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Ramoska Arkminos

stuart haffenden's page

Pathfinder Adventure Path, Pawns, Roleplaying Game Subscriber. 2,054 posts (2,348 including aliases). 5 reviews. No lists. No wishlists. 6 aliases.


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Pre-roll a ton of dice, add their to hit bonuses and have a load of results ready. You can do this for damage too.
When you need some rolls just read out the pre-rolled results.

If you did say 100 you could get a player to roll a d% and start at that result just so the players can be in control of the sequence of results.

Five dudes attack Bobby with javalins, 18,12,14,9,17 do any of those hit?

Yeah two hits.

OK damage is 6 and 11, next...


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Nefreet wrote:

I prefer to rely on English.

If Vicious says "the weapon deals X damage", then it's the weapon that's dealing the damage.

If Merciful says "all damage dealt by the weapon", then all damage the weapon deals is affected.

Including the +2d6 that the weapon is dealing from Vicious.

You're not quoting all the information, it says disruptive energy, and as we all know, energy damage is not the same as weapon damage so it is not clear at all.


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So is disruptive energy the same as weapon damage? I think the RAI are that the damage from the weapon is non-lethal but that doesn't necessarily mean that the extra disruptive energy part is included in that. There is no RAW for the combo of the two weapon properties working together only for them individually.
I can see this being read/understood/ruled either way to be honest.

What is clear is that the merciful weapon isn't blunt, just magically altered so as not to deal lethal, whether that would include disruptive energy is anyone's guess.

I don't think it's clear cut although I personally would rule that it's all non-lethal.

A bit like a built in Ablative Barrier.


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Those would require a lot of UMD ranks but doable mid levels. Buy it a circlet of persuasion.


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Is there a chart stating which items a familiar can wear like there is for animal companions? Can the faerie wear magical rings, headbands etc?


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I think the build is different but it'll do the trip thing very well.

You could always have a sheathed weapon that does qualify for spell combat and draw it was part of a move action, dropping the guisarme as a free, to use spell combat when the situation is right. No need to put all your eggs in one basket.

If you intend on using enlarge person regularly you can use a normal Magus weapon and still be able to spell combat at 10ft away and trip.


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Azten wrote:
stuart haffenden wrote:

I love Wood!

An Aasimar Wood Oracle can take Tree Shape and accelerate to Plant Shape I using the favoured class bonus at level 6, 2 levels earlier than a Druid can Wildshape and 3 levels faster than anyone can cast it.

Bestiary 4 has given us the Weedwhip - 3 attacks with 15ft reach all of which have Poison: Tentacle—contact; save Fort DC XX; frequency 1/round for 6 rounds; effect nauseated 1 round; cure 2 consecutive saves. The save DC is YOUR Constitution-based. Thats awesome.

Plus Wood Armour, Wood Bond,
Lignification. All good.

Just remember you have yo actually have the revelation before using the favored class bonus.

Yes, do the math.

Plus one half at level 3,4,5 and 6 is plus 2 whole levels right. So at level 6 you're actually level 8 and so qualify for plant shape I which you get at level 7. The level before you're only 6 and a half.


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I love Wood!

An Aasimar Wood Oracle can take Tree Shape and accelerate to Plant Shape I using the favoured class bonus at level 6, 2 levels earlier than a Druid can Wildshape and 3 levels faster than anyone can cast it.

Bestiary 4 has given us the Weedwhip - 3 attacks with 15ft reach all of which have Poison: Tentacle—contact; save Fort DC XX; frequency 1/round for 6 rounds; effect nauseated 1 round; cure 2 consecutive saves. The save DC is YOUR Constitution-based. Thats awesome.

Plus Wood Armour, Wood Bond,
Lignification. All good.


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Frozen in mid air would be granting the ability to hover which doesn't make sense so I would rule to continue to move in the direction you last moved in, in an uncontrolled manner until you hit something and stop. You'd then be butting up against that surface until freed from the paralysis.
If you weren't moving then you'd drift 5ft each round in the rough direction you were facing.


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Well you can exceed your character level with an AC if you're an Aasimar Nature Oracle using the Aasimar favoured class bonuses so I can see some letting this fly, it's no more overpowered than the Oracle doing the same.


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Hmm interesting idea.


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Thread Closed
.
.
Please use the other thread here


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Anyone else?


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First 5 of his are correct.

Then take normal damage x2 as you foe-biting damage, as you have on line one, and add it to whatever combo you used.

So MVS + FB is 6d10 + 3d6 + 12 + 6p

YMMV!


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Right so is Bob considered a flying creature if he's consumed a potion of fly and is standing on the ground?

What is a flying creature? One that has a fly speed? Do you need to actually be flying to qualify for the - cannot be tripped - part?


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So Bob has taken a potion of fly and Mr. Trippy has successfully performed a trip manoeuvre against him, what happens?

Is Bob tripped? Does he suffer from any penalties?

When you're thinking in 3D things get muddled pretty quickly!


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So a penalty to your AC applies to CMD vs melee attacks.

Manoeuvres are melee attacks.


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When prone you suffer a -4 penalty to attack rolls.

Does that effect your CMD? Why?

Thanks in advance.


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Enlarge precombat, spell combat true strike and trip - now the target is prone, fatigued, shaken and entangled. I'm using frostbite/enforcer. The enlarge means no concentration checks and auto trip/success plus AoO action while arcane accuracy is still in effect as it last the whole round.
And to be fair I'm also coming from a Hexcrafter defiler build which I didn't make clear - a level of WHW gives you an additional 3 1st level spells.
Different build, again I didn't make that clear. Vs ranged or multiple threats tactics will obviously change.


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Hmm! My first edition core Rulebook says it works!


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If you post your build and spells it would help us advise you.


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Enlarge person is a better option than shield. Reach negates the casting defensively issue and allows you to use arcane accuracy at reach to trip as you won't get hit back.

Enlarge - True Strike - Trip - pile on the debuffs!


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Carnival of Tears! That'll disturb them!


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wraithstrike wrote:
stuart haffenden wrote:
Antimagic Field makes them wink out.
No, it doesn't. They are incorporeal but that is not a magical feature for them. That is just a trait they have in the same sense that someone can be a native outsider, and it is (EX).

Damn it, my players pull a fast one on me!


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Antimagic Field makes them wink out.


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Mind Blank is good but it's 3k per scroll!


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Obvious option is Ranger/Rogue or a roguey type ranger archetype.


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Mathwei ap Niall wrote:
stuart wrote:


Agreed.

So is it better for a defiler to take skill focus intimidate or have the +2 to will saves?

With the need to basically dump wisdom due to MAD having the extra +2 to will saves is good, add it to the other two +2's from 1st level Magus and Witch to compensate. Or be satisfied with just the two +2's from class and compensate for dumping Cha and boost your intimidate bonus.

Never take skill focus intimidate. It's such a small part of the Defiler build and the DC is basically static there is no need to ever do burn that feat. It's just a skill so there are any number of items that easily meet and exceed the bonus from skill focus as to make it a waste of a feat.

You're right there are, however there is a difference between theory and playability. The current Defiler build in the guide doesn't even start with Magus. I want to play a Magus, not 2 levels of Witch with an AC of 13 and no armour, mage armour or shield/shield spell - a weakling that can't fight!

I'm going to be playing this character from level one and I want to play a Magus. No one is going to want to play through 2 levels of Witch to follow your suggestions. If I were replacing a dead character around level 5/6 or higher I might follow your build but I'm here to play a Hexcrafter! Don't get me wrong, I like your build but I couldn't play it from level 1.
I'll post my build when I'm finished tweaking.

My point is that that +3 to intimidate at low level will make a big difference to my chances to add the shaken condition - the whole ethos behind the build - pile on the debuffs. I'm not saying its the best option but as I'm going to go with Enforcer early in the build it is a good option and worth considering. There are far higher priorities where to spend gold in the first 5 or 6 levels when it comes in in dribs-n-drabs, taking that feat will give the dude playability.

The DC is roughly 10 + level + 3 giving you about a 50% chance to succeed without boosting you intimidate score. Roughly.


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Plant shape I for a Weed whip - 3 15ft reach attacks with poison based off of your Con that nauseates = awesome.


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Athaleon wrote:

The recent ruling on half-human races means that Half-Elf might be the new best race for Magi in general. The big draw of Elf, the extra Arcana via Favored Class Bonus, can now be selected by Half-Elves.

One other major feature of Elves (the +2 racial bonus on Caster Level checks vs. Spell Resistance) can be regained, albeit at the cost of a feat. However, it does have a nice silver lining for high-level characters: As a bonus gained with a feat, it now qualifies to be doubled by Spell Perfection. With Spell Pen, Greater Spell Pen, Elven Spirit, and no other bonuses, your Perfected Spell auto-succeeds against the average SR of creatures 2 CR higher than your level.

Agreed.

So is it better for a defiler to take skill focus intimidate or have the +2 to will saves?

With the need to basically dump wisdom due to MAD having the extra +2 to will saves is good, add it to the other two +2's from 1st level Magus and Witch to compensate. Or be satisfied with just the two +2's from class and compensate for dumping Cha and boost your intimidate bonus.


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Will there be wrath of the righteous paper minis?


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I included the feats as when I looked through your build they were the ones that stood out as being required, imo!


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KnotAguru wrote:

Hey stuart, thanks for the suggestions. Improved familiar and Enforcer are feats. I did plan on improved familiar later. Not sure if I want to include enforcer, it looks good in theory just not sure if I want it or if DM will let it work with frostbite.

Anyway, Arcane accuracy looks nice, but is it better to use arcane strike? It costs 2 arcana instead of 1, but is against touch AC. I don't want both obviously, so if I hold out for arcane strike is spell-scars, evil eye, swamp's grasp, or natural spell combat (claw) worth it? Is hasted assault a good choice for level 9 arcana if I grab arcane accuracy at level 6?

Thanks again :)

Enduring blade looks good if your DM likes to pack multiple encounters together.

Spell scars- what would you pick?

Swampy- really depends on the type of campaign you're in but generally I think it's weak.

Evil eye is solid and in 2 levels improves to -4, even better!

Cackle goes with evil eye really well but I wonder just how much time in combat you're going to not want to full attack?

I'd be seriously tempted to take a level of WHW, pick prehensile hair and turn into a defiler - it's my preferred build.

Flight- it doesn't sing and dance but is just very solid and you'll get a lot of use from it.

+INT to attacks or touch attacks is a tricky choice, in your case with only +5 INT I think it depends on whether you're missing much, and if you're having to cast defensively much - remember you can sink the to-hit points into casting defensively. Personally I prefer arcane accuracy but you know what will help your character the most.

Mathwei might be a better person to ask!


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Yeah, can't see my DM going for wyroot either but it is total cheese so I'm not that bothered. I'm sure the dev's didn't intend you to be able to spam out all your arcane points every encounter!

CDG? Whats it mean?


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Improved Familiar would be good too. Faerie Dragon for wand goodness. If you have heroism running normally the dragon could we wanding you with Moment of Greatness every round. Or ray of enfeeblement, grease, liberating command, true strike, summon monster I, vanish etc etc. Lots of tricks.


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The obvious choice has to be arcane accuracy, for you +5 on all you attacks for a round. Would allow to to hit high AC or sink points off your to-hit to ensure you defensively cast. However if you're not really having to-hit issues then you are open to pick something that you think will help you wherever you're having problems.

How does your DM feel about Enforcer? Have you put ranks into intimidate - you could sink them all into it this level. Pick up a circlet of persuasion?


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CDG?


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I think the first level needs to be Magus so you get a bone early on. Now you have chain shirt plus dex and you stand a chance!

A starting INT of 20 is really good for this build. You'll have 3 x 1st level spells and then take Witch at level 2 for another 3 x 1st level spells. Both lists have enlarge person and frostbite.
Use a witch enlarge person pre-combat with 20% arcane spell failure so you can now spell-combat at 10ft. without losing the frostbite.
Prepare 3 witch enlarge and 3 Magus frostbite, or 2-4 if you want. The key here is not needing shield as you have armour and dex for 17AC.


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I appreciate that we'll normally be using our hair to attack once we get prehensile hair but there will be times when we run out of arcane points and if you have weapon finesse to fall back on you can also use it with your increased bab for extra attacks if there are multiple monsters within reach. You'll only ever get the one attack with the hair.
Hitting multiple monsters with frostbite will at least inflict fatigue, entangle and sickened conditions like a non-hair build would.
Plus, if we're taking two witch levels to start with our AC, hit points and general survivability will suck. We're starting off very squishy and have a bab progression of..
Lvl - bab - arcane points
1st - 0........0
2nd - 1........0
3rd - 1........5
4th - 2........5
5th - 3........5/6
6th - 4........7/8
7th - 4........8/9

and we don't get prehensile tail until 6th level! So 5 levels with a +1 Str modifier added to the above bab. And arcane accuracy doesn't come on line until 5th level so levels 1-4 were only getting +1 from the arcane pool ability. Take another 2 off from spell combat and we're not hitting very often!
A starting Dex of +3 and finesse is looking even better!

Sometimes we struggle through a few early levels until our shtick is set up, I know this, but we're really clutching a straws until level 6.


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stuart haffenden wrote:
Once you have grabbed a monster do any remaining frostbite charges become lost?

Anyone?


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I was referring to the familiar, sorry I didn't make that clear!


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Once you have grabbed a monster do any remaining frostbite charges become lost?


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Does it remove the ample recommendations to use I'll omen that isn't on the spell list!


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Well you could try life without power attack! Enforcer will give you sickened for round/point of damage via Intimidate. Also the dex increases ref/initiative/AC/AoO's.

I have the luxury of 25 points so say..

Human
Str 9
Dex 16
Con 14
Int 20 with racial
Wis 7 getting +2 from 1st level of witch and Magus.
Cha 8

Use the bonus feat for weapon finesse and take Rime. Then you're pretty much on track for a regular build.

You've got +3 to hit until you pick up Prehensile Hair to swap to Int to-hit. Will make surviving early on easier due to increased AC. I don't see the dex investment ever being a waste - it helps in so many ways.

Damage can come from Constrict. Aren't we building on the concept of prone/grapple/constrict/fatigued/entangle/sickened anyway? Basically we ruin their day and the rest of the party go to town because whatever they do, it's now going to stick due to screwed AC or saves


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Is it possible to use weapon finesse with the hair?

If so, you could half dump Str and have a higher dex to help out in the early levels hitting and all the other bonuses for having a high dex score.


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From the guide...

How it works:
This build hinges around using your Hair natural attack for ALL your attack actions. As your only natural attack it is always at Full Bab and does 1-1/2 times your Strength bonus on damage rolls. Since you use your Intelligence bonus in place of strength every time you boost your Int you boost your melee to-hit and damage.

That does say INT to hit.


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OK.

So before 4th level you are attacking via a Str of 13. And then you get INT to attack via prehensile hair thereafter baring in mind it only works for one minute per level. This is assuming you can combine the 2 hair abilities - can't see why they can't combine mind but just saying.

Plus the arcana give you an enhancement bonus to attack based on level and INT to attack a second time for one round.

It's a lot of pluses 4th onward but levels 1-3 you suck!


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Mathwei ap Niall wrote:
Uncle Taco wrote:
To be clear. Does the white-haired witch archetype's hair stack with Prehensile hair? Will your reach attack be considered secondary and not benefit from WHW bonuses like the free grapple check and use of constrict?

It doesn't really matter.

Worst thing that happens is you don't get your grapple until the second attack in a full attack or you have to take a 5' step to start the combat. That's it, whether they stack or not is a non issue.

Isn't prehensile hair where your INT to attack comes from? WHW states INT to damage, not attack so how are you using INT to hit?

Also

Can one combat mano really qualify you to use a second with the same attack - trip/grab ?


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Sorry dude, that was fairly direct!

One of the patrons has mirror image, I always pick that one because you're so vulnerable at low level.


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Persistent is better for your build. Not only does 3 rounds of the dazed condition give the whole party an enormous action economy boost but it means your damage is more likely to stick. Intensify only increases damage if it sticks.

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