Grundhu the Derhii

Andy Ferguson's page

Organized Play Member. 638 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




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


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?


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?


Do there respective int to damage abilities stack?

They are written very similar, but have different names.


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.


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?


I'm playing in a group with an evil undead lord cleric, and there are times, in the heat of combat, when it would be advantageous to be treated as undead in terms of healing. I know about his death's kiss ability, I know about the feat Necromantic Affinity, and I know that a couple of races can be healed as undead. I'm wondering if there are any other ways, especially items, that would allow me to be treated as an undead when it comes to the cleric.


Obviously int and favored class bonuses, but does anything else add to it?


I'm playing though Skull and Shackles with an evil party, and just brainstorming backup character ideas.

I'm playing with two barbarians and a divine necromancer, so if I croak I wouldn't mind coming back as something that has some ability to solve problems without ultra-violence. I'd like to be some kind of versatile caster and while I could simply be a person who has a broad range of spells and an evil mustache, I'd much rather use this rare chance to go full evil to grab something restricted (either rules wise or thematically) to the bad guys.


I'm getting ready to start Kingmaker and was tossing around the idea of playing a forward scout type character, and was looking for advice.

I'm more interested in being able to move at full speed stealthly through natural terrains for long periods then sneaking past a dungeon guard.

I've not seen many spells to help my stealth that last long enough to be all that useful, so I'm steering away from using spells for stealth (not to say that a wizard with a trait and a cat familiar wouldn't be good) but I might have missed some amazing spells.

I thought about a ranger 4/rogue 2/Horizon walker character for the stacking terrain bonuses and fast stealth. I also tossed around a wildshaped druid to change into something small and scout ahead. But I'm open to whatever, just looking for ideas.


So it's fairly easy to make a character who melts faces, and it's really easy to make a character who makes other people melt faces, but what about duo's that are stronger then the sum of there parts? I've seen a few flanking duo's posted in the forums, and I've seen some talk about a martial riding the druid, but I'm interested in some of the cool duo's that folks have come up with.


Our group is going to run the Witchwar Legacy as sort of a one shot, and I really liked the idea of a high level divine caster who breaks his enemies with the power of his divine glory. So I looked to optimize holy word, and this is what I've come up with.

Stats (rolled by the GM)

Str 11
Dex 15
Con 16
Int 12
Wis 17 (32)
Cha 16

I'm thinking all level ups in Wisdom, +6 stat item, GM wants us to be middle aged, and with a +2 tome I'll have a 32 wisdom which will grant two additional 7th level spells.

Feats
1 Spell Focus (evocation)
3 GSF (evocation)
5 Varsian Tattoo (evocation)
7 Reach Spell
9 Quicken Spell
11 Persistent Spell
13 Spell Specialization (I figure he hits middle age at that point)
15 Spell Perfection (holy word - Persistent)
17 ???

Traits Gifted Adept (magic trait, +1 caster level for Holy Word)

I dunno what I want at 17 for a feat, and human as race seems like the best bet, so really I have two more feats if I want them.

Gear
Orange Ioun Stone
Couple of Karma Prayer Beads
Glove of storing with a permanent Symbol of Vulnerability
+2 tome of Wisdom

If I can pop a karma bead before I use Holy Word I'll be at caster level 29 (17 base +1 Ioun +1 trait +4 bead +6 doubled feats) with a persistent save DC of 31 (10 base +7 spell + 11 stat +4 GSF doubled). I can as a free action bring out the Symbol of Vulnerability, which will effectively raise my DC by 4 more, and give a effective 33 for beating SR (which should be pretty solid for beating SR, though I've thought about grabbing spell penetration)

I'm kind of open on God's, Desna is always a good choice, and the idea of a guy who worships a butterfly destroying cities of evil folk kinda makes me giggle.

Is there anything I'm missing as far as raising my caster level?

Are there any feats or items that buff up Good descriptor spells?

A lot of things are immune to paralysis and blindness, is there any way to get around that?

Is there a reason to not go human?

Are there some standout feats I'm missing?

I understand I'm skipping much thought into the roleplay aspects of this character and making choices based solely on mechanics, but seeing as it's a one shot(and likely combat heavy), I'm not getting into the thoughts and feelings of the character.


So what does the variable level part of a totem shamen's wildshaping effect? Only the level of beastshape (size, bonus, qualities)? Or does it also effect the times per day and hours per wildshape?


I have a buddy talking about running a 17th level one shot game, and I was thinking about playing a wizard you uses Shadow Projection to be an undead all the time. But I'm a bit worried about my ability to heal myself, seeing as I need negative energy. I'm not against letting someone else do it, but seeing as I need odd healing, I'd rather have a way to do it myself. Is there any way for a wizard (besides limited wish and wish) to heal undead?


I was looking at the Tetori and it kind of made me want to make a grappling character who could bodyslam giants. So I'm wondering what people think of the different grappling archetypes, or even if you need to specialize in it?

It seems to me that the Tetori is great on grappling casty types, but doesn't have much to fall back on if grappling isn't viaable (huge size, super strong, acid skin, etc)

Maneuver Master can eventually pin someone with a standard action, and can fall back on other maneuver's if need be, but there lack of specialization makes them a bit weak at grappling.

Brutal Pugilist has full BAB, lots of HP's, and rage powers (strength surge, Superstition, Animal Fury) but isn't nearly as good at grappling as the two monks (barring Str Surge which for a long time is once a rage).

Unarmed Fighter seems fine, but not very exciting (which is my issue with anything Fighter Class).

Druid can turn into a mastodon and trunk slam things, but would be a bit feat tight, but they have the size advantage.


If you don't take any classes with Cure Light Wounds on there list, what are the ways you can get to use wands of CLW?

Use magic device obviously works, and the half-elf alternate racial trait Arcane Training (with bard or witch) works.

But are there others?


Looking to make a character with some ranged Area Attacks, and able to use Channeling to heal. And wondering if a Theologian of Fire is my best bet, or really my only bet?

For the ranged area attacks, I would even settle for some decent single targeted ranged attacks, just something I can spam into the back rows of enemies (we tend to have large groups to fight) or into enemy casters. The channel healing is simply because with 5 players plus pets it seems so much more efficent. I really like oracles, but the channel thing is kinda making me think, that that's sort of out.


So mechanically it's pretty easy to see the difference between the two, but flavorwise what is the difference.

Are Halflings just happier Gnomes?
Are Gnomes more magical Halflings?
What would a halfling archetype be for a sorcerer, vs a gnome archetype?
What about rogues? Or Fighters?


15 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

How is this talent supposed to work? It say's if you hit someone with a concealed weapon in the surprise round they take max damage. A surprise round only allows a standard or move action. Even with Quick Draw you can only draw a hidden weapon as a move action.

So does that mean the concealed and hidden are the same term, thus making this pretty useless unless you take the bandit archetype. Or is concealed just flavor text that means a weapon that you don't spend your standard action telling your enemies about, but instead hit them with it.


Starting Serpents Skull and was kind of thinking about making an Undead Lord, figure some expendable skellies should help the loot scarity.

Looking for advice on Feats, God choices and must have spells.

Also any advice on how to scare up Onyx for animate dead.

Was thinking for feats as a human...
1st Spell Focus (Necro), Improved Channel
3rd Versatile Channel? (if anyone knows of a neutral god that gives undead)
5th Undead Master
7th Power Attack? (I have half way decent physicals)
9th Selective Channel?
10th Quick Channel? (Undead Lord Bonus)

Stats are Str 15 Dex 13 Con 14 Int 13 Wis 18 Cha 16

Party is an inquisitor of Gorum, A bear Druid, a Hedgewitch, and a ranged Ranger.


Are there other ways to get spontaneous domain casting besides the Theologian from Ultimate Magic?


1 person marked this as FAQ candidate.

So what does Arcane Bond on a bard do (from Arcane Duelist or Magician)?
Do they need to have a spell book to use it?
Does it allow them to cast any spell from there list of spells known?
Does it allow them to cast any one bard spell?


I'm unclear on the interaction between a Cestus and Monk's Unarmed attacks. I found a post where a developer states that the monk can't use there Monk Unarmed damage with a Cestus, which seems odd, but that at least is clear.

What I am unclear about is the other interactions of a unarmed attack and a Cestus, IE Ki pool and the unarmed feats(Scorpion Style, Elemntal Fist, etc). Do they work together?

Also when you do an unarmed strike do you do the 1d3 that a normal person does, or do you do the 1d4 that a Cestus does?


When you use Elemental form II, do you have to become a medium elemental to get the plus 4 to a stat, or can you become a small elemental with a plus 4? It's much clearer that the bonuses are based upon the size you take with the beast shape line.


If you add hit dice to a creature, do you add to it's caster level for spell like abilities. Or for that mater, what if you add class levels?

I'm looking at doing some stuff with Aboleths, but at a higher CR then they normally occupy, so I'm wondering when I add hit dice how it would work with the spell like abilites.


So mostly you move with a move action. But if you build a character with cleaving or vital striking in mind, what are some other useful things you can do with a move action. I know feinting is one, but I'm wondering about some others.


So my Druid just hit level 8, which allows me to become an elephant and trample those foolish enough to anger me, which I'm excited for.

However I don't really grasp how trample works. In the blurb on trample it talks about 'opponents' but overrun takes an action, limiting it to a single target. However having a mouse stop a charging elephant seems odd.

Is there someplace where they elaborate on overrun and trample?


There was a thread about magic items a little while ago where someone posted a chart of bonuses from level 1 to 20 to do away with the reliance on the big six magic items.

I can't seem to find that chart, or others like it, and am curious if anyone remembers where the post was or has similar charts.


This feat seems like a must have for rogues, am I missing something about it?

Shatter Defenses (Combat)

Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.

Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.

Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.


My GM is concerned that a permanent item of reduce person for my TWF rogue will be unbalancing, and I can see where he is coming from(sorta). So I'm wondering how other groups have handled the continuous items of size alteration, and even just reduce and enlarge person being first level?