Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

harte035's page

Goblin Squad Member. Pathfinder Society Member. 46 posts (49 including aliases). No reviews. No lists. No wishlists. 10 Pathfinder Society characters. 2 aliases.


RSS

Grand Lodge

Let's see...
Fitch
Mitch
Rich
Uh...
I guess that about covers it.

Grand Lodge

1 person marked this as a favorite.

Also shield eats magic missiles, which is pretty useful at early to mid levels.

Grand Lodge

It's a level two feat in one of the ranger combat styles. I think the sword and board one, but I could be wrong.

Grand Lodge

1 person marked this as a favorite.

I really like the idea of a guy who hated the world so much he dropped into a coma out of spite. It's really not a good PC for a fantasy game, but its an interesting and hilarious concept.

Grand Lodge

Unless it's a typo, your barbarian got himself out of the way at character creation.
http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Sc ore-Damage
Specifically:

PFSRD wrote:
A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.

Grand Lodge

aceDiamond wrote:
Technically, they could cast it from a scroll with a UMD check, but a wizards don't have access to casting 7th level spells unabated until they hit level 13.

It's actually only a caster level check with a difficulty of the scroll's caster level +1, so a good deal easier than the UMD roll.

Grand Lodge

I had a tetori monk build that started as a synthesist summoner so he could focus on mental ability scores. Got grab on the claw attacks and enlarge person so he could enlarge and then grab medium characters at level one (without having to initiate a grapple and provoke AoOs), plus a hefty bonus to grappling (though he usually killed the things he tried to grab before he could manage it). I think I had planned for three or so levels summoner throughout his career, but then they changed the rules and I couldn't play him anymore.

Grand Lodge

Any non-campaign traits?
Also, I'm interested. Point buying a knight of the sepulcher antipaladin.

Grand Lodge

Sigh. I suppose I could always just turn him into a summoner whose imaginary friend is the cookie monster, and more or less has the same schtick, but getting access to swallow whole.

Thank you for your help though.

Grand Lodge

Very well, I suppose 1d4 plus grab will have to be okay.

I'm fluffing it as a little girl, who throws tantrums, bites people and then latches on. This is the rebuild that I'm finally getting around to for my PFS undead lord librarian. I tend to build characters for the express purpose of amusing myself

Grand Lodge

So, I'm building a human feral gnasher (via the racial heritage feat), and I'm wondering if the bite attack damage increases automatically to 1d6, instead of 1d4 for being a different size category. It makes sense to me, but I want to be sure that the archetype doesn't supersede the die type increase for size.

Grand Lodge

The goblin eyes the newcomer for signs of a nose and, upon seeing that she has one, looks somewhat crestfallen. Appears to think, possibly about asking if she is missing some other singular body part or paired body parts, but thinks better of it.

Grand Lodge

I have made up my sneaky goblin. One eared Fik. He challenged leadership and had his ears bitten off, then found a gun and got revenge. He wears the ear of his former big chief as a trophy (hence the name), and moved to Absalom and found work doing odd jobs in the sewers. Also he dreams of being tall. Stealth, disable device, disguise, knowledge(local) and other general roguishness.

Grand Lodge

Also, how would hit points be done? Rolled, or max first level, average for all levels after?

Grand Lodge

I'd like to join as well, though I'm also new to the whole pbp experience. I'll probably have some days where my posting will be a bit spotty (especially weekends), but weekdays I should be around, provided my class workload doesn't pick up drastically.

I'll probably be bringing in a sneaky goblin gunslinger of some kind.

Grand Lodge

Also, I believe if you have the opponent pinned you can do it without taking the -10.

Grand Lodge

The funny thing is I just finished making a character almost identical to this one, except lower Wis, higher strength. He has a dinosaur animal companion who he considers to be his leader (it has a considerably higher charisma than he does). His ultimate goal is to become a dinosaur too (via wild shape), since he already basically sees himself as one.

Grand Lodge

It actually has to be weapon focus (grapple). It's one of those weird cases of very specific stuff.

Grand Lodge

I guess it would probably be better to etch the symbol onto the far lens of the spyglass. Maybe position it in a way that it is pointing at something interesting? This sort of feels mean though, not particularly funny or even sporting.

Grand Lodge

What if you write the explosive rune on, say, presentation sized foam-core and proceed to wave it around from behind the front lines? Does it blow up whoever reads it, or just the guy holding the sign (when somebody else reads it)?

What if you get together a group of your mage buddies and decide to walk the rune into a field (a la crop circles), while chanting the spell? Would somebody viewing the field in google maps explode?

After all that smartassery, I don't actually have anything relevant to the discussion to say, I'm just bored at work.

Grand Lodge

Well, from a purely biological perspective (I didn't get too much of that fancy physics learning), the blood would stop at the point it breaks the plane of entrance. This would form a barrier for the blood, but would not necessarily entail clotting. Arteries constantly break off into arterioles and on down into capillaries, which go off into venule and on into veins back to the heart. You might get a little bit of weirdness close to the plane, which may lead to a tiny bit of discomfort, but biology is surprisingly resilient. I guess there might be a little fluctuation in blood pressure, but a lot of that depends on the specific extremity going into the field.

On the reverse case (hand out, body in), the body would be preserved perfectly, while the hand would decay normally. Probably pretty quickly actually since there isn't really a source of oxygen, nutrients, and all of those fun things. Rapid cell death, probably.

This is all best guess assumptions based on one's personal view of magic though. It could do whatever you want it to, or whatever you feel is thematically most interesting for the story. And the science stuff is based mostly around a BS in biology, which may not count for too much (one never knows).

Grand Lodge

Also, the redirect ability is only useable a number of times per day equal to your monk level. Also, you better hope nobody crits on Tourne, because he is going to be very squishy.

A good way to lock down one opponent though, just as long as you don't have to fight an ooze or something like that.

Grand Lodge

A surprising amount of the enemies in this one were one-hit-killed by a character who was supposed to be a non-lethal grapple monster. I had to keep roaring and then apologizing, and then wiping blood off my claws. I did get to grapple an owlbear to death though, which isn't something a level one character should be able to do.

Grand Lodge

So, specific monster recommendation: hydra. Trick it out half-dragon or half-fiend or something, toss a few more heads on that sucker and you are pretty well ready to go. It has scent, which a pretty good argument could be raised will negate the mirror image, as many attacks per round as it has heads, combat reflexes, fast healing, and if it is half-dragon it has at least a 5d6 breath weapon (for each head).

Throw a couple of the suckers at them, they aren't too hard to kill, and with the sheer output of attacks, odds are you'll hit him a couple of times. One of the nastiest encounters I ever saw was five twelve-headed half-dragon hydras (not that I encourage this kind of behavior). Plus, they are kind of thematically appropriate.

Grand Lodge

I think he's thinking of the summoner being unable to use his summon monster ability while his eidolon is active. As far as I know there is no limit on summoned monsters, though it could be a house rule.

Grand Lodge

My skeletal companion is decked out with traveling clothes, a great big hooded cloak, and a mask to boot. I tell people he was cursed with muteness, and is a very picky eater.

Grand Lodge

I think you might be cheaping yourself out a skill point, or are possibly doing skill points the old 3.5 way. You should have 5 skill points at first level (2 for int, 2 for class, 1 for human), maximum skill rank level is your hit die (1), plus the 3 for training which is only involved when you put the skill point into a class skill.

Grand Lodge

I had an idea a while ago for a rogue/barbarian/shadowdancer. Leap screaming into/out of the shadows, attack from unexpected areas, massive amounts of d6's. Maybe not the most optimal for a player character, but would probably make an interesting encounter.

Grand Lodge

Our ninja burned down a spice factory, in spite of the protests of the entire party (in his defense that was his faction mission). Everybody rolls some disguise checks to be less suspicious and I roll a clutch 3. Then we go into what was called "the secure markets" where the ninja decides to steal the priceless idol that I am examining. Plainclothes guards who were following me around rush in and arrest all of us (except the ninja, who dashed). I get accused of arson and murder, sentence for which is death, but in the end we get to testify in a zone of truth, which clears my name provided we agree not to come back. So technically I am "banned from Qadira" which is a more or less unenforceable sentence. I figured it wasn't too unfair, since I was just happy not to have been killed. We'll just say it was an interesting session.

Grand Lodge

Jiggy wrote:
harte035 wrote:
I once had three heavy picks enter my 1st level monk's head in one round, one of which was a crit. I took 26 damage, which more or less instantly destroyed me. I didn't live, but I thought that was pretty properly mangled.
Wait, was that at Source Comics and Games in Falcon Heights, MN? If so, I remember that - I was at the other table that day.

Yeah, that was pretty bad. Then my next character gets wanted for arson, and banned from an entire country. I was basically just happy to get out of that one alive.

Grand Lodge

I once had three heavy picks enter my 1st level monk's head in one round, one of which was a crit. I took 26 damage, which more or less instantly destroyed me. I didn't live, but I thought that was pretty properly mangled.

Grand Lodge

Ah, shoot. Should have looked into that. That is very good advice, especially since I decided to pick up a weapon. I'm glad you pointed that out, since I have been a little iffy on what to do with the character and was hoping for some advice myself.

Also, the flowing monk loses fast movement in favor of additional AC (+1 per adjacent enemy up to wisdom modifier).

Grand Lodge

Well, considering this is what I'm doing, I will give you some possible ideas as to where to go. This is really just what I am doing, not the best way to do it.

Human Flowing monk of the sacred mountain

Str: 10
Dex: 18 (human +2 here)
Con: 12
Int: 12
Wis: 16
Cha: 7

feats:
Human: agile maneuvers
HD: ki-throw
Bonus: Improved Trip

You could easily go with a better Cha at level one, instead of int, but I was wanting to be able to use skills. At this point, I have AC 17, 10 hp and a +6 to trip, +7 with my masterwork kama. Plus, I get to reposition people after a trip, which makes melee characters happy.

Next level I get another 9hp (toughness), +1 natural armor, and the flat footed AOO thing for flowing monks.

At level three, the plan is to take combat reflexes so I can trip fools on their turn. Level five, I'm taking vicious stomp so I can try to hit them when they go down. Level six bonus feat is weapon finesse, so I can actually hit people.

In that time, I plan on grabbing an amulet of mighty fists, so I can hopefully enchant it with the agile enhancement. Other than this I haven't really got any idea as far as weapons, other than a whole mess of tanglefoot bags to deal with fliers. After level six, I'm probably going down the Janni style path, so I can full attack to hit/trip/aoo/hit/hit. That's my hope, at least.

Again, I don't know if this is the best way to do it, but at this point that is the plan.

Grand Lodge

Just felt I should point out, after 24 hours, enhancement bonuses are treated as permanent. What this means is you could easily buy a strength ioun stone, or a keg of bull strength potions or any other enhancement bonus to strength items you can find and they all stack, provided you keep the item ones on for more than 24 hours. Just make sure you only have one item per item slot.

Grand Lodge

Also, you can trade a standard for a move, but not a move for a standard. I think the total amount of time each one takes up is more or less arbitrary, and is left up to GM/player discretion.

The most important thing to remember is you can only do one standard each round. Same with swift actions, one per round. You can do as many as two move actions (or move-equivalent actions). Alternatively you could do a full-round action, in which case you could maybe do a couple of free actions as well. As for free actions, basically as many as you feel is reasonable, though there shouldn't be any cases where a player does more than a couple.

Grand Lodge

stringburka wrote:
Nit-picking rant:** spoiler omitted **

I feel like I heard a statistic that said that chances of survival drop from ~90% for a 2 story fall to ~30% for a three story fall. Falling creates a surprising amount of force in a very short amount of time, which makes falling very dangerous.

Grand Lodge

Yeah, Warlocks can be kind of ridiculous. Especially with the low level spider climb for vertical mobility. Combine that with the long range ray, and they can seriously seriously annoy your party.

Grand Lodge

Ethan Queen wrote:

One of my GMs ran into this problem with us. We had a Sorcerer, Alchemist, Paladin and Fighter. At the beginning of the encounter the fighter and paladin would pop either their heroism or enlarge person potions that the alchemist gave them at the beginning of the day. Then the sorcerer would cast slow or confuse on most of the enemies. Then any slowed enemies the alchemist would set on fire, since they are unable to take the full round action to put out alchemical fire.

We would tare through 10-16 hill giants per encounter with these strategies. We never really worried about healing because between potions and channeling positive energy, and the fact that we rarely took much damage anyways...except me as the alchemist, we were pretty hard to kill.

One way to combat this is opponents with class levels. A good counter to the slow tactics would be to pit them against evil monks, clerics and rangers who all have pretty decent will saves. Monks and rangers are also an arcane caster's worst nightmare between good saves, good damage and the ability to fight from range or up close. Also undead are good. Swarm tactics and ability damage plus some really nasty special effects that make them a real pain to fight if you are not at least 1oth level.

Also don't be afraid to sometimes just say that they get hit by arrows. If you have 10 archers shooting at you at once then there is just no way that you can dodge them all. Have 1 out of every 3-4 arrows just hit no questions asked. Same for melee attacks. Even the greatest of fighters can be overwhelmed by numbers. I have been in war campaigns where we as lvl 17 adventurers would still on occasion almost go down, or actually go down in the cases of our sorcerer, paladin and rouge, simply because we were fighting 15 lvl 7s each plus arrow damage and spell damage.

Hope this helps.

I would avoid the "I hit you x number of times, because I do" argument. It is sort of vexing as a player to simply take damage because the GM wants you to or thinks you should. With ten arrows coming out per character, chances are good you'll crit once every two rounds.

One thing that is more or less an "I hit you" move is ranged touch attacks though. Never underestimate the power of scorching ray, and don't forget that you can crit with it (rays are treated as x2 weapons).

Grand Lodge

Dragonsong wrote:
harte035 wrote:
Also, the most effective way to stealth is to fly very high. There's a +1 to the perception DC for every 10 feet, which means if you are flying at one mile (~ 1/3 airplane cruising altitude) you get a +528 to your stealth check. Mull that one over for a second. Even if you aren't invisible or stealthing (DC 0 to perceive a visible creature) you are almost impossible to see.

It also means that the guy on the ground below you gets a +500 or so bonus to his stealth check as well. ;P (I think it should be lower due to higher ground and all but rules are occasionally borked).

And heaven forbid you are the size of a barn, like some gargantuan beast, which should be quite noticeable from the few times I've ridden in light aircraft at those altitudes.

Yeah, it's not perfect. But hey, you're invisible... ish...

Also, the fact that it's pretty easy to spot a standard passenger plane at cruising altitude sort of makes the rule seem a little more off. Since the stealth penalty for a gargantuan creature is only -16, making the notice check 512.

The stealth/perception rules are a little skewed towards close range, since it becomes possible to hit things with a standard ranged weapon that you can't actually see. It only really comes up when a player wants to play a sniper type character. I guess you just need to use good judgement in giving modifiers.

Grand Lodge

SmiloDan wrote:
harte035 wrote:
MUKid wrote:

This is a great thread, I agree.

A lot of these bits of advice assume that the DM is creating and statting his/her own encounters. I don't have time to do this - we play the Adventure Paths (which are fantastic by the way) and I run the encounters mostly as written. The default encounters in the APs seem too easy for appropriately-leveled characters.

I know it's hard unless I call out specific encounters, but any general advice from you seasoned folks for running pre-gen encounters against optimized parties?

Throw in a couple more of the lowish level mooks into the fights. Experiment until you can estimate just the right number of enemies for your party.

Additionally, remember to look over the stat blocks for the enemies very carefully, looking to see what a monster may be good at, and then try to play to that monster's strength. For instance, a goblin may not be terribly good at anything, but odds are there are at least three or four other goblins (think of them in cockroach terms). Swarming a single opponent with many enemies can make up for the overall weakness of the individual enemies.

Especially if they flank and use the aid another action. 4 goblins can flank and aid another, so you can have 2 hitting at +4 instead of 4 hitting at +0 or +2. And swap out kind of weak static feats for teamwork feats, like Alertness or Improved Initiative, for Precise Strike (+1d6 damage), Improved Flanking, etc. etc.

So I suppose the best advice we can give is: don't run them as written for pre-gen.

In order to truly challenge your party, you'll have to tailor the encounter to them (even if it is just a leetle). Monsters in the pre-gen adventures aren't usually optimized to murder parties, that's what the critters you customize are for.

Grand Lodge

Dragonsong wrote:
mdt wrote:


  • No such thing as stealthing while flying (short of invisibility)
  • I agree with most of that post MDT but not this part. Those flying predators should be using stealth. In fact, fliers are the primary case for stealth being usable in bright glare (but that may have more to due with the shortcomings of stealth as written and compounded by really no support for 3 dimensional combat, what are we here Kahn from Star Trek 2?), flying at night is generally under concealment so should be all good.

    Your rule while understandable makes me sad as you can't have the "Ohh SHIII!!!!" moment when the Wyvern swoops down from out of the sky to poison one of the characters.

    Also, the most effective way to stealth is to fly very high. There's a +1 to the perception DC for every 10 feet, which means if you are flying at one mile (~ 1/3 airplane cruising altitude) you get a +528 to your stealth check. Mull that one over for a second. Even if you aren't invisible or stealthing (DC 0 to perceive a visible creature) you are almost impossible to see.

    Grand Lodge

    InVinoVeritas wrote:


    Can you sneak attack with a splash weapon (you still get Throw Anything, acid would still work).

    You can't sneak attack with a splash weapon, or any other precision based damage source. I guess that means you can crit though, if that helps.

    Grand Lodge

    I have been itching to play a human bard/rogue (probably eventually arcane trickster), who tends towards party face, using magic to enhance his bluff/diplomacy. In combat he mostly avoids the melee, using grease and tanglefoot bags to reduce an enemies AC and make them flat footed, then throws knives into their squishy bits (probably the knife master archetype). He'll eventually pick up a wand of blindness/deafness as well.

    He pretends to be a cleric, using bardic healing spells, his bluff checks, and good old fashioned chicanery to convince hapless rubes (and sometimes party members) that he can heal with a touch. He rarely impersonates a priest of the same god twice, and carries holy symbols of every major and minor deity he can get his hands on. Basically has Munchausen syndrome, and more or less can't do anything without telling somebody at least one lie. His eventual goal is to start his own church, and get rich off the profits.

    It's a bit mechanically difficult, and probably won't be good for much in combat except an occasional bee-sting, some off-heals, and a bit of battlefield control. Mainly the use of the character should be diplomancy.

    Grand Lodge

    Yeah, it's been said already, but hovering above a battleground is a great way of communicating with the enemy that this is a guy who would love to see how much fall damage he can survive. It's a good spell, but by no means game breaking.

    Grand Lodge

    MUKid wrote:

    This is a great thread, I agree.

    A lot of these bits of advice assume that the DM is creating and statting his/her own encounters. I don't have time to do this - we play the Adventure Paths (which are fantastic by the way) and I run the encounters mostly as written. The default encounters in the APs seem too easy for appropriately-leveled characters.

    I know it's hard unless I call out specific encounters, but any general advice from you seasoned folks for running pre-gen encounters against optimized parties?

    Throw in a couple more of the lowish level mooks into the fights. Experiment until you can estimate just the right number of enemies for your party.

    Additionally, remember to look over the stat blocks for the enemies very carefully, looking to see what a monster may be good at, and then try to play to that monster's strength. For instance, a goblin may not be terribly good at anything, but odds are there are at least three or four other goblins (think of them in cockroach terms). Swarming a single opponent with many enemies can make up for the overall weakness of the individual enemies.

    Grand Lodge

    Combat maneuvers, my friend. A couple of monks tumble through the fighters, grab the casters and start choking the crud out of them. Works until your casters pick up freedom of movement, then you need to grab that grapple specialized monk from Ultimate Combat. Or more dispels, I suppose.

    Or you could have have one or two guys try to trip the fighters (probably hard, since fighters have high CMD). Give a couple of guys some whips, and a few trip feats, have them start tripping from range. It takes a move action to stand up, and that provokes attacks of opportunity. Besides that, they take a -4 to attacks when prone, which more than cancels out bull's strength and haste. Maybe throw in some wolves (players hate those). Automatic trip attacks on a bite is always fun. Give them a few templates and they can be quite terrifying.


    ©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.