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RumpinRufus's page

Pathfinder Society Member. 2,537 posts (2,634 including aliases). No reviews. No lists. No wishlists. 5 Pathfinder Society characters. 3 aliases.


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This may be included in (4), but I think it merits elaboration:

Build your character with motivations, personality, and mannerisms. (Roughly in that order of importance.) At least for me, having a strong idea of what my character WANTS is the biggest part of having fun with the character. Whether it be minor goals that you can achieve in each session, or an overarching goal you may only reach in the epilogue, I find achieving these character goals to be the most rewarding part of plays.

Personality and mannerisms are what make your character distinct and memorable. (I really enjoy when people have a voice in-character, both because it makes the character come alive, and it really distinguishes out-of-character chatter from in-character dialogue.)


Not familiar with the character, but maybe a locked gauntlet + weapon, or armor spikes (reskinned as desired.)


I was assuming a "thin but not paper-thin" wall, and so it was still blocking line of effect to that one NPC. If the wall ended ~1 foot sooner, it probably wouldn't be blocking LoE and it would hit him as well.


Inquisitor would be strong for this. Great ranged capability, good buffing, although your bonus feats would be teamwork feats.

The Myrmidarch magus is a possibility. I believe there is a guide for it in the Guide to the Guides.

Battle oracle could work as well, being the best buffer, although the bonus feats would have to come through revelations.

Warpriest should also meet your requirements.


Actually, I think this might be more accurate: diagram.

This diagram uses the criterion "maximum of 20 foot distance from the point of origin to the furthest corner." Which corresponds to how bursts are drawn, e.g., 10-foot bursts and 20-foot bursts.

The first diagram I made was using something more similar to the movement of a PC, but that kind of breaks down when you are talking about referencing distance from an intersection.

But I would be lying if I said I haven't gotten myself a bit confused.


Spreads as I understand them.


Not sure that diagram is actually correct, RD.

Burst, Emanation, or Spread wrote:
A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.

Updated diagram coming.


Tetori has got to make the list. Not sure if it tops it or not, but it's definitely on there!


Wizard 5/Magambyan Arcanist 1/Rogue or Ninja or Vivisectionist 1/Snakebite Striker 1/Arcane Trickster X would be possible... but at that point we're talking about being level 6 before you ever see the Flame Blade come out, and level 10 by the time your Sneak Attack dice hit +3d6 and actually exceed those granted by the druid build. And your BAB at that point is absolute garbage, there is no ITWF/GTWF basically forever, and you have lost two caster levels.

Even if the druid build is limited to Sneak Attack +2d6, I think it's probably still the best option.


Cuuniyevo wrote:

Arcane Trickster

Quote:
Surprise Spells: At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.
Here's the relevant quote. It's an AT ability, not an ability that just anyone can use.

Well, any rogue with UMD could use a scroll of Shocking Grasp and get sneak attack with it. The Arcane Trickster ability just allows you to use it on spells that don't have an attack roll.

Cuuniyevo wrote:
As for those gloves, there is a FAQ about it, and it says the sneak attack damage only applies to a single attack if the attacks are simultaneous, relevant in cases such as magic missile (only one of the missiles deals the SA). I would rule that the Shocking Grasp is the attack, and the gloves just provide a bonus damage roll on a successful, not an extra attack of their own. Therefore, the sneak attack damage would be electricity-based.

What about if you get sneak attack with an Elemental Assessor? Is the Sneak Attack damage evenly split between the four energy types?


Abraham spalding wrote:

Well are you attacking with an unarmed attack?

If so then it would do unarmed attack, the corrosive weapon ability (1d6 acid) and carry shocking grasp.

So the unarmed strike would be the attack and carry the sneak attack and a 1d6 acid and then the shocking grasp.

If you were using shocking grasp then you would do electrical damage, with no acid damage since the gloves wouldn't do a thing as the situation doesn't activate them.

I would just be attacking with the touch attack from Shocking Grasp, which would indeed activate the Deliquescent Gloves.

Deliquescent Gloves wrote:
The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage.

I don't know if there is any RAW to resolve what type of damage the sneak attack would be, but if there is I'd like to find out because I'm considering doing something similar to this with a PFS character.


Is there actually any rule that says that energy damage spells like Scorching Ray do the appropriate energy type in Sneak Attack damage? It makes sense, but I cannot find a rule on it anywhere.

My question: if you wear a Deliquescent Glove and hit someone with a Shocking Grasp to do sneak attack damage, what type of damage is the sneak attack?


Burst, Emanation, or Spread wrote:

Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. a burst's area defines how far from the point of origin the spell's effect extends.

An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.

A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.


I think thorin001 has the right of it: there are 2 opportunities, one for moving out of a threatened square (which can be avoided with Acrobatics) and one for moving into an occupied square (which cannot be avoided.) When the rules say:

Very Small Creature wrote:
A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.

there is no indication that this is redundant with the normal rule of provoking from leaving a threatened space.

For example, if you were using Earth Glide as a tiny creature and came out of a wall into an opponent's square, you would provoke an AoO even though they weren't threatening your previous space.


The giants could have the trample ability.


I've been working on a druid that dual-wields Flame Blade and Frostbite. Using Elemental Spell and metamagic traits he can get those to be other elements as well.

Build is here.

Spoiler:
The original idea was to use Flame Blade to reliably land sneak attacks, and I was going to go into Arcane Trickster but that idea got shot down by the recent FAQ on SLAs. Regardless, the concept had somewhat evolved to an "elementalist".

Using the Nature Fang archetype and the slayer talents you can get tons of touch attacks every round. The build I linked does have a familiar because it uses the Crocodile domain, but you can replace that with any domain you like if you want to go totally animal-less.


Table

Bracers of Armor can be assumed to be steel or iron, so they have hardness 10. Their thickness is a judgment call but I'd say 1/4", so HP would be 7.


Vow of Poverty monk?


(I'm assuming you mean longspear rather than shortspear.)

RAW, I don't see why not. Nothing says you have to be threatening to feint as far as I can tell.

If you want to get silly with it, you could even use Two-Weapon Feint to feint Opponent B 20 ft. away as you're TWF-attacking Opponent A. Then next turn go over and sneak attack Opponent B.


Well he was specifically mentioning PCs that were standing adjacent to each other.

There's also Whirlwind Attack if you want to just attack a whole area.


Ascalaphus wrote:

I think some of the kaiju from Bestiary 4 can attack all creatures standing together in an area. That might be appropriate for giants as well; if there's PCs adjacent to each other, they might be squashed by a hit from the same gargantuan-sized club.

It'd require some rules R&D of course, but basically, with weapons that big, you're making a kind of area attack. It means that to fight giants you really want to spread out. That could be the tactical change of pace you're looking for.

No rules R&D required, this is done easily enough with Cleave and Great Cleave.


Are creatures with the Fiendish template considered evil? I had thought they were but I can't find any RAW to back that up.


1 person marked this as a favorite.

Any creature summoned by a spell from the Summoning subschool of the Conjugation school will be affected. I believe this is a complete list.

Note that creatures brought via the Calling subschool (such as Planar Binding or Planar Ally) will not be affected, nor will creatures that have traveled to the Material Plane on their own power or who were gated in, Plane Shifted in, etc. Only the Summoning subschool spells are actually affected.


The main limitation of this spell is the 1 minute casting time, coupled with the relatively short minutes/level duration.

But yeah, it is rather crazily strong for a 2nd level spell.


Also, the Red Sash Swordmaster's Flair is a great judo item. Especially with Ki Throw, Greater Trip, and Vicious Stomp.

Someone charges you, you get an immediate action trip attempt at an effective +4 bonus, you can throw them into any space you threaten, and you get two AoOs on them. And that's their turn, when you start your turn they are prone on the ground next to you with an extra -2 AC.


I feel like Quickened True Strike deserves a mention. You can get True Strike from Qinggong Monk and then take Quicken Spell-Like Ability at level 11.

I also feel like the true Judo master is the Flowing Monk. I have designed a monk who tosses enemies around the battlefield, using the Flowing Monk abilities, Ki Throw, Bull Rush, and Reposition, and using True Strike to really get some distance going when he throws them around.


I suppose it stops you from needing to cast defensively. But, it is strange that they made it a swift action, as now it takes a standard + swift to use instead of just a standard.


Yes, it does provoke (unless it specifically says otherwise,) but keep in mind that combat maneuvers in general only provoke from the target of the maneuver, not from every creature that threatens.


Serum wrote:
I'm not sure you're aware, but touch attacks with frostbite are standard actions, and therefore can't be combined with flame blade attacks. How are you TWF with flame blade and frostbite?

Pretty sure this is not true, because otherwise 50% of maguses out there are crying right now. But I'd definitely want to see if there is RAW that says that this isn't allowed.


Readying and Delaying actually do result in your initiative changing. Having your Dex change does not result in your initiative changing, because nothing anywhere in the rules says it does, and that is not how checks work in Pathfinder.

And just consider the headaches this would cause if it were to be true - any time someone is grappled, fatigued, exhausted, entangled, paralyzed, or unconscious, you would have to change the initiative order. And then change it back if they lose the condition. And then what happens if A goes on count 10, dispels the Hold Person affecting B, and B's initiative jumps from 8 to 14? Does B have to wait until count 14 comes again to act, or does the initiative order start to run in reverse to give B a turn?

It's not supported by the rules, and it would be an awful mess even if you wanted to house-rule it.


MechE_ wrote:

I was never a fan of the original ruling Paizo made, but as with everything, I spoke with my group about it so that we're all on the same page about how the rules work. It was then that I knew this ruling was a poor idea. Tt took me 10 minutes of explaining it for the more experienced guys to understand it and their response was "You're pulling our chain, right? That is the silliest rule I've ever heard."

Had the original ruling been what it is now, the response from most people would have been "Duh, it's been that way for ~14 years of 3.Xe." Instead, a ruling was made that required a much higher than average level of system mastery and changed many of the subtly accepted "rules" of the game. (Spell-like abilities normally aren't super valuable unless it's a decent spell, Prestige classes required 5-6 levels of a base class, etc.)

The real misstep Paizo made in this whole ordeal was ruling the way they did on the original FAQ a year and a half ago.

I don't think that it's good design to nerf the low-powered builds of players with a high degree of game mastery. If those players can no longer use the interesting but low-power option, they are more likely to just build very powerful characters, potentially getting into balance issues.

If you feel that system mastery is not something to be rewarded, you can play your own table that only allows core-only barbarians. But for people who like to make interesting niche builds that can use a unique play style and still remain viable, it is frustrating to have balanced options stripped away for no reason other than the fact that familiarity with an FAQ was needed to build them.


Initiative wrote:

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).

If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll to determine which one of them goes before the other.

As Jeff says, it is very clearly a check. Changing your Dex doesn't change the result of that check. The only actions that change your initiative are Special Initiative Actions, Ready or Delay.

You wouldn't fall if you just hit the DC of a Fly check to hover and then get hit with a Ray of Exhaustion, because the check has already been made and the result is set. Similarly, once you make an Initiative check, the result is set.


Evangelist archetype.


Pretty sure dipping is the only way. Cleric, druid, warpriest, inquisitor, or oracle could all get you an appropriate class feature.

Cleric has some nice front-loaded domains like Luck and Travel. Oracle has tons of cool revelations if you're willing to pick up a curse. But, AFAIK you are going to lose a caster level one way or another.


rungok wrote:

Hrm... :/

Would slashing grace work to qualify?

Nope, natural attacks are light weapons, not one-handed.

However, if you take either Snake Style or Hamatulatsu Strike and Feral Combat Training, then you can swashbuckle with your claws.


Behold


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Helikon wrote:

And I still deny that it will restrict the creativity of most players. Because what did they do. They read a guide and followed that guide to the letter. The revers is true. You have to learn to focus on spells that are useful regardless of level. And learn to use that to the fullest.

Are you less powerful in raw power. I admit yes. Are you less useful? Nope!

You are painting with broad strokes, my good man.

Are there some people who start by saying "I want to make a strong Mystic Theurge", and then they go straight to the guide? Sure.

But are there plenty more people who have a concept, an idea, an image, and then want to do what they can to make that work? Yes! If you start with the fluff instead of the crunch, then you are almost necessarily going to be making some suboptimal choices. If the only way to flesh out that concept is then to enter a class that is merely adequate even when it's optimized, and terribly weak when you are constrained by your character concept, it kills the concept. Just kills it dead. Because no one wants to bring a deadweight character to the table.

I don't really agree with your assertion that "learn to focus on spells that are useful regardless of level" is truly encouraging creativity. Yes, you can spam Glitterdust, etc., from now until forever and you are probably going to be providing some benefit. But is that really your definition of creativity? Because my idea of a creative character is doing something novel that few characters will excel at, and finding ways to work the mechanics to flesh out that concept. It's just frustrating when those options are presented, and then stripped away for completely opaque reasons.

Just as examples, I once saw a stunning image of the northern lights, and wanted to base a character on the aurora. It just so happened that the cantrips I needed (Dancing Lights, Prestidigitation, Haunted Fey Aspect) were on the sorcerer list, while the trick I needed to make the fluff into an effective character (Awesome Display) was an oracle ability. So Mystic Theurge was a way to take that vision and make it a playable character. And it even made tons of sense as an aasimar, due to the heaven/heavens connection. Or, when I wanted a character to get Sneak Attack with the spell Flame Blade, and Nature Fang -> Arcane Trickster turned out to be the way to do that. Now, I have to either sacrifice aspects of the original inspiration, or else risk becoming useless during combat.

If it had been overpowered, I would understand. But it wasn't.


Ravingdork wrote:
Benjamin Roe wrote:
I have mixed feelings. Early entry into prestige classes was not a big deal at all for balance, but the previous ruling was so arbitrary and inconsistent. I think the new ruling is way more intuitive and elegant, but I'm sad to see eldritch knights, arcane tricksters, mystic theurges, and (to a lesser extent) arcane archers stop being playable.
They've always been playable. I've seen them succeed time and time again in actual games. They're just not optimal. People tend to think that if it's not optimal, it's useless, which isn't the least bit true.

While "stop being playable" may be an exaggeration, you have to admit that this SEVERELY restricts the creativity of players that would want to build prestige characters.

Is the Wizard 3/Cleric 3/MT X still playable? Sure. But what about the Sorcerer/Oracle/MT? Or the Bard/Cleric/MT? Or the Sorcerer/Slayer/AT? These builds will be so far behind that they will essentially be non-combatants unless the party is intentionally unoptimized. And they will have to wait and wait and wait to get going and do the things they were designed to do.

Maybe I'm just bitter because my Nature Fang 6/Arcane Trickster X that I was so excited to play is now not legal. It just seems like this new rule forces the builds to be more and more standard to even maintain a semblance of viability.


First crack at a new build, this one is human. Next I'll try to put together a gnome. Italics are things that I'm unsure about.

Human Elementalist
traits: Magical Lineage (flame blade), Wayang Spellhunter (frostbite)
strength 8, dexterity 18, constitution 12, intelligence 12, wisdom 16, charisma 8
1: Weapon Finesse, Elemental Spell (electricity)
2:
3: Dervish Dance
4: Two-Weapon Fighting (Slayer Talent - Ranger Combat Style)
5: Elemental Spell (acid)
6: Improved Two-Weapon Fighting (Slayer Talent - Ranger Combat Style)
7: Elemental Spell (cold)
8: Weapon Focus (melee touch) (Slayer Talent - Weapon Training)
9: Hammer the Gap
10: Greater Two-Weapon Fighting (Slayer Talent - Ranger Combat Style)
11: Improved Critical (scimitar)
12: Knock-Out Blow (Advanced Slayer Talent)

Taking Elemental Spell so many times is probably not necessary, so I'm curious to know what other suggestions people would have for my feats at 5, 7, and 9.

Dafydd wrote:
As you no longer need 2 SA, you can go with a different domain or even a pet. This is assuming you no longer need the 2 SA.

Well, the original idea was really a thought experiment in how to land Sneak Attack reliably. Granted, it has evolved quite a bit, and now my concept is

"The Elementalist" but I would like to conserve whatever SA dice I can keep.


Oh dang, now I feel silly. Is that a new feature? I could have sworn they were only on the race pages before...


Yeah, thanks for the heads up. Super frustrating, but I'm trying to figure out how to salvage it, because I've gotten SUPER excited for this character.

Losses: all Sneak Attack progression beyond 2d6, no possibility of ever getting sneak dice on a Storm of Vengeance :'(

Possible gains: better BAB, more slayer talents (including GTWF at 10), swift studied target at 9, frees up a magic trait to take Magical Lineage on Flame Blade, frees up choice of races (although tengu may still be the best option.)

Working on retooling the build currently. I might go human and take Elemental Spell early, so my Flame Blade can be Lightning Blade/Ice Blade/Acid Blade at the same spell level. Still trying to look through races and see if there are any interesting FCBs or anything that will add to the build.

edit: oh, bother... I did not realize I would have to take Elemental Spell multiple times to gain all the different energy types. I suppose having Lightning Blade/Shockbite would be helpful, though. Also looks like the only interesting FCB is gnome, but since Cha is a dump stat that may not be a great choice.


If I already know what class I want to play, and have a concept in mind, but I want to check out if any FCBs help me build that concept, is there a list of FCBs listed by class?

It would just be terribly convenient, rather than opening up the page for every race and Ctrl+F'ing the class name.


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Ugh. I've spent the past three weeks building a unique and flavorful character, making sure I cross the t's and dot the i's, and now this comes and destroys it. Frustrating.

As others have said, I don't think anyone has posted a single broken/OP build that used early entry. All it did was stop these prestige classes from being underpowered... and now they are underpowered again. Taking away interesting options... why??


You can get a Shirt of Immolation that will do this when you are grappled.

Or, get an item that can let you use Elemental Aura.


rorek55 wrote:

has a background in the alias, but for the sake of TL:DR

-Genius Inventor and chemist, quite efficient with a blade. Gentlemanly almost like the iconic london gentlmen but steampunked and horrored out.

he will allow the sword cane

what are you missing from the concept?

Oh, I did not realize the alias had a background.

I haven't read the Technology Guide, so I don't know how much I can contribute. My only thought would be to adapt the 3.5 Artificer class from Eberron into Pathfinder, but I don't know if your GM would allow that.


Slashing Grace won't work with a sword cane by RAW, as it's a piercing weapon. So, you'll have to ask your GM if he will allow it for you.

Also, it is not clear what your concept for the character is, and hence it's almost impossible to give you any suggestions.


Awesome. I ran a Where the Wild Thing Are campaign, and just used reskinned monsters from the bestiary. I wish I had had these back then!


Perhaps for Quick Casting, add a restriction that you may not cast any spells for one round after activating it. Also, make it an immediate action to use.


As BretI points out, the rules state most Perception checks are reactive, i.e., they are "free" without you as a player having to do anything, and the GM should prompt you for them.

If you want to look more closely at something, it is a move action and you must state that you want to make the check.


Figment archetype familiars are a nice choice for flankers, since if they die they just come back the next day (as avr pointed out to me in this thread.)

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