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Hey All,
Got a few quick questions regarding mounted combat.

What are the mechanics of trying to hit a mounted person?
Are they flat footed or???

I have someone telling me in my group I can make ride checks to make the hit go to the mount instead of me, is this true?

I cannot find any clarification on this, I don't know if I am missing it or what..


Hey All,
I am playing a Chaotic Neutral Goblin Goliath Druid.
I have a few things in mind for this character and I want to see if it falls within the realm of Neutral and following Druidic Code.

Druids of course can hunt to eat.
Would it be unreasonable to also sell fur as a source of occasional income?

How about just hunting animals for pelts for income?

Can I use Call Animal to get a Deer to come to my goblin and his dino companion so they can eat it?
(I know I can but its the ethics part of it...)


Hunter: Teamwork feats with companion, hence nifty. I never said unique. However I am not a fan of multiclassing in PF because the capstones are good and most PRCs suck.

Warpriest: How is this not like a divine version of magus? Can't cast a spell throw my sword? So what, I can make the sword a +X with X ability and use cleric buffs/warpriest buffs to do good stuff. Still comes off as a divine magus.
Also, by better buffs, I meant better than a magus. You over analyzed and it cause you to miss the point.

So really, this is a case of you lacking understanding rather than me saying a class isn't what I described.

fyi..Just because you say "no hard feelings" doesn't give you an excuse to come off as an ass.


3 people marked this as a favorite.

I see a lot of post calling them un-flavorful among other things.
I have to say, I completely and 100% disagree with all of you.
I have my own disagreements with some paizo content like how necromancers are nerfed when it comes to raise dead so this isn't just fan boy praise.

Arcanist: Honestly this is always what I've imagined casters being like.
I don't see it as a hybrid vs what a wizard should have been from the start.

Bloodrager: Great fluff potential and awesome abilities. I love how it works.

Brawler: Finally! A good unarmed class that doesn't require you to be lawful. TY PAIZO.

Hunter: Reminds me more of the WoW hunter. Your animal companion now does some nifty things.

Investigator: Thank you for this... I really didn't want to multi-class just so I could make poisons worthwhile with concentrate poison. Great fluff as well.

Shaman: Exactly what a shaman should be like. I never liked the dr00d shaman archetypes. This is a definite better fit.

Skald: My absolute favorite of the lot. I can now have my heavy metal bard who starts mosh pits! Going to have so much fun with this guy.

Slayer: What every ranged rogue dreams of being.

Swashbuckler: My least favorite of the lot but has potential for lots of flavor. Reminds me of Cary Elwes (the man in black) from the Princess Bride.

Warpriest: Divine version of magus? Yes plz, I'll take that. Better buffs and all the goodies of a cleric.

Now, I don't see why so many people are so negative about it all.
Are you all a bunch of optimized min/maxers where a class has to be 5/5 to get your seal of approval?
Were you expecting all tier 1 classes?
I like it and you should be happy more classes were added. Its only been out a day, give it time and you may come to love them.


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I am curious why this class would bother with a medium armor proficiency.
Sure, the ranger gets it, but the slayer is all about range, sneak attacks, stealth, and all the other rogue like goodies.

Just a personal nitpick, I just think it goes against the fluff of the class that a sneaky sniper type would be wearing something like breastplate.


Issue #4:
Typo under the Skald rage power on pg 35.
"This cannot be a rage power that requiring the creature to spend a separate action to activate it."
Requiring should be requires.
Petty, I know, but just pointing it out.

Issue #5:
Odd wording for Skald Spell Keening ability on pg 36.
"Casting the spell requires the skald to expend two skald spell slots of that spell level or higher."
Skald is a spontaneous caster, referring to slots implies a prepared caster.

*It isn't letting me edit my original post so I apologize in advance for post spam if it occurs.


Feedback for the small things in the book that need to be fixed.

Issue #1:
Pg 19. Investigator Talent: Alchemy discoveries.
Concentrate Potion should be Concentrate Poison. I assume it is a typo unless you secretly added a concentrate potion somewhere.

Issue #2:
Noticed nothing about favored class bonuses. Is it assumed we take the 1 hp or 1 skill point? Or can we choose the favored class bonus from one of the two hybrid classes the class is comprised of? Clarification needed.

Issue #3: Similar to #2 except regarding archetypes. I don't know of any off-hand but I am sure a few archetypes could qualify since these hybrid classes have some of the original class abilities (ie arcanist looks like it would have a few). If they aren't allowed, a simple wording on it would be appreciated so it could be official. It helps to stop the debate before it starts.

I'll update as I find things, just wanted to get the thread started.
Feel free to contribute but keep in mind, this thread isn't about your opinion on the classes, its about typos, funky wording that should be fixed, and anything else that appears wrong or may need clarification.


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Oh and I forgot to mention, we decided to just limit it to one trap on the rope, not 3.
http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/tr aps
That also explains how to increase the dc and the cost of traps


Well, so far we determined I make a range attack and if it hits, the trap shuts on them.
Decided this due to the fact the trap just has to hit to snap shut.
After that, we use the escape dc's and damage for the bear trap which is found on
http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/tr aps/bear-traps-cr-1

Its also been ruled it is reusable since the reset is manual in the stats and the fact its a freakin metal bear trap and those things are sturdy.

Other than that, its just a matter of finding a way to improve the dc's which I believe there is a way through the craft traps.
Ill eventually get an adamantium ghost touch trap.

He is a ghost buster ;)


I want the traps to function when thrown and hitting someone. Of course I imagine they would have to be reset whether the hit or not.

Bear Traps:
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 a DC 26 Strength check


So lately I've been running an ogrekin fighter and have the Quick at Hand ogre feat from the ogre listing in the beastiary. ( http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/ogre )

I've taken a liking to using a rope with 3 bear traps tied to the end. Each has its own length of 5ft rope tied to the main rope.

However I am trying to figure out how to get this to actually work as a ranged weapon and the mechanics of it. On top of that I am trying to figure out any way to improve the bear traps and rope so it can somewhat scale so it doesn't start to suck in the next few levels.

I don't really care for the damage, I just want it to snap at people it hits so I can drag them towards me/the party. Also to perhaps throw them at a square so it can snap on people walking over it.

If you have any ideas on how I could get this to functionally work or a half decent house ruling on it, that would be great. Also anything about getting the rope or bear traps better.


So I have a DM who is allowing us to use 3rd party feats if he approves of them...however I am not overly familiar with them. Do any of you know of any 3rd party feats for fighters? specifically 2 handed fighters?


1 person marked this as a favorite.

After looking over this feat chain for a two-handed fighter I am working on..I have some issues believing its worthwhile for them.
Correct me if I am wrong but...
Vital strike is solely good for just moving and getting 1 attack in?
Vital strike isn't worth it if you are going for two handed crit/sunder/cleave build?

Is it really worth it for 2 handed weapon fighters? I am doing a crit/sunder build on mine but...
If so, why?


So I was reading through the magic item creation rules. It seems the only requirement set in stone is needing the feat to make the item.
Could you add a spell to an item that is higher than your current caster level for the +5 dc?
How about a potion at higher caster level than you?

In either case we can use magic vestment for example, dc 5+caster level+5 for not meeting the caster level requirement.
So DC 30 for a caster level 20 magic vestment.


Heard there was some book coming out soon related to alchemist or something along those lines. Hopefully it will have more stuff in it.

If only there was a way to drink extracts without provoking...
Simply put..alchemist need a beer hat. -_-


That Hybridization Funnel work with bombs?


Don't care about how the alchemist is played, I am just looking for magical alchemist items. I doubt there is enough to warrant a play style for this list as I imagine it won't be to long.


Trying to find some magical items for alchemist, I've found a few like the wondrous item Admixture Vial.
Are there anymore? Perhaps a list of magic items just for alchemist? My google-fu is just showing me alchemical items like sunrods and what not.


I haven't touched psionics in over 8 years and I can understand why it was supposedly "op" then but I haven't gone through the pathfinder variant yet.
Is it still deemed "op" in pathfinder as well?


Bestomorph sacs persistent mutagen tho and the only way I see it being feasible to make it last longer or do it more than once is in that list I made.


Alchemist cover quite a variety roles depending how you build or specialize and as such I think they deserve a bit more content, even a full on book dedicated to them.

They need more than one prestige class. That being said the master chymist could use some tweaking. Unless you are straight bestomorph alchemist and looking for longer durations or more uses of mutagens per day, the master chymist offers nothing else. You stand to lose to much from the lack of discoveries and class abilities. I understand it could be considered a "flavor" class but it kind of saddening its the only alchemist one available.
ie: play vanilla melee alchemist and you get longer lasting self buffs and once you hit persistant mutagen, you can essentially use your one mutagen all day while still getting discoveries that greatly enhance you.

So with that yes, more prestige classes and master chymist tweaking.

Next up is the actual use of craft alchemy.
Any joe shmo can take craft alchemy and craft the same things an alchemist can. The standard alchemy items are ok but I think alchemist deserve better.
So I offer up the suggestion that alchemist not only get a "higher tier" list of crafted alchemical items but can also enhance the "lower tier" alchemical items and even (eventually) craft things such as alchemical golems/contructs/dragons.
Aren't alchemist suppose to be awesome at making epic things? If I wanted a sunrod..I'd poke some low level character or just buy it.
I think this goes without say due to the number of post I've seen about it but the crafting system needs to get re-worked. It has some serious flaws that need to be addressed.

They also need a lot of rule clarification with them as well..just saying.

I have more things in mind but I am sure you get the idea. Alchemist have a large variety of roles and as such they need the content to back it up so we can utilize them properly. I don't want to be limited to melee or bomb chucka'


That is rather disappointing. Really is showing the restrictions regarding alchemist...
I can either
A: Level beastomorph and not get persistent mutagen.
B: Take Infuse Mutagen and pay 1000gp and 2 temp Int damage for each one.
C: Force the party to wait an hour.
D: Level Master Chymist whose sole benefit is longer and more mutagens per day. At the cost of losing discoveries, skill points, alchemist levels, and so on.

Basically it seems paizo is trying to pin melee alchemist into a corner where they have to go master alchemist to get any sort of decent duration mutagens or uses per day (for melee alchemist)
I wish they'd fix infuse mutagen or perhaps make a later level discovery to help address this issue...
Int alchemist can use their mutagen to increase their int almost all day long once they hit a certain point but god forbid if you go melee alchemist...you're pinned into a corner to nerf yourself to play a hastily put together prestige class to be useful more than an hour a day.

That being said..they need to up Master Alchemist. If I weren't so bothered with bestmorph, and was playing a vanilla alchemist, I get better bonuses by sticking with alchemist than prestige classing to master chymist.


Can you stop leveling in an archtype and just level in the parent class?
IE: 1-10th level beastomorph then 11-20 just continue on as a normal alchemist?


To clarify,
An alchemist makes a mutagen and only other alchemist can benefit from it.
From this we can derive mutagens are an alchemical enhancement to stats and they even say such.

Beastmorph and Feral Mutagen just modify what the alchemical enhancement does and is not specified as any type of magical effect.

Beastmorphs don't get the size increase from the archetype because it states you only get X amount of abilities.
Also enlarge person is a transmutation and is not considered polymorph.

So, RAW, a Beastmorph could use the beastomorph feral mutagen, drink the beast form extract to gain the size and more abilities, and use enlarge person.

Mummification makes me a living mummy but it doesn't state it was a polymorph effect but instead an alchemical one. This is such so it can allow polymorph effect to still occur, I assume this remains true with beastmorphs mutagen as it is an alchemical enhancement as well.

Us alchemist lovers need some power. Specializing in bombs gets boring after awhile. Besides..when that anti-magic field pops up..you may want to consider the awesomeness that alchemical enhancements give vs magical ones..


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I blame druids for all the weird crap in the pathfinder world. Especially bored/rich high level druids...

ie:
You and your party are walking down a path and see a camel with a pack full of gear standing there with no apparent owner around.
Groups thief beckons the sorcerer to use detect magic to see if he has anything good. Finds magic everywhere on the camel.
After some debate the group decides to look for the camels owner.
As they walk away they get hit by a fireball. They turn around to see only the camel staring at them.
Sorcerer uses detect invisibility...nothing.
Group gets hit with another fireball that appears to come from the camel.
Group gets confused and figures why not..attack the camel.
Camel proceeds to cast more spells..

Lesson learned..druids that randomly awaken things are dicks. Also so are camels.


Is the master chymist the only alchemist prestige class that exist?

Seems they are really lacking in this area.
Master chymist is for those who go melee and even then it only seems to be worthwhile for the passive mutagen per day. You get more benefits out of just going straight beastmorph and taking discoveries while learning new extracts.

As for any other type of alchemist it really doesn't seem worth it.


I am trying to find some rules on how far I can throw an object.
Not aiming at anything, just want to see how high I can throw something and how far I can throw something.
Like how high could a str 22 char throw 30 lbs rock or anything for that matter.
If there are some rules for it I would greatly appreciate a link or some clarification.


Looking to include some 3rd party content into future games but with all the material out there it is tough to go through it all.

So I ask you, What 3rd party publisher tends to have balanced content?


Yeah I know, 2d4 is meh..I may switch to a a great sword.
Just trying to figure out some last feats for the high end levels..maybe improved iron will.
The DM is allowing 3rd party feats so if you are familiar with them it would be great.


1: Power Attack, Intimidating Prowess
2: Weapon Focus: Falchion
3: Furious Focus
4: Weapon Specialization
5: Iron Will
6: Vital Strike
7: Cornugon Smash
8: Greater Weapon Focus
9: Improved Critical
10: Devastating Strike
11: Dreadful Carnage
12: Improved Vital Strike
13: Improved Devastating Strike
14: Lunge
15: Greater Weapon Specialization
16: Greater Vital Strike
17:
18:
19:
20:

Ok, this is what I got so far. Still got 4 feats to mess around with at the end levels. I am considering taking lunge at lvl 7 instead of cornugon smash. If I do that I may not bother with the smash at all.
Any other suggestions to add to this?

(I am taking weapon focus falchion at lvl 2 because I am not starting with one right off, around lvl 2 is when we head back to town and are able to shop again)


I don't want to go Whirlwind because it would be to hard on my stats to get my int up, seeing as how half-ogres have a -2 to int already and I wish to keep my 22 str and 14 dex/con.
And yes the Half Ogre is third party and I am using this one Half Ogre
They are more or less orcs (stat wise) except the only orcs I like are warhammer40k ones. I checked the monster creation and these half ogres are like 13 rp or so.

As for the advice given, I will spend the next hour or so looking into it and see what I like.


So I am playing a half-ogre fighter for a campaign and I want to make sure this feat build looks good.

1: Weapon Focus: Falchion, Power Attack
2: Cleave
3: Intimidating Prowess
4: Weapon Specialization
5: Dazzling Display
6: Shatter Defense
7: Vital Strike
8: Greater weapon focus
9: Improved critical
10: Lunge
11: Deadly Stroke
12: Improved Vital Strike
13: Great Cleave
14: Critical Focus
15: Greater weapon spec
16: Greater Vital Stike
17: Bleeding Critical
18: Pentrating Strike
19: Greater Penetrating Strike
20: Iron Will

The problem I am currently facing is getting these feats in the right order to maximize my damage as I go along.
More or less the plan is to do a ton of single target damage and to also do some "aoe" damage to nearby opponents.
Any help with this would be appreciated...also fyi since I am half ogre I have no intention of going for a whirlwind attack build.


Thanks for the responses, had a friend point out what was wrong.
The Beastform Mutagen just lets me choose powers from the beast shape ability, not assume the shape.


Beast Shape = Polymorph effect
"In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses."
Straight from polymorph rules.


If I use my feral mutagen and get my 2 claws and bite then with the beastmorph archtype choose a cat to beast shape into, do I get 2 more claws and a bit?
How does it work?

Lets assume this is the beast shape 1 or 2 spell, not alter self.


Seems good, so small beastmorph goblin alchemist can goto large. Now to figure out how to increase my hp...people love to hit big things..
Any help there?


I can't seem to find anything about it but here is my question.
If I am a small character and use Beast Shape 2 and pick a large creature, will I grow to large size or will I grow to medium?
All I've found is a size modifier chart but it doesn't seem to help.


How does an alchemist go about applying metamagic to potions they can make?
Through rods or otherwise?

Trying to figure out how I can maximize a potion.


1 person marked this as FAQ candidate.

This is a topic of some concern for me and I came here to get your opinions on the matter. Perhaps even an official ruling.

This is in regards to Inert Mutagens for Alchemist.

" It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again."

Ok, with this RAW it would imply you can make a bunch of mutagens and pass them on to a party member to hold for you.
I don't see anything about them becoming permanently inert.
Continuing with RAW, it would become inert when passed off like an extract or bomb but when he picks it up again it does become active.

Now there is the matter of the Infuse Mutagen Discovery. Which reads: "This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect."

The RAW on this lets you have more than one mutagen actively available to you and different types for that matter as an emergency.

So overall reading it as RAW, you can either use another mutagen but have to get it from your teammate which could take a few actions (if this happens in combat) or for the low cost of 1000gp and some int you can have more than one mutagen and a different kind of mutagen for that matter for certain situations.

As for RAI..yes it can also be seen as 1 mutagen period and it takes you an hour to make another. I've seen this debate go both ways.
However, until we get confirmation, all RAI is just *perceived* until we get some sort of statement from the designer.

In my opinion the RAW form is broken and the RAI form is underpowered with it being a 1 hour craft time and infuse mutagen is to expensive to consistently be useful.
For standard bomber alchemist this isn't to much of an issue. For beastmorph or mr.hyde builds it is unless you go into master chymst.

Either way, RAW or RAI? Or if you know of a link to some official ruling that would be even better.


1 person marked this as FAQ candidate.

I am about to do a campaign in a few days playing as goblin alchemist with the bestmorph archetype. I am fairly concerned about my mutagen usage but I've noticed some odd wording and was wanting some clarification.

"An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again."

So this being said, Can I have more than one feral mutagen brewed but have it inert until the other one is used up? Or seeing how it says in possession, could I potentially give it to a teammate and have him hold on to the extra until I use it?

I did notice the infuse mutagen discovery but was wondering if that was meant to apply to other types of mutagens due to this wording in it.
"This allows an alchemist to create different types of mutagens and keep them handy for emergencies."
As a just in case he needs another type and has to switch it up.

Now for the second matter I was concerned about with a beastmorph alchemist.
I am getting some mixed readings from polymorph rules and beast shape spell.
All I really want to know is, can I get other abilities from the animal I choose outside of what the beast shape spell says?

Clarification here would be great! Just trying to get things straight before I run this character.


shallowsoul wrote:

MapTools + Skype and you're ready to go. MapTools is free and it's great.

http://www.rptools.net/index.php?page=maptool

Not a fan of maptools tbh, thats why I asked for voice chat/messenger rp.


Lord Phrofet wrote:

Try ObsidianPortal.com

Its a website designed to allow GMs put all their relevant information about their campaigns online. It also has a "search for campaigns in your area" feature and had a great forums community where you can ask about voice chat based games.

Looks cool but all the campaigns near me died off a year or so ago. :*(

Guess Ill check their forums.


So I am new to these boards still and was trying to find where to post this. My guess is here?

In any case, I play with my friends via use of messenger and ventrilo. However they are often busy so I am wondering, how would I go about trying to find people to play with online via messenger/voice chat?

I don't see a specific forum for it here and tangledweb has few pathfinder games and wants the use of maptools.

Any advice would be greatly appreciated!


I know I've been pestering yall with some rule clarifications lately but my friends and I just switched over to Pathfinder recently.
In any case here is my question.

Mummification states "The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep."

Does a mummified alchemist sleep? I know by being immune to sleep he refers to the spell but I just want to be sure upon this.

I ask this because normally it would state something along the lines of "Immune: magic sleep effects" not just "Sleep"

Also as a side question, is there not a level adjustment anymore for certain races as pc's? I was looking over drow and some others and can't seem to find a level adjustment anywhere.


Ok ok, so I take it that really there are no straight guidelines, it is at the discretion of our GM. In any case this makes it very hard for characters like alchemist and rogue subtypes to understand the full potential of their class.

I think this could be remedied if we had better rules or a supplement added just for poisons. Otherwise it all seems vague and unclear as to what you can make and the price to make it.

In my opinion..seems like poison was added to the game then they just forgot to put in a few pages to explain it :/


Ok, how would I determine the cost of a raw material then if I am making a custom poison?
For example, if I perhaps wanted to make a poison with a dc 25 fort than knocks you out or puts you to sleep?
I wouldn't know where to start for a base material cost nor know how this affects the price with the high dc. No reference material is a pain ><


Was looking at this, http://www.d20pfsrd.com/gamemastering/afflictions/poison#TOC-How-does-poiso n-work
and it states these are example poisons and a poison I make has a dc equal to the fortitude save I want it to have. However I do not see anywhere on how to determine the cost. I even checked the source links at the bottom of the page and still doesn't have any info.
Can anyone help me with this?


Thank you all for the clarification, it is good to know.
Also thanks for pointing out it is a 4x duration and not the funky 3x multiplier. I needed to know this so I can have some special potions purchased on my alchemist that were extended and what not. Alchemical allocation and all ;)


Anyone else see this post? I am not seeing it on the forums after 30 mins :(

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