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14 posts. Alias of Daryl MacLeod.


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Ok, so a PC can be of an alignment; but that's not the same as being of an alignment subtype. I can follow that... Brings Align Weapon back into play...


Hey all,

So my PC's are up against some Rahshasa's and I want to make sure I fully understand the DR these creatures posess.

Obviously Align Weapon is a very useful spell, as the PC's can simply cast it on their piercing weapons, and they're good to go.

I'm wondering if it (the spell) is required for good aligned characters- mainly because of the following line from the Rules;

Universal Monster Rules wrote:
A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature.

Does this apply to PC's as well? Are good aligned characters inherently able to bypass DR/Good?


I will keep my eyes on this thread - lots of good ideas... My players want to get to level 20 and then attempt the "Trial of Beastmass" so I will probably borrow one or more of the very interesting ideas put forth here.

Thank you.


Great minds think alike I guess!

I was planning on modifying the zombies in the temple as well, primarilt to reflect Rolth's advancement of the disease.

One other alteration is after the Carowyn Manor encounter the PCS's are going to learn that plague zombies are rampaging in the grey district and very close to escaping into the streets.

After they attend and put down the zombies they will have the opportunity to learn that these particular corpses (that 'rise again' as Walking Dead) were being carted in from the Hospice of the Blessed Maiden - leading the PCs to the next stage in the adventure...

From a mechanical perspective I will modify the Plague/Appocolypse Zombie template slightly. They won't "brain eat" for one and anyone hit by an attack or caught in the death burst will save vs Voral's Phage/Blood Viel rather then Zombie Rot.

I may limit or reduce thier 'scent' capabilities if it looks like the PCs are going to try and use stealth when breaking into Carowyn Manor - I'd only do this as a way to draw out the suspense... Basically the zombies that are not controlled by Jolistina shamble around until they detect the PC's (Perception opposed by Stealth) and then they lose the staggered condition, gain fast movement etc and attack until destroyed...


Hi,

I'm going to be running some friends through The Curse of the Crimson Throne and I want to tweak some of the things from the second book: Seven Days to the Grave.

Looking for insight from any players or GM's who have been through the adventure - I'm concerned about the domino effect... If I change one thing - how much more do I have to change???

Spoiler:
It's in regards to Blood Veil and what happens when people infected by Blood Veil should die...

Basically, as a huge fan of the "Walking Dead" / Zombie genre I've thought about tweaking blood veil in such a way that if/when some one dies from it they rise again as "The Walking Dead" (basically modified 'Gillamor Plague Zombies'.

I figured I'd make the incubation period (the period from when they die to when they rise) be extended to 2d4 days or something so that the Players don't become aware of this grim side effect until part way through the adventure (when they investigate Carowyn manner)... I'd also tweak the suggested encounter in the Grey district (Ghoul Warren) to be a bunch of these risen zombies rather then the ghouls.

If I do this I need to be prepared for ramifications - if you can think of anything I should be aware of or have any suggestions please let me know... Part of my logic with the extended incubation period is that it gives the PC's and People of Korvosa time to respond and start burning the bodies before the City has a chance to be completely over run with Walking Dead.


If a creature such as a Golem is immune to magic what does that mean precisely? Do you include the bonus damage from magic weapons? I presume spells don't work either. Or is it only spells that allow a save or spell resistance?


I'll be giving these BBEG's traits as well so I'll go with +1.
Thank you


Hey there,

I'm looking at making some NPC's to represent some BBEG in a campaign I'm writing for my group.

I've noticed that the 'heroic' stat array provided in the core rules for NPC's use a 15 point buy.

This will suffice for the mooks, but for the BBEG's I want to use 20 point buy used in an 'optimal' array.

How much will this adjust the standard CR? By +1? +2?

I will still be using the standard NPC gear, primarily because I don't want the expected wealth distribution messed up.

Much appreciated.


I found a FAQ that clarifies that a person who has iterative attacks can make these attacks with two different weapons (1 in each hand) without incurring the TWF penalties (in essence you only incur TWF penalties if you use a second weapon to gain an additional attack over & above your iteratives).

I did not have the time or inclination to read all 900+ posts of the thread that contained the FAQ to see if my question had been answered within - so I apologize if I'm treading on well trodden ground here.

Assume a level 6 Fighter. He/she uses a Glaive to strike a foe 10' away with his first iterative at +6. Can that fighter use a free action to remove a hand from glaive, free action (quickdraw) a scimitar and attack a foe with second iterative at +1 (that is adjacent to him or her) as part of a full-attack?

The FAQ also states that using quickdraw to draw a weapon in the midst of a full-attack is perfectly acceptable.

The only questionable part (for me anyhow) is if holding a 2 handed weapon in 1 hand (the off-hand) is okay? Not home game okay - PFS okay...


Very nice! According to the class features replaced and arcetype rules I'm fairly certain all 3 choices (Guide/Skirmisher/Urban Ranger) all work together... That said, of the arcetypes I've selected only Urban Ranger is set in stone for my character concept.

I've chosen Guide because in my home game I'm playing a Guide/Horizon Walker and the arcetype rocks with that prestige class - the Ranger's focus class feature is fantastic against the BBEG (even more so if the BBEG is from one of my favoured terrains).

Being that the extra damage from Rangers Focus is multiplied on a succesful crit I thought it would synergize well with the high threat range of the kukri's.

I'll give some more thought to the Animal Companion idea - but I'll need to get my hands on that source book in order to use it...

Thank you for the insight & tips!


Hi All,

You know those pictures you see in the rule books and on the PFSRD web page depiciting various character classes?

Is there an archive of those images online somewhere that allows you to browse the complete collection?

I'd like to draw a picture of my character, but I'm not much of an artist and need to have an image in front of me as I just can't conjure it in my head and express it on paper...

Extra kudos is you can provide a link!

Cheers,

D


Soon I will be joining my first PFS game. I had an idea in my head for a ‘roguish’ like character but after building up several different Rogues to level 12 I didn’t find anything that I felt lived up to the expectations I had in my head for the character.

So I’ve settled on an Urban Ranger-Guide-Skirmisher, but I’m wondering if a 4 (or more) level dip into Fighter would be worth it – perhaps after 6th or 7th level.

I’m hoping the collective brain trust on these boards can help me optimize the build for PFS play.

Character Synopsis
The character is Varisian. As a babe his ‘family group’ wandered across southern Avistan eventually settling in the Qadiran capital of Katheer. This band of gypsies has carved out a modest living selling traditional (and colourful) Varisian textiles such as blankets & scarves. In keeping with the cynical (and often accurate) generalization of Varisians, this income is heavily supplemented by less legal means...

Growing up as a child and playing ‘hide & go seek’ in the bustling markets of Katheer gave my character ample opportunity to develop his skills of tracking, and scouting with a touch of break & enter.
He grew fascinated by the graceful fighting style of the Dervishes of Sarenrae who can be seen practicing their techniques in secret fighting schools – which aren’t so secret if one knows where to look. He’s combined the graceful dance of the dervishes with a traditional style of Varisian knife fighting.

The Build (in broad strokes)
Urban Ranger/Guide/Skirmisher archetypes
TWF Combat Style
STR>DEX>CON>WIS>INT>CHA. In a home game I’d probably dump CHA to 7 and lower INT to 9. Would this gimp my character for PFS play? 6 skill points/level (on account of being human) is usually good enough, but I’ve heard the PFS play may rely on skills a bit more then normal...
Weapons: Scimitar (2 handed whenever necessary), or Kukri – at level 2 it will become Scimitar & Kukri. Later in the game when it comes time to select Improved Critical/Critical Focus/Weapon Focus etc it will be with the Kukri and he’ll fight with two of those.

Traits: Reactionary & a Faction feat yet to be decided.
Feats: 1st: Power Attack & Toughness (Human Bonus), TWF (Combat Style), 2nd: Double Slice, 3rd: Quickdraw, ITWF (2nd Combat Style), 4th: Improved Initiative.

The quandary
That’s the general details to level 7. I can’t decide if it’s better to stick to straight Ranger all the way through, or break off at level 8 and dip into Fighter. Doing so would let me use the bonus feats to snap up Improved Critical (Kukri) followed by Critical Focus at level 9. This would be at the expense of 1 HP (favoured class) and 4 skill points/level in addition to the other Ranger class features I leave on the table...

I’m open to suggestions and look forward to reading your insights. If the Fighter is what you recommend, is there a specific arcetype that would be better then Vanilla fighter?


Some official clarification would be nice! I've asked my local PFS GM and he's going to run it by some other PFS GM's...

I can see it going either way.


2 people marked this as FAQ candidate.

Hello, I've just signed up for PFS play and found a local game. I'm in the process of creating a character and I have a question I need clarified.

Does the Horizon Walkers Terrain Dominance (Astral Plane) ability to use Dimension Door as a spell like ability satisfy the prerequisite for the Dimensional Agility feat chain?

I'm confused by the language in the feat prerequisite that says "Ability to use the abundant step class feature or cast dimension door."

Is using a SLA the same as casting? I read and re-read the rules regarding SLA and while it says that it usually works just like the spell (sans components or focus) and it even specifically states "A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell."

It doesn't specify that you cast it. I found a thread in the rules forum that touches on this but no clear answer is provided.

I really don't want to get 10 levels deep into my first PFS character only to find out the carrot I've been chasing is illegal.

Please help!

About Flynn Swiftfoot

Flynn Swiftfoot, Human Male Zen Archer 12 LN

Str: 18 Dex: 15 Con: 14 Int: 10 Wis: 24 Cha: 10
HP: 132 Bab: +9/+4 AC: 22 Speed: 70 ft Init: +2
Fort: +15 Reflex: +15 Will: +20

+2 Composite Longbow
+20/+15 1d8+8 x3
+2 Composite Longbow Flurry
+21/+21/+16/+16/+11, 1d8+8 x3

Feats:

Point Blank Shot
Precise Shot
Rapid Shot
Perfect Strike
Combat Reflexes
Weapon Focus Longbow
Point Blank Master
Deadly Aim -3/+6
Improved Precise Shot
Weapon Specialization Longbow
Dodge
Skill Focus Perception
Shot on the Run
Vital Strike

Skills:

Acrobatics: +17
Heal: +22
Perception: +28
Sense Motive: +22
Stealth: +22

Special:

Ki Pool (13 pts/Day)

Gear:

Belt of Str +4
Headband of Wis +4
Cloak of Res. +5
+2 Comp. Longbow +4 Str
Lesser Bracers of Archery
Boots of Speed

Class Features:

Imp. Unarmed Strike
AC Bonus
Zen Archery
Fast Movement
Slow Fall 60 ft
High Jump
Ki Arrows
Wholeness of Body
Reflexive Shot
Trick Shot

Traits:

Reactive
Wholeness of the Flesh Stealth