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Well, whoops, that answers that, thanks!


Hello! I'm thinking of making a Monk for PFS that attacks with scorching ray and sneak attacks. Any input would be appreciated. This is my build layout so far

Halfling Farstrike Qinggong Drunken Master Monk 9, Ninja 2, Oracle 1

Str: 13
Dex: 18
Con: 13
Int: 10
Wis: 14
Cha: 11

Traits - Magical Knack (Monk), Reactionary

1) Monk 1 - Feat: Weapon Finesse, Bonus Feat: Precise Shot, Bonus Feat: Quickdraw
2) Ninja 1 - Sneak Attack
3) Monk 2 - Feat: Accomplished Sneak Attacker (2d6), Bonus Feat: Deadly Aim
4) Monk 3 - (Get Drunken Ki Pool)
5) Monk 4 - Feat: Accomplished Sneak Attacker (3d6), (Replace Slow Fall with Scorching Ray)
6) Ninja 2 - Vanishing Trick
7) Monk 5 - Feat: Accomplished Sneak Attacker (4d6)
8) Monk 6 - Bonus Feat: Two-Weapon Fighting (add Agile to short swords at this point)
9) Oracle 1 - Apocalypse Mystery - Revelation: Spell Blast, Feat: Accomplished Sneak Attacker (5d6), Withered Curse (immune to sickened condition at this level, can abuse alcohol nonstop for unlimited drunken ki)
10) Monk 7
11) Monk 8 - Feat: Accomplished Sneak Attacker (6d6)
12) Monk 9

This is a quick overview of what I have planned. Basically you can use drunken ki to fuel the powers. Magical Knack will make the Scorching Ray be treated as 11th level at level 12 and it will give three rays. 6d6 on a sneak attack on top. Vanishing Trick will always leave enemies flat-footed, can rely on thrown weapons when low on ki and can quick draw agile weapons for dex damage in melee. if you snipe as a far strike monk, you only take a -10 on stealth instead of a -20 as normal. I can edit this when I get home from work to make it a bit cleaner.


2 people marked this as a favorite.

My friends and I use the critical fumble and critical hit decks in our casual play games. My favorite was I rolled double natural 1's on an attack on my dwarf fighter that throws rocks, then pulling the "What are the odds?" fumble card that says "If you made a thrown attack, you hit the target, but the weapon ends up in the target's possession."

So the enemy took a bunch of damage, then ended up with a rock.


Hey Walter. I like your guide and it's very informative. However, you'll want to look over Nethys' 2nd Evangelist boon again. It does allow you to summon an Arcane Eye 3/day, but what you missed is the Arcane Eye has Arcane Sight on it as well, which is another 4th level spell.

This means, you have a mobile arcane sight with no distance limitation. You can safely scout anything you want, anywhere, any time for 1 minute per level. Note that during this time, you can see every aura and study creatures to determine their spell casting abilities and spell-likes without a knowledge check! This is an amazing ability and right now my GM is getting rather frustrated with it :). We're running Rise of the Runelords and I'm making use of this thing everywhere we go.

I'd say this deserves *at least* blue, if not purple. Having a safe, invisible scouter that reveals any dangerous enemies, immediately identifies equipment and allows you to knowledge check buffs they have on from literally any range, AND it can squeeze into any hole of at least 1 inch in diameter. This is an ability with value that outweighs anything I've ever seen before.

I hope this information helps.


For anyone still interested in this thread. I'm currently running Rise of the Runelords with friends and this is my current build.

Archon-Blooded Aasimar - Daylight (2nd level spell on both Divine and Arcane lists) to qualify for Mystic Theurge, School Understanding Arcanist Exploit Divination (Scryer) gives Send Senses as a Spell-like ability, which is treated as Clairvoyance, which is a 3rd level spell, qualifying for Evangelist.

Str: 7
Dex: 12
Con: 11
Int: 17
Wis: 10
Cha: 17

Worshipper of Nethys
Traits - Outlander (Loreseeker), Magical Knack (Arcanist)

1)Oracle 1 (for 8 hp)- Heavens Mystery, Awesome Display Revelation, Haunted Curse Feat - Spell Focus (Illusion)
2)Arcanist 1 - School Understanding - Divination (Scryer)
3)Arcanist 2 - Feat - Deific Obedience (Requires 3 ranks in Knowledge Religion to take)
4)Evangelist 1 - Stat bump (Int +1)
5)Mystic Theurge 1 - Feat - Craft Wondrous Item
6)Evangelist 2 - Aligned Class (Mystic Theurge)
7)Evangelist 3 - Feat - Leadership
8)Evangelist 4 - Stat bump (Charisma +1)
9)Evangelist 5 - Feat - Extra Exploit - Counterspell (Su)

This is where I'm at currently. From a role-playing aspect, my character has slowly started to become corrupted by the dark magic (Her love for magic is why he has chosen Nethys) and is transitioning towards evil. She's currently researching necromancy and the path to become a lich so she can devote eternity towards the study of magic.


Yep, I've seen that also. If you use the two together on a crit, you can destroy the rock and do both effects. One will give the rock a broken condition, the second one will take it from broken to destroyed.


A rock is a rock. And have you ever had a rock thrown at you? They hurt, and kill people, and therefore are weapons. Anyone can roll a craft check to craft a weapon. Pick up a rock, say "I attempt to craft a 0gp rock out of this stone on the ground that's already in the shape of a rock", since it has no value, it takes no time, successful craft check turns it into a crafted weapon, or you can just use common sense and recognize that's already a rock. Either way, there is no official ruling on this yet and my GM has approved rocks as a weapon due to the following.

Dwarf Oracle Favored Class Bonus - Reduce the non-proficient penalty for one weapon by 1. When the non-proficient penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.

Magic Stone Spell

http://paizo.com/pathfinderRPG/prd/spells/magicStone.html

"You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead."

At this point, they're also considered thrown weapons, which are also made of stone.

Oracle Stone Mystery Revelation

Rock Throwing (Ex): You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your own size. The range increment for a rock is 20 feet, and you can hurl it up to 5 range increments. Damage for a hurled rock is 2d4 for a Medium creature or 2d3 for a Small creature, plus 1-1/2 your Strength bonus.

And from the Universal Monster Rules.

http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Rock-Throwing-Ex-

"A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5."

Anyway, I spoke to my GM and he ruled as well that I'll just need to make the confirmation roll to determine whether it beats the CMD even with it. I suggested that he just treat the confirmation as a natural 20, but he wasn't going for it :P.


Actually, rocks do have the fragile weapon property.

Source: PRG:UC

Cost 1/4 normal.; Weight 3/4 normal.

DESCRIPTION

Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly.

Weapons Light and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone. Weapons made of stone have half the hardness of their base weapons, and have the fragile quality.

Armor Armor cannot usually be constructed from stone, but advanced, often alchemically enhanced stone armor made by dwarves or other stone-working cultures does exist (see stone coat).

Cost/Weight (Longer Wording) "Stone weapons cost a quarter of what base items of their type do, and weigh 75% of what base items of their type do."

But, I do appreciate the input for the rest of it. I plan on running this by with my GM and see what he says as well.


I'm using an Oracle/Fighter combination that throws rocks at things, and I'm thinking of giving him these two feats. Can anyone tell me how they would work together?

http://www.d20pfsrd.com/feats/combat-feats/impact-critical-shot-combat-crit ical

Impact Critical Shot (Combat, Critical)

Prerequisite: Dex 13, Point-Blank Shot, base attack bonus +9.

Benefit: Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent’s CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity.

Normal: You must perform a bull rush combat maneuver to bull rush an opponent, and you must perform a trip combat maneuver to trip an opponent.

----

http://www.d20pfsrd.com/feats/general-feats/disposable-weapon

Disposable Weapon

Prerequisites: Base attack bonus +1, proficient with weapon.

Benefit: Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can give your weapon the broken condition to automatically confirm the critical hit.

With Disposable Weapon, you don't make a confirmation roll, you just automatically crit, so I'm wondering how this would play out with Impact Critical Shot.

Note: They're both from the same source book, Ultimate Combat.


So, I'm playing a peculiar build. Oracle, Arcanist, Mystic Theurge and Evangelist and I'm going for lich. This is obviously not PFS legal.

My GM has allowed me to take the Leadership feat. Well, my problem now is passing him the fact that Rod of Wonders is PFS legal (which, I have yet to present that to him). Even Michael Brock acknowledges keeping the gems that the Rod can spit out in PFS.

http://paizo.com/threads/rzs2omtl?PFSOP-regarding-items-that-create-other-i %20tems#4

So, my plan right now is to have my followers fire off the rod in 8 hour shifts. One rod will generate 9,504 gp in 24 hours.

A turn is 6 seconds, there are 86,400 seconds in a day, 14,400 turns in a 24 hour period. There is a 3% chance of getting gems, and they fire 4d10 gems worth 1gp each. (Max+1)/2*# of dice (11/2)*10 = 22gp average per trigger. Final formula = 14,400*.03*22 = 9,504 per day.

Fast forwarding. In a matter of two weeks, I'll be able to pump my Charisma to 30 at level 9 through the use of tomes and a +6 headband, which will give me a leadership score of 19, 46 followers at level 9, cycling out rods, generating 145,728 gold a day.

So....any advice on how to sweet-talk my GM into accepting this? :P

Thanks.


Well, that's a bummer. Thanks. I never knew that.


Rules state that you can't take AOOs while grappled.

http://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled

When you initiate a grapple, both creatures gain the grappled condition, which disables them both from taking AOOs. Releasing a grapple is a free action, but not an immediate, so you'd have to release the grapple on your turn so you can take AOOs.


Trait - Magical Knack
"Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice."

Are you able to take this trait twice, one time for two different classes, since the trait bonus applies to a specific class?


Yeah. My GM just ruled the Remorhaz bite attack as having the heat factor. I contested it with him stating that it says that anyone touches his body takes damage, not his bite attack since it states that the players start taking heat damage when swallowed.


I'd say well done on the Paladin's part in regards to getting the person tied up. If the Paladin averts his eyes from his captive at any time, you can casually mention that they turn to the captive and she's missing. You're the GM, she could have made an escape artist check and gotten away while they're trying to fish up the Goblin, but for the others you might want to alignment check them in regards to using the Goblin as live bait. That sounds like an evil act willfully risking a living creature's life to lure something out. Good or Lawful aligned characters would likely object to that considering it's pretty cruel.


Yeah, without going Haunted Oracle or taking the Two-world Magic trait for Mage Hand it's really hard to qualify for it as a Divine Caster.


"When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day."

Doesn't have to be Arcane, that's why I'm having fun with it. You can raise divine casting levels with it.


Alright, so I have an Aasimar Oracle at level 1. I just completed a Module that levels him to 2. This is a PFS character and my Aasimar is Grandfathered in, just for reference.

I'm running a Musetouched Aasimar Oracle/Ninja.

Glitterdust qualifies as a 2nd level spell, Haunted Curse gives me Mage Hand as a bonus spell, and 3 levels of Ninja give me 2 Sneak Attack dice, allowing me to qualify for Arcane Trickster at level 5.

Flame Mystery gives me Gaze of Flames - Lets me see through Fog, Smoke and fire (60 foot dark vision to top it off)

One of my traits is Magical Knack - +2 Caster Level on spells, up to current hit dice.

Other trait is either going to be Armor Expert (-1 on armor check penalties for when I get Mithral Breastplate later) or Magical Lineage - Obscuring Mist.

My two first level spells are Obscuring Mist (since I can see through it which allows me to take AOOs and steath for sneak attacks) and Summon Monster I, so I can get a flank from my summoned creature.

I have a few options that I'm considering at the moment. I am considering taking Magical Lineage with Widen Spell so I can keep Obscuring Mist as a 1st level spell and have it cover a 40 foot spread.

I'm also considering using Spring Attack with this build so I can run through the mist dealing sneak attack damage and regaining my stealth afterwards.

Currently using a Masterwork Cold Iron Wakizashi.

So, if anyone has suggestions on how to pimp this character out more, I'm all ears!


Society play is 20 points, so it's really up to you if you're running casual. I'd suggest just weaken the encounters rather than strengthen the players.


Hello everyone,

I have some very important news that I feel I should share with the community. A brave warrior was slain in battle today.

The fearless mercenary, Hayato Nakayama, passed away due to injuries that he received during his journey through the Enigma Vaults in Thornkeep.

This iconic hero shall remain in our memories and his name shall forever echo throughout the lands.

Rest in peace, Hayato.


Thanks for the input everyone. This is a society game, so I'm just trying to find the official ruling since we can't do house rules.


Reposition:
Reposition

You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire.

If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent's CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.

An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement unless you possess the Greater Reposition feat. You cannot move a creature into a square that is occupied by a solid object or obstacle.

-----------------------------------------------------------------------
There are a few differences between Grapple and Reposition.

1) It takes 2 rounds to reposition with a grapple. First round to initialize the grapple, second round to move the foe after maintaining the grapple. It only takes one round to reposition.

2)You cannot reposition anyone INTO harmful spaces, but you can move them out of them. You can move people into harmful spaces with grapples.

Honestly, I would rule it as a grapple attempt if you're throwing a chain down to grab him with it, otherwise it would simply be a climb check for the person trying to get out of the cauldron using the rulings of having a rope against a wall. Since he's in a cauldron, you can't reposition him to an adjacent square since the cauldron blocks the path. Climb check would make the most sense in this situation.


http://paizo.com/prd/skills/acrobatics.html

"In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10."

Using acrobatics to avoid AOOs can be done at full speed. Which means if attempting to avoid AOOs was allowed in the command spell, it would just force them to make a higher DC check.

As for the other conditions, it's not very clear what would cause the spell to fail. I'm pretty sure being stuck with the Sleep spell, helpless, rooted, etc would counter the spell. But as for a pit and a beam, if those are the fastest paths to take and if he didn't would prevent him from making it then I could see him making a jump check to try to get across.

The bear trap wouldn't prevent him from reaching me even if he hit it, he would just have to double move, which is all he's able to do during 1 round spell duration anyway. Not to mention the bear trap is an attack roll. If he notices a poison dart trap trigger, would he attempt to jump over that as well?


This is a very badly worded item for sure. One part says you must summon additional of the same kind of creature (wolves = wolves) another part states you can summon others within the same creature type. I'd say it's up to the GM at this point.

If it were me, I'd rule based on "The artistic scrawls on the dark surface of this small bronze
cauldron depict an array of exotic animals, legendary beasts, leering
fiends, and hosts of elementals." and "the cauldron automatically conjures".

The first part describes a variety of beasts, second part shows that it's outside of the player's control of what comes out.

As the GM I would roll randomly within the same type of creature (animals to animals, elementals to elementals, etc) to see what pops out on the lower tier.


1 person marked this as FAQ candidate.

We were running a PFS game yesterday and I was running a level 5 Inquisitor. I set a bear trap behind a door. When the enemy opened the door, I launched a readied Command spell at him and commanded him to approach. He noticed the bear trap, but the description says of Command says "Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal."

The question is, would this guy have been able to use acrobatics to jump over and avoid the trap although he provokes AOOs normally?

Command:
Command

School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric 1

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Target one living creature

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, the spell automatically fails.

Bear Trap is located on page 186 in the APG.You can also find it at http://paizo.com/pathfinderRPG/prd/advanced/advancedGear.html

Bear Trap:
Bear Trap CR 1

Type mechanical; Perception DC 15; Disable Device DC 20

Effects

Trigger location; Reset manual

Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the creature's ankle and halve the creature's base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check

Thanks


Sorry, what I meant was he used acrobatics to jump over the trap while he was under the effects of the spell. I spoke with the GM about it and he wants to make sure that he's ruling it correctly as well.

And yes, it is a rules question and I completely missed the rules question forums lol. I couldn't find it, sorry about that. I'll post there thanks.


We were running a PFS game yesterday and I was running a level 5 Inquisitor. I set a bear trap behind a door. When the enemy opened the door, I launched a readied Command spell at him and commanded him to approach. He noticed the bear trap, but the description says of Command says "Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal."

The question is, would this guy have been able to use acrobatics to avoid the trap although he provokes AOOs normally?

Command:
Command

School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric 1

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Target one living creature

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, the spell automatically fails.

Bear Trap is located on page 186 in the APG.You can also find it at http://paizo.com/pathfinderRPG/prd/advanced/advancedGear.html

Bear Trap:
Bear Trap CR 1

Type mechanical; Perception DC 15; Disable Device DC 20

Effects

Trigger location; Reset manual

Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the creature's ankle and halve the creature's base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check

Thanks


Sorry, I put the link to the feat there rather than try to type it all out on my phone. The feat says what happens if used against a mounted opponent, but RAW doesn't specifically prevent you from using it against an unmounted opponent, it says you may attempt a free bull rush attempt and if it's successful it unseats them in addition to the bull rush.


http://www.d20pfsrd.com/feats/combat-feats/unseat-combat---final

the description of this feat says you must be mounted, but it does not say that your opponent must be mounted. Can this feat be used on an unmounted opponent to get the free bull rush?


Go out and buy plot twist cards and demand that your dm uses them


Go back to town and get some tanglefoot bags


Well, considering a monk always lawful good and using poison on a weapon is definitely not a good act I would assume that the risks on that note alone would made the monk not want to use poison.


So the Dust of Dryness forms a small pellet and breaks when thrown (I'm assuming when it hits something). What are the rules if you were to make a medium sized creature swallow it. If it were to break, how much damage would it do? Would it be a fort save or die? (Assuming it absorbed all 100 gallons worth of water). My DM and I are trying to figure out a good ruling for this.


Thanks for the answer, was trying to figure it out with my dm earlier.


The description says that the ranger loses favored terrain, but they still get camoflauge. Can they still use it somehow?


I've been trying to get a Critical Fumble Deck for a few weeks now except the local stores that sell them are sold out, as well as they're unavailable on the website as well. I would rather avoid purchasing one off e-bay. Does anyone know when these will be available for purchase again?