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Secane's page

FullStarFullStar Pathfinder Society GM. 1,855 posts (1,866 including aliases). No reviews. 1 list. 1 wishlist. 14 Pathfinder Society characters.


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Lantern Lodge

2 people marked this as a favorite.

Really like this character.

It is very refreshing to have an iconic adventurer whose family and life is not all dead or tragic.

That she becomes an adventurer because she wants to, with fate only aiding her on that path. With no dark secrets, traumatizing monsters or deaths.

For the record, my indian colleague saw Rivani's artwork and said that her outfit make sense from an indian inspired view and that's a big plus!

Lantern Lodge

The blinkback belt was definitely in serious consideration. In fact one of my fellow players uses it for his flying blade swashbuckler.

Only issue is that it is a BELT slot... which makes it compete with all the +2/4/6 belts.

Making a throwing build seems just so much lesser clear cut, then say an archer build.

Is there any other PC or builds for throwing that I'm missing out?
The basic ideal is just a Ulfen or Ulfen-like character.

Lantern Lodge

Mhordekai wrote:
Secane wrote:

I have been eyeing the Ulfen Guard PC for a while and thought of making him a Thrower/Switch Fighter that specializes in axes. Range attacking using Str at later levels using a belt of the mighty hauler

However, the more I read up the feat options, the more it seems that it would be much more better to pull off a Dex based axe thrower instead.

There just don't seems to be much incentive to play a Str-based thrower over a pure dex-based one, given that feats like slashing grace allows dex to be used to add to damage.

Is there any reason I'm overlooking that makes a Str build on par with a Dex build?

I believe slashing grace only adds dex to dmg for melee attacks, not for thrown weapons.

Well... its a little confusing, but most people seems to read it as it does give dex to thrown weapons... so... I'm just going with the majority view?

Cap. Darling wrote:

If you go UG. Str based with good dex is the Way. If you just want a thrower UG is not really the Best way and a balanced approch(but with dex focus) seem to be the Best.

But since UG is the Way this is pointing i suggest a reach weapon and combat reflexes at level 1 along with QuickDraw. That Way you Can Throw stuff at folks and when they close in you get a extra attack.

I did thought of going with a mix Str+Dex build, but there just don't seems to be enough points to go around. Every version I came up to get more dex, seems to call for a 777 build, aka 7 Int, Wis and Cha, to get more points for dex and str.

Lantern Lodge

Its a 20 point buy and I have to be a human (Ulfen) to qualify for Ulfen Guard. I could also add a flat +2 to any one stat after racials via a boon.
This is a PFS character.

Starting level is likely 2, but it could be higher if I add more GM credit to the character.

I was thinking going with a barb for a lv or two then 5 levels of fighter for weapon and armor training before heading into Ulfen Guard around lv 7 or 8.

As for what is important... I guess the character concept takes a higher priority, but I don't want to feel under optimized or end up regretting not going the other route.

Lantern Lodge

I have been eyeing the Ulfen Guard PC for a while and thought of making him a Thrower/Switch Fighter that specializes in axes. Range attacking using Str at later levels using a belt of the mighty hauler

However, the more I read up the feat options, the more it seems that it would be much more better to pull off a Dex based axe thrower instead.

There just don't seems to be much incentive to play a Str-based thrower over a pure dex-based one, given that feats like slashing grace allows dex to be used to add to damage.

Is there any reason I'm overlooking that makes a Str build on par with a Dex build?

Lantern Lodge

Ravingdork wrote:

Except this isn't a Charisma to saves ability. This is a Charisma replacing Dexterity to saves ability. Totally different.

It doesn't keep even, as most things do when they don't stack. In regards to the final Reflex save, it's actually LOWER than if I hadn't taken Prophetic Armor at all! (In which case I would have had Dex and Cha to the save.)

I really don't think the developers meant for a FAQ on non-stacking to actually LOWER your numbers rather than keep them even.

I feel your pain Ravingdork. The faq is a banhammer that affected too many builds in order to fix issues with a couple of broken builds. And is not too clear on all the cases, which leads to a ton of confusion.

On the topic of "Divine Protection feat stack with the Charisma bonus from the lunar oracle's Prophetic Armor revelation", unfortunately I don't think they stack. Namely both seems to be untyped, aka just flat out Cha bonus to reflex save.

My PFS Paladin-Lore Oracle got affected this and I had retrain him.

Lantern Lodge

Slashing Grace (Combat)

Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.

Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.

It has to be a one-handed slashing weapon type.

Lantern Lodge

I read in one of the books that Green Dragons are one of the more intellectual of the chromatic dragons and can even be deal with diplomatically.

So what about the adventurers appearing in the lair only to find the Green Dragon hosting an intellectual debate with say a Copper Dragon and even a few fellow professors of various races?

How would the party handle their gate crashing of an intellectual debate convention?
Would they disguise themselves and try to croak the Green Dragon with subterfuge?
Charge straight in?
Talk?

Possibilities.... :)

Lantern Lodge **

Could we maybe have a "season play" campaign?

Where you can make a character/s, play or replay any scenarios for the current season (1 year) and at the end of it, you must retire that character/s.
(Each player can only play or run a scenario once for that season.)

I know of player and gms with a whole bunch of character ideals, but would only commit to actually make a few, as they know there only so many games you can play or gm.

This way people can buy the new materials and get try them out on new characters. Without having to worry about running out of scenarios to play or avoid buying new materials, cos there just isn't enough games left to play a new character.

Sort of like an overall game reset that comes every year.

Lantern Lodge

Thanks!

That's what I thought too. Its just the wording was a tat confusing.

Lantern Lodge

Sorry if this has been asked before, but how much damage is deal when a creature uses powerful charge?

Example creature:
Rhinoceros
Melee gore +8 (2d6+9)
Special Attacks powerful charge (gore, 4d6+12)

If the Rhinoceros uses powerful charge does it:

1) Deal (gore, 4d6+12)?

or

2) Deal gore (2d6+9) AND (gore, 4d6+12)?

Lantern Lodge

Can someone help answer the below questions? (I posted them above, but no one gave an answer.)

@GM Lamplighter, Thanks for highlighting this rule.
3) So as per the Thrown Weapons section of Melee and Ranged Weapons under Weapons, does it mean you CAN throw any weapon as per that weapon and NOT AS AN IMPROVISED weapon?
Example, throw a Greataxe as a Greataxe and not throwing it as an improvised weapon.

4) If you have a feat like Raging Hurler and Quick draw, you can actually throw Greataxes up to your usual normal rate of attacks, while raging?
Raging Hurler - While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. Further, you can pick up an unattended object that you can use as a improvised weapon within your reach as part of the attack action to throw that item.

5) Also on Raging Hurler + quick draw, does this only works with actual twohanded weapons, like Greataces? Or can you use this feat to throw one-handed weapons using two hands? Example, throw a bunch of Battleaxes instead of Greataxes?

6) Based on the Thrown Weapons section of Melee and Ranged Weapons under Weapons, you can throw non ranged weapons with a couple of listed penalties, so why do GMs treat non-ranged thrown weapons as improvised? Doesn't the listed penalties, like -4 to hit and more time needed for the attack already penalise using non-range weapons this way?

7) Or is improvised used only when a player wants to do something like throw a two-handed weapon as a standard action?

Lantern Lodge

Mark Seifter wrote:
Secane wrote:
Mark Seifter wrote:
Kalindlara wrote:

The bloodline arcana makes the empyreal and sage wildblooded bloodlines a big gray area. What does changing the ability score associated with all class features conflict with?

Another good question for Mr. Seifter, I think. ^_^

Hmm, it's the text of the arcana that does that, rather than the archetype's swap, so it would seem OK to me at a glance. Similarly to how if a monk archetype replaced purity of body with a bonus feat, and you used the bonus feat to pick Extra Ki, despite the text of Extra Ki giving you more ki, it shouldn't interfere with ki pool. This is purely my own personal speculation, not an official ruling of any kind.

Sorry, but does the new FAQ treats class skills as a class feature?

Does this means that Sage and Empyreal wildblooded sorcerers use Int and Wis for all their Class Skills now?

"You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class"

The actual text of a skill itself is not a class feature under any circumstances, even if the list of what skills are considered class skills is so considered by archetypes when it comes to altering and replacing (because archetypes make changes to all sorts of things, and they call them all "alternate class features").

Thanks for the clarification!

Knowing some players may think otherwise, could this clarification be stated in the FAQ as well? To prevent confusion?

Lantern Lodge

Mark Seifter wrote:
Kalindlara wrote:

The bloodline arcana makes the empyreal and sage wildblooded bloodlines a big gray area. What does changing the ability score associated with all class features conflict with?

Another good question for Mr. Seifter, I think. ^_^

Hmm, it's the text of the arcana that does that, rather than the archetype's swap, so it would seem OK to me at a glance. Similarly to how if a monk archetype replaced purity of body with a bonus feat, and you used the bonus feat to pick Extra Ki, despite the text of Extra Ki giving you more ki, it shouldn't interfere with ki pool. This is purely my own personal speculation, not an official ruling of any kind.

Sorry, but does the new FAQ treats class skills as a class feature?

Does this means that Sage and Empyreal wildblooded sorcerers use Int and Wis for all their Class Skills now?

"You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class"

Lantern Lodge

I feel your pain, blackbloodtroll.

I have a lv 12 seeker character that gets affected by so many faqs since I retired her that I doubt she is in any way legal now.

Btw, does this means that if an archetype changes class skills and the player wishes to retrain into another archetype, that player would also have to pay to retrain the class skills, as they are also considered a class feature? (As per the retrain rules.)

Lantern Lodge

Thanks for the replies.
I'm a little more confused now... so...

@Nefreet,
1) I can't find the entry where it says improved weapons have a damage cap/chart/listed damage, is this based solely off Improvised Weapon Mastery's damage list?
1a) Does this also means that with Improvised Weapon Mastery a thrown greataxe would deal 2d6 damage?

@DM_Blake
2) What if the character has a feat like Two-Handed Thrower? Which has a description text of "You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds."
As a GM, would it be ok to allow the greataxe damage if the player can argue that his character would have thrown it in such a way as the above text? Or justify the lower damage as per your description of a greatclub?

@GM Lamplighter, Thanks for highlighting this rule.
3) So as per the Thrown Weapons section of Melee and Ranged Weapons under Weapons, does it mean you CAN throw any weapon as per that weapon and NOT AS AN IMPROVISED weapon?
Example, throw a Greataxe as a Greataxe and not throwing it as an improvised weapon.

4) If you have a feat like Raging Hurler and Quick draw, you can actually throw Greataxes up to your usual normal rate of attacks, while raging?
Raging Hurler - While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. Further, you can pick up an unattended object that you can use as a improvised weapon within your reach as part of the attack action to throw that item.

5) Also on Raging Hurler + quick draw, does this only works with actual twohanded weapons, like Greataces? Or can you use this feat to throw one-handed weapons using two hands? Example, throw a bunch of Battleaxes instead of Greataxes?

6) Based on the Thrown Weapons section of Melee and Ranged Weapons under Weapons, you can throw non ranged weapons with a couple of listed penalties, so why do GMs treat non-ranged thrown weapons as improvised? Doesn't the listed penalties, like -4 to hit and more time needed for the attack already penalise using non-range weapons this way?

7) Or is improvised used only when a player wants to do something like throw a two-handed weapon as a standard action?

Lantern Lodge

Looking up on improvised weapons, it states:
To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match.

1) Does that means that if a Greataxe is used as an improvised thrown weapon, its damage would be a 1d12, the normal damage for a great axe?

2) What if a larger then weapon sized item is used as an improvised thrown weapon? Say a large iron cauldron? What would the damage be then?

Lantern Lodge

Where does it says you need 1 min to escape in PF?

Isn't escaping from being tied up with rope one of the following?

1) Your CMB or Escape Artist vs the DC of the rope which is 20 + the CMB* of the person tying you up. *Note its 20 + CMB, not the CMD.

2) Break rope with a STR check

Lantern Lodge

Wait a min... both the Paladin and the Cleric members of the Silver Flame???

Having read the Silver Flame themed novel Legacy of Wolves, I do know the members of the Silver Flame church don't always see eye to eye... so there is only one way out...

Deploy the Keeper of the Flame! aka Jaela Daran! aka Loli-Pope!
The highest authority in the church's hierarchy. Let the head of the church sort them out!

Have an inquisitor or high ranking member of the church come under the personal orders of the Keeper of the Flame to investigate them. Keep them in line... :)

Lantern Lodge

Woah... inter-party fighting??? @_@!

@Kaedian,

Could I ask what is the current party's race make up and religion? Like other then the Dwarf cleric, what are the races and religions/alignments of the other characters?

Would having other religious or community leaders step in help defuse the situation?

---

Off hand if my party ever does something like this in our game, I planned out a contingency plan.

1) The Visiting RelativeS (En Masse)-
Grab every sibling, Aunty, Uncle, Cousin, Grandma, Grandpa and parents of your party's characters you can grab your hands on and have them all visit the kingdom at the same time.

Flood your party's time (and energy) with encounters of Aunties demanding to be brought out for shopping, complaints of grandaunties on the horrible living conditions, young cousins disrupting the spellcaster's prayers or precious rest, Parents demanding when their child will get married and have grand kids. Have parents of fellow party members thrust their unmarried members into marriage proposals with fellow party members!

Top it off with relatives comparing them with their (more successful) brothers and sisters. "Why they are happily married with successful careers and children! Whey are YOU going to get your act together and do the SAME???"

No one will want to have a coup when it involves confronting their nagging moms and aunties over why they are wasting time fighting, when they should be courting so and so, earning more money or having babies.
And no one will be planning an attack on a city when their whole extended family is staying in it.

Drown their ambitions of rule in the siege of family and relatives.

Lantern Lodge

Nefreet wrote:

One aspect of this discussion that I'm surprised hasn't been brought up in this particular thread (though it's common in others) is looking at this from a game balance perspective.

A small-sized Halfling, a medium-sized Human and a large-sized Hill Giant all gain the same mechanical benefits from wearing Adamantine Full Plate.

The Halfling and Human pay the same amount regardless of their size, but what should the Giant pay?

Pricing it as [(armor×2)+adamantine] keeps the benefits vs the costs on par with Halflings and Humans.

Pricing it as [(armor+adamantine)×2] makes the benefit not worth the cost. If large-sized armor conferred some additional benefit based purely on size, the argument for pricing special materials in this manner would make sense. Or if large-sized characters earned double WBL, it would be as affordable as Humans buying their medium-sized gear.

But pricing double for no additional benefit doesn't seem very balanced.

That does makes sense from a balance prospective.

Given that a number of classes like Hunters, Druids and Summoners can have animal companions or Eidolons of unusual sizes, it does make sense to clarify what is the correct formula, especially in relation to balancing the game.

Pet classes already have to pay more for equipment, as they they have to effectively equip two characters.It would feel very awkward if pet classes have to spend far more then their party counterparts when it comes to purchasing special material equipment for themselves and their pets.
In a party with shared wealth, this drain on party resources would be even more noticeable and only serve to discourage playing those classes with pets.

Lantern Lodge

FAQed. Something can could be clarify.

Lantern Lodge

voideternal wrote:

For 1), I think counting the number of auras takes as much time as rolling multiple saves.

For 2), I think keeping track of which aura is keyed to which player is too time consuming.
I think 3) would streamline the game, though it is a bit extreme.

I often run multiple creature encounters. In a few extreme cases, I have run 16+ creatures against my PCs, each of which have an AoE Save effect such as a gaze or an aura.

Usually, the creatures I run are all the same kind, so the save DCs and effects are identical. I also publicly announce the save DC, so the PC knows how high s/he needs to roll to pass the save. Then, it's as simple as rolling 16 D20s at once, and counting how many rolls are below the required number. Is this too slow for your needs?

I think this can work. But how do you keep track of all the different auras keying to each player?

Lantern Lodge

Any thoughts on this?

Lantern Lodge

So in my homebrew over the weekend, I fielded quite a couple of monsters with auras and gaze effects. The monsters were basically low cr compared to the party, but the numbers of the field was meant to give them a sense of being overwhelmed by foes.
*(!) The monsters were also meant to be part of a "hive mind" and the original intent was that the more monsters there are on the field, the more likely the party would succumb to the enemies's aura/gaze effect.

This lead the problem of each player needing to roll multiple saves, bogging down the pace of the game.
When one the players summoned monsters to fight for the party, the roll of saves situation gets even more uncomfortable.

How could I help streamline this?

Should I :
1) Lower the aura's DC, but for each additional aura affecting a target the DC increases by 1 or 0.5? Effectually allowing the aura to stack their DC?

2) Allow one aura to affect any one player at a time? But this might means the players would have to constantly roll a save each round?

3) Have players roll 1 save for all auras currently affecting them? So if they save its against everything, but if they fail the effects are all affecting them in one go?

I'm quite lost about what to do... any advice?

Lantern Lodge

As mentioned, what if the animal companion has this item?:

archivesofnethys.com wrote:


Ring of Eloquence

Source Advanced Class Guide pg. 217
Aura faint divination CL 3rd
Slot ring; Price 3,500 gp; Weight —
Description
Fine etchings spell out the alphabets of four languages around the inside of this finely crafted silver band. The wearer gains the ability to speak and understand the four languages whose alphabets are inscribed on the ring. Normally the languages are Common, Dwarven, Elven, and Gnome. Less often, such rings are attuned to Giant, Goblin, Orc, and Undercommon, and rings with different sets of languages might also exist. The wearer retains the ability to speak in these languages even if she assumes a form normally unable to do so (such as a druid wild shaped into a wolf).

The ring also makes it easier for the wearer to find the correct words to express herself, granting a +2 competence bonus on Bluff, Diplomacy, Intimidate, and Perform (oratory) checks. Also, if the wearer is deafened and attempts to cast a spell with a verbal component, the chance of spell failure is reduced to 10%.

And therefore can speak a language. Would the animal companion then be able to activate other magical items that requires activation?

Asking this for a homebrew game I'm gming. While this means I can easily house rule on this matter, I would like to know how this would normally work.

Lantern Lodge

Can an Animal Companion activate magic items that they are wearing?
(Assuming they have an intelligence of at least 3)

Example, an Animal Companion wears a ring of Invisibility (via the Extra Item Slot feat). With an intelligence of at least 3, can it activate that ring of invisibility?

Edit: For vocal (activation word) requirements, lets say this AC also have a ring of Eloquence, and can therefore speak common.

Lantern Lodge **

Thanks Mystic Lemur!

Do you know where the post/rules for GM characters being "newly created" are posted?

I'm asking cos, I got a purely gm credited character with GM credit spread over many levels and would like to know if I could place a race or retirement arc boon on it.

By spread over many levels, I mean something like this:
1) lv 1-5 scenario GM credit
2) lv 5-9 scenario GM credit
3) lv 1-5 scenario GM credit
4) lv 3-7 scenario GM credit
5) lv 5-9 scenario GM credit
6) lv 1-11 scenario GM credit (special)

Would I still be able to apply a retirement arc boon on this character?

Lantern Lodge **

1 person marked this as FAQ candidate.

I have came across a number of boons where the term "newly created PC" is used. These boons states that they can only be applied to a "newly created PC".

So what about characters that are under GM credit? When is a GM credit character considered "newly created"?
1) When the first GM credit is applied the the character number? Or 2) when the GM actually plays that GM credited character for the first time?

Sorry if this has been asked or answered before. Any links to replies by the campaign staff is greatly appreciated.

Lantern Lodge

Saw your post Nefreet. I agree that the cost of barding with special materials should have quick clarification. FAQed.

Lantern Lodge **

Shamira wrote:

Don't apply the special material cost before multiplication, but after.

Lamellar large barding 60*4=240, darkleaf cloth for light is +750, added to the large lamellar is a total of 990.

Oh! Didn't know that. Thought it was the other way around!

Lantern Lodge **

Thanks for the quick answers, Tabletop Giant and Kevin!

I'm going with a Darkleaf Leather Lamellar barding (large) as I don't want my Roc's speed to drop in half.

I factored the cost of a Large Barding for a Roc as 4 times that of a normal Darkleaf Leather Lamellar armor

Darkleaf Leather Lamellar armor = 810gp (750 + 60)
Darkleaf Leather Lamellar Barding (Large) = 3240gp (810 x 4)

As for weight it is twice of a Leather Lamellar armor, but Darkleaf cuts the weight in halve, meaning its weights as much as a normal *edited* Leather Lamellar armor.

Anything amiss in my math?

Flutter wrote:

Fluffy companion slots in pfs

Favored! Thank you! Its really useful.

Lantern Lodge **

I think I get it, but it does feels a little weird.

Just confirming, without the use of feats to grant more magical slots for an AC, the only magical items an AC can wear are Neck slot items and Magical Armor.

Also, a Darkleaf Leather Lamellar armor would effectively not require Armor Proficiency (light), as the Darkleaf reduces the Armor Check Penalty to 0 and therefore not affect the AC in its attacks or skill checks?

Lantern Lodge **

@Kevin,

So if Barding means Armor, does an AC still need the Armor Proficiency (light) feat to wear armor?

Lantern Lodge **

Sorry for this noob question, but does the Animal Companion's Barding slot refers to Armor or Belts?
Aka, what can I place in the Barding slot?

Edit: And if Barding means Armor, does an AC still need the Armor Proficiency (light) feat to wear armor?

Lantern Lodge

I have to admit the lack of an Eidolon from the First World (Fey/plants) or the Shadow Plane feels like an oversight.

With that said, I agree that the Earth Elemental would fit the closest to your ideal. FLite's Daemon Hanging Tree would look cool too.

Lantern Lodge

*Faceplam, total forgot about Elemental Fist's limit of 1 attack per round.

Elemental Assault is is better in that it works for every attack made in that round.

Sigh, well I guess I will have to come up with something else then.

This character is for PFS and my 2 considerations are that
1) I got access to a Suli character via boons

and

2) I got a boon giving a +2 to any one ability score on a totally new character via another boon.

Going to have to decide on something more viable.

Lantern Lodge

I totally forgot about Pummeling Style! Thanks for pointing that out Cap. Darling.

Will I be correct to assume that any energy attacks will also be part of Pummeling Style's stack?

Example, if I do the above attack with Pummeling Style and both attacks hit,
Would that mean I deal -
(5 + 1d8 + 4d6(acid/cold)) x 2
=
10 + 2d8 + 8d6?

Also, I'm a little confuse by the wording on a critical hit. Does this means that if one or more of the attacks crit, I row 1 confirmation roll and use that confirmation roll to determine if all the critical threats are crits or normal hits?

Lantern Lodge

Thanks for the input everyone.

Before I decide to drop the elemental assault build, could someone have a look at this break down for my current elemental assault Monk build? I need to know if it is really a non-viable build.

Elemental Assault Monk - At lv 5
Monk of the Empty Hand + Monk of the Four Winds

Ability scores (tentative):
STR: 20(15base + 1level + 2racial + 2boon)
DEX: 13
CON: 14
INT: 10
WIS: 15 (level to 16 at lv 8)
CHA: 9 (dump)

Feats:
Incremental Elemental Assault (lv 1)
Catch Off-Guard (Monk lv 1)
Elemental Fist (Monk of the Four Winds)
Throw Anything (Monk lv 2)
Quick Draw (lv 3)
Shaitan Style or Marid Style(lv 5)
Improvised Weapon Mastery (Monk lv 6)

Traits:
Surprise Weapon (Combat) - +2 trait bonus on attack rolls with improvised weapons
Unscathed (Magic) - Each type of energy resistance you have (if any) increases by 2 points.

Flurry attack with Shaitan/Marid Style and Acid/Cold property weapon at lv 5 is:
Attack Modifer = 5str + 3bab + 2trait + 1enchantment = 11
*Note: Any weapon used will change their stats as per the Monk of the Empty Hand modifications.

Damage = 5str + 1d8
Acid Damage = 1d6 Elemental Fist + 1d6 Monk of the 4 winds + 1d6 Elemental assault + 1d6 acid/cold property weapon + 2 wis
Total: 5 + 1d8 + 4d6+2(acid/cold)

I'm going with Monk of the Empty Hand as it allows me to make a range capable build at higher levels. Picking up the range feats at later levels, by retraining out Throw Anything, once Improvised Weapon Mastery is learned.

I'm hoping by stacking elemental damage, I could use it to by pass enemies with resistance.
Acid is chosen, as it has the least resistance to it, but Cold is a close 2nd, mainly due to Marid Style's extra reach.

So is the above Monk-only Elemental Assault build viable?

Lantern Lodge

@Hi Mysterious Stranger,

I did seriously consider making my Suli a paladin, but I already have an Aasimar Paladin of Ragathiel as a PFS character and don't want to make a similar character build for PFS.

However a Paladin-Monk combo seems interesting. Which does lead the the question of the Champion of Irori. Would it be viable to have the best of both worlds with the Champion of Irori? Or would it be more like a water down monk...

As for Elemental Assault, I'm planning to pick up Incremental Elemental Assault, which would allow me to use Elemental Assault as below:

Advanced Race Guide wrote:

Incremental Elemental Assault

Source: Advanced Race Guide
You may activate and quench your elemental assault ability multiple times per day.

Prerequisites: Suli.

Benefit: You may use your elemental assault ability in 1-round increments, up to a maximum number of rounds per day equal to your character level. These rounds do not have to be consecutive. Activating the ability is a swift action; ending it is a free action.

Normal: You can use elemental assault once per day. It lasts a number of rounds equal to your class level.

This means I can spread out my uses and combine it with Elemental Fist easily! There is also Extra Elemental Assault, which gives 2 more rounds of Elemental Assault.

*Edit: Just also noticed the Sacred Fist Warpriest archetype. Not sure if it would fit the Elemental Assault ideal.

@Eltacolibre,
Hummm... after looking at the unchained monk, I was sad to find that the Elemental Fury ability uses the same swift action as Elemental Assault, which means I can't really use them together... :(
Not to mention... why does the monk loses the good will saves?? @_@?

Lantern Lodge

I'm set to play a Suli character, but I'm stuck coming up with a viable character build.
*Note: Does not have to be an Elemental Assault build, it just seems the most viable...

The best ideal seems to make use of the Suli's Elemental Assault ability and going with Monk for the favoured class option of Monk: Add +1/2 point of damage to elemental assault.

Which combined with Elemental Fist ---> Shaitan Style and Monk of the Four Winds, allow me to maximize elemental acid damage.

But... other then that.... I'm stumped.
Example, should I go with Monk of the Empty Hand for a more flexible monk? (Able to use any enchanted weapon as an improvised weapon, so not needing an amulet of mighty fists.)

May be pick up a Belt of Mighty Hurling, Lesser, to make use of str to deal range damage?

OR may be go with another class altogether? Bloodrager, Barbarian, Brawler???

The character backstory is still mailable, so any ideal for a Suli character would be much welcomed.

Lantern Lodge

@chad gilbreath,

I think a blind character is a very interesting concept.
As it is a group game, you could ask yourself these questions first:

"Why would the fellow adventurers in your party want to adventure with a blind adventurer?"

From an in-character and role-play perspective:
1) Are they close relative or friends of your blind character and already have means to help with his condition?
2) Do they have some sort of relationship with your character that requires them to have you along? and vice versa? (Example, your the high priest of a religion and they are all members of the temple guard. Or you have hired them as bodyguards."
3) How would your party handle you blind condition?

And as for your fellow party players:
4) Are your fellow players receptive to having a blind character travelling with their characters?
5) How do you plan to convince them to accommodate a blind character if they are not receptive to the ideal?
6) In the event that the party or a fellow player or two are strongly against your character ideal, how do you plan to handle this rejection?

Asking all these would help make your character better.

Lantern Lodge

My local community center's tabletop gaming group is planning to celebrate Free RPG Day with a full day event. Would We Be Goblins Free! only be available as part of the Free RPG Day kits for retailers?
Or is there a another way we could access and run it before July 1st?

Lantern Lodge

@Onyxlion,

I will. It would be quite some time in the future tho. :)

The party has only just hit level 5 and is on the slow xp track. The game has been running for about a year+. We try to have it every Sunday, but there are many times we can't make it, so its on advantage of 2 games per month.

I will likely repost here in 6 months or so.

Lantern Lodge

@Corrik,

Actually that kinda of make sense too.

And.... just got an ideal...

What if the wizard is found in a state of turned to stone with his lower body already missing?
Does the party turn him back to flesh?.... possibilities....

Lantern Lodge

@mplindustries, Corrik, Mysterious Stranger

It is really less of a case of house ruling how cure spells works and more of a "I got this nice story event, but how do I make it work in the game?" situation.
I'm looking for a way to present this story event to the party, without taking away the urgency of the situation

A cure spell would likely be very helpful in keeping the wizard alive longer, but I want to present a situation that is much more dire.

-
@Onyxlion,

As Onyxlion mentioned, the crashing rock would be more like a con damage and/or con bleed.

By the way, Onyxlion, I think you presented the answer to this situation. The crashing rock is really more like a constant con damage and/or con bleed effect, taking away a number of con points every round or min. Removing the rock can be represented with a roll of a d6 or more to present the sudden lost of blood and internal organs (with no more rock to hold everything in.)

The entire event's con damage, could be mentioned to the party as specific to this event, due to the circumstances involved.

The party would really be on a timer to save the wizard.
My party could use a combination of cure spells to stop a bleed out and maybe restoration to stabilize the wizard.

Should the party be able to stop the bleeding and stabilize the wizard, the lost of his lower body can then be represented as a circumstance disease effect, aka he is going to keep losing con every day, unless the party can regenerate his missing organs/limbs.
Restoration and remove disease would be like stopgap measures to prevent the build up of toxins in this body due to missing vital organs and keep him alive.
*Neither spell would be able to cure the wizard outright, as he would be suffering specifically from blood poisoning, due the lack of vital organs to remove toxins from his blood. Aka the party must eventually find a way to regenerate his organs. Aka, it is a disease that will keep returning, until his organs are restored.

This works much better this way. Thanks Onyxlion! I kept forgetting that healing is NOT just about HP. Ability score damage/drain is also very common as a game reach higher levels.

-
@Gregory Connolly, Bradley Mickle,

I will try to hint the use of teleport spells to the wizard of the party. Especially if the Cleric, Paladin or Druid players are not present that day.
Always good to have multiple options for the party.

Thanks everyone for all the input!
-

Edit: @Korlos, Well no. The story is far from set. The party is only around lv 5 at the moment and we are on the slow XP track.

My original post is more of an example is such a situation.
I try to avoid setting anything in stone as the party's story can change quickly as time goes by.

Lantern Lodge

Thanks for the advice. I guess the game mechanics don't really work well in this situation.

As Tsriel said, Heal and Regeneration can work, but both will be beyond the current level of the part.

Other options like letting him die, then bring him back works, but kinda defeats the intent of the event.

I guess I will have to work more on this.

*The Flesh to Stone spell ideal... might work... given that the npc is a wizard... and might be able to quickly direct the party to get a scroll of Flesh to Stone from his tower to use it on him. It would at least give the party time to look for a better solution.

By the way, assuming the Flesh to Stone turns not just the wizard's upper torso, but all the urh... bits that were crashed like the legs into stone. Would it be reasonable to assume a couple of castings of Make Whole or Make whole, Greater spell could piece the body together? For a Stone to Flesh spell?

Lantern Lodge

So I'm working on some story ideals for a homebrew and the ideal of a NPC getting crushed by a falling rock, requiring the party to find a way to save him quickly before he dies.

But... that's when I'm fumbling on HOW can the party save this man?
This story event is planned for a party level of 7-9 or higher.

Story event breakdown:
- Party sent to rescue/seek out a wizard for information
- Wizard found battling giants attacking his tower
- Party helps take on giants (encounter)
- As party defeats giants, damaged tower collapses on wizard, crushing his lower body. (lower torso and legs)
- Party must act quickly to save wizard (about 10 rounds)

So how can a party save this wizard? Questions and thoughts:
- A cure spell won't work on such a serious wound and the crushing rock would prevent any proper healing.
-Removing the rock will kill the wizard in the next round, as the rock is the only thing holding the wizard's upper body together.
-Would fast healing help?
-How long can a person stay alive, missing most of his lower organs?

- And if they do somehow save the wizard from bleeding to death, how would they go about restoring his lower body and limbs?

I'm need advice on what I could do to help a party tackle such an story event. Or is even such a story event appropriate for a lv 7-9 party?

Lantern Lodge **

Thank you! These are great!

Lantern Lodge

Thanks for explaining!

Totally missed the line "ability scores are the same as the base creature’s or the base animal’s, whichever ability score is higher."

FAQed the Weretiger post, not sure if they will look at it.

Edit: Understood where the weretiger got nerfed. It is a little weird.

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