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Any GM who runs any of the published material will inevitably find some line that just strikes them as hilarious. Let's share some favorites. Please share only the author's name, not the module/scenario/AP. Much easier to look for similar work this way.
Jason Buhlman wrote:
"The snakes fill the entire corridor and cannot be bypassed."
Indeed, from the land of humorous oversights, the Animal Archive did not specifically state that the companion feats are added to the animal feat list. As far as I can tell, the INT advancement is required first.
Two separate answers for two separate materials. Darkwood requires you pay the masterwork cost. Mithral includes the masterwork cost in the material.
To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.Mithral:
Weapons and armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.
Just curious, what was/were the deciding factor(s) in going with the TWF option over the new Thrown Weapon style that ACG introduced?
Great question. The main goal of the combat style is to ignore as many prerequisites as possible, whether they're additional feats or stats. Thrown combat style does a good job of letting you skip prerequisites, but you get feats that you don't necessarily want.
You can make a case for Close-Quarters Thrower as being a useful feat, but you're going to limit yourself to a single type of thrown weapon that this applies to. False Opening depends on CQT to function, which is why it's a prerequisite. Neither Pinpoint nor Shot on the Run are really needed for thrown weapons. That leaves you with the level 2 list, of which you're only skipping prerequisites on TWF and Precise Shot.
The TWF tree allows you to skip the DEX requirement on all the TWF feats that you grab through the style. This means you don't need to have high DEX to grab them, allowing you flexibility in your stats. It avoids painful cuts to the build, which absolutely requires 13 INT minimum and high STR to function. You don't worry about the DEX because hitting blind, deaf, entangled targets is easy, especially with full BAB and Studied Target.
It turns out that you can make a stronger case for the archery combat style than the thrown style for a thrown weapon user simply because of Improved Precise Shot at level 6. This shouldn't be terribly surprising, however, due to the word salad that occasionally crept into the ACG. In this instance, the thrown weapon style was more of a "what feats require thrown weapons?" selection than "what would thrown weapon users actually want?"
I like the Bounty Hunter archetype of Slayer for thrown weapons.
Human Slayer (Bounty Hunter)
F1: Quick Draw H1: Combat Expertise
Now, to be fair, this is designed only partially as a thrower. The key is that once a target is blind, you can sneak attack it all day long, even at range, so you can swap the SA damage dice for additional Dirty Tricks. In the case of thrown weapons, TWF is equivalent to Rapid/Multi as long as you have Quick Draw.
The draw of this build is that you're still contributing damage, but you're piling on MASSIVE penalties to the target each round. Consistently getting Blind, Deaf, Entangled, and Prone onto a target is pretty much a game ender for them. You can multiclass into Fighter at 7 and beyond if you prefer, which will allow you to start picking up the ranged target options you wanted.
The difficulty with thrown weapon builds is that they're extremely feat intensive. Most thrown weapons have terrible range increments, so you need either Far Shot or Distance Thrower to hit with consistency. Quick Draw is mandatory for non-shuriken users. Want fun weapons, like bolas or nets? Extra feats typically (though not for this archetype!). Throwing into melee? Precise and Improved Precise... you get the picture.
The other downside is that a number of premium thrown weapons are considered Ranged Weapons, but not defined as also being Light Weapons. This means the horrendous -4 penalty when using TWF. Note that you can Rapid Shot with thrown, but you cannot Multishot. This means that TWF ultimately ends up generating more attacks per round. You can stack them together, mind you, but that's an additional -2 penalty on all your attacks.
Your best weapon choices:
Materials (not factored in above): Stone (Light Hammer), Obsidian (Dagger)
Sadly, this puts the dagger in a bad place. We can easily see that Chakram is pretty much #1 here, with Wushu Darts and Light Hammers performing well. Daggers don't have much advantage at anything, though, other than being able to be made out of obsidian and having 2 damage types. The problem is that a combination of Chakram and Wushu Darts costs less and weighs less overall.
Repeat after me: "I am not Drandle Dreng."
As a witch gains notoriety, it's reasonable for some enemies to prep this spell. Heck, in a home game, it's reasonable for crafty types to make a custom magic item with that as a permanent effect.
Immunity? None that I'm aware of.
Bran Towerfall wrote:
Partial charges are legal in a surprise round.
CRB, Combat chapter wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
I can't find any references that would indicate that ability damage disappears on death. Based on the target for BoL and Raise Dead, you're still a creature rather than an object (curiously, RD targets a dead creature touched, while BoL just says creature touched).
On the plus side, Aasimars and other non-humanoids aren't turned to shadows when killed by a shadow's strength damage. At least you've got that going for you.
My 7 INT Bloodrager has the following tendencies to reflect his low INT:
We have very similar stat blocks (I have slightly less WIS at 10 and some minor adjustments in the physicals to support Combat Reflexes). I also have a level of Brawler, which colors his combat choices significantly because I can justify it with Brawler's Cunning.
The character is in PFS and I introduce myself to the party by saying that "I explore, I cooperate, you report."
What does our good friend Torag say regarding paladins in this situation?
Faiths of Purity, pg 27 wrote:
I wouldn't necessarily go that far. Those guys look too happy for many of the thread's participants. At least there is closure for those folks who will be trashcanning their level 2s.
Raging Song and, by extension, Inspire Rage are Performances, but they are not actually the Rage class feature. I would assume that your reference to implying that it is refers to this:
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage)
If you're playing a home game, talk with your GM about this. If you're playing in PFS, assume that Amplified Rage is not a valid feat choice or expect table variation.
For the second question, that's firmly in ETV territory, as well. It will likely relate to the action in question. From what I see in the FAQs, there is no clarification about that particular clause, which is probably by design. I would expect that the developers wanted to leave that open to GM interpretation as the situations demands.
I am currently running a PFS Emerald Spire group and that just completed the 6th floor. I've looked ahead in the dungeon a bit, as well. My advice:
1. Mounted characters do poorly. Most hallways are either 5' or 10' wide and MANY have obstacles or difficult terrain built in. You will never get to charge. Flying mounts are rarely effective as the floors typically have 10' or 20' ceilings to go with it. 20' is ok, 10' is terrible. You will need to make a large number of Fly checks with the mount and you will not be guaranteed success on that for a surprisingly long amount of time because you will nearly always put them into at least medium encumbrance. Mounts only come into their own once you can get Dragon Style on said mount. Similarly, large-sized creatures are not particularly welcome within the dungeon. There is a halfling cavalier that has gotten only 2 opportunities to charge in the entire dungeon thus far.
2. The light level varies by floor and, in some cases, within floors. This should be more of a race consideration than anything.
3. Most of the encounters are pretty straightforward, particularly for PFS play. Fewer skills are required than normal PFS play.
Honestly, given those parameters, the Alchemist is probably the strongest choice of the classes mentioned.
Like others have said, no amount of shenaniganry is going to create a "lock". The rules weren't meant to be abused that way, and no sane GM will allow them to work that way.
You can create trip locks, but not 5' locks. The trip locks typically rely on reach and readied actions. I play a character that will be able to do this quite well due to Ki Throw and 15' natural reach on unarmed melee attacks as of 5th level. If I use Ki Throw to position the enemy at the far end of my unarmed threatened area with each trip, I'm able to juggle them into a single spot while still getting ridiculous AoOs. Not only that, but once I have 15' of natural reach (Enlarge + Aberrant bloodline Bloodrager), I'll be able to trip them into taking falling damage, as well.
Buri Reborn wrote:
Ultimate Combat, Samurai class, Ronin "order" wrote:
Chosen Destiny (Ex): At 15th level, the ronin is the master of his own destiny. Whenever the ronin makes a saving throw against a charm or compulsion effect, he may roll twice and take the better result. In addition, once per day, the ronin can treat any one d20 roll as if the result were a natural 20. He must declare the use of this ability before the roll is made.
I agree with Ashiel regarding the ridiculousness of CR 39 monsters. There are plenty of ways to end this encounter, though, if you know what you're facing and what that entails.
Bob Jonquet wrote:
Bob, you've just explained why I strongly advocate for hexes. It also gets rid of the mapping phenomenon where rooms get put on angles and suddenly that bridge is 5' wide and all diagonals and no squeeze spaces. Oh, and difficult terrain because why not?
I think you have made several fair points here and I agree with your recommended suggestions, as well as the order of preference. I think that the extended grandfathering to level 2 characters would not unduly impact GM responsibilities to audit characters while having limited impact on the table experience and being extremely difficult to abuse in the way that was seen with the Aasimar/Tiefling situation.
BNW, I think the reasonable concern about rebuilds is "who gets them?" It has a significant impact if too broadly applied since it sort of tramples over those who spent PP and gold to utilize the Ultimate Campaign rebuild rules.
As someone who originally fell firmly on the side of letting people rebuild, I'm starting to come around to the decision that Mike and John came to with this issue. I think it is the option of least harm at this point, save for the possibility of extending that grandfathering to level 2s.
My guideline: (Search Area + Notable Containers) / Players Searching = number of rounds required to search a room.
Thus, a 3x4 room with a desk and cabinet being searched by 4 players is ~4 rounds (I round up). Players may opt to take 10 for expediency's sake on the actual rolls. If players are opting to be methodical and using Take 20, that same room would be 80 rounds, or 8 minutes.
Apologies if that sounded condescending. It was not intended as such.
I believe that this was a more general statement, but you're certainly free to interpret it as you please.
Enlarge really helps, but remember that you get a -2 Dex modifier while it's up. This makes 14 Dex insufficient for AoO builds. I had 16 on my AoO monster to start and I'm pushing it up as I level.
As much as I like Arcane bloodline for Bloodrager, Aberrant is better for AoO builds because it provides an additional 5' of natural reach while raging. This applies differently than the Reach quality on a weapon, so you absolutely need to have something that threatens adjacent to fill the gap. I recommend Improved Unarmed Strike, which you can get at level 1 via the Blood Conduit archetype.
My current build is Brawler 1/Bloodrager 3 and I refer to him as The Ender of Encounters.
It's not so much abusive as problematic. Bear in mind that I didn't think early entry was a bad thing. A grandfather ruling like the one proposed does, however, create a situation where a player could reasonably have a grandfathered character that does early entry into MT any time between now and the end of the campaign. Thus, if the player couldn't progress the character until next year for some reason (maybe they're out of scenarios to play or have some personal issues to address), you could find someone doing early entry into MT well after the established cut-off.
Again, not particularly abusive, but bear in mind that for a ruling to be enforced, someone actually needs to enforce it. It's this reason that pushes me towards offering free rebuilds instead of grandfathering characters that don't already have levels in MT.
Akari Sayuri "Tiger Lily" wrote:
As I mentioned above, I have concerns about enforcement. When auditing a Tiefling or Aasimar, you can simply look at the date on their chronicles. Does a chronicle exist prior to the cutoff? If so, 99% likely that it's ok.
So far, yours is the most simple-to-parse suggestion I've seen for grandfathering, but you start having to question intent of the player at that point, too. Just because I have a wizard with 4 xp prior to the cutoff means I can still early entry into MT? What if I just wanted a decent will save, so I didn't drop WIS?
I think free retraining causes the least auditing concerns, which is the area I'm most concerned about. Players frequently feel singled out when they get audited, even when they pass the audit. If the ruling ends up putting onerous auditing requirements into place to enforce the ruling, it creates a divisive play environment. Everyone wants to assume that players play legally and just get on with the game. I think that's how things would have continued had this ruling not been changed. Situations with grandfathering like this put the community in an awkward spot and I honestly don't know that there was any harm in the prior ruling anyway. What I do know is that this FAQ change has definitely harmed some members of our community and, if we want to actually enforce it, that impacts the attitudes of a lot of players and GMs.
My incredibly dumb Bloodrager intends to mention how he killed Tancred's brother any time I run across Tancred.
Another option for the OP is to use the slot to prepare a lower-level domain spell. You get Confusion at 4th for both of those domains, but it's not a bad spell to have 2 castings prepped.
The Fox wrote:
It's likely related to scrub theory. "It's against the spirit of the rules." When people were doing speed runs for the explicit purpose of grandfathering Tieflings/Aasimars, you can certainly call it an exploit, but I don't think cheating is the proper term. Exploits occur within the construct of the rules, whereas cheating is willful violation of the rules.
In tabletop games, it's frequently conflated with the Stormwind Fallacy.
Like graypark, I don't have a horse in this race, though I preferred the old early entry ruling. Honestly, I would have liked to see it more universally applied (i.e. removing skill rank requirements in some fashion) so that the prestige classes would see more play.
That said, any change in ruling like this is going to cause both confusion and cheating. On the cheating side, you'll find some unethical players who backdate chronicles, but you'll also find players who play primarily in home games and didn't hear about the FAQ change and played as though it didn't happen. There are all sorts of things that happen here and it becomes a question of enforcement. If a Mystic Theurge sits at my table, do I suddenly need to audit that character thoroughly? If I don't, am I abetting an environment of cheating? If I do, am I harassing a player? How does this impact the community in the region?
I honestly think that most players will ethically and competently handle the change, which is why we're seeing such a backlash on this FAQ change. I also think that campaign management was right to have a firm ruling in place before the FAQ was published. That said, I think that denying rebuilds to affected characters encourages cheating.
havoc xiii wrote:
Specifically, "the ability just appeared one day."
I like to think that the greatest challenge I face is minimizing minutia and maximizing the party's actions as they impact the story. I run for some very experienced players who are good with rules, but I make an effort of not having to reference anything during play, even in PFS. Time spent on my tablet is time not spent interacting with my players. Part of this is preparation in general. I printed off spell cards for an enemy wizard for the last session so the rules would be immediately in front of me when I needed them. This meant better resource tracking and less tablet time to make the encounter keep rolling.
Same scenario had interesting floor mechanics involving levers. Rather than bogging down the game by shifting everything, I left areas that the party wasn't near alone until they went there and made the NPCs react in non-combat, non-interference ways to what they were doing. This let them continue to explore, think things were happening beyond their control, and yet not actually be impacting the players with any mechanical effects. Sometimes the story is its own effect, after all.
When playing under other GMs, I value these things, as well. The other thing is controlling table talk (something I'm historically bad at), which can distract and detract from the game itself.
If an enemy uses an aoo to grapple it uses Grab (Ex) and Grab doesn't provoke. Normal Grapple is a standard action or did I missed something?
You're right that grapples cannot be initiated via AoOs without some special stuff going on since they are a standard action and not an attack action. Trips, however, will certainly do it.
Charon's Little Helper wrote:
The next time the rogue goes unconscious in combat, strip him of his gear, stabilize him, and leave him behind. You've done nothing that he hasn't done to you in this case.
If you absolutely need to, picking up Improved Trip and Combat Reflexes will allow you to Martial Flex into Ki Throw, which will let you put the rogue into some bad positions on the context of "helping him flank." You just happen to leave him prone and adjacent to monsters at the same time. If you need a fast way into Imp Trip, the easy option here is one level of Blood Conduit Bloodrager, which can pick it up as a bonus feat with no prereqs. You also get rage to help with your grapples in a pinch.
If you take the Black-Blooded archetype, you don't get to choose a curse. You have Black-Blood, which is the curse.
You can be crazy in character, have dreams, etc. without having a mechanical thing tied to it.
I would probably take Black-Blooded and ignore the Planar and Stargazer archetypes. The archetypes don't really contribute much to flavor and they certainly detract from playability. Stargazer is, I think, being discounted on the mid to high level spells (losing Black Tentacles is no fun!), but it does get Glitterdust, which is an encounter ender in a 2nd level slot.
Ki Throw is of critical importance. It is less restricted than the Reposition maneuver and piggybacks off of Trip, which is highly effective for debuffing many opponents. Of critical importance, Ki Throw lets you throw people off cliffs or into other hazards that Reposition does not allow and also is not dependent on particularly high CMB results to move them. You merely have to succeed at the Trip attempt to move them anywhere that you threaten with unarmed attacks.
The Dragon wrote:
I see you have missed the FAQ of Rages, which reversed the early entry via SLA FAQ from a while back. You can't use the racial SLA to qualify for EK.
Human Eldritch Guardian with a monkey familiar (Mauler archetype)
1: Point Blank Shot
Just build the archer like normal from there. Give the monkey a +1 adaptive longbow as soon as you can afford it. Congrats! Your monkey adds to your already impressive DPR. Just make sure to drop a quiver for him so he can fire medium-sized arrows instead of watching them shrink when he enlarges himself every combat. Make sure you fit in Weapon Focus and Weapon Specialization at some point so he gets the static damage bonuses, as well.
Sure, you lose 2 feats. You gained 2 additional shots per round at level 4, though, and 4 at level 6 (the monkey has your BAB).