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stuart haffenden's page
Pathfinder Roleplaying Game, Adventure Path, Pawns Subscriber. 1,580 posts (1,819 including aliases). 2 reviews. No lists. No wishlists. 5 aliases.
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Pathfinder Roleplaying Game, Adventure Path, Pawns Subscriber
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That all looks correct to me.
Here is a useful list of magic gear.
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Pathfinder Roleplaying Game, Adventure Path, Pawns Subscriber
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Sylvan [fey] Sorcerer could also have a snake.
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"closest space" from where you started or from the monster...?
It doesn't really make that bit clear.

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As you can see below the average AC for a CR15 monster in the Bestiary I is 30
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..........................AC Table.........................
.....# of
CR Entries Min Max Mean Median Mode Std Dev
1 81 6. 18. 14.1 14. 14. 2.09
2 113 7. 22. 15.1 15. 14. 2.08
3 112 4. 25. 15.8 15. 15. 1.96
4 94 5. 20. 17.0 17. 17. 1.75
5 88 4. 21. 17.9 18. 18. 1.94
6 74 5. 26. 19.0 19. 19. 3.28
7 89 3. 23. 19.7 20. 20. 3.03
8 69 10. 26. 20.9 21. 21. 1.98
9 67 19. 25. 22.7 23. 23. 1.36
10 50 18. 28. 23.9 24. 24. 1.64
11 52 6. 30. 24.8 25. 25. 3.25
12 51 21. 31. 26.7 27. 27. 1.65
13 32 2. 32. 27.0 28. 28. 4.93
14 30 23. 34. 29.2 29. 29. 2.17
15 44 24. 37. 30.3 30. 30. 2.65
16 33 6. 39. 31.6 31. 31. 5.32
17 23 27. 46. 34.2 32. 32. 4.14
18 23 32. 41. 35.1 35. 35. 2.43
19 20 33. 41. 36.2 35. 34. 2.58
20 24 32. 42. 37.0 37. 36. 2.05
21 5 37. 38. 37.4 37. 37. 0.49
22 4 38. 45. 40.5 39.5 - 2.69
23 2 40. 44. 42.0 42. - 2.00
24 2 42. 42. 42.0 42. 42. 0.00
25 2 40. 42. 41.0 41. - 1.00
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Pathfinder Roleplaying Game, Adventure Path, Pawns Subscriber
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It's clearly going to come down to a DM call.
I'd allow it, I agree with DM Blake on this.
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Pathfinder Roleplaying Game, Adventure Path, Pawns Subscriber
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Improved Precise Shot requires a Dex of 19 and a Bab of 11.
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Pathfinder Roleplaying Game, Adventure Path, Pawns Subscriber
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Can you buy a Pot/OIL of Gravity bow?
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Darth Smoke wrote: Having played a very powerful Zen Archer Monk with the seeking property on his bow, remember that the paladin has to know which square to hit when facing an invisible opponent, for his seeking weapon to kick in. So deliver invisible enemies that make a 5-ft step after a full attack or spell, the perception will be very very high to pinpoint them. You could have taken Imp. Precise Shot at level 6.
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Thanks for the info.
I'll continue to allow it to work in my games but that's because I think it should work.
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Ok, my bad as an example, but the question is still valid.
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I tend to agree but my DM says no as confusion isn't 'control'
Its a bit wishywashy but I'd rule as you have.
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Does protection from evil prevent the confusion effect from a Gibbering Mouther?
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Avh wrote: Quote: There are a lot of critters which are immune to cold, fire or electricity. Acid immunity is relatively uncommon. I believed that electricity was one of the least resisted energy.
If I had to sort energy in order of most resisted to least resisted, I would have said :
- Fire
- Cold
- Acid
- Electricity
- Sound
- (Force, not really an energy, but blast spells can use this) You need to swap Electricity with Acid. All Demons are immune to Electricity. There are a lot more Demons than Daemons [immune to acid].
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Pathfinder Roleplaying Game, Adventure Path, Pawns Subscriber
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Add me to the swarms should be flat camp, making them like this is following the huge mistake WotC [we only trade cr@p] made with swarms. Silly mistake.
As a side - the pawn lines should be released at the same time as an AP starts... sort it out.
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Err, pick one you like... spend all your money on it...
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I would say the bigger they are, the greater they are...
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Craig Frankum wrote:
Do you not realize what full round action means? It takes my full turn to cast, no different than a full-round attack. If it works perfectly, everyone is asleep before they even get a turn.
The casting time is 1 round, the same as summon spells, it doesn't take effect until the start of your next turn.
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The vast majority of us will probably never even face one....
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Pathfinder Roleplaying Game, Adventure Path, Pawns Subscriber
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Sometimes Weapon Focus is a cheaper option than spending loads of gold to upgrade your belt of strength.
If you are only hitting on a 19 or 20, that feat can increase your chance of hitting by 50% [5% overall !]
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Well as long as it only comes up now and then I think its fine.
It's like Rust Monsters, they suck for players but they exist so you'll probably meet one sooner or later.
One thing to remember though, you don't have to fight everything....
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Archers can gain AC from shields and can attack adjacent foes without provoking AoO's at the same time the two-handed guy gets to have a melee range of 120ft without dropping his weapon right? Fair?
Bloody Archers.
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Narrow Frame Feat is the only thing you need.
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Do you have the lyrics to hand?

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If I ever need some Pathfinder inspiration to get in the mood I can't think of anything better than the song The Necromacer by Rush.
"The Necromancer"
[I. Into the Darkness]
'As grey traces of dawn tinge the eastern sky,
the three travelers, men of Willowdale,
emerge from the forest shadow.
Fording the River Dawn, they turn south, journeying
into the dark and forbidding lands of the Necromancer
Even now the intensity of his dread power can be felt,
weakening the body and saddening the heart
Ultimately they will become empty, mindless spectres...
stripped of will and soul, only
their thirst for freedom gives them hunger for vengeance...'
Silence shrouds the forest
As the birds announce the dawn
Three trav'llers ford the river
And southward journey on
The road is lined with peril
The air is charged with fear
The shadow of his nearness
Weighs like iron tears
[II. Under the Shadow]
'Shreds of black cloud loom in overcast skies.
The Necromancer keeps watch with his magic prism eyes.
He views all his lands and is already aware of the three helpless invaders
trapped in his lair...'
Brooding in the tower
Watching o'er his land
Holding ev'ry creature
Helplessly they stand
Gaze into his prisms
Knowing they are near
Lead them to the dungeons
Spectres numb with fear
They bow defeated
[III. Return Of the Prince]
'Enter the Champion
Prince By-Tor appears to battle for freedom from chains of long years
The spell has been broken...the Dark Lands are bright.
The Wraith of the Necromancer soars
away in the night.'
Stealthily attacking
By-Tor slays his foe
The men are free to run now
From labyrinths below
The Wraith of Necromancer
Shadows through the sky
Another land to darken
With evil prism eye
What do you guys listen to to set the mood??
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1 person marked this as a favorite.
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Grab a DM screen and save yourself the time?
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Great stuff, I didn't want it to end!
I think all DM's should read that through every few weeks or so as a reminder of what they should be doing..
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You're in the right place, everywhere you look there is sand...
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My solution:
20 pts.
16 is the highest you can buy and 8 is the lowest.
This grants flexibility without min/maxing.
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Back in 3.5 there was a term for this "golf bag". It was probably the "norm" for fighter types to carry a weapon for all occasions. Since PF though, you can enchant one weapon and by-pass most DR's so it's not a problem.
I would like to know just how many weapons this player has and how many he thinks he can have positioned for "easy access". Even with quickdraw you've got to have them somewhere sensible I would have thought.
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Payment glitch fixed - please proceed with order.
peace
Stu
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My ac is a giant praying mantis with 2 good attacks and a decent grab. They start with a fly and climb speed.
Most the spell options are pretty much the same as what I've already got. This is why transformation, usually considered a poor option for a sorc/wiz, is looking so good.
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Sylvan bloodline grants an Animal Companion, maybe Worthington a look.
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No transformation love? It's a damn good buff for my Giant Praying Mantis.
It grants...
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level
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Inquistor.
can melee, heal and buff.
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sorry about the spamming, stupid phone!
mind you I am a sorcerer and spamming is my game!
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some more info.
I have boon companion.
off the top of my head...
spells.
1 silent image, ex-retreat, magic missile, vanish, enlarge person
2. mirror image, burning arc, glitterdust, rope trick, create pit
3. fireball, fly, heroism, deep slumber
4. dimension door, gr. invisibility, poison
5. teleport,
feats
focus evo, gr. focus evo, empower spell, bloatmage initiative, combat casting, quicken spelli have rods of dazing, elemental and selective
I'm a gnome
umd is about +22
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I'm about to hit 12th level and I have an animal companion (sylvan) so I wasn't thinking that transformation would be a good spell to take.
As I have magical linage Fireball I can use my 6th level spell slots to cast quickened fireballs as well as any of my 2nd level spells.
I've just gone into Bloatmage so my companion has stopped levelling so the transformation spell would keep him relevant for a few more levels.
What other 6th level spells would you recommend? I've not played much at this level as a full caster so I'm looking for some help.
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Oracle/Sorcerer = falling behind on spell levels. You'll be level 5 before you get 2nd level Sorcerer spells and that's going to hurt.
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Are there no more Camel riding dudes out there?
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Agreed. +1.
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You could have gone Straight Cleric with a bunch Of Pearls Of Power to spam Fireball from your domain.
Flame Oracle is pretty good fun at that level though!
Remember to take spam-able spells and try to pick at least one decent buff at each level, one 'blast' and one control-type also.
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Lamontia wrote: I'm surprised that there are so few small Cavaliers out there. It's been a blast to play! I'm surprised just how few builds there are out there. I appreciate it's not the most popular class but I was expecting a few more.
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Name Violation wrote: pfs
bard 1 rogue thug 1 cavalier 5 battle Herald 1.
halfling, +30 to intimidate at level 8
dazzling display from order of the cocatrice. if I beat the dc by 10 they run in fear for a round.
honor guard archetype. I aid another as an AoO for 8 ac (9 if I use a move action) and mount also aids ac as an AoO for 7 ac (8 if I use a move action). so I give 17 points of ac to an ally and give the opponent a -2 to hit on top of that.
nothing like knocking 19 off a d20 roll
Can you post your full build?
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Because with those stats it doesn't really matter!
It would be interesting to play a Fighter with 17's in all mental stats.
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Choant wrote: 17, 17, 17, 16, 18, 12
Our group has twf fighter, 2h paladin, oracle of battle, ranged ranger. This is for a carion crown game, leaning towards reach cleric of desna, or an arcane caster of some kind but looking to see what everyone else thinks.
Fighter: 2 handed weapon
Str: 18
Dex: 12
Con: 16
Int: 17
Wis: 17
Cha: 17
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Bless Weapon is a very good spell. I would pick it up.
Unless you DM allows you to buy Pots of Paladin spells [his World contains Retired Paladin shopkeepers willing to sell their paladin only spells to all and sundry]

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DM_Blake wrote: A long time ago I did a whole bunch of math. I compared, for example, the benefit of using Empower and Maximize on low level Cure Light/Moderate Wounds against the benefit of just casting a normal Cure Serious/Critical Wounds in the same slot, and in every case the average healing was better using the appropriate spell rather than the weaker spell with Metamagic.
I did the same thing comparing damage spells of all kinds of levels, applying Empower and Maximimize, against other damage spells that could be learned in the same slot (for example, maximized Fireball vs. Chain Lightning). Just in a raw number comparison, it was always better to put an appropriate spell in the higher slot, rather than the weaker spell with Metamagic.
In fact, since the release of 3.0 some fifteen years ago, I have never met anyone who used those two Metamagic feats, or they tried them and quickly figured out they are sucker bets and abandoned them.
Some others, like Quicken, Silent, and Still, have situational benefits, such as a Quickened Teleport to save the group's life when stuff really hits the fan at epic (or near-epic) levels, or casting silently when stealth is the difference between life and death. I have found that those situations come up so rarely that I can never really justify wasting a feat for them, especially since it's much easier to waste gold on a Metamagic Rod to do the same thing - gold is more plentiful than feats.
In short, my take is that they're almost never worth it and in 15 years of having 2 or 3 or even 4 casters in constant adventures since 3.0 came out, I've maybe seen just a couple players take one or two Metamagic feats and often they later said they wished they hadn't.
We ultimately created some houserules to make them more appealing to casters and now, with houserules, they're finally appealing enough that our spellcasters select them and use them.
How many of those casters were Sorcerers?
Although I'm sure your math was correct, when you have so few spells known, Empower/Maximise can really help a Sorcerer increase versatility.
And Quicken, again for a Sorcerer in particular [plenty of spell slots] gives to 2 spells each round - that equals win in my book. YMMV
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Inquisitor looks better imo assuming you can add the judgment damage!
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Any more coming? The guide isn't finished!
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The Rubble Stone Giants
Sorshen and the Wailing Banshees
Janes Admixture
Simply Red Dragons
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