

Occultist using the transmutation implement (sword).

I think there's a archetype (or maybe just using the sword implement) that could also work for what you're trying to do.
Just something to be a bit different from all the magus floating around in PFS.


Versatile Weapon (3rd level Wizard) - allows weapon to bypass (count as) most DR.


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Brown pants...just for those "Oh, #%¥$!" situations.


Something lurking in the Shadow plane came for a visit.


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YEP!

I'm still hanging around and chuckling over some of the posts in this thread.

It's also one of those items that if it gets mentioned, sooner or later, someone will go out of their way just to do something exactly like this.


If you're mainly after these feats to help protect someone. I've found just using the Reposition rules works a lot of the time. Using Reposition does use up your turn but if it does save someone, it's a good use of your turn.


Go to d20 web site and click on the Feats > Style Feats for a quick preview of them. Off the top of my head -

Crane Style and Snake Style are two of the style feat lines that might work. There might be a couple more but think those are the main ones.

There's also the Bodyguard Feat line if you want something to protect others. Not sure what's all for the Bodyguard feat line.


There are some classes/archetypes that grant your character feats, even if you don't meet the requirements. Off hand, I can't think of any for Power Attack.

There is a work around (with magic) by getting a enhancement bonus to your strength so you can then be legal to get the feats. Does face the problem of if you loose that enhancement bonus, you loose that feat till everything is back on line again.

There are a couple Style feats that do something very similar to Cut from the Air. Depending on your build, they might actually work better for you then Cut from the Air.

****

Thanks, thought it was but wanted to make sure.

Found the Parts 2 & Part 3 in the discontinued folder but couldn't find Part 1 anywhere.

****

Is the First Steps Part 1 still legal for PFS play?

I know parts 2 and Parts 3 can not be played legally in PFS but I can't find First Steps Part 1 and if it's legal or illegal.


Usually you want a reason for the loot to be there.

Either its items that the defenders want/use or have something to do with the history of the place.


There's a number of Teamwork Feats that can trigger/give AoO. Does have the requirement that everyone have these same feats to work together.

If you and your party are interested in these type of feats, they do require a bit of research and feat building around (I think, have just started creating a Hunterand doing some research on different builds. One was a AO build I read about.)


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We were just joking around when this question came up.

Would feather fall even work on some one being tossed out of the catapult?
If so, how would it work?


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This is a "just for fun" rule question -

A character is the 'missile' for a catapult.
What would the effects of this spell: feather fall be on that person as he's launched from that catapult?


Think everyone who's GM a game has faced that same problem.


I've noticed in a lot of games that all players forget about "actions have consequences".

It's just a lot easier (usually) to deal with the consequences if it's "good" actions.


Real question is what levels do you plan on playing at and what's the highest level you think you'll make?

While the Two Handed does get some decent bonuses to damage, that's not what he's good at. What the Two Handed fighter good at is destroying the enemies gear. He get's some very nice bonuses vs sundering and if equipped with adamantine weapons it's pretty much a 1 sunder and item destroyed.
This is both good and bad. Good: Humanoid fights where they depend on gear soon end up without that gear. Bad: Destroyed gear needs repairing before being worth gold.

I do think multiclassing a Two Handed Fighter with a Barbarian and using a Vital Strike Build can be very deadly.


Think a lot will depend on what was stolen and the politics of the city and wizard guild.

Most wizard guilds don't want it being know they got stolen from. So any 'searches' for you will be kept 'quiet'.

Disguises - not need and might even be harmful. No one saw you so they should have no idea that you took stole stuff. Having you 'disappear' right after the theft is a sign of guilt.

Misdirection is very useful, get yourself a patsy. If you know someone unfriendly to the town/wizard guild (or even a rival), maybe send a easily identifiable magic item to that person/region in a round about manor to throw the investigators off.
Think there's also some misdirection spells that could be useful. Just don't know how those work.


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The biggest issue is "all acts have consequences". If the player has a decent INT remind him of that. If a good INT, mention what some of those consequences might be.

Then let him figure out a way to escape those consequences while you as the GM figure out ways to make him suffer for his actions.

Your example of the tax collector is something that should have a BIG consequence. Government officials that deal with money that end up dead (or disappeared) brings serious investigations. Someone should have a wanted poster out on them very soon with a hefty reward for being turned in.

Impersonated a priest of a different religion could also have another serious consequence. Depending on what actions were taken while impersonating that priest. Remember deities are real in pathfinder and drawing the attention of another deity that might be unfriendly to your deity can be very unhealthy.

problem with this is these are all past actions and doing something like this retroactive can be bad for game play. Just bring it up and mention you'll be doing something like this for future game play.


Bard's make better buffers then offensive casters. While they can make very good offensive casters, they're kind of limited in targets they can effect and require a fair amount of game mastery.

Skills -
Kind of sounds like you're new to Skill use. Suggestion: Try to put 1 rank in every skill that's a class skill that requires you to be trained in to use. That 1 rank gives you a extra 3 skill ranks (for being class skill) and allows you to use that skill.

Skills that might be important to you -
Acrobatics (allows you to 'tumble' through threatened squares), Diplomacy (You're the talker), Knowledges: All (You get that Bardic Knowledge. Use it), Perception (Most used skill), Preform (You sing and dance).
Stuff to have a rank or 3 in: Climb and Swim (It's embarrassing if you can't climb that rope, more embarrassing if you drown in calm water.)
Stuff depending on the GM world: Stealth (One of those skills that's very useful, if the GM allows you to have situations you can use it in), UMD (You need access to the wands and scrolls of other casters for this to be useful. If the GM makes it hard to get that access UMD is almost worthless.)

My suggestion for you, use a MAD for your stats. Good STR/DEX/CHA, and decent CON/INT/WIS.
Pick up a Reach Weapon and select buff/save party spells.
Combat would go something like -
Buff party members, then fight behind the Ranger and any pets the Ranger/Druid might have.
Doing this does NOT make a Strong bard build. It does give you a 'flexible' bard build allowing you to do lots of stuff. None very good, just lots of stuff decently.

Thought about suggesting using a Bow, problem there is the Bow requires a lot of feats to be good with it and you'd be suffering a serious to hit penalty till you got those feats.

If you toss up a build here, you usually get lots of advice. Just be prepared for some people to tell you that you're doing everything wrong and that you need to do it their way.


Looks like I hijacked the thread. Sorry :)

Problem with escaping the grapple is it's a standard action. Stirges do their CON drain at the end of their turn. So they can attack, attach themselves and CON drain on their turn. You have to kill them to make them go away.

So whether it's breaking the grapple on one or you break the grapple on all, it makes little to no difference.

Stirges are MEAN!
At least you get a AO on them when they enter your square to attack you.

*Edit* and with a higher level summons and summon feats you can summon more then one.

****

Actually, I think the real problem is the wide range of difficulty the different scenarios have.

There's a lot of scenarios that are cake walks (I'd say about 30%), most just moderate difficulty (55%), and just a few that are hard to deadly (15% of scenarios). The players just don't know how hard the scenario will be and most players like a challenge (and the loot) so they'll choose to play Up if possible.

I'll also admit I HATE playing down with a high level character. Just feel like it cheapens that scenario I'm playing down in.


What I find upsetting is that Stirges bypass DR.

Going by RAW, a druid summoning up a bunch of Stirges can slaughter almost everything, no matter of CR, just due to the CON loss.


Not really the answer but some type of healing.
I like fast healing as it heals 1 lethal and 1 non-lethal at the same time, helps.
Infernal Healing (or celestial) wand usually works wonders if heading into a combat situation.


Its no better and no worse then some other traits.

It's no where as OP as the traits that reduce spells meta magic levels.


Think paizo did a pretty good job with a module they put out.

Bunch of goblins camped out in some castle ruins. Goblins on watch are half asleep. If players are spotted, goblins raise alarm and then the party has to face waves of goblins. If party sneaks up, goblins try to run away, raising the alarm through the ruins.

So lots of different tactics the party can try and use.


Over all everything looks good and only changes is opinions. So here's mine.

DEX, keep it at 18. With all the WP self buffs, your To Hit and To Damage base will be crazy good. No real need to spend those stat build points to start with a 19 DEX. Save those points for something else.

CON 14 is nice but not really needed. You're a archer, you're supposed to be behind the melee and not in it.

If possible, bump WIS to 16. You'll want the extra fervor.

Gloves of Dueling, pick them up.

Bow, wouldn't bother with the STR Bow. Just get the adaptive enhancement for 1000 gp.

Armor, be sure you watch out for the max DEX your armor grants. Have to balance that AC from armor and from DEX.

Should not need Ring of Protection. Your Shield of Faith spell usually scales better then the Ring you can afford. Buy a Pearl of Power or two for that spell so you only need to memorize it once.


For offensive punch, why haven't you picked any cleric spells?

There's a number of good ones. Think my favorite is the 2nd level spell Burst of Radiance.


ViConstantine wrote:
Matt2VK wrote:
ViConstantine wrote:
Matt2VK wrote:

Heal Skill - No one really uses that in combat. Actually I don't know too many people that actually puts more then 1 or 2 ranks in it as spells are so much better.

Casting in combat - Just hide behind the person you're healing. They provide cover and if you have cover, you don't provoke AO.
...or you can cast your touch spell, move up, and then apply your spell to the target. All Touch spells are 'charge spells'. They are held till used.

A fair amount of the Merciful healing can be replaced with the Restoration Domains 1st level power Restoration Touch. It's not as flexible but you do get it at 1st level instead of having to wait levels for Merciful.
It's a trade off and you have to be the person to decide if it's worth it.

Hiding behind someone in combat so i can heal them wont be helpful to anyone if they are surrounded, which happens more often then not in our games so when i have to charge up to help them out with heals, there is no "behind them" the merciful healer combat medic bonus has given me a lot of help in the past and thats why its become my first choice every time ive rebuilt this character.

If you are not being threatened you can still cast your cure spells. Move up to the surrounded person and then apply the spell. Wizards do this all the time with their offensive damage spells. Why can't clerics do this with their heal spells? Actually they can, people just forget.

Then theirs also your channeling to heal.

Rod of Lesser Extended Reach. What this does is extend the reach of 3rd level and lower spells by 1 step. So your Touch spells now have a Reach of 30'.

Im picking up selective channeling as soon as possible so that I can heal from a distance but my cha isnt high enough for me to rely on channeling to heal all the time. the phylactery of positive energy I think its called is one of my goal items to give my channeling a boost. my level ups (if we ever go that far) at...

A 14 CHA is usually plenty for selective channeling. That's a +2 modifier so you can select out 2 bad guys. Your party should all be targeting the same target to drop them as fast as possible.


ViConstantine wrote:
Matt2VK wrote:

Your Speed problem -

Dump a couple ranks into UMD and pick up a Wand of Longstrider. Longstrider gives a +10 enhancement bonus to movement and lasts 1 hour.
Without the UMD, requires a Druid or Ranger to casts.

Work around if you don't want to put ranks into UMD and play the odds before the wand works for you. -
There is a Ioun stone that will hold a first level spell cast into it. Give someone the Ioun Stone that's able to cast this spell. Have them use the Wand on the Ioun Stone. You then take the Ioun Stone and use the spell stored in it.
Sorry, can't remember the name of this Ioun Stone and not really at a place I can look it up.

Thats a pretty interesting answer for it I suppose. My original plan if I cant fix any of it immediately was to get boots of striding once i could afford them. This is a neat option, I would happily dump some skills into umd but I cant. My int gives me 1 skill per level so that I dont have 0. I also threw my first favored class into an extra skill rank for first level so i could have diplomacy and perception.

If you have someone in your party with UMD or levels in Druid/Ranger, you can try the Ioun Stone trick. Don't think that Ioun Stone is very expensive and after you use it for your Longstrider you can put any 1st level spell in it and pass it off to anyone in the party. Lots of neat tricks you can use this way.


ViConstantine wrote:
Matt2VK wrote:

Heal Skill - No one really uses that in combat. Actually I don't know too many people that actually puts more then 1 or 2 ranks in it as spells are so much better.

Casting in combat - Just hide behind the person you're healing. They provide cover and if you have cover, you don't provoke AO.
...or you can cast your touch spell, move up, and then apply your spell to the target. All Touch spells are 'charge spells'. They are held till used.

A fair amount of the Merciful healing can be replaced with the Restoration Domains 1st level power Restoration Touch. It's not as flexible but you do get it at 1st level instead of having to wait levels for Merciful.
It's a trade off and you have to be the person to decide if it's worth it.

Hiding behind someone in combat so i can heal them wont be helpful to anyone if they are surrounded, which happens more often then not in our games so when i have to charge up to help them out with heals, there is no "behind them" the merciful healer combat medic bonus has given me a lot of help in the past and thats why its become my first choice every time ive rebuilt this character.

If you are not being threatened you can still cast your cure spells. Move up to the surrounded person and then apply the spell. Wizards do this all the time with their offensive damage spells. Why can't clerics do this with their heal spells? Actually they can, people just forget.

Then theirs also your channeling to heal.

Rod of Lesser Extended Reach. What this does is extend the reach of 3rd level and lower spells by 1 step. So your Touch spells now have a Reach of 30'.


Your Speed problem -

Dump a couple ranks into UMD and pick up a Wand of Longstrider. Longstrider gives a +10 enhancement bonus to movement and lasts 1 hour.
Without the UMD, requires a Druid or Ranger to casts.

Work around if you don't want to put ranks into UMD and play the odds before the wand works for you. -
There is a Ioun stone that will hold a first level spell cast into it. Give someone the Ioun Stone that's able to cast this spell. Have them use the Wand on the Ioun Stone. You then take the Ioun Stone and use the spell stored in it.
Sorry, can't remember the name of this Ioun Stone and not really at a place I can look it up.


Heal Skill - No one really uses that in combat. Actually I don't know too many people that actually puts more then 1 or 2 ranks in it as spells are so much better.

Casting in combat - Just hide behind the person you're healing. They provide cover and if you have cover, you don't provoke AO.
...or you can cast your touch spell, move up, and then apply your spell to the target. All Touch spells are 'charge spells'. They are held till used.

A fair amount of the Merciful healing can be replaced with the Restoration Domains 1st level power Restoration Touch. It's not as flexible but you do get it at 1st level instead of having to wait levels for Merciful.
It's a trade off and you have to be the person to decide if it's worth it.


More of a Rule question -

My answer is No. You need uninterrupted retraining for it to take effect.

...but if this is a homegame. Homegames can bend/change any rules they want. Just, please, make sure the table you play with agree to any changes ahead of time.

If you do change it, I'd put some kind of drawback for the extra time the training would take due to it being 'interrupted'.


Bloodrager gives you a D10 health instead of D12 but depending on what bloodline you take, gives you a 1st level power while raging.

About the only difference with a 1 level dip.

Do you have to stay as a merciful healer?
If you go with a standard Cleric of Sarenrae with the Domains of Restoration (Healing subdomain) and Fire. You can cover both healing and dealing damage with the Fire domains spells.
Remember, as a positive energy cleric, you can convert all your spells to cure spells so you don't need to memorize cure spells at the start of the day. Seen a number of people forget this little ability of clerics.


Matt2VK wrote:


I'd suggest Bloodrager over going barbarian if taking a 1 level dip.

Another suggestion is the Brawler as a 1 level dip gives you a lot of flexibility.

Domains, grab Healing (actually grab a healing sub domain, think they're better) and Fire. Fire Domain gives you some verry nice blow things up fire spells. This way you don't need that one level dip.

*Oops* missed that merciful healer archetype.


I'd suggest Bloodrager over going barbarian if taking a 1 level dip.

Another suggestion is the Brawler as a 1 level dip gives you a lot of flexibility.

Domains, grab Healing (actually grab a healing sub domain, think they're better) and Fire. Fire Domain gives you some verry nice blow things up fire spells. This way you don't need that one level dip.


If going with lots of ranks in stealth, plus the feat: skill focus stealth. You might want to pick up the feat Hellcat Stealth. It'll allow you to stealth without carry all those items around.


Haven't seen it mentioned yet, there is als the Bard's archetypes - Dervish *.

The performance the do mostly effect them but they are a martial character, very good skill ranks, access to bard spells, and charisma based.

* there's at least two Dervish archetypes for the bard and they both play a bit differently.


I'm always a bit leery about a table with a Zen Archer. In combat they're scary powerful and destroy most encounters. Making it hard for DM to balance encounters for a party with a Zen Archer in it.


Llyr the Scoundrel wrote:
I'd go for the simplest solution... if they can't see you, they can't target you. Imitate Batman and stay to the shadows. ^-^

Better yet, stand in the light with the feat

Hellcat Stealth
and hide in plane sight.


Deft Palm has a major draw back -

Does not state what action it takes to 'hide' the weapon. So it defaults into a standard action. making it almost useless for in combat and if not in combat, while use it?


Know there is better support and reasons to use daggers. Going with kukri for the 'story'. Plus they just look and sound cooler.


Just remember, the Seducer's Bane does not stack with a cloak of resistance. Both provide the same type of bonus.

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