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Gortle wrote:
A blog post series from the designers about the changes for the classes in the remaster would help a lot. Like just a bullet pointed list of changes and a sentence on why it changed with some light comment section replies would go a long way.
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They just straight up can't use weapons. "Instinct Ability—Bestial Rage While raging, you gain your
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>but that didn't make it to print so for now it does not It made it to print in Affliction Mercy though. I think the most RAW interpretation is Mercy doesn't apply to effects causing conditions unless the character takes Affliction Mercy at which point it does. Hopefully we get it touched on in the PC2 errata and clarifications. Without the previous guidance we're kinda stuck. Expect table variance?
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I read Affliction Mercy's "instead of effects" as a clarification on Mercy, like the line was missed in Mercy. It seems like it makes more sense with the previous guidance being removed. Why include "instead of effects "causing conditions when Affliction Mercy doesn't interact with conditions at all? Affliction Mercy:
Which makes Mercy have the following options:
And now Mercy of Recuperation
Mercy should remove effects causing conditions.
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In PC2 Mercy got a few new tricks, allowing it to counteract a whole bunch of conditions. It very notably is missing the line that would limit it from counteracting afflictions that cause the conditions like Sure Footing or the new Alchemist feat Invigorating Elixir. Is this intentional? Can Mercy counteract a disease that imposes both Clumsy and Stupified? There's the lvl 12 feat, Affliction Mercy, that specifically calls out counteraction afflictions instead of effects causing a condition. Is Mercy also being able to counteract some afflictions stepping on the design toes of a higher level feat?
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So, I'm thinking of building my favorite home character for society. I'm torn between Slayer - 11 or Slayer 7/Shadowdancer 4. 18 Str
The play style would be to bounce around with spring attacks, move/stealth->sneak attacking->move/stealth with a reach weapon. The reason I'm torn between the two is that Shadowdancer may have a lot of table variance. Each GM seems to have their own take on how stealth rules and lighting conditions work. Issues could come up with how hard is it to find dim light to hide in, having the shadow auto-break some scenarios, having an undead (even non evil) may cause the party hardship. Had anyone played with or GM'd a Shadowdancer? How did things go? Also, metagame wise, I have an Ioun Stone with Continual Flame CL 11 cast on it on a lvl 7 sheet. Slayer 11
Slayer 6/Shadowdancer 4/Slayer 1
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Hello, I'll be joining my first game of PFS this coming Saturday and could use an extra set of eyes to look over my character. While I've been using the system for several years now I've never really tried getting into the Galorion world until now. Rhyner Thatch
Faction is Andoran,traits are reactionary and focused mind and feat is improved initiative.
Anything obviously illegal?
Thanks in advance Edit 1: removed illegal archetype. Thank you!
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Hello, I'll be joining a RotR campaign and currently plan to play a Human Cleric of Erastil with the Eagle and Animal (Feather) domains.
STR - 10
But I'm open to moving the 14 from CHA to STR for composite damage or dumping a stat to 8 if it could help. I'd rather avoid dumping as I'm trying to be less min-maxxy than usual. My goals for this character is to be a backup ranged damage dealer and party buffer/healer. Stay at range and cast touch spells with the Hawk Familiar and use the bonuses to ranged attacks from the domain powers/spells. Current party is a Lore Warden and Sorcerer with the Fire bloodline. There may be more players inbound, but that's unclear. Any suggestions or improvements? How should I progress the build into the future? Should I pick up a variant channel?
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Infiltration Inquisitor with the Conversion Heresy might work if your party needs a face. You'll be adding Wisdom to your AC, Attack rolls, Intimidate and twice on your Bluff/Diplomacy. Not as optimized, but I think the most optimized solutions have already been proposed.
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So my DM is allowing Hamatula Strike with Hamatulatsu Strike and it creates some odd interactions with other abilities. Lets say some little casty was trying to 5 foot step out of my threatened area. This provokes an attack from Stand Still,and No Escape so I punch him with my stabby fingers and start a grapple. Do I get to add half my level as stated in the Brawler special ability?
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1) The spell has the Evil descriptor, so if you are playing in a party with good members using the spell without internal conflict would be difficult at best. He may also have families of the undead he is using hiring assassins to get the bodies back. 2) At higher levels you still only create crummy zombies. Even if you create higher CR zombies you still have a ton of weakling zombies that will most likely not survive a single AoE. 3) Number of bodies will become an issue at that level. And he could control up to 40HD+ of zombies. 4) If the player is still using it in bulk, have him roll in bulk. One attack for x number of critters and then give him average damage or a certain number of dice multiplied. 5) Have him roll his attacks and damage in other people's turns. 6) DM troublesome spells as NPC only. Just a few ideas. What is the context of your campaign?
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redward wrote:
Hmmm, I always assumed it was limited by your carrying capacity.
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redward wrote:
Player: I now see the Wizard as my foe. DM: What?Player: Yep. Foe. He's down and no longer helping the party. In fact, him being unconscious is aiding and abetting the enemy. I want to throw my foe. DM:... Player: Yep. I'm going to throw my foe at that good for nothing healer. Player: I want to Drag the Dominated Rogue away from the Sorcerer so he can dispel it and move during his turn.
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redward wrote:
Why not?
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You did nothing wrong by RAW. The monster grabbed him and manhandled him as monsters are wont to do. If he thinks it's wrong, don't get into melee with something eight times your size. Reposition is more for allies than for enemies. If you have someone that goes down you can basically auto succeed as you get an effective +9 to CMB. A Fighter could effectively throw a squishy 15 feet to safety.
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maouse wrote:
Aff, you are correct I left that out. My DM homeruled the movement requirement when my Fighter/Shadowdancer Combat Maneuver junkie could stealth, run up and attack/trip/whatever then just stand in the same spot and likely get the benefits of greater invisibility. No dex to their CMD and a shadow for flanking with Greater Trip made him kinda OP till lvl 12.
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Brotato wrote: What Dragon said. SD needs a shadow within 10 feet to use HiPS, and if the enemy has darkvision he can't stealth at all (as the shadow wouldn't give him concealment.) HiPS:
A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
I don't see how having darkvision will affect her SU ability which allows her to hide while being observed. As far as Sniping goes, that is used to maintain your position while at least 10 feet from a target. It is a move action immediately after an attack while using HiPS stealth follows normal stealth rules thus not needing an action nor getting a penalty.
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So the idea for this build is a fighter using a Blinkback Belt, Throwing Kukri, Close-Quarter Thrower and Clustered Shots to do his DPS. Basically, draw and throw your weapon in melee, get full STR on every attack and bypass DR due to Clustered Shots while still being able to flank and receive AoO's. This is a high level build to replace my bard if he ends up getting killed. Last session ended with talk of strapping him to an antimagic field so the grappler could help walk a vampire to the light. Thoughts? 1) Dodge,TWF, Weapon Focus (Kukri)
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spectrevk wrote:
Well, lets say you only use regular daggers. You throw them using full strength instead of half and you only apply DR once. That and you add more attacks via rapid shot.
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Do you provoke when throwing weapons in melee? Honestly I've never built a character that does it, I've wanted to but my group optimizes too much. And if you have quick draw you can just continually throw your offhand. Edit- aff, yes it does provoke. Me being retarded. But with enough range you can just toss your other daggers. EditEdit- Why not just use Close-Quarters Thrower, and then melee throw your daggers through their DR?
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Treat is as a Natural Attack "Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type." So -5 to hit and .5 STR added.
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So lets say that I use Enlarge Person on my tiny Tumor Familiar piglet (Pigpig), and Reduce Person on my small Halfling (Corvan). Now lets say that I permanency these spells. I now have a Tumor a size category larger than my character. Does this mean I can saddle him? Or should I start rolling Fort saves to not die of cancer? Are there any rules that prevent me from doing this? Aside from common sense of course.
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Multiple Creatures Grappling the Same Target:
Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check. Think of it like this: When you grapple, both you and the enemy have the grappled condition. There are only two options when you come to enter the fray, help one or the other. Either way, you are aiding.
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If the ally is already helpless or tied up, a disarm maneuver would be the best way to remove the dagger from the equation. However, as previously stated, getting that said ally to the point where he could be coup de graced would be difficult. As to group grapples, aide another is how those should be resolved.
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Our group has been seeking wishes to obtain a certain item, "The Eye of Winter" an item that a certain pirate queen has in her possession. By possession we mean her eye socket. So far she's only had to make the one fortitude save, but soon... We also have in our possession a tiny god-child that has Limited Wish as an at will spell like ability.
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Rage Powers:
Knockback would also be a good rage power to take, allowing you to get bullrush as an an attack would give you a lot of battlefield control. Beast Totem: Agreed for reasons you stated. Also lets you enter a fight quickly and establish yourself as an immediate threat. Best way to tank! Combat reflexes, in harms way and bodyguard are all solid tank feats.
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This is by far one of my favorite popcorn threads. These are a few deaths in my current campaign, all of which have been rather funny or awesome. Our group also used these deaths to incur several quests worth of repayment from a certain Nymph who's been reincarnating us. And Then We Set the Cleric on Fire:
First I will note that I was not in attendance for this encounter. Later upon hearing about it my jaw dropped in the sheer stupidity of my group. We were after an artifact level item "The Heart of Winter" that was lodged inside a glacier. The heart was in the center of the town that the glacier had formed around, haunted by a horde of shadows, wights and had had a group of ice giants trying to excavate the ruins. (We dealt with that.) Our group's sorcerer had discovered that the shadows were attracted to heat when he had lit his cigar and had one suck the heat out of it (and him). They retreated and came up with a perfect plan. Cast Fly and Resist Energy on the cleric, set him on fire and have him fly around collecting shadows then use his channel energy to kill them! They only forgot one thing. Death Ward. From what I understand it only took ~2 of the dozen shadows beating his initiative to take him down from 8 to 0 strength. Go figure. Reincarnated as a Tengu
Halfling Fillet:
On a previous portion of the same quest line we decided to just go ahead and kill the ice giant jarl who was off hunting. The same jarl who our DM had had out hunting so we could possibly survive a fight with the ice giant camp. A fight we went looking for after fighting a Red Dragon who was cursed to be an ice giant that the DM hadn't thought we'd survive. (She rolled a 1 on her will save and Barbarian+Ranger+Rogue got to full attack) Anyway, we tracked him and his two dire wolves down and openly challenge him to combat. Our sorcerer shot him with scorching ray. The Jarl got pissed and threw his hand axe, critting for all of the Sorcerer's HP and CON. Effectively cutting him in half. Resurrected: Wanted to stay a halfling
Face Tanking: This one is actually my character! Logen, the Half-Orc Barbarian! Our group (and army) was sent to route a large group of Gorumites who were marching on a stagnating war our patron nation was fighting. The war had degenerated into trench warfare and Gorum was bored. So he had his Orc clerics summon the First Blade to lead them into glorious battle. Anyway, we challenged the war party's leader hoping to stop their advance long enough for reinforcements to arrive. Since he had managed to fight the First Blade to a standstill, we opted to have a 6v1 combat. Instead of being smart and throwing will saves at him while backing up, our group honored him by standing in once place and playing "Who can kill who faster!" Logen challenged him and got first bout. A lvl 10 two handed optimized fighter can really put out a lot of damage. Hitting Logen's AC on a 2 and min damage in the 40's, it wasn't hard to figure out what would happen. (The party was level 5 btw.) But he survived through the first two attacks. And Orc Ferocity allowed him to absorb the 3rd which would have outright killed the ranger. A truly Glorious death! It took the group's inquisitor dying and the ranger getting knocked out to smarten up the party and have them spread out. The party later reincarnated him as a Dwarf and the inquisitor as a gnome. Killed him and reincarnated him as a human.
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Rocky Williams 530 wrote:
He would be a Quinggong Monk with Restoration and Quickened Spell Like Ability. His turn would be Standard(Restoration), Swift(Restoration), Movement(Dimension Door). Part of the hell would be that he wouldn't know which direction is up, so he has a brief 1-3 turns of life and movement he might be heading in the wrong direction. I would rule the term "visited" as a place he walked near before he died. Meaning that the first turn he gets teleported into the Mantel he has "visited" that area of the Mantel. --Edit--
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What about the Clone Spell. You could have the BBEG have a high level wizard or alchemist make it for him. Though this would only be immortality in the combat sense. You could also make an artifact item that keeps him young and immortal. Then he could be any class you want.
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What level/CR do you want to make him? Wizards and Monks of the Four Winds get immortality at 20. --Edit--
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Ex-Druid:
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description). I am not familiar with the Jade Regent, but attacking animals for no good reason is far from revering nature. However, I would give him a warning for his first offense. If he keeps doing he'll either need to atone or roll a new character. KevinM1 has not participated in any online campaigns. |