Grundhu the Derhii

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What's the wizards DPR at level 14?


Trample doesn't care about an attack or CMB roll, so change into things with Beast Shape III(in a few levels) and wreck havoc.


Yeah, while they don't say vicious is lethal, I assumed it was always lethal damage. It would be easier to soak if you could turn it non-lethal.


What happens when you put both weapon enhancements on a sap? What happens when you add sneak attack damage to the weapon as well?


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A 13 int fighter has 4 skills per level, vs a 7 int rogue with 6 per level. Depending on skill choice the two very different characters could appear almost the same.


The elementalist archtype gives you elemental touch as a 2nd level spell, which you could combine with freezing spells and rime, for a touch attack that entangles, and if they fail there fort save they get slowed for a round and fatigued for the rest of there life (if you just entangled, fatigued, and slowed them they gonna die!!!)

The bad thing about freezing spells is oracles don't get a lot of reflex save damage spells to pair it with.


Yeah, negative energy damage isn't energy damage, cause Paizo is in desperate need of a thesaurus.

The elemental spell metamagic feat allows you to change the damage of any damaging spell to half cold, half that element, for a +1 level increase (not caster level, spell level ... thesaurus!)


Swashbuckler would allow you to use my charisma in place of int for feats, which might give you a few more points to play with.

Several Oracle mysteries have powers that allow you to use your charisma for AC, giving you a few more points to play with.

Is taking lotus geisha just for flavor and having the name on your sheet, it doesn't seem to be giving you much?

Fey sorcerer has laughing touch which is really good for non-violent problem resolution.


Snakebite striker brawler archetype gives 1d6 sneak at lvl 1, so you wouldn't have to be evil.

If you have some way to make things flat footed, elemental aura would be pretty cool.


Combat patrol is a bit of a trap. It sounds really cool, but you are using a full round action every round for only 5ft of reach until after level 9. If you are going to be above lvl 9 it might be worth it, but before that point just drink a potion of long arm as a standard action to get you that same reach.

Wolf style plus pushing assault it really nice with an AoO build, knock them back 5 ft and lower there movement speed for a round.


Pressure points(the ninja trick) plus the grapple feats will allow you to do a lot of stat damage without taking a lot of ninja levels. Very few things have high strength and dexterity.

Pressure Points:

A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.


Aura of Purity wrote:


The witch’s aura purifies the air around her. Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.

I was unsure if the rod and hex worked together, until I saw the numerous other hex's that called out the minutes per level as the duration. It's clear that the rod doubles the duration. Without language about remaining duration vs particular duration vs increments, I think I'll go with the simplest definition.


But the rod doesn't double the increments, it doubles the duration.


Skylancer4 wrote:

The problem is, you don't know the duration. We essentially have two definitions for duration. Most spells and abilities have what we would normally use duration for, they last of a set amount of time, predetermined when the ability is used. Then we have a maximum duration which the hex and a few other spells and abilities use, things like detect magic or others that have a "concentration; or max duration of x rounds/minutes/etc per level" the item doesn't play as nicely with that set of rules. Because basically, it does nothing for you.

Except I do know the duration, it's minutes per level, used in 1 minute increments. There are a number of spells that are dismissible that function with extend spell.

I haven't even seen something called a maximum duration, where is that from?

Skylancer4 wrote:

For example, you use ability and use the item. The ability is used in increments of minutes. You start a fight, it goes 12 rounds, so just past the first minute it looks like it might go much longer so you keep the ability going. The ability was up for 2 minutes, the item doubles that to 4 minutes. Chances are the majority of that "doubled time" is wasted in such a scenario. The other side is, you use the ability for a minute and drop it, it gets doubled to 2 minutes, but that could end up not being long enough. So you have to use the ability and possibly a second use of the item to to maintain for the combat/event.

But the rod doesn't double increments, it doubles duration.


Dex is only better for skills when you don't factor in the 3 feats you spent to replace it as your fighting stat.

Dex is more useful for defense if you don't factor in armor.

Dex is more important for reflex saves, which aren't that important.

After 3.5 this game became about having magic stuff, so carrying capacity does matter.


You activate the hex for an indeterminate amount of time, limited by the hex's duration. The rod doubles said duration. The hex doesn't have a variable duration, it has a variable amount of time you use it.

Shaman hex actually refer to the minute per level limit as a duration.


A carrying capacity of 9 is 30 pounds.

Celestial Plate is 25 lbs
2 sawtooth sabres is 4 lbs
1 belt of dex is 1 lb

Hopefully you never get fatigued. Or need any other gear.


Rod of Interminable Hexes wrote:
Three times per day when a wielder of this rod uses a hex (but not an advanced hex or grand hex), she can use this rod’s power to double the duration of the hex, so long as the hex’s normal duration is longer than 1 round. When augmented with this rod, a hex that might have a longer duration if a target fails its save but only a 1-round duration if the target succeeds at its save (such as evil eye) still has only a 1-round duration against a target that succeeds at its save.
Prehensile Hair wrote:
...The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments....

I only quoted from prehensile hair the part about duration.

Can the rod increase the hair's minutes be day?


What about feral combat training and monk levels?

Flurrying with one natural attack?

Is there any way to make enhancing on natural cheaper then enhancing all of them?


What about eldritch heritage to get dragon claws? There duration is poor.

Couple bloodrager lines get claws. Bloodraging on a dex build is less then ideal.

6th level Viking can get a rage power and still be lawful.


The point of the FAQ is that you should only be allowed to get triple damage on the first attack, even if you have more attacks.

But that's not what they said, they have the weirdness about pulling back arms. So you should be able to use an off hand lance for triple damage, but only half str and half power attack. But if you take the pulling the arm back anology even farther, you can use numerous natural attacks, for only double damage but full str and power attack. Claw/Claw/bite/trail slap/gore/slam/armor spikes maybe ... You totally shouldn't though


Seeing as it is the act of pulling your arm back that stops the multiplier from charging, just use multiple limbs, then you shouldn't have a problem.

Also point out to your GM that the bonus damage from spirited charge is coming from your shoulder, not your charging mount, so you should be able to do it all the time ;)


I'm pretty sure they ruled that the weapon damage part of bombs is only 1d6, the rest of the damage is bonus damage, so you would only max the first die. If you used one of the abilities that let you add bomb damage to a weapon maybe it would be worth it.


DM_Blake wrote:

No.

You are adding damage to the spell or SLA. This means you only add the damage one time.

In your example, the favored class bonus lets you add +3 damage (only 3, not more than 3) to the entire SLA, but by adding the +3 damage modifier three times, you really are doing +9 damage which is more than the ability allows.

If the dwarf cast acid fog wouldn't the damage affect everyone in the cloud, thus adding the damage more then once. For that matter, intense spells doesn't stop you from adding the damage to everyone hit by a fireball.

DM_Blake wrote:
For reference, note the Wizard arcane school (Evocation) and read the Intense Spells ability.

The wording of the FCB lacks 'once per spell' and it lacks 'Whenever you cast' as well, so it seems a leap to suggest it functions the same. Also one is a favored class bonus that you are giving up something every level for, vs a 1st level class power.

DM_Blake wrote:
Admittedly, the wording of the favored class bonus does not specify the "once per spell" rule that Intense Spells does, but it does say it adds a specific amount of damage, not a variable amount that scales with the duration of the spell effect, so without specific text to allow you to apply the bonus damage every round, we must fall back on the default position which, by way of precedence, is established by the Wizard ability.

Smite evil and Challenge both add you level to damage against a target, after spending a swift action, but I don't think anyone believes that a Cavalier follows the default position of adding you level to damage only works against evil targets.

I'm not saying that it hasn't been ruled that they function alike, but it isn't readily apparent simply from reading the two dissimilar abilities.


Does the dwarf favored class bonus and the ticking damage of elemental touch stack?

Dwarf FCB wrote:
Add +1/2 to acid and earth spell or spell-like ability damage.
Revelant parts of Elemental Touch wrote:

Choose an energy type: acid, cold, electricity, or fire. You gain a melee touch attack causing 1d6 points of damage of that energy type, along with a special effect described below. You also deal energy damage and the related special effect when you attack with your hands using an unarmed strike, a single claw, or a single slam attack. This bonus damage can never apply to multiple weapons.

Acid: Your touch attack causes 1 point of ongoing acid damage per round for 1 round per three caster levels. The target must make a Fortitude save or be sickened for the duration of the ongoing acid damage.

Meaning that at level 6 you touch someone for 1d6+3 and then for the next two rounds do 4 points of damage a round?


I guess I am a little worried about there being confusion cause the abilities have much of the same wording.


Do there respective int to damage abilities stack?

They are written very similar, but have different names.


Sammy T wrote:


I would strongly caution that for PFS you need to check additional resources as there feats, items and archetypes that specifically called out as needing to be of that that race for that source (like the entirety of the ARG).

Isn't that what Racial Heritage does though?


In PFS can you take racial heritage of a boon restricted race without having that boon?


Right, killing a creature, that if left to its own devices would eat people, is evil. Shame on you for being mean to human sized spiders, they weren't hurting anyone at the moment you killed them.


Argus, your build is cool, but its more of a bad touch build then a mobile striker.


The objective was to get multiple attacks along with a move, and get to be more a mobile combatant.

Shield Slam and Spiked Destroyer don't take all that much to get, but Vicious Stomp kind of does, and it's a bit situational. Merciless Rush also takes feats that I might not need as well.

I wonder if just grabbing Shield Slam and Spiked Destroyer wouldn't be better, take your first two levels as a ranger, grabbing Power Attack and Spiked Destroyer at level one, ranger style shield slam at 2. Now if you can stack up small damage bonuses, you should still be a decent threat.


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So the average person in pathfinder can throw a club/knife/spear accurately, but not a rock? That seems like a reasonable stance to take.


I was messing around, thinking about a character for PFS and kinda stumbled onto this combo but it needs to be fleshed out more. I'm just kinda brainstorming here.

Take 2 levels of Ranger or Slayer to get Shield Slam, then grab Spiked Destroyer and Vicious Stomp. You would also need combat reflexes and Improved Unarmed Strike. If you are human and take a Fighter level at level 3 you can get all the feats then. You could also take a class that give Improved unarmed strike for free at level 3 instead of Fighter, Brawler maybe.

You get to hit them with your shield, bull rush for free, take another attack (as a swift action) with armor spikes, and if you can find a wall to knock them prone then you get an unarmed attack as well.

None of the attacks are all that scary, but you get to put your full strength on them, so you might wanna take some Barbarian or Bloodrager levels for more strength.

All 3 weapons fall into the close weapons group, so maybe Brawler (fighter archetype) would be nice for more damage as well.

You could throw Merciless Rush onto the combo as well, for some more free damage.

You should be able to run the combo with cleave and great cleave, which will be really nice when you can fly and shield slam people into the ground.

Are there any ways to get more triggering attacks off bull rush?

How can I grab more damage without hurting my to-hit on the first attack?

Shield Slam:
Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.

Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

Vicious Stomp:
Prerequisites: Combat Reflexes, Improved Unarmed Strike.

Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.

Spiked Destroyer:
Prerequisites: Proficient with armor spikes.

Benefit: When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action, using your highest attack bonus.

Merciless Rush:
Prerequisites: Improved Bull Rush, worshiper of Rovagug.

Benefit: When you bull rush a creature and your check exceeds the target’s CMD by 5 or more, you deal damage equal to your Strength modifier to that target.


Blades, Heavy: dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.

Heavy Blades gives Elven Crit blade.

Whip group also gives Scorpion whip and Spiked Chain.

Also a lot of thrown weapons are on these lists.


What happens if you take abundant revelations for misfortune?


Spire defender archetype for magus gives combat expertise and dodge at lvl 1.


Alchemist + Explosive Missle + Kirin Strike is going to be pretty scary, and has the added effect of being able to damage things that will be immune to sneak.


Everyone is aware that, as it's currently worded, the impact quality doesn't appear to reference the size something actually is, right?

SRD wrote:
This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon's enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.

It seems as if all the other size enhance effects (lead blades, strong jaw, Belt of Thunderous Charging) all mention actual size, but Impact doesn't. So treating it the same, as far as it's worded now, may be incorrect.


It looks like the favored class bonus on Dhamphir was 'errated' to only 1/4 per level instead of 1/2, so getting to 32 caster level would make him too much of a one trick pony, which is a shame. But it's still fairly easy to get to a 16 caster level to posses a keelboat and ride around.


Deathwine looks really good.

Posses Object wrote:
This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you.

The bolded part is why I think caster level matters.


Another member of the party is a undead lord who is storing the body of a giant dragon turtle for later to make his own boat. So we've got the undead boat covered, and really I just want him to make undead sharks to pull us around on rafts.

I'm not trying to dominate the game.

Aren't there undead who have aura's that buff necromantic spells?


I'm playing in Skull & Shackles as a 10th level character, whoever my Goblin who gleefully burns all writing has been deemed inappropriate for the game, so I'm making a new character. So I am planning on making a caster who uses posses object to steal enemies ships, but am having issues hitting the 32 caster level that I will need to take over the big ships.

I'm thinking going Dhampir(Jiang-Shi-born) wizard, and using the favored class bonus to up my caster level, so I'm looking at CL 15, plus one from and Ioun Stone, +1 from a tatoo, maybe plus one for Bloatmage. That allows me to posses and animate Gargantuan ships (keelboats) but not the Colossal ones (which are most of them). I guess I can read a scroll of Deathknell on a chicken to get another caster level, but that only puts me at 19, 11 short.

What am I missing?


Spirited Charge (Combat):

Your mounted charge attacks deal a tremendous amount of damage.

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Trample (Combat):

While mounted, you can ride down opponents and trample them under your mount.

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Combat while Mounted:

With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted.

If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).

And Ride-By Attack mentions you four times.


If you charge on a Phantom Steed, do you need to make a will save?


Ssalarn wrote:
Matthew Morris wrote:
So you conceed it's RAI. Good.
RAI does not contradict RAW in this case. RAW is just ambiguous.

You are suggesting that RAI is that the feats work when the mount takes the charge action. RAW is that the rider takes the charge action. Now I think it's easy to infer that they clearly don't want to break the mounted combat feats, but by creating this odd charge by proxy they are creating more problems then they are solving. With this new system Magus can use spell combat and spirited charge together. It's unclear if whirlwind attack is forbidden, and really it unclear what is forbidden while on a charging mount.


SKR's ruling creates some questions, and a few problems, besides making the language in the mounted feats messy. Can you no longer brace against a mounted charger(just the horse), does the rider now provoke against the target of the mounts charge(because of there movement), and can you use full round actions when your mount charges(seeing as you are no longer using a charge, or move action)?

Also most feats don't specifically spell out that you can use them while mounted so does that mean unless something is specifically called out as working you are unable to use it?


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shallowsoul wrote:

Please please please stop ignoring the actual ability instead of focusing purely on the words.

Pounce is not just an ability that let's you charge and gain a full attack. It is an ability that allows a character that is using his own momentum to propel him forward.

Please explain to me in game how you are transferring this ability to a mount? Do you suddenly become enveloped in magic energy and then cause your mount to leap from the ground in a charge?

prd wrote:


Ferocious Mount, Greater (Ex)

Prerequisite: Barbarian 8, ferocious mount rage power

Benefit: While raging and mounted, the barbarian’s mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions.

So now that it has been shown how you give your horse pounce you can accept that ragelancepounce works?


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Sean K Reynolds wrote:

GBT gives you pounce.

Pounce allows YOU to make a full attack when YOU make a charge.
If YOU are mounted, the MOUNT is making the charge, YOU are NOT making a charge.
The mounted combat rules specifically say that you only get ONE attack if your mount charges.
GBT does NOT say "when the barbarian is mounted and the MOUNT makes a charge, SHE may make a full attack."
Cavalier’s Charge wrote:
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted.
Ride-by Attack wrote:
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge).
Fight with a Combat-Trained Mount: wrote:
If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.

There seems to be a lot of rules that suggest you being mounted does not change the charge action. Is there going to be some effort to change all that?


Turgan wrote:
Andy Ferguson wrote:

Alchemist is the way to go. Explosive Missile + Kirin Strike + Targeted Bomb Admisture = dead dude.

That is an interesting combination, but wouldn't "Kirin Style" (add Int-modifier to damage twice)do the same as "targeted bomb admixture" and thus not stack?

I've never heard of that rule, where did you see it?

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