The Manyfaced One

Anharat's page

Organized Play Member. 12 posts (17 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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I'll save you all the boring back-info and cut to the chase...

My wife wanted to use her monk's flurry of blows to kick the baddy into the air, jump up, attack him in the air, and use her last attack to kick him back down to the ground hoping to do some fall damage...

So, on the fly (and with my limited 8 months worth of PF GM experience) I stated that she would need to crit to make 'kicking-him-in-the-air' a viable option, and that she could only kick him 10 feet into the air but would be able to spend a ki point to increase it by another 10. THEN if her final attack hit she could still do normal damage and deny her enemy his option to use an acrobatics check to reduce his fall damage.

After the session played out I hit my books, and realized the reposition and bull rush combat maneuvers were probably better options for this type of creative attack.

Any suggestions on improving this, or maybe doing this correctly?


I need to bump Ameiko up a level, so I created a character sheet for her but I keep finding a discrepancy in the number of skill ranks she has versus the number she is suppose to get. Hopefully someone can spot my bad math because I've spent 2 days puzzling over this...

By my count she has a total of 53 skill ranks

And, by my count, Ameiko should only have a total of 40 skill ranks. Even if she were house ruled to allow for an extra skill rank outside of her favored class, it still only brings her total to 44.

Did I miss something? Or should I just forget about it and add the skill ranks for my level 6 Ameiko anyway?

Here is my math if anyone wants to see how I came up with the totals

MOD/RANK/CLASS SKILL BONUS/MISC
Acro +10 = 2/5/3
Bluff +12 = 4/5/3
Diplo +12 = 4/5/3
Intim +12 = 4/5/3
Arcana +6 = 1/1/3/1(Bardic Knowledge)
Local +8 = 1/3/3/1(Bardic Knowledge)
Nobility +6 = 1/1/3/1(Bardic Knowledge)
Religion +6 = 1/1/3/1(Bardic Knowledge)
Percep +7 =-1/5/3
Perform +12 = 4/5/3
Perform +12 = 4/5/3
Profess +4 =-1/2/3
Spell +9 = 1/5/3
Stealth +10 = 2/5/3
= 53 ranks

Ameiko's Int mod = 1
Human = 1 extra skill rank per level

Aristocrat 1 = 4+1+1 = 6
Bard 3 = 6+1+1 = 24
Rogue 1 = 8+1+1 = 10
= 40 ranks


My group charmed, questioned, then jailed Tsuto. I personally view Tsuto like Gaius Baltar - capable of profound self-preservation. I plan to have him either taunt Vachedi into a rage or bluff him into coming close to his cell and sap him with a stunning fist, swipe the keys, and sneak back to Thistletop... maybe stopping in at Savah's Armory on the way out and stealing a certain magical repeating crossbow since my party took his shortbow...


Wow, yeah that is so much more creative and less complex. I think you're right about the oracle, I'm sure I can sell it to her.

Thanks


My cousin has expressed interest in our game, and she will jump in this Saturday. However, my regular group will start the Erylium encounter this Saturday, and they are all level 2. They really need a healer something awful, so I was leaning toward giving her a cleric.

So, I was thinking, maybe this cleric was captured by Nualia at some point. And maybe this Lamashtu wouldn't accept this cleric as a sacrifice for some reason. So perhaps they try to twist her into a lieutenant for Nualia.

And now this cleric is in Lamashtu's cathedral with Erylium, so the group will need to fight both Erylium and the cleric.

I was thinking maybe 3 levels of cleric of Lamashtu and 1 level of inquisitor or anti-paladin granted by Lamashtu?

I'm really not sure how to balance this out, I'm still quite new.

Anyway, I think when the cleric starts to bleed out I will have some kind of divine intervention to stabilize and protect her, cuz I have some pretty ruthless players and I don't want my cousin's first impression of the game to be a negative one. And once the encounter is over the cleric will lose the 1 level of inquisitor or anti-paladin, and become a level 3 cleric of whatever.

Any suggestions would help.


Ok thanks for the clarification on the aoo, I was thinking since the familiar had to fly through threatened square to get to the opponent it had to face a second aoo.


I have a diminutive raven familiar delivering touch spells with flyby attack, therefore this familiar is provoking two attacks of opportunity because it is entering and leaving an enemy's space. I'm having trouble believing that the medium-sized, greatsword-wielding, orc barbarian with +8 attack rolls (+10 raging) can really be capable of hitting a diminutive AC 15 raven swooping down. That seems more like a dexterous maneuver than one of brute strength. Is there some exception to the rule that I'm over looking? Any suggestions on house rules?

I'm ok with the guys who have weapon finesse hitting the familiar, since that really makes sense to me. Perhaps it's just my lack of imagination, I can only see a big lumbering "Schwarzeneggar-esque" character swinging wildly at a "humming bird", but I'm what I'm getting is an orc splatting a raven very proficiently...


Time Lost

A time-lost oracle has a 50% chance to either take a -4 penalty or gain a +4 bonus to initiative. In addition, when a time-lost oracle takes any action to move to another location, including a 5-ft.-step, charge, bull rush, etc., there is a 20% chance she will “time-shift” to a random location in a 10-ft.-radius from her current location, as if she used teleport. She cannot time-shift through walls, doors, or other solid objects, and if the square she teleports to is occupied by another creature or object, she occupies the nearest available square. The action for that turn is expended. When this happens, the oracle’s action will not provoke an attack of opportunity.

At 5th level, when the oracle teleports, there is a 50% chance she will gain the effects of either slow or haste for 1 round.

At 10th level, after the oracle time-shifts, she can attempt to make the same action she originally intended, once per round. She can only make the same action if it will bring her to the original intended result. For example, if a charge action time-shifts the oracle and there is difficult terrain along the new charge path, she cannot attempt the charge and the action is lost as normal. She can still attempt this action if she is under the effects of slow caused by her time-shift, even if it was a full-round action, but the normal penalties for slow still apply.

At 15th level, the oracle can focus her ability once per day to time-shift exactly to where she intends to go. Doing so does not expend a move action, and if she took a full-round action it will be as if she took a standard action. Any move action taken will incur the normal chance for time-shifting.

My buddy didn't like the APG curses and APG is all I have. I told him it might get old having to roll additional dice so frequently, but he wants to do this and I don't want to tell him no...


I've done a lot more study on my own question, I've come to the conclusion that:
1) Heretic has to have a move action available, so no full attack, bull rush, charge, etc.
2) Heretic cannot hide in plain sight, so concealment or cover has to be within half his move range, or take a -10 penalty on the stealth check
3) The Escape judgment makes both the bluff check and stealth check free actions as part of the move action

Can anyone clarify or correct me please?


I'm still a bit new,
1) Stealth checks are a free action made as a part of movement?
2) Bluff checks are a standard action when made to distract an opponent in order to hide and move away using stealth, essentially making it a full round action?

Heretic's Escape Judgment says after making an attack, you can use a move action to attempt to create a diversion to hide, which brings me to my questions:
3) Since the attack is a standard action, does this mean the bluff/stealth combo all gets rolled into a single move action?
4) Does this judgement provide an extra move action? Meaning, can the heretic move, attack, then use this judgement to move away and hide?
5) Does there still need to be an area of concealment nearby, or can the heretic attack, use the judgment, and move behind opponent to hide?

I apologize if these are stupid questions, I'm helping a new player who wants to join our game and it's the blind leading the blind over here.


I have done extensive searching on Paizo forums, enworld, d20srd, and dorkistan... and I am still confused. So here is my scenario and questions:

A lion animal companion grapples opponent. At the beginning of its next turn, it maintains its grapple as a standard action, then as a part of that action the lion may damage (without an attack roll) the opponent with a natural attack (let's say bite), then use its special attack Rake as normal, attack rolls and damage rolls plus respective bonuses.

So my question is, does the lion's turn look like maintain/bite damage/claw attack/claw attack?

Now let's replace the bite damage with the 2 claws damage. Would the turn look like: maintain/claw damage/claw damage/claw attack/claw attack?

I am unable to find anything that says anyone can normally make an attack while grappling, the only thing I see is that you can inflict damage as part of the standard action of maintaining the grapple... but then, it is a 500+ page book and I am brand spankin' new.


Me and 3 of my friends have decided to immerse ourselves in the Pathfinder world. We have an idea of how things work, having watched YouTube vids and seeing high school friends play (10-12 years ago). I've decided to take the role of GM, and I have already bought GM Guide, Core Rulebook, and Rise of Runelords... and I am overwhelmed. How can I, as an inexperienced GM, set up this game so that inexperienced PCs will want to continue? Having talked to them, I can tell you that one wants interesting story plots and brain puzzles (he loves star wars novels and game of thrones); the other wants dungeon crawls, combat, and loot (he is in film making school and enjoys action flicks); and the third is not really excited but is willing to give it a shot because the rest of us are, I think that he will be more interested in story plots though. I should also state that none of them have played "make believe" for 20+ years (I, however, have 2 boys and have taken up playing "make believe" again). I would hate to have spent money on something we're not going to try again.

Also, off topic: Is there a site where people submit their homemade handouts, for example, the drawings in the journal found on Tsuto Kaijitsu in the Burnt Offerings part of Rise of the Runelords?