Hello All, As a GM I've always found movement between battle encounters (without initiative) to be a bit awkward (example, dungeon crawling, etc.). Often someone just ends up pushing all the minis into a room or down the hall. Sometimes a player hesitantly moves their mini somewhere while looking up at the other players and GM, like, "is this okay?" Both of these situations becomes particularly weird (from a mechanical standpoint) when there are traps/haunts located in certain squares. How do you handle PC movement between battles?
Flavor over function. Always! Play a concept, not a set of mechanics that pump out X damage/round. That's super lame, especially for the GM when you one-shot every enemy...and especially for the other players who rolled a lower initiative...and especially for yourself whom you're cheating out of any creative play. Besides, in high levels it doesn't make that much difference anyway. Kinda the same way a d8 weapon is comparable to a 2d6 weapon once you add on 10 levels of feats and class abilities. That being said, it doesn't get much more flavorful than the Feral Gnasher barbarian arch for Goblins: A wild, lockjaw, ankle-biting horror that latches on to you and then proceeds to beat you with a club (or whatever is laying around with Impromptu Armament/Catch Off-Guard). lol! I haven't had a chance to build and play one yet, but it's next on my list. Small races are awesome and can be terrifying martial characters!
I still don't understand why the vivisectionist is banned. I just don't see it as evil. I dissect things at work all the time. It's all about discovery. The only thing I can figure out is that it was banned before the rogue went unchained. Prior to that, it was essentially a better rogue with extracts.
Again, google-fu failed me on this one. So, feel free to post a link if it's already been discussed. I love rolling d20's! Preferably, a handful of them. Please help me come up with a character that gives me every opportunity as early as possible to grab my favorite five, six, or more d20's at once. Preferably, the most d20's at the earliest levels possible (I don't want to wait forever before I gain the ability). Preferably, no companion or familiar to worry about. Preferably, not a summoner. Doesn't necessarily need to be combat focused (but I don't really see any other way). I don't really care if every die roll is like -8 to hit. I just wanna roll! The only thing I could really come up with is some sort of natural attack focused character, but not sure how to get it above 3ish attacks without going synthesis summoner. Let's have fun with this. Thanks!
Hello All, I have a PFS Swashbuckler/Bard build and he's all about flavor (nautical theme - sings sea shanties/dirty limericks etc.). I spent my first two feats to be able to use a double barrel pistol (it's usually my first action after which I drop it and switch to the rapier, so I'm not concerned with reloading). I just leveled up and can choose an extra feat and have the money to get a second double barrel pistol. I'd love to spend my first move rolling four d20's against touch AC even at severe minuses (again, just for fun and flavor). What feat should I choose to do this and how will it effect the rolls? I was thinking Two Weapon Fighting seemed the most logical. It looks to me that I could fire all four barrels at -8 each. -4 for TWF and -4 for firing both barrels on each gun. Correct? Is this the way to go about it? Thoughts? Thank you in advance!
Hello all, Hoping to get an official ruling on this. There are many actions in PF that are considered move actions that don't involve actually moving. How is this handled while flying? The other day, I was playing my Alchemist, flying (potion), and wanted to make an Alchemical Weapon (arrow), prior to firing it. Making the alchemical weapon is considered a move action, but while flying you're essentially forced to move which would take the place of the move action. I handled this by attempting a hover check, pending failure I'd move (fly) rather than make the Alchemical Weapon. However, I succeeded the hover check roll, then proceeded to make the weapon as my move action, and fire it as a standard. Was this handled correctly? Thanks!
Very interesting. I was thinking about going true Neutral, but I have no problem adding a pinch if Chaos in there for Urggy. ;). Looks like I have some more research to do. All my characters have been atheists up to this point. Edit:
Edit again..:
Hello All, I'm working on building a gothy-necromancy sorcerer PFS character who summons skeletons (just having fun here ;) ). Point 1:
Point 2:
Question:
Thanks for your help!
Hello All, My google-fu is failing me on this one. I just leveled up to 4 with my PFS Alchemist, am taking Alchemical Allocation, and purchasing a Fly potion so I can Bwahaha!-it on the enemies with my bombs from above. My question is about how exactly the mechanics work on throwing things and calculating distance (range/range increments) while flying. Can I fly directly over the BBEG and simply, "drop" the bomb on him from above? If I'm 15 feet overhead, is it still a 15 foot throw (under the 20 foot range increment)? How about any combination of distance and height? Say, five feet away (directly next to the enemy), ten feet up? How about ten feet away, ten feet up? Are there any bonuses or penalties applied? Thanks in advance, and..... Bwahaha! ;D
Hello All, I'm playing an Alchemist in PFS and seem to run into undead nearly every session. I'm tired of using my gold to replenish my Holy Water supply (of couse, the one splash weapon I can't craft at 1/3 cost) after every session. So, I'm considering taking the Ectoplasmic Bomb discovery next level up (I'll be lvl 4). USG wrote: The alchemist can infuse her bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to faerie fire. The description is confusing. It says it damages incorporeal but only describes how it affects undead (not necessarily damaging them). Am I confusing incorporeal and undead? I'm assuming they are treated differently. Certainly, a ghost is different than a ghoul. Thank you!
Covert Operator wrote:
Hmm..interesting. Thanks for the cost and alternative heads-up! ;)
Declindgrunt wrote: I'm playing in a mummies mask game and after a room filling with water but not all the way because it was in very first tomb (we were lvl 1) I've had a scroll of control water ready because I'm sure there will be a very real version of that trap in the future Interesting spell. Could make for some comical events.
oldsaxhleel wrote:
Ooh. Sounds handy. How much is one of those wands at CL7? (forgive me, I'm still a PFS noob). My Alchemist would just have to roll for UMD to use it right?
Avoron wrote: lol! Yeah, there are some pretty grim roads alchemists can travel. I know that tumor familliar is popular, but I just can't get over the gross-factor of that one. I played a pregen game the other day and one of the pick-ups on the chronicle sheet was a Grim Lantern. I about flipped in my chair upon reading the description out loud to the table. WTH!? Are neutral or good aligned characters even allowed to handle such a thing?
DesolateHarmony wrote:
D'oh! Looks like my Accelerant is out. At least I can still use the Bomb Launchers though.. Thanks for all the help guys! I just got back into rolling dice after a long time and feel so lucky to have stumbled into PFS play. I'm having a blast! (pun intended) ;)
Doctor Drokk wrote:
Yep, I'm planning to STOCK. UP. !!! In addition to a few extras I couldn't afford with my initial 150g (cestus for instant melee, spring loaded wrist sheeths (to pair with a Wand of Cure Light Wounds) and some Holy Water, I'm getting to craft the following:
I'm also getting:
Question: Can I stack Unstable Accellerant and Bomb Launcher to 1 bomb? Boomer the Mad wrote: Another tip: In order to avoid worrying about rounding the costs, many players with alchemists simply buy items in groups of three. So 3 alchemist's fire for 20 gp, 3 acid flasks for 10 gp, etc. That's the plan. Seems like a nice way to do things. I'm a bomber too.
Thank you! To elaborate on your answer to question 1: Can I then, in theory make anything with DC up to 20 (taking 10, adding +10 mod)? What do I do for other items with higher DC's? Do I have to roll in front of a GM? Also, as a side note, I can't find a DC for Bomb Launchers. Do I just buy them at cost (10g each)?
Hello All, I'm an Alchemist
Questions: 1. I know that you have to make a craft DC check to successfully craft, but seeing as how there is an undetermined amount of time between scenarios, am I allowed to just take 20 on all those rolls and add my craft: alchemy skill mod +10 to make anything with a DC up to 30? 2. Can I make an unlimited amount of Alchemical stuff doing this (granted I have enough gold)? 3. Is the cost always 1/3 listed? Google and Paizo searches reveal conflicting info..
Thanks! |