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Killian Paltreth

Sean H's page

Goblin Squad Member. RPG Superstar 2013 Star Voter. FullStar Pathfinder Society GM. 439 posts (447 including aliases). 3 reviews. No lists. No wishlists. 5 Pathfinder Society characters. 1 alias.


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There's a handful of buff spells (Sun Metal, Magic Weapon, Weapon of Awe, etc) which all are [Target: Weapon touched]. Obviously these work when cast on a mundane melee weapon, but what about a Spiritual Weapon?

This spell has [Effect: Magic weapon of force]. The question is, does this qualify for the [Target: Weapon touched] of the earlier spells?


My cleric just hit 9th, and looking at spells I found Lesser Astral Projection:

PRD wrote:

School necromancy; Level cleric 5, sorcerer/wizard 5

This spell functions as astral projection, except you cannot leave the Astral Plane and explore other planes (though you can still return to the plane you were on when you cast this spell).

And looking at the full one:

PRD wrote:

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain.Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).

When this spell ends, your astral body and all of its gear, vanishes.

Does this mean that, after paying 1,000 gp for the material component, I can cast this spell once to project myself... then return to the material plane as a projection, allowing me to adventure as normal and do normal people things, only if I die I will re-awaken wherever my real body is(admittedly with 2 negative levels)?

If so, that seems like it functions almost as a 'save point'... sure, it's 3k/'death', but it's a lot cheaper than the 8k/death you would pay normally to have someone raise you, and you don't have to worry about death effects/disintegration as much.


I just found this spell Blood Crow Strike, which sounds cool but I can't actually figure out how it works.

Based on the spell block, this looks like a spell that you hit an enemy creature with:

Quote:


Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw none; Spell resistance yes

Yet the spell description itself sounds much more like a buff spell you would cast on an ally:

Quote:

Your unarmed strikes release blasts of energy in the form of bolts of fire or glowing red crows, which fly instantaneously to strike your target. You can make unarmed strike or flurry of blows attacks against the target as if it were in your threatened area; each successful attack deals damage as if you had hit it with your unarmed strike, except half the damage is fire and half is negative energy (this negative energy does not heal undead).

To complicate matters further, this is a 4th-level Cleric spell, which means you must be at least 7th level to cast it. However, the example given uses a 14th-level Monk, and I don't believe characters can go up to 21st level.

This further reinforces the idea that this would be a buff spell that you cast on an allied Monk, but since the duration is instantaneous I don't have any idea how this would work, unless you are permanently imbuing them with the power to make ranged Unarmed Strikes, which seems... incorrect.


I'm looking at Shatter Resolve specifically. It says that when creatures fail a save versus your channel, creatures become shaken for a number of rounds. Due to the way that fear effects work, subsequent channels would stack this effect, making creatures frightened and then panicked.

But what if you don't want them to run away? What if you only want them to remain shaken? Can you simply not use your feat?


I've hit the limit, and often. You can't actually start a scenario with any undead, but Command Undead's HD limit is equal to your own HD; it's quite often where I hit that limit with a single channel. Just last session we fought against an undead creature with 11 HD, who was thus completely immune to my Command Undead.

Animate Dead is a bit more lenient, with a limit of twice your caster level, and I haven't hit the limit on that one(they're separate pools). That costs gold though, so I use it less often than Command, which is free.

EDIT: For the rest, my defenses are pretty strong already. Now that you mention it though, my biggest weakness is versus Constructs, which I'm almost ineffectual against; do you know of anything that would help there?


I have a level 10 Cleric of Urgathoa in PFS, with about 20,000 gold and no idea what to spend it on other than generic +stat, +AC, and +Save items. Currently I have the following:

Headband of Charisma +4
Cloak of Resistance +2
Belt of Constitution +2
Handy Haversack
Metamagic Rod of Reach, Lesser

While I'm open on any suggestions for what to buy, ideally I would like to increase one(or more) of the following:

Channel DC
Spell DCs
HD Limit for Command Undead feat
EDIT: Also tools for dealing with constructs.

Unfortunately, I don't have enough fame for a +6 headband, can't buy a headband of wisdom because I need my charisma one(though I suppose I could get an ioun stone), and I don't know of anything that would increase my effective HD for channeling.

So... any ideas?

*

After seeing some fantastic examples of 3D terrain for various scenarios, I decided that I would like to try my hand at building my own 3D terrain. However, since this will likely be a large investment of time and money I want to make sure that the scenario I build it for is relatively uncommon, so that I can run it for a large number of groups(both locally and at cons).

The scenario I was thinking about was Haunting of Hinojai, but since it's an older scenario I have no idea what % of PFS players have played it. Does anyone have some numbers I could reference?

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1 person marked this as FAQ candidate.

Is it possible to use PP in order to purchase expensive spell components? I'm looking at Stoneskin, and I would like to use 2 PP to buy a giant jar of granite dust(worth 750gp) which I could then use to cast the spell 3 times. I'm not sure how this fits into the rules legality though.

On the one hand, this could be considered purchasing a single item(the jar of dust) with multiple uses, not unlike buying a scroll with duplicate spells, wand with multiple charges, or a bottle of sovereign glue.

On the other hand, it could be considered 3 separate items(3 separate spell components), which just happen to be the same type of item that is stuffed into a single container.


I was working on prepping for a session I will be running this weekend where I was going to have the party ambushed by a group of monstrous humanoids. After looking at the statblock for Gnolls, Hobgoblins and Bugbears though, I noticed a... discrepancy.

The stats for all 3 of these monsters are very, very similar. Similar HP, similar attack, similar damage... but not similar CR. Hobgoblins are CR 1/2, Gnolls are CR 1 and Bugbears are CR 2.

What am I missing that is supposed to make a Bugbear as challenging as 3 Hobgoblins? I think a hobgoblin would stand a good chance 1v1 with a bugbear, so one of these monsters must be mis-CRed.


Hmm... so I could get a Scorpion Whip with Cold Iron blades, but just use it as a normal Whip(which then happens to be Cold Iron)?

Interesting...


Since whips are traditionally made out of leather, are these any special materials you can use to make them? It seems like whipwood is the only one which seems like it could work, but even then that's almost a houserule since whipwood is in fact a type of wood, and whips aren't generally made from wood.


I really like the Moonlight Stalker feat, as +2 to Attack and Damage is nothing to sneeze at. However, to get it you need darkvision, Blind-Fight(kinda useful) and Combat Expertise(a feat tax).

Is it worth it to get Stalker if you're not otherwise going to pick up Blind-Fight or Combat Expertise?

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pathar wrote:
Jiggy wrote:

Further Update:

The rules thread, asking whether the FAQs really mean that you can get into PrC's early, was marked as "Answered in the FAQ".
So that means "yes," right?

I think it does. Well dang. I want to make an Arcane Trickster now.


I've got a Fetchling character with 3 levels of GM credit on it that I never actually built in PFS, and I think it's about time to do so. After much deliberation I'm sure that I want to go into the Shadowdancer PRC, but I'm not sure how I want to get there, so I would like some opinions from you guys.

My background story is going to be that I was an enforcer for the Onyx Alliance, then while on a mission in the Shadow Plane found the banished fae Count Ralnac. The Count caused me character to embrace freedom and reject the slave-trading Alliance, so he joined one of the Alliance's rivals - the Pathfinder Society.

Right now, the options I have considered are:

1) Monk -> Fighter -> Shadowdancer

This takes care of most of the feat requirements for Shadowdancer, allowing me to spend my other feats on more useful combat abilities. I had considered going for the Moonlight Stalker feat chain as it works well with the Fetchling's Shadow Blending, and I think this is the only way I would actually have enough feats to do it.

2) Ninja -> Shadowdancer

This has more of a focus on stealth, and as long as I'm picking up Dodge/Mobility being able to benefit from Sneak Attack when flanking could be nice. Pressure points synergies moderately well with the shadow's strength drain attack, too.

3) Summoner -> Shadowdancer

Sadly the Shadow Caller archetype isn't allowed in PFS, but I could still use my eidolon as a flank-buddy up until I get my shadow, then focus on buffing/support spells while my shadow melees. Here I would be directly contributing less, but have more versatility.

What do you guys think? Anything I haven't considered?


I have a Maneuver Master Monk in PFS with the Moonlight Stalker feat chain, and I regularly make use of Feinting in order to deny opponents their DEX versus my attack. However, I was recently told that Feint isn't actually a combat maneuver since it doesn't use CMB/CMD, and thus I can't use it with Maneuver Master.

Is this correct? It seems utterly bizarre to me, but a cursory reading of the rules doesn't find anything to contradict this...


Cleric's two main stats are WIS and CHA. WIS is used for spellcasting, and is most commonly the 'primary' stat for clerics, while CHA is used for channeling energy and is most commonly the 'secondary' stat.

How you will want to allocate your stats will depend on what kind of cleric you want to be. A couple suggestions:

'Vanilla' Party Support Cleric:
11 Str
13 Dex
16 Con
13 Int
18 Wis
18 Cha

Melee Crusader-Style Cleric:
18 Str
13 Dex
16 Con
11 Int
18 Wis
13 Cha

Undead-Bane Cleric:
18 Str
13 Dex
13 Con
11 Int
16 Wis
18 Cha


1 person marked this as FAQ candidate.

Hmm... okay, so question. If you have a Myrmidarch Magus who uses his Ranged Spellstrike through a scatter weapon such as a Dragon Pistol, what happens? Does the spell affect all targets in the cone(Such as the Holy Gun's Smiting Shot?), or does it only affect one target(chosen before or after the attack rolls?) or something else entirely?


Nicos wrote:
It would be good if you tell us what the other encounters are so we can see what you are aiming for.

Evocation - Puzzle-Room with a constant elemental storm(Bolts of fire, ice, lightning and acid flying everywhere).

Necromancy - Wight with 2 Ghoul servants.
Transmutation - Terrified rat, polymorphed & buffed with magic into something more fearsome.
Conjuration - Bound outsider the PCs can either fight or negotiate with.
Illusion - Series or trapped hallways.
Abjuration - Variety of magical sigils, glyphs and wards.


I'm running a campaign where the PCs are currently in Nex and will be entering a tower devoted to magical research. I'm planning on having eight rooms, one for each school of magic, with an appropriately-themed encounter inside of it. I've got one for the most of the schools, but I'm having trouble coming up with one for Divination and Enchantment rooms. The party is currently level 5.


Sean K Reynolds wrote:


Be sure to wash them in warm soapy water (and a quick scrub with an old toothbrush doesn't hurt) to remove the mold-release material from the minis, otherwise the paint will have a harder time sticking to the miniature.

Huh. Is that why I've been having so much trouble painting my Bones? Good to know. I'll have to do that in the future...


Derek Poppink wrote:
The banquet ticket is yours, Sean!

Thank you very much!


I already have a con ticket, but I would love a chance to attend the banquet.

*

Robert A Matthews wrote:

1. Correct

2. All of that is correct, if you have at least one Wizard level. There are no rules for spontaneous casters being able to copy a spell into a spellbook that I am aware of.

3. You would have to pay half what it would cost you to scribe the spells you already have in your spellbook.

It doesn't look like the rules support any way for a spontaneous caster to maintain a spellbook. I would almost say it's better to use scrolls anyway. Since Mnemonic Vestment doesn't consume the written version, you have a bunch of scrolls that you can expend if you need another use of a spell. With a spellbook you would have to wait a day.

25 GP for a level 1 spell scroll vs
15GP to copy a level 1 spell into a spellbook

Sure you pay more, but you get more.

At earlier levels yes, but later on the prices shift dramatically.

To scribe a 4th level scroll such as D. Door, it costs 240gp.
To buy a scroll of D. Door, it costs 700 gp.

You can scribe 3 4th-level spells for the price of 1 4th-level scroll.

*

Sidney Kuhn wrote:
Sean H wrote:
Doug Miles wrote:

This suggestion was made two weeks earlier.

Another thread in the same vein.

Ah, I wasn't aware. A cursory search turned up nothing.

Even reading through those threads, I still don't see any reason why credit shouldn't be given for running multiple times; rather, several reasons were put forward why re-running scenarios is a good idea, yet re-running scenarios is currently decentivized due to a lack of tangible progression when doing so.

As is, I have 5 characters, 4 of which are mid-to-high level. Would it really have a negative impact if 2 of them had a GM chronicle from Jester's Fraud rather than just 1?

You do get credit towards more stars.

Stars are completely pointless in my opinion. They're a small image that shows up in a restricted part of the forums(I spend far more time in Advice than in the PFS forums) and don't really differentiate anything other than 'this guy has been around longer'.

*

Andrew Christian wrote:

Its a short term solution to a long term problem. And once the short term satisfaction has run its course, the long term sustainability is still an issue.

Hmm. I definitely see your point here. Maybe allowing re-run credit isn't the best way to solve the GM problem. At the same time, when you're planning on having three tables on Friday night and enough players show up for four, someone who was not prepared will need to step up and run. Maybe that GM was planning on playing that night, but because he saw the need to sacrificed his slot and brought out an old scenario the newbies hadn't yet played.

He did this because he couldn't bear to send those players home because there was a lack of GMs, but even though he would have done it regardless, wouldn't it be nice if he got to keep one of those chronicle sheets as a 'Thank You' for stepping up in a time of need?

*

Andrew Christian wrote:


I have enough play opportunities left, I could get another 2 or 3 characters to level 12 just on what I can still play.

GM Credit is not all its cracked up to be, and asking for unlimited GM credit will just detract from your ability to actually play your characters.

At my lodge there is a shortage of GMs available. I would be willing to GM more, but I have a need to get a certain amount of credit in a limited timeframe, which actively disincentives me from GMing. In a system where GM availability is limited, is a system which further reduces this availability a good one?

Andrew Christian wrote:


The more GM credit we offer into the field of characters, the more we dilute the actual playability of those characters.

I had trouble adjusting to both my Alchemist/Cavalier I noted above. This was a very complicated build, and it took me a level or two to get the hang of the character. By 12th level, he was pretty impressive, but I had to learn how to play him when I should already have known. Because I did not organically grow with him and learn him as I gained the XP.

I also had a two or three scenario learning curve with Sssstryxsss, my Saurian Shaman Druid. He was 5th level before I played him.

The point being, the more GM credit you offer into the pool, the more likely you are going to be sitting at a table with someone who doesn't really understand their character, and thus the better chance of a character death (not necessarily theirs) or a TPK. This is actually worse than a newby with a level 7 pregen.

Wouldn't allowing credit for rerunning scenarios actually help fix this very problem?

Lets say that you're GMing 9 times. If you run 9 different scenarios, all 9 scenarios are likely to go on a single character, giving you a 4th-level character you have never played. However, if you run 3 different scenarios 3 times, you will end up with 3 2nd-level characters that you have never played.

Re-run credit would actually push players to play their characters more than GM them, because they can't apply the same chronicle to a character twice.

Andrew Christian wrote:


There may be other, hidden reasons, that none of us have thought of, that make unlimited GM credit a bad idea.

This is true. There may be reasons we are yet unaware of which make allowing re-run credit a bad idea, but is it really worth it to shy away from a making a change which has clear, concise benefits of which we are aware, all because of a potential unknown?

Additionally, if we want to be cautious we can always roll out changes like this slowly. We certainly do not need unlimited GM credit. It would not be difficult to start off by only allowing 2 GM credits per scenario, just to see what impact it has on the game. If one of those potential unknowns does rear it's head and has a negative impact on the game, we can always roll back the changes.

Quote:


So he wants a special dispensation to get GM credit a second time so that he can play this specific character at Paizo Con in the scenarios he's signed up for.

He wants it to be a new rule, for his immediate convenience, without looking at the long term ramifications for both himself and others.

If he really wants those 4 scenario credits, why can't he find another GM to run the 4 scenarios for him, instead of needing them to be GM credits?

I apologize if my OP came off this way, but I did not intend to ask for special dispensation. I did not have my immediate convenience in mind when I made the OP, and I certainly didn't suggest this change without considering the long-term ramifications of Organized Play. I love Pathfinder Society, and would never suggest a change I felt would harm PFS as a whole, even if it benefited me personally.

Rather, I believe that allowing GM credit for re-running scenarios would have a positive impact on the society as a whole for all players, as the benefits we could gain would outweigh the of downsides of this change.

*

Doug Miles wrote:

This suggestion was made two weeks earlier.

Another thread in the same vein.

Ah, I wasn't aware. A cursory search turned up nothing.

Even reading through those threads, I still don't see any reason why credit shouldn't be given for running multiple times; rather, several reasons were put forward why re-running scenarios is a good idea, yet re-running scenarios is currently decentivized due to a lack of tangible progression when doing so.

As is, I have 5 characters, 4 of which are mid-to-high level. Would it really have a negative impact if 2 of them had a GM chronicle from Jester's Fraud rather than just 1?

*

Jester's Fraud and the Heresy of Man series are perhaps some of my favorite scenarios ever, even after running them over 4 months ago. A new group of PFS players has just reached the 5-9 tier at my local PFS lodge, and I was contemplating sharing these excellent scenarios with the new players, but actually found myself held back by the upcomming PaizoCon, as I have a level 5.2 character that I need to get to level 7.0 in a limited number of sessions in order to play in the 7-11 scenarios I want to at PaizoCon.

Granted, I understand why Paizo wants to incentivize GMs to run their new scenarios, but unfortunately my work has been really busy recently and I don't have time to run through and prep a brand-new scenario. Would it really hurt that much to give credit for running a scenario multiple times, as long as it was several months apart?


So even if it was a creature with Shocking Grasp as a Spell-like ability, he couldn't do that? I thought he could, given:

Quote:
Usually, a spell-like ability works just like the spell of that name.


I'm not sure if it's really worth it to take the Blackened curse. Fireball, Burning Hands, and Wall of Fire are already on your spell list from the Flames mystery, so the only good spell you're getting from Blackened is Sphere of Flame...

Speaking of which, I don't think you can actually do that with Sphere of Flame. Because you get it from your Curse and not your Mystery, you won't get the metamagic reduction on it.


For the Cleric Domain abilities which are A) Spell-Like and B) Require a melee touch attack(Such as the Darkness domain's Touch of Darkness), can a cleric 'cast' the ability and hold the charge the same way she could hold a touch spell, then deliver it later with an unarmed strike?


If you have a creature with racial SLAs, is there any way that you can either increase the number of times each day he can use those SLAs, or 'recharge' one of those SLA uses(akin to a Pearl of Power)?


blackbloodtroll wrote:
Dark Tapestry Oracle, or Battle Oracle.

Hmm... Oracle would be interesting. I don't really like Dark Tapestry since it's more alien/cthulhuesque than Shadow Plane, but Battle could work.

blackbloodtroll wrote:
Now, in PFS, most players will have no way to deal with Darkness, other than getting rid of it.

And therin lies my problem. Most of the cool Fetchling abilities rely on being in a situation that would harm the rest of the party.

Shane LeRose wrote:
Is the Advanced Race Guide allowed in Society play? If so, then Summoner with the fetchling archetype that adds shadow beasties to your summons list. It's silly good and super thematic.

Alas, Shadow Caller is the only thing in the ARG that is banned for Fetchlings - otherwise I would be all over that.


It's been almost a year since last PaizoCon, where I won a boon for a Fetchling character in PFS. I still have yet to make a character for him, as I can't come up with any ideas which truly capitalize on a Fetchling's abilities.

I can't really make a Darkness fighter because you can't rely on your allies having Darkvision in PFS, and if you forgo Shadow Blending/Darkvision then a Halfling is almost always better at stealth. I just don't know what else to do with him.


So using your example, after 4 hours the 9th-level spell vanishes if it hasn't yet been used, but the extra 6th, 7th and 8th level spells remain?

If so, would it be possible to purposefully extinguish the candle after memorizing spells, losing the 9th but keeping the 6/7/8 spells and only using up part of the candle?

Thanks!


I was looking over new magic items for my 8th-level Cleric and came across the Candle of Invocation. I had previously only noted the item for abusing broken Gate shannanigans, but the second ability of the candle actually intrigues me:

Quote:


A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him As if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out.

How exactly does this work? The item description isn't very clear, but it seems like this could either be very useful if you can start the day by burning it while prepping some higher level buffs up to 4 times, but it could also be almost worthless if it is a one-use item where the spells only function during a 4-hour window.


If you pick up an Agile weapon, you get to add your DEX to melee damage instead of STR, so you don't have to worry about a STR penalty at all outside of carrying capacity.


StreamOfTheSky wrote:

Color Spray is basically the reason to play a Heavens Oracle, with the expanded HD affecting. I don't really like that mystery, it has one really awesome trick and the rest is garbage.

While Color Spray is certainly that revelation's schtick, I wouldn't say the rest is garbage. I played with one who made EXCELLENT use of the levitation and moon bridge powers.


As a cleric you won't have the raw power of any of the martial classes, so you will need to focus on buff spells; especially ones with a long duration or ones which affect the whole party. Prayer, Blessing of Fervor, Magic Vestments, and Greater Magic Weapon are all great choices.

I would highly recommend spending 3,000gp on a Metamagic Rod of Reach. With it, you can pull from pack(move) and cast(standard) to stick your whole party with any of the Communal spells(Protection from Evil, Resist Energy, etc.) in a single turn. This can be a lifesaver; when you suddenly find yourselves fighting a magma elemental, or when you get ambushed by a dominate-happy vampire, this can be the difference between victory and a TPK.

I do have to question why you have no shield. You could drop your Amulet of Natural Armor down to +1, then use the gold to buy a +2 Buckler, netting an extra 2 AC. You can still cast with a buckler on, and you can even wield your longspear with it on if you have to.

EDIT: One thing of note, one advantage of a cleric over a paladin is when you hit level 12 you will be able to stick a +3 bonus on your weapons and armor with Greater Magic Weapon and Vestments, respectively. These both last 1 hour/level, meaning a single casting will last you 12 hours. It's MUCH more efficient to cast these at the start of each day, and put the money you would spend on enchanting your weapons/armor into something else(Deliquescent Gloves are good for a damage boost).


I have a Cleric in PFS who is really good at bluffing(Trickery Domain), but terrible at forgery. I want to focus on shoring up this weakness. As I see it, the only real way to make believable forgeries is with the Linguistics skill. This is problematic for me, because as a Cleric who dumped INT, I start with an intrinsic penalty and don't have many points to put into it.

So, are there any other ways I can create believable documents, or ways to quickly boost my Linguistics check? Something like, I dunno, magical paper which makes people believe whatever is written on it?


The cheapest and easiest way to help with SR when you have *that moment* when everything goes to hell is to pull out some Dweomer's Essence. It's not exactly cheap, but with a +5 bonus to SR penetration it is very useful to have on hand when you do need it.


2 people marked this as a favorite.
AndIMustMask wrote:
always wondered why folks have dwarves use axes so much--for people associated with earth and stone as often as they are, wouldn't the pick or hammer be more fitting (which they get as well, dont get me wrong)?

Because axes are the most effective weapon when fighting against the Dwarves' ancient ancestral enemy, a fearsome creature with a tough skin and hardy flesh. Those towering behemoths can reach heights of over 300 feet, and the largest have a girth of 100 feet! Picks barely make a dent against these creatures, and hammers simply bounce right off; you need the strong, chopping motion of an axe to fell these terrible beasts. I am talking, of course, about the dreaded tree.


Piccolo wrote:
rungok wrote:
Power Attack, Weapon Focus (Scythe), Combat Expertise, Improved Trip.

Well, here's your problem. Power Attack, Combat Expertise, and Improved Trip are not a good idea in the lower levels. You are better off with automatic feats, ones that kick in constantly. And being a Fighter, your defenses suck as a class.

Therefore, I suggest the following: Lightning Reflexes, Iron Will, Improved Initiative. Go for the fancy stuff LATER, as these will help more now. Second, Dodge and Mobility are your friend, particularly since you are using a 2 handed weapon so your AC is down. Use Mobility to flank, which will be much appreciated by your party.

I would strongly disagree with the statement that 'always-on' feats are stronger than feats which you can activate, for the simple reason that feats you actively use give you options - options which can completely turn the tide of a battle.

----------
With something like Lightning Reflexes, you have a 10% increased chance to make a reflex save, which is usually v.s. an AoE effect or breath weapon that does 1d8/level. In other words, at level 4 that feat will stop you from taking 10 damage a mere 10% of the time.

Thus, Lightning Reflexes will save the OP an average of 1 damage/round(10 damage x 10%), but only when fighting something that uses these attacks; against a melee grunt, the feat is worthless.
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Contrast that to Power Attack, where the OP can decide to use it against any enemy, dealing an extra 6 damage every round 90% of the time. 10% of the time he would miss where he would normally hit, effectively losing an average of 15 damage(2d4+10).

Thus, Power Attack will give the OP an extra 4 damage/round(6 damage X 90% - 15 damage X 10%). He can use this feat every round, or if fighting something with high AC, simply chose not to use it.
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Improved Trip is also better than Lightning Reflexes, since it stops you from provoking an AoO and gives you a 10% better chance at tripping a target.

Assuming an average creature does 10 damage/attack(not unreasonable, since the OP can do 20 on average), a tripped enemy takes an extra 10 damage/round(10 damage X 5 party members X 20% hit bonus) and deals 2 less damage/round(10 damage * 20% miss chance).

Thus, when you trip an enemy with Improved Trip you 'save' on an average of 12 damage/round, compared to Lighting Reflexes where you 'save' an average of 7 damage/round.


Pupsocket wrote:
spectrevk wrote:


I'm willing to be proven wrong on this, but I don't see a problem with the math. The axe has a 5% chance to threaten a critical. The sword has a 10% chance to threaten a critical. The multiplier is only 50% higher. I'm kind of bored with every fighter in the games I play using swords, so I'd love a good reason to pick axes aside from flavor.

That "50%" comes from comparing the wrong numbers, btw. It's +100% damage vs. +200% damage. It's *1 additional damage vs. *2 additional damage.

In a statistically simple world, the battleaxe and longsword are exactly even in the long run. But that's assuming no crit riders and no overkill, no significant DR or need-20-to-hit opponents.

Slatz Grubnik wrote:

@OP

Let's look at a Longsword vs a Battleaxe, shall we?

Longsword
Price: 15 gp
1. Average damage (d8): 4.5
2. Average critical damage (x2): 9
3. If you apply the percent chance to score a critical to the extra damage (10%, 4.5 extra damage): .45
Total average damage (#1 + #3): 4.95

Battleaxe
Price: 10 gp
1. Average damage (d8): 4.5
2. Average critical damage (x3): 13.5
3. If you apply the percent chance to score a critical to the extra damage (5%, 9 extra damage): .45
Total average damage (#1 + #3): 4.95

Results?
The battleaxe is cheaper to buy and has a higher top end damage, but other than that, the two are the same.

This is critically important. A large majority of the responses in this thread accept that the mathematics posited by the OP is correct, and attempt to justify the weapon via flavor or cost reasons, when in fact the math isn't correct.

Let's extrapolate some, shall we? Assume you're a Level 1 Warrior with no STR score, and you hit a monster with the following rolls:

19, 20

With a Longsword, you will crit on both the 19 and the 20, while with the Battleaxe you will crit only on the 20, while the 19 will be a normal hit:
----------------------------------
Longsword:
Minimum Damage: 2+2 = 4 damage.
Average Damage: 9+9 = 18 damage.
Maximum Damage: 16+16 = 32 damage.

Battleaxe:
Minimum Damage: 3+1 = 4 damage.
Average Damage: 13.5+4.5 = 18 damage.
Maximum Damage: 24+8 = 32 damage.
----------------------------------

It's the same. Even when you add flat damage bonuses such as from enchantments or strength, they scale the same. Heck, let's even throw in a Flaming Burst enchantment, to really complicate things!
----------------------------------

+1 Flaming Burst Longsword:
Minimum Damage: 4[+2] + 4[+2] = 8 slashing [+4 fire damage].
Average Damage: 11[+9] + 11[+9] = 22 slashing [+18 fire damage].
Maximum Damage: 18[+16] + 18[+16] = 36 slashing, [+32 fire damage].

+1 Flaming Burst Battleaxe:
Minimum Damage: 4[+2] + 4[+2] = 8 slashing [+4 fire damage].
Average Damage: 16.5[+14.5] + 5.5[+3.5] = 22 slashing [+18 fire damage].
Maximum Damage: 27[+26] + 9[+6] = 36 damage [+32 fire damage].
----------------------------------
Once again, when you add everything up it's the same. The difference between the two lies in if you as a player prefer:

• larger spikes in damage(battleaxe), useful against single targets or creatures with DR or Resistances.
• more consistent damage(longsword), useful against multiple targets or creatures with no damage mitigation.


Alright, thanks everyone. I think I have a good idea on how to make this work.


I've done some more research on the Darklands, and come up with a solid path going from the surface to Orv utilizing the Endless Gulf... so I guess that takes care of #1 and #3.

I still need help with #2 though. There's a couple cities in the Darklands such as Hagegraf, which tend to be trade-focused and thus would allow PCs in, but once you get deeper I'm still at a loss for how to handle this.


I will be starting a new home game this Saturday, and I want to run it where the players begin on the surface and slowly work their way down into the heart of the Darklands. The concept for the game I have is that something is causing the Black Blood of Orv to spread, which is pushing the creatures spreading out to Sekamina, pushing creatures living in Sekamina to the surface, pushing the ones displaced even further, up until creatures such as the Derro are forced out of their homes and begin attacking surface settlements en-mass. The PCs need to find out why.

That said, there are several parts I need some help figuring out.

1) Setting. I've never done an underground campaign before, so I'm exploring new territory here. I've read the section on the Darklands in the ISWG, and I'm looking through the Pathfinder Wiki now, but I would really appreciate recommendations of resources to look at.

2) Rest Stops. I get the impression that the Darklands tend to be overwhelmingly hostile; as such there won't really be any stereotypical 'village with an inn' for the PCs to stop at between adventures. I want some sort of area where the PCs can rest to regain their bearings, purchase supplies & sell loot, or fall back to as a last resort. What should I use for this?

3) Ecology. I know there's a lot of weird, crazy monsters in the Darklands, like the Intellect Devourers and Neolithids, but I'm not exactly certain what fits where.

Thanks in advance for your help!


Where do Dwarves(and for that matter, Gnomes) primarily live on Golarion? I've seen a smattering presence of them here and there, but they don't seem nearly as predominant as Elves or Orcs, who have their own nations, or Halflings, which just sort of pop up everywhere.

*

For anyone who is building a new pugwampi character, here are the stats for creation:

-----------------
-6 Str
+2 Dex
-2 Con
+2 Wis
-2 Cha

Pugwampis recieve Toughness and Weapon Finesse as bonus feats.
Pugwampis can see in the dark 120 ft, and have low-light vision.

Pugwampis have a +4 racial bonus to stealth
Pugwampis have a -4 racial penalty to sound-based Perception checks.

Pugwampis have the following ability:

Unluck Aura (Su)

A pugwampi radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect that does not work on animals, other gremlins, or gnolls. Any character who gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the pugwampi unluck aura.

------------

*

Jiggy wrote:

Oh man, I just had a hilarious thought:

So I'm sure you all know how much people like to differentiate Pathfinder from MMOs or other video games. Almost every thread that discusses GM fudging (I'm actually kind of surprised that this one hasn't gone there yet) will have 2d6 posts with statements to the effect of "I should be able to change things, because this isn't a video game".

You know what's a common feature of video game RPGs? Bosses having immunity to pretty much every worthwhile non-damaging spell/effect, in order to force the fight to last at least a few rounds. It's so common it's even got its own TV Tropes page.

And now we have GMs insisting on implementing that exact same mechanic in PFS.

I'm finding the irony incredibly funny:
"I can fudge, because Pathfinder isn't a video game! Except for the times when I fudge out some of its differences and *make* it more like a video game than it would be if I didn't fudge, but, uh, try not to pay attention to that..."

Bwahahaha! Oh man, I'm having trouble keeping a straight face at work here. The laughter would be hard to explain to a co-worker... :)

Additionally, video games often *do* fudge on the die rolls. I would be surprised if a Pathfinder GM fudged more than any video game. Why? Because you can't see any of the dice in a video game.

When the BBEG in a Pathfinder game rolls four 20s in a row, players chalk it up to terrible luck and continue on.

When the BBEG in a video game 'rolls' four '20s' using it's internal random number generator, players feel cheated and give hell and high water about how the game is broken or rigged, even though the roll was completely fair & random. The best way to stop that is to actually rig the game to never roll more than one '20' in a row.

Point is, the dice rolls in Pathfinder only really work because the GM establishes a covenant of trust and fairness with his players. That covenant is lacking in a video game, which is why video games end up fudging the dice to make the game feel more fair than a true random would be.

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