Lexibean's Harrowing

Game Master lexibean

Into the deck with you!


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Human Commoner 20

Haha. And that's without Vash using hasted flurry of blows :D

Has the Tengu between Vash and the sleeping lion been injured yet?


HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd

Vash doesn't have Flurry. It's one of those things I lost for being a Master of Many Styles.

I'm ok with it though, because I wear armor and wouldn't get to use it anyway.


Yes, it is down quite a few hit points.


Human Commoner 20

Oh yep yep... Been a while since I played the MoMS haha, totally forgot that part.

And ok, hopefully a Magic Missile will take it down ;) Just wish I could find a way to make an elemental version of MM.


F Human

question on the earth glide revelation.

the revelation states I can take someone with me (for an additional cost) but what if I decide to leave them behind buried? is that possible? this is not addressed in the revelation at all.


I'd say still costs you ... but yes. And since you can't breathe under ground unless you have another thingy for that, then it'd be pretty deadly. XD


F Human

Earth glide does allow for me to breathe (and I guess whoever I am carrying) but if I leave them behind then suffocation time..


I assume the revelation works different than the spell then, cuz the spell says 'no breathing'.


F Human

here is the text from the srd for the revelation:

Earth Glide (Su): You can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. You glide at your base land speed. While gliding, you breathe stone as if it were air (you do not need to hold your breath). Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of your presence. A move earth spell cast on an area where you are flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save. Activating this ability is a free action. You can glide for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation. You can bring other creatures with you when you glide, but each passenger costs an additional minute per minute of travel.


Cool. :) It is different from the spell. ^.^


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Hey guys. Hey guys. I got into WWU and I'm super excited about it.


great ... what is it?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Western Washington University?
It's a school XD I'm in high school and all right now, just to share somethin' about myself haha.


Yaaaaaay! Congradulations! :D That's great!


F Human

yaaay you. sorry i didn't know that guess I'm to old to follow that stuff anymore.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I know XD I had to stop myself from screaming a bit cause it's almost midnight here and everyone's asleep.

Oh, in other news, my 5th-level paladin in my IRL game took on a Nessian Warhound mano-a-mano for two rounds and lived, before our 6th-level ranger showed up and helped, and then two rounds later, finally the other two party members showed up.

He lived the whole way through, even though the wizard lightning bolted to kill it THROUGH me.


Double yaaaaay! :D


F Human

yaaay everyone.


HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd

Vash's Combo Breakdown:

It's come up a couple times, so I figured I'd post this to clear the air. I'm pretty sure all the rules work the way I've been playing them. Lexi is, of course, the final arbitrator.

In Harm's Way triggers off of Bodyguard, allowing me to make myself the target of an attack aimed at an adjacent ally if that ally is subject to an Aid Another bonus from me.

Bodyguard lets me use an AoO to give an Aid Another bonus to an Ally's AC when they are attacked. Using Aid Another requires I hit an AC of 10. Because there are no fumble rules in Pathfinder I cannot fail this check. (I'm happy to roll the AC 10 attack roll if Lexi wants me to though)

The rules on resolving In Harm's Way are a bit unclear, but the consensus seems to be that the attack is resolved against me, using my defenses, including DR, energy resistance, uncanny dodge and those sorts of abilities. In the case of attacks that don't deal normal damage, like poisons or touch spells, my saves are used, not the original target's. (See this thread for an amusing in depth analysis) Whether or not the attack is resolved against my AC is ambiguous. (your call, Lexi. I'm fine with either. If my AC comes into play, Crane Wing won't be usable as often, but Snake Style will.)

Because my non-AC defenses come into play, that means Crane Wing is applicable when the re-targeted attack hits me.

Crane Wing wrote:
"you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you."

The attack would hit me normally and deal damage, but I deflect it, so it deals no damage.

Crane Riposte gives me an AoO when Crane Wing is successful. That AoO can be used to make an Unarmed Strike, or any combat maneuver that can be used in place of an attack (including Trip).

If I make a successful trip I (and everyone else threatening the tripped character) gets an AoO from Greater Trip. This attack happens upon successfully beating the character's CMD, regardless of if they actually fall over. It is figured against their standing armor class (it happens before they fall). This is important because there are a few odd effects that cause trip attempts but don't actually render a creature prone)

I also get an AoO from Vicious Stomp, which is figured against the target's Prone AC, after they fall.

All told, this uses up 3 Attacks of Opportunity.

I did a lot of research putting this build together. If anyone thinks I messed up any of the rules, please link me to a source.


F Human

natural 1 still misses the aid another regardless

missed the bodyguard feat during my review

I use the crane feats alot so I see that working normally.

I just thought that in harms way says that you take the damage in place of an adjacent ally. but the attack wasn't directed at you. thus can you use crane wing? I don't know.

I would think that to use crane wing the attack would need to hit you and you are using an ability that forces an auto hit to negate the auto hit to trigger a chain of manuvers that is cool assuming it all works that way. I just don't have the answers on that.

also dont forget that threatening defender can only be used with combat expertise and does not work in conjuction with fight defensively.

Also (i get slammed on this all the time) you cannot fight defensively unless you are making an attack roll (not an Aoo) and you cannot be total defense a do anything else (including Aoo's)

and for me personally I would not allow both the Aoo from greater trip in conjuction with vicious stomp they both appear to be Aoo's from the same effect (the trip)


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The whole thing seems legit to me, except about whether the attack keys off of your defenses or whether it just hits you automatically.

Valterra, I'm pretty sure I saw a ruling on this somewhere, that the two AoOs trigger together (assuming you can take both of them). One is from the person getting tripped by you, and the other is for the person having fallen prone.


HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd

  • I'll make the Aid Another roll from now on, just in case of a natural 1.

  • Combat Expertise and Fighting Defensively stack. (one thread of many discussing it)

  • Vicious Stomp and Greater Trip have slightly different triggers and effects. (no Dev ruling yet, but unofficial discussion from SKR indicates they work together)

  • Fighting Defensively (and it's associated penalty) lasts for your entire round and applies to AoOs. Last round when I activated Crane Wing and made my attack roll I started fighting defensively. That may not have been completely clear, but I did say I was activating Crane Style, and I did apply the penalty to my attack roll. Crane Style was active during the enemy's turn.

  • My reasoning behind combining In Harm's Way and Crane Riposte lies primarily in inferring that if other non-standard defenses (like Uncanny Dodge) come into play, then so would something like Crane Wing. In the end, this is Lexi's call.

    Does that cover everything?


  • F Human

    I am hopeing to learn something from all of this I like breaking down builds to see how they all work. question now how can we make your same build lower level?

    the fighting defensivly and combat expertise stacking...Hero Lab says they don't. will read the thread.

    learn sumpin new everyday...


    Oh god, why are you making me think about complicated rules...

    QQQQQQQQQQQ


    HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd

    I think the lowest level version is Human Master of Many Styles 2/Fighter 1

    That gets all 3 Crane style feats (by virtue of the MoMS being able to ignore style feat prereqs) and both Bodyguard feats.

    That gives you the basics. After that you just stack on synergy feats.

    The next set I'm going for is the Archon style feats (at 12 level, this build gets even more heinous)

    But for true game break goodness, have two characters take this build, but replace a couple of the Trip feats with Paired Opportunists, Butterfly Sting and Seize the Moment.

    At that point every encounter turns into an angry mosh pit.

    (feel free to steal the build for a pair of truly terrifying NPC bodyguards for your next BBEG)


    HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd

    Hey Dert-

    I noticed your attack is listed "Against Flat Footed".

    I'm curious how you're getting that without Feinting. I don't play rogues very often, so Im not as up to snuff on their abilities.


    M Human Rogue 9 (Scout / Thug) // Init +3/ HP 57/57 // AC: 19/T:14/FF:17 - Percep: +8// F +4/R +9/W +4/CMB +12 / CMD 26

    The Scout Archetype has the ability...

    Actually the ability I'm using just adjusts the damage. I'll be a monkey's uncle.

    The Scout Archetype has the Skirmisher ability that adjusts SA damage as if the target were flat-footed. It doesn't say to treat the whole attack as such though. Hunh. I've been misreading that for a very long time now.


    HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd

    Ah, gotcha. So you get sneak attack, but the target's AC isn't actually compromised. Got it.


    M Human Rogue 9 (Scout / Thug) // Init +3/ HP 57/57 // AC: 19/T:14/FF:17 - Percep: +8// F +4/R +9/W +4/CMB +12 / CMD 26

    Da. I'll have to keep that in mind in the future. Thanks for looking out.


    F Human

    curious Dert - 10d6 damage?

    got the 5d6 sneak attack and the 1d6 merciful ability.

    I only ask becuase before this game I always liked the build (from our other game together.

    besides my Son is playing the same type character in my home game and need to be reasy for it.


    HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd

    I think that's the Sap Master feat chain. It doubles non-lethal snake attack dice.


    HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd

    Looks like it's my turn.

    Lexi, can I get a partial round resolution so I know which Tengus are still standing around me?


    SNAKE ATTACKS.

    Lemme catch up now, I was sleepin' :D


    M Human Rogue 9 (Scout / Thug) // Init +3/ HP 57/57 // AC: 19/T:14/FF:17 - Percep: +8// F +4/R +9/W +4/CMB +12 / CMD 26

    Da. What DH said. Sap master doubles your sneak attack dice for NL damage vs. Flatfooted.


    HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd

    And since Skirmisher says the target is "treated as though Flat Footed" for sneak attack purposes...

    Nasty!


    male human bard (archaeologist) 9
    defenses:
    HP 52/52 AC: 16, FF 15 T 11, Fort +3 Ref +7 Will +6, CMD 16

    Dert and Vash are pretty much the scariest frontliners I've ever seen haha. Those comboed builds are...well, they're nice. Makes me feel okay about having two underpowered characters XD


    ...that poor lion.

    Murderous hobos! :D


    male human bard (archaeologist) 9
    defenses:
    HP 52/52 AC: 16, FF 15 T 11, Fort +3 Ref +7 Will +6, CMD 16

    Excuse me, I have a home!


    Murderous ex-hobo?


    F Human

    I don't, I'm a runaway


    male human bard (archaeologist) 9
    defenses:
    HP 52/52 AC: 16, FF 15 T 11, Fort +3 Ref +7 Will +6, CMD 16

    Hey, I noticed awhile ago~ Every single one of us is Chaotic Good...except Vash, who I'm guessing is Lawful Neutral.


    HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd

    Vash's alignment is Loyal-Cranky.


    Human Commoner 20

    I'm no hobo! I just.... Don't have a permanent home :P


    Cranky hobos! :D


    male Halfling Bard 1[AC:15; FF:13; T:13 / F:+1, R:+5; W:+3/ Init: +2 / Perc: +6]

    Suddenly a halfling appears with a guitar

    and sings a hobo song

    then with a twinkle in his eye and flash of a smile he is gone.


    FULITOOOOOO!


    F Human

    its the rapping ringmaster!!


    OH GOD WHY


    Human Commoner 20

    Dareon: I'd like to suggest The Bear and The Juggler too a worthy cards you found ;)


    male human bard (archaeologist) 9
    defenses:
    HP 52/52 AC: 16, FF 15 T 11, Fort +3 Ref +7 Will +6, CMD 16

    Or The Circus. I think I've already played the Carvival....How many do you think I can play?

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