Mezzoloth

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Organized Play Member. 13 posts. 1 review. No lists. No wishlists. 1 Organized Play character.


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Grand Lodge

Hmm. With it listed as a drug, Kroop or Grok would have been dead long ago, and several times over during the AP.

Grand Lodge

This is awesome to read!

My players were having massive troubles in the grindylow cave, so I created a character to save them and add a bit of fun to the slow grind of the grindylow cave. He was another member of the shipwreck that had a swivel gun and a raft that he used to avoid the ghouls. After half the party died or were captured by grindys, he floated in the cave shouting "Ye derned fools! Are yeh tryin tah get kilt!" He then proceeded to give the party ranged support as they rescued everyone. It also alowed me to share some of the back story that they normally wouldn't hear.

Grand Lodge

So, I see a lot of threads mentioning "Death by rum rations". Not sure if I am the only one who noticed this, but you only take damage to CON if you fail the DC 5 fort save. If you have a fort save of +0, that is still only a 25% chance of getting #$%@-faced drunk. On average, that means you get nearly 3 days of sick free drinking. I also know this is not how random chance always works out, but my players drank all the time. The only dangerous times is if you play "Heave" all the time, as my cooks assistant did. That's how you die of rum. I felt it to be a very beneficial power-up for this very RP charged first section of this game.

Grand Lodge

Really, Really not that hard to understand, unless you want it to read in a direction that it doesn't. DR effects damage that comes in. Regardless of the delivery of the damage. But the DR does not "foil" the fact that you touched them in the delivery.

Poisoned (injury) longsword (1d8) Vs. DR 10/-
Attack does 8 damage. 10 of that is removed. The attack has no damage. The attack is negated. Poison does not occur, as it requires an injury.

Pistol, touch attack Vs. DR 10/-
Attack does 8 damage. 10 of that is removed. The touch attack still "hit" and is not negated.

Liches touch attack Vs. DR 10/-
Attack does 8 negative energy damage. None is removed. The touch attack still "hit" and is not negated.

Magus Poisoned (injury) shocking grasp Spellstrike Vs. DR 10/-
THIS IS WHAT THIS RULE IS FOR IMO.
CASE 1: magus attacks, does <10 damage. Attack negated, no spell.
CASE 2: magus attacks, does >10 damage. Attack success, spell goes off.
CASE 3: magus chooses to deliver the spell via touch attack. Attack hits, DR removes 0 damage. Attack success, spell goes off.

The only reason the line "Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains." exists, is to prevent DR from making attacks that deal 0 damage unable to effect the target.

Imagine, without this line...
Mites are the worst thing to fight ever at low levels. (DR2!)

Grand Lodge

E I wrote:


"Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. "
PFSRD wrote:
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

Read the whole paragraph. If the damage from the touch attack is negated completely, the actual "touch" is not negated. So say you had a Flaming Pistol, If the 1d8 from the gun is reduced to zero, the 1d6 of fire is not ignored, because the touch hit. Touch attacks do NOT bypass DR.

Grand Lodge

The action for "Use a feat" is varies, and the note to the entry says that the action is defined in the feat description. I don't see an action defined in the description. The only thing I can see that would allow you to use this ability is that you make a melee attack. An AoO can be a melee attack, and if you have not made any attacks, the first AoO would allow you to trigger lunge, allowing other attacks until you experience the next "end of your turn" to have +5 ft. reach.

Grand Lodge

Prerequisites: Combat reflexes, Mobility, base attack bonus +5.

Combat Patrol from SRD:
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.

Combat patrol is used on your turn. What I need to know is when can you activate lunge? Can it be used on your opponents turn? Then its effects would expire the next time "the end of your turn" comes around. Or am I wrong?

Grand Lodge

Lunge (Combat)

Feat from SRD:
You can strike foes that would normally be out of reach.

Prerequisites: Base attack bonus +6.

Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

When can you activate this? Do you have to do it on your turn? or just at any point that you are going to make a melee attack?

FOR EXAMPLE:

Fighter takes no attacks on his turn, and instead uses a full round action to set up a combat patrol (APG). Turn ends.
Opponent provokes in his threatened patrol. At this point the fighter has not made any attacks. Can he activate lunge? Then his patrol gets bigger, assuming he has reflexs and can take advantage of that.

As per RAW, no action is listed to activate the feat, and the conditions are : No attacks have been made [check].

Grand Lodge

Heya everyone. I was wondering if I could get some feedback or advice on a character build.

Our party is full of squishy characters. A Witch, an Inquisitor, an Archer (Fighter alt), a Healing Oracle, and a Summoner comprise the party. I have elected to build a tough man to stand in the way.

Resources at my disposal:
7th Level.
Stats: 17, 14, 14, 14, 12, 8 (Rolled with 6+2d6)
23,000gp.
2 traits.
The Pathfinder Core and APG.

Currently I have built a Spartan. Human Barb1/Fighter6 (Phalanx Soldier) .

High points: Shield and Polearm for ac and reach.
AC: 29
Breakdown: +9 (+1 Mithril Full plate), +6 (+1 Mithril Towershield w/ shield focus), +1 (Dodge), +2 (Dex), +1 (Natural armor amulet)

Stats:
STR: 14
CON: 20
DEX: 14
INT: 12
WIS: 14
CHR: 8

Feats: 9 (fighter 1, 2, 4, 6, human, level 1, 3, 5, 7)
- Toughness
- Shield Focus
- Dodge
- Mobility
- Combat Reflexes
- Combat Patrol
- Endurance
- Diehard
- Stand Still

HP: 12 + 7d10 + 35(con) + 7 (Toughness) = 51 to 124

This build allows me to set up a patrol of 15 ft. that I can prevent people from moving past me. Fast movement helps with the reduced speed, rage gives me a larger con (24) for diehard and bonus temp hp (17). 23 CMD on Bullrush, trip, pull, push and overrun. Damage output isn't an issue, the rest of the party is OVERWHELMING with damage.

Any tips? Ideas? Links to better builds?

Gold Spent: 14830 (8170 remaining)
1180g (Shield, +1 Mith) 11650 (Fullplate, +1 Mith), 2000 (Amulet)

Grand Lodge

Most important thing I can mention for the debate is that flanked and flanking bonus are NOT the same thing.

PFSRD wrote:
When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.
PFSRD wrote:
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.

This image demonstrates flanking..

If you are in a flanking position, your opponent is flanked. You can sneak attack with a spell or wand. You do not have to threaten the target, only the ally on the other side must threaten.

PFSRD wrote:
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
PFSRD wrote:
Only a creature or character that threatens the defender can help an attacker get a flanking bonus.

Grand Lodge

I guess I can console myself in the fact that "great minds think alike".

*shakes fist*
Damn you for thinking similarly yet better than me.

*cough*
Very nice item.

Grand Lodge

Oh great and wise ones, I await your RIGHTEOUS VERDICT!

Cayden Cailean's Stupendous Stein

Aura moderate conjuration, divination, and transmutation; CL 9th

Slot -; Price 37,600 gp; Weight 1 lb.

Description

Commonly found in the possession of the clergy of Cayden Cailean, this ornately carved lidded stein can be hung from the owners belt. Every day at dawn, the stein magically refills itself with good quality ale, replenishing its charges. The stein will not spill if dropped or inverted. A filled stein has five charges. Drinking from the stein allows the bearer to use a number of charges to produce one of the following spell-like functions.

  • Augury (1 charge)

  • Cure serious (3 charges)

  • Righteous might (5 charges)

Drinking from the stein to produce a spell-like function is a standard action that provokes an attack of opportunity.

While the stein is held in hand, the wielder receives a +1 morale bonus to charisma based skill checks.

Construction

Requirements Craft Wondrous Item, augury, cure serious wounds, righteous might; Cost 18,800 gp

Grand Lodge

1. (esp. in ancient Greece) an utterance, often ambiguous or obscure, given by a priest or priestess at a shrine as the response of a god to an inquiry.
2. the agency or medium giving such responses.
3. a shrine or place at which such responses were given: the oracle of Apollo at Delphi.
4. a person who delivers authoritative, wise, or highly regarded and influential pronouncements.
5. a divine communication or revelation.
6. any person or thing serving as an agency of divine communication.
7. any utterance made or received as authoritative, extremely wise, or infallible.
8. oracles, the Scriptures.
9. the holy of holies of the Temple built by Solomon in Jerusalem. I Kings 6:16, 19–23.

Helping.