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Goblin Squad Member. Organized Play Member. 1,156 posts (1,915 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 9 aliases.



Grand Lodge

Howdy rules lawyers,

The situation: Fighter 1 and fighter 2 are dueling with longswords.

order of events:

1) Fighter 1 readies an action on his initiative to disarm fighter 2 when fighter 2 attacks.
2) Fighter 2 attacks as a standard action, triggering the readied action.
3) Fighter 1 rolls his disarm combat maneuver (has improved disarm so no AoO), disarm is successful.
4) Fighter 2 loses his sword, and his attack action is cancelled.

Question: Does Fighter 2 still have a standard action available as well as a move, or just a move?

Opinion: I lean towards fighter 2 losing his standard action (it was spent on the attack that got interrupted). This is for a player in a game I'm GMing so I want to be fair.

Thanks for any help.

Grand Lodge

I'm running a kingmaker campaign via play by post on the Paizo forums, currently in the stolen lands. I use google drive to handle maps, and it can handle the stolen lands map without a hitch. However, I'm planning ahead to late game kingdom ruling: I've edited the four large maps together into one massive world map (8.3mb). It's way too big to use on google or roll20. I'd like to have a map that I can fog of war and zoom in/scroll around with to provide my players a 'world map' that updates as they explore.

In my meatspace game, I taped the four maps from the folio together and had it laminated. Worked great.

Any suggestions would be greatly appreciated!

Grand Lodge

35 people marked this as FAQ candidate. Answered in the FAQ. 3 people marked this as a favorite.
Feral Combat Training wrote:

Prerequisite:  Improved Unarmed Strike, Weapon Focus with selected natural weapon.

Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike

Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.

Monk Unarmed Strike Class Feature wrote:
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.

"Effect" and "Augment" are not defined terms in the rules, so I am reading those words with their common english meaning.

My Dictionary wrote:

Effect: change that is a result or consequence of an action or other cause.

"the lethal effects of hard drugs"
My Dictionary wrote:

Augment: make (something) greater by adding to it; increase.

"he augmented his summer income by painting houses"

The question at hand: Is the increased damage of a Monk's unarmed strike an "effect that augments an unarmed strike"?

My answer: yes. Increasing the damage done with an unarmed strike is clearly augmenting the attack by the dictionary definition. The increased damage is a change to the base damage caused by being a monk, and is an effect.

Using this reading, a Tengu monk with the claws alternate class feature and Feral Combat Training would do his monk unarmed damage with his claw attacks (Ie 1d6 at levels 1-3).

This is for PFS and the naysayers have requested an official response. If the topic interests you, please hit the FAQ button.

Grand Lodge

Hello, play by posters!

I'm looking for 2-3 new players for my Goblins of Thornkeep campaign.

As advertised, characters are goblin members of the Brambleclaw tribe in the human town of Thornkeep, a wretched hive of scum and villiany at the edge of the Echo Woods in the River Kingdoms.

It's a tough life in a tough town, but the goblins have big, big plans. If you can stay alive long enough, you can drive off or enslave the longshanks and really put your tribe on the map.

The game is a true sandbox experience. I have some plots, and there's plenty to do, but the world is wide open and limitless, and not constrained to what I have planned for you. Your characters will drive most of the story.

Should you succeed in claiming some territory, the Kingmaker rules will be used to govern your goblin realm.

To apply, please work up a first level goblin character, write a goblin song, read through the gameplay thread, and post 'em here!

The rules for characters and houserules I use are -


FLAP YER GUMS, GOBS!


'EY GOBBOS! LISSEN UP!

I GREAT CHIEF GRAALSK. BADDEST GOB WHAT EVER SWUNG A SLICER! I GREAT CHIEF OF DA BRAMBLECLAWS! WE BADDEST GOB CLAN! YOU WANNA BE A BRAMBLECLAW? LISSEN UP!

BRAMBLECLAWS GOT SMARTS AND FASTS AND STRONGS WHAT ADD UP TO YER FINGERS AND YER TOES PUT TOGETHER. ANY MORE THAN THAT AN' YOU CHEATIN! ANY LESS'N THAT AN' YOU AIN'T GOOD ENOUGH TO BE A BRAMBLECLAW!

MOST BRAMBLECLAWS BE GOBLINS! WE OKAY WITH OTHER KINDS TOO THOUGH! FROG TYPES, HOB-GOB, KO-BOLD, WHATEVER! NO LONGSHANKS THOUGH!

BRAMBLECLAWS GOT WHAT LONGSHANK WIZARD CALLS "TRAITS!" YOU GOT THREE OF 'EM! ONE GOT TO BE CUZ OF YER RACE! IF YOU A GOB AND YOU AINT GOT GOB TRAITS, YOU AINT A BRAMBLECLAW! IF YOU A KO-BOLD AN YOU GOT A GOB TRAIT, YOU WEIRD BUT GOOD!

BRAMBLECLAWS GOT SKILLS TOO! SMARTEST BADDEST GOBS! EVERY SINGLE BRAMBLECLAW GOBBO GOTS TO BE ABLE TO DO SOMETHIN! MAKE SLICER, COOK LONGSHANKS, WEAVE BASKET UNDERWATER, WHATEVER! WE AINT GOT ROOM FOR GOBBOS WHAT CANT DO STUFF. HEY! QUIT CRYIN! BRAMBLECLAWS REAL SMART PANTS GOBS WHAT GOT ONE EXTRA SKILL EVERY WHAT WIZARD CALL "LEVEL". USE DAT FOR BASKET WEAVIN!

BRAMBLECLAWS REAL GOOD AT CLIMBIN' AN SWIMMIN'! BRAMBLECLAWS DO BOTH WITH NEW SKILL CALLED "Athletics"! ATHLETICS COUNT FOR BOTH CLIMBIN AN SWIMMIN AN' IF YOU GOOD AT ONE YOU GOOD AT BOTH!

BRAMBLECLAWS START WIFF THE REGULAR 'MOUNT OF SHINYS WHAT IS USUAL!

BRAMBLECLAWS CAN BE ALL KINDS OF GOBS! FIGHTAN GOBS, WIZARD GOBS, SNEAKIN GOBS, WHATEVER! LONGSHANKS WIZARD NAMED "JAMES OF THE JAY CUBS" GOT A STACK OF DEVIL BOOKS WHAT TELL YOU WHAT KIND OF GOB YOU CAN BE. IF IT AINT IN THEM DEVIL BOOKS YOU CANT BE IT! DONT READ THEM BOOKS! ASK JAY CUBS WHAT YOU BE! WHATS A 'JAY CUB'? SHADDAP!

LISSEN UP! GOBS BE REAL BAD! SOME TIMES GOBS DO BAD THINGS OR SAY BAD WORDS WHAT MAKE LONGSHANKS GIRL TURN RED! IF YOU CANT HANDLE THAT YOU DUMB AND AINT A BRAMBLECLAW!

NOW SOUND OFF WHAT KIND OF GOBS YOU BE, YA FAT FACED HORSE HUMPERS!

standard 20 point buy. monstrous races only. three traits - one has to be racial, standard starting wealth, bonus skill point every level to be spent in a craft or profession skill. Paizo material only. Players will be those from the chiefmaker game plus my wife, because that's how nepotism works. Game will be rated R for comic violence, swearing, baby eating, and violent goblin antics.

Grand Lodge

1 person marked this as FAQ candidate.

I need clarification on the rules for double barreled firearms.

prd wrote:
Pistol, Double-Barreled: This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot.

Take an example 11th level gunslinger, who's full attack routine is: +11/+6/+1.

If this gunslinger uses a double barreled pistol with Rapid Reload and alchemical cartridges for a free action reload, does the full attack routine become:

+7/+7/+2/+2/-3/-3?

or

+7/+7/+6/+1

my reading would indicate the former, but it seems a tad too powerful to be able to double your attacks for a mere -4 penalty. This becomes important because one of my PCs has decided to pick a fight with a gunslinger NPC, and I want my stats for the NPC to be 110% legal for fairness.

Grand Lodge

Well met on the road, fellow play by posters.

I'm a very experienced PFRPG player who's been stuck as perma-gm for a long time. I'm currently running a kingmaker game that's well into its second year of weekly meetings. I've also been pretty active as a GM for our local Society group. I'm looking to join a pbp campaign to get some play time in on the other side of the screen.

I'm looking to play in any adventure path save Kingmaker (I know way too much plot to make that plausible). I would be extra interested in a skull and shackles campaign, but will eagerly join others as well. My only request is that the group be dedicated to going the distance in the campaign.

I delight in making characters that are mechanically well put together, and can tailor power level to match the rest of the group. I also love in-depth roleplay and being a part of a group that grows characters together. Some of the character concepts I've wanted to play: pistol-slinging paladin of Erastil who travels the world bringing Ol' Deadeye's support to needy communities; bumbling halfling summoner who flunked mage college by accidentally summoning an eilodon instead of summon monster 1; tiefling magus/dd who was bred and built by a cult of demon and dragon worshipping heretics then turned loose upon the world; creepy voodoo half-orc hexcrafter shaman with bad manners and inscrutable purpose... And on and on. I have a rather large store of ideas that I would love to weave into your game.

I am available to post multiple times per day, and am located in US Eastern time.

Thank you for your consideration.

Grand Lodge

Good evening, Advice.

I'm looking for ways to maximize the in-combat healing effectiveness of any of the heal-capable classes. I'm well aware that in-combat healing is considered inefficient, and doesn't keep up with incoming damage. The same was said of blaster casting, but you can roll out a Tattooed Crossblooded (orc, draconic) sorcerer 1/Evoker (admixture) wizard x that does mad damage or a crossblood sorc dipped magus that drops (10d6+20)*1.5 shocking grasps out of a second level spell slot.

I'm looking for similar ways to maximize healing, just for giggles. I'm only seeing a few candidates for optimizing.

1) The Healing domain makes all your Cure spells empowered for free starting at 6th level.

2) Phylactery of positive energy or the armbands that boost Lay on Hands dice (both wickedly expensive and increase healing done by 2d6, average 7).

I know there are some wicked optimizers that lurk around these parts. Any suggestions? I'm interested in solutions for all classes and multiclass combos.

Grand Lodge

Hey rules forum, couple questions.

Take a sorcerer who has a bloodline that grants bonus damage, IE Orc (+1 point of damage per dice rolled on hit point damaging spells).

If this sorcerer casts a spell from a wand, does this bonus apply? I lean towards no, because the wand is the one casting the spell and has its own caster level. The sorcerer is merely activating it, as with all spell trigger items.

If this sorcerer casts a spell from a scroll, does this bonus apply? I'm on the fence for this one. Activating a scroll is something that only somebody who can actually cast the spell can do (barring UMD for the purpose of this discussion), so it's more like actually casting. I still lean towards no.

If this sorcerer acquires a spell-storing weapon and stores a spell in it, does this bonus apply? I say yes, because the sorcerer actually cast that spell, all relevant bonuses should work just fine.

Now, what if the sorcerer casts his spell into the spell-storing weapon and hands it to someone else? Do they get the benefits of the bloodline damage bonus? I say yes again, because the sorcerer actually cast the spell.

More troublesome for me is item creation. Say this sorcerer crafts a wand or scroll of a damaging spell. Does his bloodline damage bonus apply to spells cast from those items when he uses it? When somebody else uses it?

Grand Lodge

6 people marked this as a favorite.

...At the junction between Rivers Run Red and Varnhold Vanishing.

Their kingdom has pinged hard on the radar of Regent Surtova. My industrious group has expanded to the rapids that make the east sellen river bad for trade, and built a series of fortified locks to bypass the falls. This opens up the east sellen river for trade all the way from Brevoy to the Inner Sea. This is a huge geopolitical event, and forced Surtova to notice much earlier than I'd have liked. He sent an ambassador asking the group to pledge fealty and acknowledge his rule, and pay a monthly tax to him. The party refused, debated kidnapping the messenger, and sent him on his way. In the wake of the ambassador's departure, they started raising armies equal to one fifth of their kingdom's population (1000 level 1 commoners, 300 level 1 fighters). Naturally, Brevoy took this as an act of imminent war and now there will be serious trouble as Surtova marches troops southward.

Sartova mobilizing has also sparked conflict in Rostland, as the Swordlords see Surtova becoming aggressive and prepare for civil war. The fecal matter is truly hitting the air moving device.

Has anybody else run the civil war in brevoy chain of events? Any advice for me? I'll be setting the events as Rostland loses again without my group's intervention, and then re-unified Brevoy will crush the fledgling stolen lands kingdom.

Grand Lodge

Hey advice,

I play a battle cleric of gorum. I've invested in several buff wands (shield of faith, bless, etc). All of these are wands I can use with no UMD check. I often find myself in an encounter where there's talking before the fighting, and wish to buff myself on the low down. What the GMs I play with (round-robin GMing PFS sessions) think is that by using a wand, I'm acting offensively and combat starts immediately. I'm trying to do so covertly. The RAW on wand activation:

PRD wrote:
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

From the RAW, I don't have to be making skin contact with it, merely holding in my hand. Nothing says the wand has to be brandished - only pointed in the general direction. If I have the wand secured in a loop on my belt, the tip pointed at my leg, I think I should be able to rest my hand on the hilt of the wand (holding it) and activate it. The wand activation doesn't require any verbal or somatic components, it just activates.

My cleric wears full plate armor, with a heavy cloak. I would like to face away from the encounter (as if looking for danger from the rear) and use the wand. RAW, is this a Bluff v. Sense Motive check? Slight of Hand v. Perception?

Alternatively, have the hilts of the wands I want to use positioned right by my scabbard so I can activate them while keeping a hand on my sword. How would this work, mechanically?

Thanks

Grand Lodge

Hello Advice board!

My next PFS character is going to be a magus. I'm looking at being a very strong melee combatant, with less emphasis on spellcasting and more on fighting. The PFS tables I play at are SWAMPED with spellcasters - last night a table had four sorcerers and a witch - so I'm not worried about being a main caster. Duelist with some magic tricks is what I'd like.

I'd also like to be an extremely strong defensive character - hard to hit, decent health, good saves. When I need to, I'll nova to burst down a foe.

My proposed build:

Master of Many Styles Monk 2/Kensai (Bladebound?) Magus 10

Elf
STR 10
DEX 20 (16+2 racial, +2 level)
CON 12 (13-2 racial, +1 level)
INT 16 (14+2 racial)
WIS 14
CHA 8

Take two levels of MoMS monk, then go 10 into Magus

Feats:
1) Weapon Finesse
MoMSM 1) Crane Style
MoMSM 2) Crane Wing
3) Dervish Dance
Kensai 1) Weapon Focus (Scimitar)
5)Lunge
7)Intensify Spell
Kensai 5)
9)Improved Familiar
11)?

Magus Arcana
3: Bladebound?
6: Familiar
9: ?

build highlights: Dex for attack and damage. Dex, Int, and Wis to armor class, plus fighting defensively, plus shield and mage armor for massive AC. Crane wing to negate one incoming hit per round. Evasion to help with AoE. Good saves. Wand-using familiar. Decent out of combat skills due to high int.

I'm on the fence about Bladebound. If I go that route, I'll spend all the money that I'd be spending on buckler, armor, and sword on pearls of power and other good loot.

Is this a workable build? How would you improve it?

Thanks in advance.

Grand Lodge

Hey advice board!

If any of my players from Underhill's are reading this, back button. I'll see ya Tues.

I'm running a Kingmaker campaign, and my players have just hit the point where they're starting their kingdom. I want to have an allied dwarven settlement nearby. I'm looking for a cool dwarf-themed dungeon crawl (lost dwarf hold, lost dwarf mines, etc) for them to clear to win the alliance of the dwarves. I started to make my own mine system, and stalled out when I realized I was making the exact same stereotypical mine that everybody has always played. Suggestions? Any system works, I can convert the mechanics but am short on flavor. Thanks!

Grand Lodge

My players stumbled into the trap filled glade this past session. It killed a couple horses and then nearly killed a dismounted 1st level character. They then carefully cleared the hex, recovering the traps.

The module says "dozens" of traps. I rolled 4d6 and came up with 15. I saw the GM reference thread that says they're worth 20g each, but I see no discussion on the XP gained from making this hex safe. The book lists a bear trap as worth 400xp. I'm running for 6 players, and following the conversion offered here I bumped up their perception DC and to hit, making them 600xp. Should the party expect to earn 600x15 = 9,000 XP?

Grand Lodge

Howdy advice board!

I'm running a melee cleric in my local PFS league. Stats so far:

Clast
CN Cleric 4 of Gorum
STR 18 (16+2 racial)
DEX 12
CON 14
INT 7
WIS 16 (15 +1 lvl)
CHA 10

Domains: Chaos (Protean), Destruction (Rage)
Feats: Heavy Armor Proficiency, Toughness, Power Attack
Skills: Sense Motive 1 rank, Perception 3 ranks, Profession (Soldier) 1 rank, Heal 3 ranks.
Equipment: +1 full plate armor, +1 greatsword, +1 ring of protection

I've been fighting in the thick of melee for the first three levels and doing quite well. I default to power attacking with my greatsword, relying on brute force to overpower the DR that every single creature seems to have. On groups of undead I channel positive to damage, between encounters I top people off with channel positive for healing. All my in-combat healing is done with a wand of cure light. I spend my spells buffing before fights and casting Hold Person to set up paralyze/Coup de Grace combos.

All of this is working very well at these low levels where 3/4 BAB and full BAB are similar, and a standard action attack with a greatsword is just as effective as a full-round action attack.

I foresee problems down the road, however, as the true fighter classes pull way ahead of me in combat potential. I'm planing on taking:
5: Furious Focus
7: Spell Focus (Enchantment)
9: Vital Strike
11: Greater Spell Focus (Enchantment)

I'll concentrate on landing one devastating hit per round, with a high DC on my Hold person, Confusion, Command, Murderous Command, and Forbid Action spells for sweet controller action.

Where I see the most trouble is in equipment. I get to use a greatsword because it's Gorum's favored weapon, so for weapon advancement past +1 I'm totally dependent on a chronicle sheet having a magical greatsword. Simple weapons just don't work for a battle cleric. Ideally I'd like a spell storing one to combo a destructive smite + power attack + searing light into a fight-ending blow. How do I get my grubby paws on one? Is there a module I can be sure to GM so my cleric can get one?

I don't see a problem getting better armor, loads of people will use plate armor and I should run into some eventually. For stat boosters, I need strength belts and wisdom circlets. I'd imagine those are decently common as well.

Is it realistic to expect to be able to continue healing with wands? Will I be finding wands of cure moderate and serious? I'd rather reserve all my spells for buffing and controlling.

Any advice is much appreciated! This is my first pathfinder character, and my first PFS character so I'm trying to make it a good one :)

Grand Lodge

From the APG, the ability of the Protean subdomain:

"Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies. Thee energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform."

How does one calculate the DC of this will save?

Thanks