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FullStarFullStarFullStar Venture-Agent, Missouri—Kansas City 18 posts. No reviews. 1 list. No wishlists. 16 Organized Play characters.


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Silver Crusade *** Venture-Agent, Missouri—Kansas City aka Anfalas, the One True God

Gary Bush wrote:

Update on my two groups:

#9-00 Assault on Absalom (Tier 10-11) on Friday.

Gary Bush (likely running L10 Ranger)
Wallbanger (likely running L11 Skald)
Wallbanger Friend (Likely running L11 Paladin)
Eric B. Ives (Likely running a barbarian, a wizard, or a cleric/archer)

2 spots left...

PFS #8-99 The Solstice Scar (Tier 10-11) on Saturday.

Gary Bush - Options of L10 Ranger but also have L10 Reach Cleric
Steven Schopmeyer - options of L10 Paladin, L10 Owlbear with Druid companion, L10 Sorcerer, L10 Oracle, and L10 Alchemist
Pylotus L10 Alchemist
3 open spots.

Anyone else want to join in?

This is Wallbanger's friend. I will be playing my lv 11 angelkin paladin. He's a shield basher, defender type, fyi.

Silver Crusade

THANK YOU!

56K divided by (5 divided by 10)

56K divided by 1/2
=112K

You've got a lot of charges in the item, enough to see the typical party through several encounters. It's equal to 10 castings of the spell, or what a staff could do at 1 charge a pop. Wondrous item pricing is more art than science at times, but by the formulas you get 112K.

Silver Crusade

Can someone help me with the cost of creating an amulet of life protection a.k.a. death ward. It has 10 charges per day. This is what I have so far, but I getting confused on the "divide by (5 divided by the charges per day)."

cl 7 x spell level 4 x 2000 = 56,000gp from that point i'm lost.

Silver Crusade

Can someone help me with the cost of creating an amulet of life protection a.k.a. death ward. It has 10 charges per day. This is what I have so far, but I getting confused on the "divide by (5 divided by the charges per day)."

cl 7 x spell level 4 x 2000 = 56,000gp from that point i'm lost.

thanks!

Silver Crusade

I'm a little confused on what's PI in Pathfinder.

It says "All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots,
storylines, language, concepts, incidents, locations, characters, artwork, and trade dress."

Now I understand trademarks, registered trademarks, proper names, dialogue, plots, storylines, locations, characters, artwork, and trade dress. Those are easy.

The thing I don't understand is langauge, concepts, and incidents. Can anyone explain this to me?

Thanks,
Anfalas

Silver Crusade

I'm a little confused on what's PI in Pathfinder.

It says "All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots,
storylines, language, concepts, incidents, locations, characters, artwork, and trade dress."

Now I understand trademarks, registered trademarks, proper names, dialogue, plots, storylines, locations, characters, artwork, and trade dress. Those are easy.

The thing I don't understand is langauge, concepts, and incidents. Can anyone explain this to me?

Thanks,
Anfalas

Silver Crusade

Gabriel Albasombria wrote:

That fails in high level, when you wear a longsword, you have str +6 and wour weapon is +3

Normal Damage: 1d8 +9 (range between 10 and 17)
Critical:1d8+9*2 (20 and 34)

With your rule for criticals: will be 8 + 9 + 1d8 (range between 18 and 27)

I keep the old rule, and imagine add your intelligence bonus for damage, or any misc modifiers. In that way the best deal to make damage is, in my opinion, to duplicate it.

Not really. At high level your going to have weapons that deal additional damage (i.e. flaming, frost, bane, holy, etc...), or be buffed in some manner (i.e. magical items/spells) to give you extra damage.

Remember the 3.5 system when dealing with crits is broken. When you deal more damage with a normal hit than a critical it is broken. All I'm saying is the system I use fixes that issue and its real simple. The same effect can be applied when dealing with mosters that scores critical hits.

Silver Crusade

I did away with the weapon multipliers altogether, but I left the threat range of weapon alone.

The system I have is similar to what you said, maximum weapon damage + misc damage modifiers (i.e. Str, magical weapon, etc..) + roll the weapon damage. For example a longsword would be 8 + misc damage modifiers + 1d8.

I found the 3.5 system was flawed when dealing with crits. Sometimes you did more damage on a regular hit than you did the critical. The way I did crits elimiates that flawed system and really simplified it. Now, there are many ways someone can come up with doing crits, but I found it really works great.

Silver Crusade

So Dodge feat would read " You gain a +1 dodge bonus to AC." I figure thats what there going to in Beta.

Improved Dodge would be "You gain an additional +1 dodge bonus to AC."

Mobility would be in my version which I hope it takes flight in Pathfinder: "When you selected a designated opponent in a round you no longer provoke attacks of opportunity caused by when moving out of or within that opponent's threatened area."

Silver Crusade

The way the Dodge feat is written in Alpha 3 needs to be changed. It does not make sense.

"You gain a +1 dodge bonus to your AC until your next turn."

It should say just say " You gain a +1 dodge bonus to AC." Then again is that what Improved Dodge does?

With Mobility, the way it is written in Alpha 3 is way too powerful and to me that means broken IMHO. It totally eliminates the use of tumbling through an opponent or through threatened squares since you never provokes AoO (FROM ANYONE) caused by movement. Elimiating the use of skill checks in battle is a bad thing.

If you leave Dodge as is in the 3.5 SRD and change Mobility to something like I wrote, it makes the new Mobility alot more viable and yet does not totally eliminate the use of tumbling. DM's can overlap threatened sqaures giving the PC a challenge to by pass two opponents using skills.

On top of it all, you can change the way tumbling works instead of having a flat DC, make it scale to DC 15 + oppenents BaB. It makes it challenging at every level. Though I'm sure someone has come up with that idea for Pathfinder, at least thats how I have it in my player's handbook (Tome of the Lost Realms Player's Handbook). Sorry for the plug, but I do what it to be compatible with Pathfinder.

Silver Crusade

What do you guys think about this?

Mobility [GENERAL]
Prerequisites: Dex 13, Dodge.
Benefit: When you select an opponent that you are dodging with your Dodge feat in a round, you do not provoke an attack of opportunity from that designated opponent when you move out of or within the opponent’s threatened square. Note: You must still select an opponent to use this feat even if you have the Improved Dodge feat.
Special: A fighter may select Mobility as one of his fighter bonus feats.

Silver Crusade

What about having spells like Finger of Death or Slay Living reduce an character to -1 hit points and he/she begins to die (dying rules) on a failed save? It takes the character immediately out of combat, yet still allows the character some hope of survival. Of course that depends on the stabization roll or a little team work. Even with help, you would not immediately be at 100% without a Heal spell.

I know after building a character up to a high level and to get hit by ones of those spells sucks. It turns your stomach. Yeah you can probably get raised, but you still feel that sickness when that happens. LOL.

Silver Crusade

Well really you can still do that. First action start the grapple. Then the little halfling fails to break the grapple on his turn. Your next turn, you automatically maintain the grapple as a standard action and you move the little halfling over to a cliff. On his turn he attempts to grapple you since he knows what your trying to do (tose him over the cliff). He fails (oh s**t!), your next turn you push him/tose him/drop him (whatever) over the cliff as a standard action, (i.e.CMB roll vs his Combat Defense). I least thats how I would run it.

Silver Crusade

Here is the grapple I use in my system (modified PFRPG version):

As a standard action, you can attempt to grapple a target, hindering their combat options. If you do not have the Improved Grapple feat, attempting to grapple a target provokes an attack of opportunity from the target of your grapple. Attempting to grapple a target without two free hands imposes a –4 penalty on your combat maneuver roll. If you succeed on your grapple attempt, you move into the targets square. A grappled target cannot move, takes a -4 penalty to Dexterity, and a -2 penalty on all attack rolls and combat maneuvers, except to break the grapple. In addition, a grappled target can take no action that requires two hands to perform. A grappled target can attempt to cast a spell with a casting time of standard action or less by making a Spellcraft check (DC 15 + the spell’s level) or lose the spell. When in a grapple neither the grapplier or the target cannot make attacks of opportunity. On your target’s next turn he can attempt to break the grapple (see Breaking a Grapple). If the target fails to break the grapple, on your next turn you can perform one of the following actions:

Move: You can move both you and your target up to half your speed.

Damage: You can inflict damage to your target equal to your unarmed damage. This damage can be either lethal or nonlethal (character’s choice).

Cast a Spell: You can attempt to cast a spell with a casting time of standard action or less by making an Arcane check (DC 15 + the spell’s level) or lose the spell.

Pin: You can pin your target. A pinned target is tightly bound and can take few actions. A pinned creature cannot move and loses his Dexterity modifier to AC. He takes an additional -4 penalty to Armor Class and is limited in the actions that he can take. A pinned target can always attempt to break a pin (see Breaking a Pin). A pinned target can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned target that attempts to cast a spell must make a S[ellcraft check (DC 15 + the spell’s level) or lose the spell. Pinned is a more severe version of grappled.

Maintaining the grapple is a standard action, but you can release a grappled target as a move action, unless the target has grappled you also (see Breaking a Grapple).

Breaking a Grapple: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check or an Acrobatics check against the grapplers Combat Defense (A.K.A CMB). This check does not provoke an attack of opportunity. If you succeed, you break the grapple and can act normally.

Breaking a Pin: If you are pinned, you can attempt to break the pin as a standard action by making a combat maneuver check or an Acrobatics check against the grapplers Combat Defense. If you succeed you break the pin, but are still grappled.

End

With this you can move yourself and the opponent, but you occupy the same. I sure your not going to move yourself into a square thats off a cliff. Though you can move close to the edge of one.

Silver Crusade

Well he would need to wielding with weapon in two hands to do any sort of attack (disarm, sunder, etc...) as it is a two-handed weapon from what i remember (i dont have my book on hand currently). Now he can hold it in one hand to travel around with, but to swing it would take two or you can house rule a -4 penalty for using it one handed. But if he was using it two-handed using the paizo combat manuever rolls it would be d20 + BaB + Strength + Creature Size + Misc mods. (i.e. improved disarm + weapon focus + masterwork). If the weapon is large size then -2 penalty also for the monkey grip, though i dont know were the +4 for two-handed would come in at. i think you get that if you have a two-handed weapon and someone was trying to disarm you. like i said, i dont have my book with me currently.

Silver Crusade

My guess it will be later as they will have the work day to make any last minute changes. I take 4:00 pm (PST).

Silver Crusade

Caelinae wrote:

If you are using a trip weapon, like a spiked chain, does the player get the benefit of weapon focus when performing the Trip combat maneuver?

Yes, because your using a weapon your focused with. Honestly the CMB should say CMB = BaB + Strength + Size + Misc Modifiers.

If you are using a trip weapon to perform a Trip combat maneuver does the player get to do weapon damage as well as the trip results?

No, because the Trip attack is in place of a regular attack.

If the player has flank with an ally against the enemy, does the player get the +2 flank bonus to their combat manuever roll?

Yes, its still considered an attack.

Silver Crusade

In our last game I had an opponent pull one of the PC's from his horse, which would be under the Trip attack (Tripping a Mounted Opponent). It says he PC's can replace his BaB with his Ride skill modifier. It worked out fine, so I would see no issue with a feat like Weapon Finesse replacing the Strength modifier with his Dexterity modifier, after all its still an attack on some sort.