Mathus Mordrinacht

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Organized Play Member. 173 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




This is a quick question I have about Swashbuckler's deed Opportune Parry interact if at all with Litany of Sloth? Both descriptions below.

Opportune Parry and Riposte (Ex):
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Litany of Sloth:
With a litany against the wages of sloth, you slow the target’s defenses. The target cannot make attacks of opportunity or cast spells defensively.

Would Litany of Sloth make a Swashbuckler's Opportune Parry Deed unusable for that round?


Recently my gaming group has some downtime, what better to do than play an over powered eventually Mythic game?!

Race Building. We had thirty points. I've chosen these...

RP-0 Humanoid (Reptilian/Human)
RP-4 Racial Modifiers- Advanced +4 Str, -2 Dex, +2 Mental Stats
RP=4 Advanced Strength +2 Str
RP 4 Greater Deference Training +2 AC (Dodge Bonus)
RP-0 Standard Languages
RP-4 Wings 30 feet (Clumsy)
RP-2 Wings 40 feet (Poor)
RP-4 Bonus Feat
RP-2 Static Bonus Feat
RP-1 Natural Armor
RP-5 Massive Weapon- As per the Barbarian Titian Mauler ability
Total RP spent 30.

Stats were rolled in a 4d6 drop lowest format. Got extremely lucky with 18,18,17,16,16,14. Final stats are as follows...

Str 24, Dex 16, Con 16, Int 14, Wis 16, Cha 19

I'm not entirely sure about the second picking of wings seeing how later in the game I'll be able to gain it through Dragon Disciple.

Through the beginning of the game each person some special goodies.
I got an artifact amulet that gives me a scaling breath weapon and Exotic weapon proficiency in Bastard Swords.

1st Power attack
Bonus Weapon Focus (Bastard Sword)
Static Bonus Feat (???)

Now the question for me is feats! I have no real idea for feat on this character. I've heard that arcane heritage is always a good option other than that I'm at a loses. Replacing the second Winged to give two RP back. Any advice pertaining to alternate Race Point options would be nice along with feat suggestions.


Is there anything stopping someone from putting special ammunition like Fire Bolts, Acid bolts or even Drow poison bolts into the clip of a repeating crossbow(heavy or light)? Is there any ruling on replacing the normal bolts with Fire, Acid or Drow poison bolts? The character in question will be a Pathfinder Society character and I would like to make sure that I do not break the rules.


In a home game I'm playing in I will be a Martial Artist Monk The character's stats are as follows. Rolled stats with the 4d6 drop lowest. The DM has made the races with the advanced race guide. I have nine race points to use and have chosen.

Moon Touched DR 5/ Silver Race Points (3)
Scent Race Points (4)
Natural Armor +1 Race Points (2)

Str 22 +6
Dex 18 +6
Con 16 +3
Int 17 +3
Wis 17 +3
Cha 10 +0

Saves

Fortitude +5 (Base 2, Con +3)
Reflex +6 (Base 2, Dex +4)
Will +8 ( Base 2, Wis +4, Duel minded +2)

CMB +6 (BAB +0, Str +6)
CMD 24 (Base 10, Str +6, Dex +4, Wisdom +4, BAB +0)

Feats
1st Fast Learner
Monk-1 Combat reflexes

I'm just taking suggestions as to what feats to grab and should I change the nine race guide points I used. Martial Artists are able to count as fighters for purposes of feats. Weapon Specialization and greater weapon focus are all good feats that I will most likely take.

The only thing I know about the campaign is that it is similar to the Sword Art Online. There are two character the online character which is shown up there and another base line human that we'll be using though out the supposed 'offline' play.

Are there any suggestions that I should take for feats, race guide abilities, and traits? Thank you for everyone's time.


In Society play I know you can upgrade you weapons and armor enchantments if you have the gold and prestige to do so but I'm concerned about paying the difference between wondrous items such of a Cloak of Resistance.

Question: Is it legal to pay the difference between a Cloak of Resistance +1 and a Cloak of Resistance +2 to upgrade the wondrous item or is this only for weapons and armor?


I would just like everyone advice on a human fighter I made that has a split focus on the Trip Combat maneuver, Damage, and being funny. While the last two on the list take a back seat to the combat maneuver.

Sammy of the Steps wields a Battle Ladder as his weapon of choice as he was raised by Gnomes. Luckily he has no significant brain damage due to the low ceilings.

Sammy of the Steps Third Level Fighter

20 point buy
Str 16 10
Dex 12 2
Con 14 5
Int 14 5
Wis 12 2
Cha 7 -4

The racial +2 to any ability score went into strength. Giving the final stats of...

Str 18 +4
Dex 12 +1
Con 14 +2
Int 14 +2
Wis 12 +1
Cha -7 -2

Feats
Humnan Exotic Weapon Proficient ( Battle Ladder )
First Combat Expertise
Fighter 1 Improved Trip
Fighter 2 Power Attack
Third Weapon Focus ( Battle Ladder )

What can I do to improve my to hit with my trip attempts? Any suggestions would be very helpful.


Recently I've found myself playing the Alchemist class while looking on the d20pfsrd I found a few discoveries that I would like to know how they interact with each other.

Breath Weapon Bomb:
Prerequisite: Alchemist 6

Benefit: Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist’s bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.

Frost Bombs:
Benefit: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

Explosive Bomb:
Benefit: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

The obvious best outcome for me(The PC) is that the character will eventually be able to use the Breath Weapon Bomb in conjunction with frost bomb and explosive bomb discoveries to make all targets with in the 15ft(30ft if they stack) make saves against the staggered condition. Or the other two conditions given by the Shock or Acid bomb being dazzled and an additional 1d6 the next turn. A How ever I feel this seems a bit to much being able to deal essentially sneak attack damage in a cone that could possible make the target staggered.

In short, do multiple discoveries that affect your bombs stack or do only certain ones apply? Of course I might look the fool I missed something while reading through the Advanced Player's Guide PDF.