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Can I cast Magic Vestment on my clothes and still use my +2 Chainmail and have all the bonuses stack? +2 Magic Vestment Clothes
So, I built a Maneuver Master Monk. At level 8, the Monk has a +15 to grapple CMB and a Grapple CMD of 36 (while fighting defensively). That is great! So I grapple a fighter with a Flaming Greatsword. While grappled, I'm under the impression that the fighter can't use that sword. Anyways, first he has to break the grapple. Now, my base CMD is 34 (fighting defensively). Here are my questions: 1) Can I fight defensively and still use combat maneuvers?
Here are my stats: Stats:
Unnamed Hero
Dwarf Monk (Maneuver Master) 8 LN Medium Humanoid (dwarf) Init +4; Senses darkvision 60 ft.; Perception +15 -------------------- Defense -------------------- AC 22, touch 20, flat-footed 18 (+2 Dex, +2 natural, +1 deflection, +2 dodge) hp 75 (8d8+32) Fort +11, Ref +10, Will +11; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training, evasion -------------------- Offense -------------------- Speed 40 ft. Melee +1 Temple sword +12/+7 (1d8+6/19-20/x2) and Cold Iron Temple sword +11/+6 (1d8+5/19-20/x2) and Silver Temple sword +11/+6 (1d8+4/19-20/x2) and Unarmed strike +11/+6 (1d10+5/x2) Special Attacks hatred, ki strike, cold iron/silver, ki strike, magic, relentless +2 -------------------- Statistics -------------------- Str 21, Dex 14, Con 16, Int 10, Wis 16, Cha 6 Base Atk +6; CMB +13 (+15 Bull Rushing, +15 Grappling, +17 Tripping); CMD 31 (33 vs. Bull Rush, 33 vs. Grapple, 33 vs. Trip) Feats Crane Style, Crane Wing, Dodge, Greater Trip, Improved Bull Rush, Improved Grapple, Improved Trip, Improved Unarmed Strike, Stunning Fist (8/day) (DC 17) Traits Friend of the Family (Koya) (Ex), Reactionary Skills Acrobatics +13 (+17 jump, +21 to jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +12, Perception +15 (+17 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Stealth +13, Swim +12 Languages Common, Dwarven SQ ac bonus +5, fast movement (+20'), flurry of maneuvers (2 maneuvers, -2/-5), greed, hardy, high jump, ki defense, ki pool, maneuver defense, maneuver training, meditative maneuver +3 (-choose-), reliable maneuver, slow and steady, stonecunning +2, stunning fist (stun, fatigue, sicken), unarmed strike (1d10), wholeness of body Other Gear +1 Temple sword, Cold Iron Temple sword, Silver Temple sword, Amulet of natural armor +2, Belt of physical might (Str & Con +2), Cloak of resistance +2, Headband of inspired wisdom +2, Ring of protection +1, 3490 GP -------------------- Special Abilities --------------------
Thanks to both of you. I think I may lean more Ptolmaeus' side. I can see that fitting with this AP better. Though I'll have to figure out how to become a captain, as I plan on that. I'll probably just go with the current captain is unfair to the crew.
I'm toying with a monk archetype for the AP. I know I don't like being evil, but good sounds obnoxious. So LN it is. However, how would you play a lawful neutral pirate? A CN one makes sense...it is Jack Sparrow. Any thoughts on a LN pirate? Maybe one that demands order for piracy? Kind of like a Pirate Navy? All for the good of the ship? Maybe opposed to all forms of piracy except flat-out killing and slavery?
My first PFS game I GM'ed was a module. I'm taking it as a GM reward towards my Level 1 Paladin. However, according to the PFS rulebook I get 1 XP and 2 PP for a scenario. But this was a full-day module. Do I get 3 XP and 4 PP? 2 XP and 4 PP? Tom
Hey Everyone, This is going to be a weird one. I'm developing a hybrid class. The party I'm playing with wants to do a sort of monk-based group. The GM has allowed a lot of tweaking of classes to make it work. It is an aquatic campaign and I had already thought about making a sea-reaver barbarian. However, with the monk/eastern aspect, I'm trying to think of how to make the barbarian fit. Here is my idea so far. It seems fair for the most part. -Lose Armor Proficiency => Gain Monk AC Bonus
Thoughts? Or is there an archetype/class I'm completely missing? Thanks! Tom
The only problem I forsee is that, for a barbarian, I need either Dex or Wis, but probably not good at both, especially if I need 6 skill points for the campaign.
Maybe even removing some rage powers to gain the flurry of blows (while retaining full BAB progression). Lose Rage power at level 2, 8, and 14.
Hey Everyone, This is going to be a weird one. I'm developing a hybrid class. The party I'm playing with wants to do a sort of monk-based group. The GM has allowed a lot of tweaking of classes to make it work. It is an aquatic campaign and I had already thought about making a sea-reaver barbarian. However, with the monk/eastern aspect, I'm trying to think of how to make the barbarian fit. Here is my idea so far. It seems fair for the most part. Lose Armor Proficiency => Gain Monk AC Bonus
Thoughts? Or is there an archetype/class I'm completely missing? Thanks! Tom
I would like to do a first-level introductory game for some people but I don't want to use the beginner box. Is it okay if I use PFS scenarios or are there other 4-hour adventures that I am not aware of available for PF?
Angra Mainyu wrote: To use a katana you are going to need limbs(arms). To use the slam, you also need a set of arms. So thats 2 sets of arms. After that, you would have a bite and a set of claw attacks from your legs. So, I have claws on my front legs, bite from my face. Got that taken care of. Now, as you can see below, I only have one set of arms so I can only use either the sword or the slam? If that is so, then I have just been doing my attack wrong. Instead of my original 1 bite, 1 claw, 1 slam, and 2 katana attacks, it would be 1 bite, 2 claw, and 2 katana attacks. Am I correct in this? Eidolon
Drakkiel wrote: (Thats going to be one WEIRD looking creature) According to the Paizo PRD, "The eidolon takes a form shaped by the summoner's desires." Using these rules, I picture the creature as a medium-sized, centaurish creature, only based off of the body of a black leopard and the torso of a halfling or something. Mackaylee wrote: Keep in mind that a Slam attack utilizes both hands to perform a hulk-like smash on something (which is why you gain 1.5 str bonus). which means you will be unable to do a claw attack and a katana attack. I was unclear of how the slam attack worked, but now it makes sense. However, as stated above, my claws are on my legs (like a tiger or leopard), so I should be able to use them in a full attack. Mackaylee wrote: you listed a quadruped, how would a quadruped use a sword? As stated above, arms evolution. Thanks for your help, everyone!
I am playing a gnome summoner and my eidolon recently took the exotic weapon feat and is using a Katana (suishen, guardian of the Amatatsu). I used this character and was under the impression I could use all of my natural attacks (at a penalty) as well as my two attacks from the Katana. Here is my statblock for the eidolon (the statblock shows the sword as being equipped). Eidolon Statblock:
Grendel
Male Quadruped NG Medium Outsider Init +3; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 25, touch 13, flat-footed 22 (+4 armor, +3 Dex, +8 natural) hp 42 (+6) Fort +6, Ref +8, Will +2 (+4 morale bonus vs. Enchantment spells and effects) Defensive Abilities evasion -------------------- Offense -------------------- Speed 40 ft. Melee Bite (Bite) +9 (1d6+2/x2) and Claw x2 (Claws) +9 x2 (1d4+2/x2) and Slam (Slam) +9 (1d8+2/x2) and Suishen, guardian of the Amatatsu +13/+8 (1d8+7/18-20/x2) Special Attacks energy attacks (fire) -------------------- Statistics -------------------- Str 20, Dex 17, Con 13, Int 7, Wis 10, Cha 11 Base Atk +6; CMB +11; CMD 24 (28 vs. Trip) Feats Exotic Weapon Proficiency (Katana), Multiattack, Power Attack -2/+4 Skills Acrobatics +9 (+13 jump), Climb +11, Perception +6, Stealth +9 Languages Common SQ devotion +4, pounce Other Gear Suishen, You have no money! -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments. Energy Attacks (Fire) (Ex) Your natural attacks deal 1d6 additional energy damage. Evasion (Ex) No damage on successful reflex save. Pounce (Ex) You can make a full attack after a charge. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. -------------------- Using this statblock I am under the impression that, on a full attack, I can use 1 bite, 1 claw, 1 slam, and 2 katana attacks. I am likely wrong as that makes this creature INCREDIBLY powerful, which wasn't exactly my goal. Also, the eidolon has an AC of 25 because of Mage Armor. Thanks! Tom
I like that. Thanks. What about raising everything by 1? +1 attack, damage, HP/die? Could be done on the fly. Any thoughts on that?
I am going to run "Rise of the Runelords Anniversary Edition" soon, but I will probably have 5 PC's playing. As the adventure path says, it was written for four PC's. If it gets too easy I want to make it a little more difficult to reflect their numbers. Any advice on how to do so? Just giving each monster and enemy the advanced template?
While I was running Castle Scarwall from Curse of the Crimson Throne last year, I came upon the problem of Castle Scarwall being so HUGE I couldn't effectively make the castle a mystery to explore. The 10 foot squares made it unruly to manage on a drawn map made for encounters on 5 foot squares, but leaving it at 10 foot squares was still unmanageable just because that castle was so awesomely huge! What I'm hoping to find is a free program that I can load a picture of a map on to and cover it in black (fog-of-war style) one room, hallway, or area at a time. Then, I can select that area and hit "Delete" and remove the fog-of-war. I've heard I can do this with photoshop but I'm not that rich. Any suggestions would be appreciated! Sincerely,
Anyone that can help, I would like some assistance. Is the only way to increase your Primary Statistics on your caravan by taking the "Enhanced Caravan" feat? Tom
Hi Everyone, Between my teaching job, playing in a brass band, playing in a campaign, being married, and writing/running a campaign, I am a little low on time. I'm looking for a resource that has a lot of traps pre-made, preferably up to CR 20. Any assistance is greatly appreciated. Sincerely,
I am going to play an Earth Elemental going Monk in a campaign this weekend. How would I get healed? Would normal healing spells work? The rules say any living creature for a Cure Light Wounds spell. However, for a Channel Positive Energy you need Elemental Channel to heal outsiders. Thanks!
So, this last Saturday, the group I'm running met the Demilich in Curse of the Crimson Throne. It looked like someone was going to die while I was planning. However, according to the Adventure Path, the Demilich takes one round to manifest. Now, the characters were all Level 12 in Pathfinder, so this should have been at least somewhat challenging. Well, the demilich lost initiative and was hit with all sorts of attacks before it could form. However, one well-placed fireball and a failed saving throw and it was down before the first round! I was appalled! No one had to make a single saving throw! Should have used the updated PRD demilich with doublish hit points.
Found a link HERE that details using level-ups to go from an Aasimar to a Half-Celestial. Thought I would take it one further and start as a human and then use the first level up to gain the Aasimar Racial Abilities. And Done.
Hey Everyone, I am making a Half-Celestial Lawful Good Human Paladin. Now, how would I figure out levelling? The Bestiary says that CR = Base Creature+1 (for 5 or less HD), CR=Base Creature + 2 (for 6-10 HD), and CR=Base Creature + 3 (10 or more HD). How would I turn this into a character? What I was thinking is that at 1st level, I make a Half-Celestial Human Warrior, effectively making his CR=1/2 which is the same for every other core class at 1st level. Then, at 2nd level, he switches his first level of Warrior for his 1st level of Paladin, essentially earning his position through a test. Now, when he gets to level up for his 6th time, I was thinking of just adding a HD without adding a level. So his hit points go up, but he does not gain a level, making him a CR 5 creature. Then, at level up number 7, he replaces the extra hit dice with a level of Paladin and continues on. Repeating the same process at the 12th level-up. Would this work or is there another way to make him progress that I'm not seeing. Maybe instead of adding HD, I could add a temporary level of Commoner? Thanks,
Thanks Greg A. Vaughan. My party will most likely not ally with the Brotherhood of Bones so this answered a lot questions.
Hi Everyone, Apologies if this has been answered elsewhere. I have "Crypt of the Everflame." I have played it, but never run it. Is there venture-captain text that should be read at the beginning? I swear I remember being assigned the job I can't find any information anywhere. Tom
So the wording on calculating treasure was confusing me. The CRB reads. Quote: Table: Treasure Values per Encounter lists the amount of treasure each encounter should award based on the average level of the PCs and the speed of the campaign's XP progression (slow, medium, or fast). Easy encounters should award treasure one level lower than the PCs' average level. Challenging, hard, and epic encounters should award treasure one, two, or three levels higher than the PCs' average level, respectively. If you are running a low-fantasy game, cut these values in half. If you are running a high-fantasy game, double these values. What am I doubling, GP or CR? Does this mean that a CR 3 Encounter with Average Party Level (APL) 3 in a High Fantasy Setting is 1600 GP instead of 800 GP? Or does it mean only a challenging or harder encounter gets doubled? Then it also says that an NPC with classes always awards triple, correct? So now, in a High Fantasy Setting against a CR 3 NPC with an APL of 3, does that mean the total expected reward is 4800 GP (BaseReward x HighFantasy x NPCClassed or 800x2x3)? And Finally, let's say that the APL is 3 but the CR is 5. Do I just take 1550 GP x 2 x 3 for 9300 GP? Lastly, this has to do with equipping NPCs. I have a Lvl. 3 Skeletal Champion Fighter (CR 5). Do I equip with Lvl. 3 or Lvl. 5 NPC gear? Thanks!
Hi all, Some magic traps require a touch attack, either ranged or melee. How do I calculate what that touch attack bonus would be? I can't find it anywhere. For example, I have a scorching ray trap, caster level 3. Thanks!
Hi Everyone, I was looking through the Inner Sea World Guide, looking for a location to run an adventure with a Barbarian, and I came across Numeria. The description mentions two types of Automatons: Gearsmen and the Insectoid Behemoths. I can not find any stats for these creatures but I really want to use them. Are there rules anywhere that people trust on building automatons? Does Paizo have these creatures somewhere? I found the clockwork automatons, but that does not appear to be what these creatures are. Any help is appreciated! Sincerely,
I hope someone is still watching this thread. I am getting ready to run my group through the beginning of "Escape from Old Korvosa". I'm wondering what is meant by "after initial investigations"? Does this take place after investigating Vencarlo's flat or at the end of Part 1? |
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