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Goblin Squad Member. FullStar Pathfinder Society GM. 704 posts. No reviews. No lists. No wishlists. 3 Pathfinder Society characters.


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One item I've noticed on DD is that GM do not use perception checks for intelligent monsters to hear combat.

Once those monsters actually notice something going on, it's up to the GM to decide how they would react.


That's what I thought. Only asked in case there was a errata some where that the GM knew about and I couldn't find.


If you do not do enough damage with your normal attack to by pass DR, would this also stop sneak attack damage?

Here's what happened -
Rogue made a attack against something with DR5. Rogue did 4 points of damage with his weapon. GM ruled that since the weapon did not penetrate, the rogue does not get the sneak attack damage in.

This was from a GM that usually knows the rules forward and backwards so I went by that ruling. Same situation then came up in a game I was running and this time I looked it up in the CRB. It say nothing about sneak attack damage for DR.

So did the GM get it wrong in that you get to add SA damage with normal attack before factoring DR?

If DR can stop SA damage, where can I look it up?
(What book)


*Agree..drop the healing domain and pick another domain. Lots of good ones to choose.

*Feat: Extra Channel is almost worthless in PFS unless it's a stepping stone for something else.
Channeling (healing) just can't keep up with the damage. It's more of a "I need help to stay up for just one more round" or "I'm dying here. Need to stabilize."

*If you're going support, you really need a very fast initiative. It does no good to get those support buffs off after everyone has already gone (including bad guys).

*That -14 Prof Penalty is a BIG deal when you need to make any type of strength or dex check in combat. These checks do come up.

Overall, the only thing I see going for your build is the Luck Domain. Bit of Luck can be very powerful, both offence and defense.


Problem with pearls is that they're a pain to use in combat. Spell Recall is a swift action.


The main problem with most Magus archetypes is they give up Spell Recall. While being able to recall spells you've already cast might not seem a big deal it can give you more flexibility in memorizing different spells and can increase the number of spells you can cast during the day.


Believe you.

First time I did a search it came up as a third party trait.


Thanks

Only probably is that Racial: (Half-orc) Unbreakable Hate is a 3PP source.


Looking for a Trait +2 concentration check that is not from the Magical or Regional. Has to be PFS legal.

I've looked around and the only +2 Trait Concentration checks I've found are for the magical and regional traits and I'm hoping there's one somewhere else.


Simplified - bladebound

They are very nice for low magic games.

PRO
Cheap magical weapon at no real cost.

CON
Can't really apply any enchantments to the weapon as it's all class abilities.


Thanks for the suggestions.

Going have to crack open the books and take a look at some of this stuff.

Going to end up suggesting a pure Sorcerer (with maybe a possibility of going Eldritch Knight later) and pointing out the suggested Bloodlines.

Then I get to watch him choose and end up playing a Barbarian.

:)


Been asked to help design a ray type caster, either a Wizard or Sorcerer. Only problem is, I have no idea how to go about doing this.

Which Class would be better - Sorcerer or Wizard?

Which Bloodline/School?

Is there a good prestige class that would work with a Ray Caster?
Wants to go Eldritch Knight (or any other type of prestige class) but not sure how that would work out.

Possible Feats?
I'm assuming most of the archery type feats would work here.

Any suggestion would help as I have no real idea what to suggest.
All suggestions have to be PFS play legal please.


What kind of Combat Style are you looking to go after with your Urban Ranger?

Asking as the Scimitar is usually a poor choice for a ranger, due to having to double up on feats for your off hand. Most rangers I've seen either use a two of the same type light weapons in both hands or a bow.

Where did you put your favored class bonus?
Most people put it into health which would then bring your health up to 12 Hit Points. Health is very important at first level as all it takes is one bad luck die roll and you can end up dead very easy.

If possible, sell some of your misc stuff and get Alchemist Fire and a couple things of Oil. Oil is the poor man Alchemist Fire as it takes a full round to prep it before throwing it. You'll need them for when you face Swarms and you can face swarms as early as 1st level.


There's been some significant changes in the classes we saw in the playtest documents and from playing those classes on the free game day in Risen from the Sands.


Two items I'm not seeing mentioned is -

What do you have anyone for melee?
Alchemist and wizard is usually range type characters
The Druid is a 'who knows' they can be anything.

Do you have anyone good at Social skills?
From the classes you have listed as showing up, I doubt you have anyone in the party with good Social type skills.


It's hard to give you advice as the ACG isn't out yet and we have no real idea what's in it.

I do have the Inner Sea World Guide and suggest you do pick it up sometime in the future. What makes the ISWG so good is it's like a summary of all the books before it on info of the Golarion world. Plus it has a very good summary of the different types of deities (and devils, demons, elemental lords, even outsiders) that those of the religious type can worship with their domains and favored weapons. Plus a nice selection of feats and a small selection of items and monsters.
I believe the items and monsters you can mostly find in UE and later Bestiaries.

The ACG, while there's a lot of hints (and fluff) floating around, we have no real idea what's inside it mechanically.


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Start with a Greatsword at level 1, you'll end up doing more damage over all.

If your GM will allow you to pick and choose weapon types, take a look at the Nodachi and get it enchanted around 3rd level. Found in Ultimate Equipment, the Nodachi does 1d10 damage, crits on 18-20/x2, and can do either piercing or slashing damage types to help vs some DR types.

Then pick up a good reach weapon to help out if you get stuck behind someone in a 5' corridor.


That's what I'm thinking too. Can see it going either way.


Can a Tiefling Magus use his racial Darkness spell like ability with Spell Combat?

What I do know -
*Darkness is a level 2 Magus Spell.
*Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

So can a Tiefling use their racial ability: Darkness with Spell Combat?
Even at level 1?


Morphing - Here's a suggestion.

Phase Spider (or any other creature able to Dim-door or jump to Ethereal plane).
I picked the Phase Spider as it's a CR5 creature and able to shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action).
Move action to crawl out of bag and a move to shift to Ethereal Plane.

Only drawback is I'm not sure the potion would allow morphing into a large magical beast.


Stats - Do you really need a 17 INT?
Magus have a slow spell progression for spell levels and most spells you'll end up casting don't require a save. I've found a 16 INT is enough at level 1 to get me by and then buy a INT stat bump item later.


Got a question -
Do Familiars need to use UMD while using a wand if the spell is on your spell list?

Not sure of the answer and if they don't need to make a UMD check when using a wand on your wizards spell list, you can skip putting skill ranks in UMD.

I'd keep your rank in spellcraft. With Detect Magic and Spellcraft, it helps you ID items you find so that you can use those same items.
I'd probably drop your rank in Knowledge (nature). There's a number of other classes that have access to this knowledge skill.


You do have a tough choice there.

I'm thinking that with the Sczarni Faction, I'd grab that Thrush. Diplomacy comes up ALOT in PFS. Having that +3 bonus can be huge for all those diplomacy rolls.


Either would work for Cheliax. The real question is what kind of skills and alignment are you going to be?

From what little I remember of my short lived Cheliax character. He went around intimidating people, beating up people, and making people dead. With a bribe tossed here and there.


If you're going with the Improved Familiar, you'll probably want one able to use wands. For that you might also want to put points into UMD.


Think your choices come down to just 2 of them.

Skunk: +2 Fort
PFS really likes the Fort Saves. As in Swarms that poison, Creatures (ghouls)or tunnels (sewers) that stink, and rogues that use poison. All require Fort Saves.

Dodo: +4 on Initiative
Initiative is always good. A diviner specially abilities doesn't really get good till the higher levels. Which from the sound of things, you're looking at grabbing a Improved Familiar around then.
So the Dodo would give you that +4 Init till then, when your class abilities would pick up the slack when you change it out for something else.


Faction: Sczarni

You might want to do a little background checking on skills that have cropped up on Sczarni faction missions. As I'm a bit worried you do not have the skill set to help you complete those missions.


Here's my take.

Feat: Combat Reflexes -
While it's a nice feat, the total amount of time it will actually come into use is few and far between...Unless you have one of those builds that can trigger AoO.
Most combat encounters I've seen, if you get a AoO off, it's usually just once.

My suggestion -
Change your DEX and CHA stats around. Start with a 13 DEX and a 14+2 CHA. The CHA helps with your smite and saves.

Then at 4th level, if you think you need to have the ability to make 3 AoO during the round, you can put your 4th level stat bump into DEX.

At 5th level, you then grab Combat Reflexes, BUT only if you decide you want the option of more AoO.

If possible, I'd look into trying to fit the Feat: Improved Initiative in somewhere. While it's not really needed, it's one of those fun feats to have.

Weapon - This all depends on how the GM will be handling loot. Mechanically, the Nodachi is better. 2-handed, 1D10 damage. P or S damage type (helps with certain types of DR) with a 18-20/x2 crit range. Problem is, if the GM is using loot tables, expect it to be a very rare weapon.

Skills -
With your lack of skill points, I wouldn't plan on putting more then 1 or 2 into Diplomacy. Your party has a Bard which should be very good at this skill already and the bard has the skill points for it. Paladins also have some spells that should help them with Diplomacy when they need it.

If your planning on going with heavy armor. Be sure you put at least 1 skill rank in Climb and Swim as soon as possible. There's nothing more pitiful then a Paladin trying to climb or swim with a -6 to the check.

Race: Aasimar - Remember, you count as a Outsider. Certain spells will not effect you (enlarge person is a example) while other spells will pack more of a wallop.


Wanted to post a update that someone has messed up this guide.

While the guide is a bit dated, it still has some very good info and I'm hoping someone can fix the guide.

Thanks


Fate's Favored- a near must have if you have luck bonuses. It increases any luck bonus by 1.

This is crazy good if you go with the Half-Orc alternative racial Sacred Tattoo.

Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Ends up changing that +1 bonus to all your half-orc's saves from a +1 to a +2.

*

What rewards (gold) should the players get if time runs short?

Example: Due to roleplaying (or anything else) some encounters run long. Then due to having to finish the scenario because of a time limit, the GM has to skip a encounter or two.

Do the players get the gold (and item access) to those skipped encounters?


Here's what happened -

Creature in doorway. Rogue drinks a potion of invisibility. Then the Rogue tumbles through the creatures square to get behind and set up flanking.

Was trying to find out if being invisible gave any benefits to the skill check and if so, how to figure them out.


That's everything we found on the subject already.

The argument that came up was "Since the creature can't see you, it should make it easier to tumble through the square."

Just no rules on the subject we could find.

Ended up using the rule "if you roll high enough to succeed normally, you succeed. If you roll lousy, you fail. Roll where a possible bonus might help, we'll decide then." Roll was extremely high so decided to put off the decision.


Trying to figure out the DC number for a invisible character trying to tumble through a Creatures square.

Does being invisible grant any bonuses to the tumble check?

What if the character is trying to do it stealthily -
Makes the stealth check?
Fails the Stealth check?


I'm seeing two problems you're going to have to find ways to shore up. Both problems crop up around the level 7+ range -

1) Very squishy. Your AC and lack of HP vs your possible damage out put makes you a prime target. Be prepared to take lots and lots of damage.
There are ways to shore this up with feats and rogue talents. Of which one of the Feats you took - Combat Expertise, helps. Problem with combat expertise is that it will reduce your +to hit. Something you'll have to decide if it's worth grabbing the feat for or not. If possible, I'd hold off on grabbing Combat Expertise till a later level and decide then if you can loose those plusses to hit it takes away.

2) Lack of Fort and Will saves.
Expect to get hit with one of those saves, at least multiple times in the higher tier scenarios. Failing one of these saves can really mess your character up.
With the slow progression for both of these saves this can be very bad and you will need to find ways to shore them up. With either feats or items.

Items: Your Silversheen Short sword. If looking to go with something like that, you might as will make it Mithral. It will be a bit more pricy but it has a better hardness, hit points, counts as masterwork, and is considered a silver weapon.


In a encounter with DR/Slashing this question came up -

Does a Scimitar being used with the Dervish Dance Feat count as a Piercing Weapon or a Slashing Weapon?

Dervish Dance

Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon.

By RAW, it's looking like the Scimitar still does slashing damage.

By RAI, is it supposed to deal Piercing Damage?
Is there any posts that support this interpretation?


Already got that FAQ but thanks for posting it.

Was just hoping that their might be some exceptions or other things that would help out. From my searching/looking it looks like items that bump up CHA are the only things that will help.


Here's my understanding.

You can act on a surprised round - you are limited to the one action you normal get in a surprised round.

You are never surprised - you get your normal number of actions as if the surprise round was a normal combat round.


Building a Spirit Totem Rage Barbarian and looking for some help to give my spirits a bit of a boost in their plus to hit.

Does anyone have any suggestions for this?

Can be Traits, Feats, or even Magic Items (Magic items besides those that bump up the CHA stat.)

Thanks

PS. I know the Spirit Totems are not the best but it fits the character background I'm working on.

*

Wondered about that. Was hoping there might be a table some where, like in the lobby. Worse comes to worse, I will have a room at the LaQuinta Inn that could be used.

Might just try sleeping in on the 4th and then do some thing as a midnight madness that day.

*

Just signed up and looking forward to this.

Question -
Anyone running a early slot (in the morning) on the 4th?

If no one is, I'd be willing to run something starting at 8am. Just need to find a place to play the session.

Possible scenarios I could run -

0-07 Among the Living (levels 1-7)
0-14 The Many Fortunes of Grandmaster Torch (levels 1-7)
0-17 Pearls of the Pirate Pact (levels 1-7)
0-24 Decline of Glory (levels 1-7)
Module: Master of the Fallen Fortress (Level 1 and 2 only)
Many others scenarios - just need a couple days prep notice.

I would prefer to run the 0-17 Pearls of the Pirate Pact or 0-24 Decline of Glory but I'm flexible.

So is anyone running anything in the morning or is there enough of a interest for me to run a early morning game?

PS. I need more practice as a GM :)


The Warpriest, on the play test PDF, gains a combat feat like the fighter, at 3rd level


I believe some where on this site you can download the 4 characters/classes that you could play on the free RPG game day.


Fervor being based off Wisdom is just a guess on my part.

The warpriest character sheet for the game day did have a CHA of 8.


How is your GM for character re-builds?

The Warpriest was one of the characters allowed in the Free RPG game day. From looking at Oloch (Warpriest) stats, it's looking like the Fervor ability is going to be based off Wisdom and not CHA from the playtest.

Spells
Divine Favor is your friend. You should have multiple of them and use your Fervor to cast them for your fights.
Stat Buff spells. It's a swift action with a use of Fervor to buff your stats.

Feats
Channel Vigor (not sure what this does): Warpriest channeling ability is kind of sad and goes through your Fervor - Fast. You'll want that Fervor to cast spells on yourself as a swift action or use it to heal yourself or someone else (Like a paladins LoH).
If your GM allows, I'd grab the scribe scroll feat and make up a bunch of scrolls.

Gear
If your GM allows, pick up a wand of CLW or see if he'll allow you to make a bunch of scrolls.
Pearls of Power will also help you with your spell management.


The once a day meta-magic arcana are very nice for those "oh @#$@%" moments. Since you don't need to declare which spell those meta-magic abilities go on till you cast a spell, it gives you some flexibility.


For PFS play, I have mixed feelings on combat reflexes.

Love the feat but you just won't see much use of it in PFS. Usually, there's more of the party then monsters. So it's a target rich environment for the monsters and they don't have to risk those AoO.
Sometimes, due to monster tactics, it's easy to get a AoO off but rarely do you get a opportunity for two.

Another reason is space. Lots of encounters seem to take place in a 5/10 wide hallway or small room. Enough space for the encounter to take place in and shuffle around a bit but that's it.

*

Actually when I did this there was no paladin in the party but it did allow a Protection from Evil to help the party out.

*

I did wrong then.

Party did nothing wrong. They all just had lousy dice rolls the first two rounds of combat and I, as the gm, could not roll anything less then a 15 on a D20.

So I tried using some GM adjudication for the extremely unlucky (players) and lucky (GM) dice rolling that's mentioned in PFS guide. I just went too far and didn't follow the 'Run as written...not allowed to change any of the mechanics of the scenario'.

I really did not want to deal a TPK because 5 people could not get a decent dice roll in the first 10 minutes of combat.

*

When is it NOT OK to TPK?

Example: Scenario just start and due to very good die rolls on the GM and poor rolls on the parties part, party is in a world of trouble.

A) Do you keep playing the scenario as written and let the dice fall as they will?

B) Make a change in the encounter that gives the party a chance to make it through the fight?

I always thought GM could use option (B) till I did this and got called on it by the coordinator. My reasoning was that I was making it a fun, enjoyable experience by giving the party a chance to survive. The coordinator's reasoning for option (A) was that the scenario had to be played as written. Bringing a consistent gaming environment to the tables playing the same scenario.

*Change - I mean something small but significant. Example: Shift alignment from CN to CE.

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