Quath's page

Organized Play Member. 126 posts. 1 review. No lists. 1 wishlist. 3 Organized Play characters.


Shadow Lodge

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I'm just pointing out that verisimilitude is not part of the mechanics. If it was then fireball would 1) not exist 2) exert force from the explosion and 3) make a sonic boom from a sudden change in air pressure.

Shadow Lodge

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As we all know Profession: Burglar or Profession: Thief are the best professions for Master Craftsman. What can't you craft? Only things that can't be stolen.

Shadow Lodge

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At my game last night we are exploring the darklands on behalf of a huge dwarven metropolis. We had trouble remembering the name of the Dwarf town and half the time we just call it Dwarfopolis. So the idea popped into my head to call it Dwarfstantinople. Any way, that led to the song by They Might Be Giants. I reworked the lyrics and felt I should post them on here in the hopes that someone more musically inclined than I am could put together a nice Youtube parody video.

Lyrics:
Elfstanbul was Dwarfstantinople
Now it's Elfstanbul, not Dwarfstantinople
Been a long time gone, Dwarfstantinople
Now it's Elvish delight on a moonlit night

Every gal in Dwarfstantinople
Lives in Elfstanbul, not Dwarfstantinople
So if you've a date in Dwarfstantinople
She'll be waiting in Elfstanbul

Even old New Orc was once New Halfling-Land
Why they changed it I can't say
People just liked it better that way

So take me back to Dwarfstantinople
No, you can't go back to Dwarfstantinople
Been a long time gone, Dwarfstantinople
Why did Dwarfstantinople get the works?
That's nobody's business but the Orcs

Elfstanbul (Elfstanbul)
Elfstanbul (Elfstanbul)

Even old New Orc was once New Halfling-Land
Why they changed it I can't say
People just liked it better that way

Elfstanbul was Dwarfstantinople
Now it's Elfstanbul, not Dwarfstantinople
Been a long time gone, Dwarfstantinople
Why did Dwarfstantinople get the works?
That's nobody's business but the Orcs

So take me back to Dwarfstantinople
No, you can't go back to Dawrfstantinople
Been a long time gone, Dwarfstantinople
Why did Dwarfstantinople get the works?
That's nobody's business but the Orcs

Elfstanbul

Shadow Lodge

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King_Of_The_Crossroads wrote:
Yeah, I saw that. However, it doesn't doesn't completely help, since you still can't craft rods or rings. Not to mention you have to have a billion and one craft skills to get an versatility out of the feat. I was hoping I had found a method of bypassing a crummy feat tax, but I guess it's back to the drawing board.

You don't need a Billion and one craft skills to get versatility. Just base it off of Profession (Thief) or Profession (Burglar). Then you can craft anything that can be stolen. It's funny and flavorful.

Rogue: "Hey fighter, check out this awesome sword"

Fighter: "This is really nice. Did you craft it yourself?"

Rogue: "Craft? Um... Yeah... Yeah, I crafted it myself. But on an unrelated note, I don't think you should ever try to sell that sword in this town."

Shadow Lodge

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Deadmoon has it spot on. This is the reason I play these games.

Shadow Lodge

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I want a book like this with every ounce of my being.

Shadow Lodge

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Jiggy wrote:
Quath wrote:
Since it's a specific item you cannot enchant it later in pathfinder society. It will always be mundane and you can never change that.

Incorrect.

Official FAQ wrote:
Non-magic specific armor and specific weapons may be upgraded normally.
LINK

Thank you Jiggy. I was unaware.

Shadow Lodge

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Vital strike says that "when you take the attack action..." and sunder says "as part of an attack action." The difference being that Vital strike references the attack action (the standard action) and sunder references any type of attack action (such as full attack, AoO's, and the standard attack action.)

I'll move to the other thread so this will be the last I post on the topic in this thread unless it is more relevant to rage cycling.

Shadow Lodge

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Rogue 6/Horizon Walker 10/Whatever 4

Level 1 take endurance, Every rogue talent should be terrain mastery, every feat from level 3+ should be extra rogue talent(terrain mastery). Your first two Terrain Dominance's should be aquatic and urban (all humanoids).

That's only if you want to decimate nearly every relevant skill and have massive damage output from level 9+. Before level 9 it will be pretty rough with the exception of the favored terrain skills being ridiculous.

This build works anytime you know the exact environment that your campaign will be taking place in. It is a really cheesy build and I would never actually play it 100% as written. Though if you did take it as written you would definitely negate most of the rogue's hitting problems.

If you go 10 rogue/10 walker, at level 20 against creatures that are from your highest favored terrain bonus you have +44 to hit/damage, +44 Bluff, Knowledge, Perception, Sense Motive, and Survival. While within your highest favored terrain you get +44 on Initiative, Knowledge (geography), Perception, Stealth, and Survival. Boots of Friendly Terrain will increase these bonuses by another +2 as well. These are also untyped bonuses, so that's nice.

Here is a fun link to a built Oterisk did close to a year ago. It's the Greatest Sailor in the World. Basically you have an obscene profession sailing, perception, initiative, and stealth while you're on the water.