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Organized Play Member. 21 posts. 3 reviews. No lists. 1 wishlist. 3 Organized Play characters.


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This is a necro of epic proportions, but for anyone else that finds themselves here on a google search - Mythic contained an item called "Trueforge" that allows a player to do this with a high chance of messing up and the character just dieing, but if you spend a LOT of time and effort and convinced your GM to actually let you find the item, is a way to get this done within existing rules.

https://www.aonprd.com/MagicArtifactsDisplay.aspx?ItemName=Trueforge


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blackbloodtroll wrote:
cwslyclgh wrote:
Or perhaps because somebody wanted to talk about the same subject but decided to search for a thread that talked about it instead of just creating a new one to clutter the boards??? couldn't be something like that....

Weird that you are irked. Huh? Strange peeves?

Anyways, when responding to an old thread, you are responding to statements that may be irrelevant, and outdated. Those who were originally involved are likely not to respond, and if you are trying to get a FAQ, it will be ignored.

In general, it is a bad idea.

Nuh uh.


Several questions about Wall of Stone.

Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage.

First question - I cast a Wall of Stone. if an enemy has a flaming rune, a shock rune, and a striking rune. They Roll 2d8, dealing 12 slashing, 6 fire, 4 electricity damage. Do all the damages pool before applying hardness, dealing 8 actual damage to the wall, or does it reduce the damage of each source first, dealing effectively 0 damage to the wall?

Second question - If the person has a +25 to attack, and rolls a natural 1 when attacking the wall of stone, the nat 1 reduces the success by 1 step, but being 10 over it's AC, it would still be a critical success. However, Wall of Stone specifically states it is immune to critical hits, so would that 26 result on a natural 1 roll still hit the wall, or would it be a miss?


Ifusaso wrote:

For Glyph of Warding, how many Glyphs can you have if you gain a second magic tradition (such as through Archetype feats)? Does it matter if it uses the same or a different Spellcasting Ability?

Glyph of Warding wrote:
[...]The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier.

I think there is a ring that allows you to cast a glyph of warding as well. Would that count toward your max limit?


They aren't contradictory at all. One says reduce a value, the others say that value can't be reduced. If it isn't referring to this ability that it specifically uses the same language for, what is it referring to?

A Fighter gets affected by Dirge of Doom or Shatter Defenses. He becomes Frightened 1. His Bravery triggers, because that is the trigger for the ability. It should REDUCE the Frightened, but doesn't, because of the line in those abilities that say IT CAN'T BE REDUCED.

Fighter leaves the area of Dirge of Doom, it immediately reduces his Frightened condition, instead of having to wait until the end of his turn like everyone else.


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Ok, so this really a question about how Fighter's Bravery class feature works.

The question is, Bravery says "anytime you gain the frightened condition, reduce its value by 1."

and

Dirge of Doom says "They can't reduce their frightened value below 1 while they remain in the area."

The Fighter argued that the Bravery triggers before Dirge even applies, and so never gets the frightened condition at all. I was wondering if there was a specific ruling on this.


Pretty simple question,

Fascinating Performance reads "When you Perform, compare your result to the Will DC of one observer."

Both Inspire Heroics and Lingering Composition state "attempt a Performance check..."

Does attempting a Performance check count for the "When you Perform" requirement for the purposes of Fascinating Performance?


andyrhi wrote:

All this discussion seems to ignore the irrationality of the titan fighter,who specializes in fighting larger enemies, suffers a greater penalty for using a weapon larger than normal for his size than would an ordinary fighter. What is the rationale behind such a class characteristic?

Necro!

An ordinary fighter cannot wield a two-handed weapon that is a larger size. You can wield a one-handed large weapon with 2 hands for a -2 penalty, but a normal medium sized fighter could never wield a Large Greatsword. This lets you do your Cloud impression.


1) Archeologist Bard (Because it was a lot of fun to play)

2) Invulnerable Rager Barbarian (Barbarians should be able to absorb large hits)

3) Channeler of the Unknown Cleric (I always wanted a channeling based cleric archetype, this one worked great, and had an awesome flavor)

4) Crossblooded Sorcerer (we love choices and it was awesome that sorcerer was able to actually keep up with more martial characters in terms of damage using this archetype. It made blaster caster possible)

5) Saurian Shaman Druid (Velociraptors are dope)


1 person marked this as FAQ candidate.

If I have a +1 Flaming Shocking Longsword, would using the feat Weapon Evoker Mastery (Item Mastery) add 1d4 of each element, or would I choose one element each time I use a swift action to activate it?


Necro! Still waiting on a ruling from an FAQ on this!


I can't see why it would matter who wrote the 3pp material, Bwang.

The problem myself and most other DM's have with 3pp is that it isn't balanced by Paizo. If something is broken or not working as intended, we have an FAQ or errata to guide us, and the company is very good about trying to preserve a healthy balance while still providing fun options to the players.

They don't errata 3pp material - and some of it is truly egregious - and so allowing it at the table creates additional work for DMs who already put a lot of work in.

The easiest answer for most DM's is just to say, "no 3pp, there's plenty of variety and room for unique characters already."


Ed Reppert wrote:
Samuel K 495 wrote:
Are you required to have the prerequisites for the Master Sniper feat before you are able to take the Superior Sniper talent?
I don't believe so.

If that is the case, could a Halfling with the 'Swift as Shadows' Racial trait and this Rogue talent use the sniping mechanic with no penalty at level 2?


Are you required to have the prerequisites for the Master Sniper feat before you are able to take the Superior Sniper talent?

For clarification, it reads..
"Superior Sniper: A rogue who selects
this talent gains Expert Sniper (Dirty Tactics
Toolbox 10) as a bonus feat. If she already has this
feat, she can instead select any feat that lists
Expert Sniper as a prerequisite, as long
as she meets the feat’s prerequisites."

If anyone could shed some light on that, it would be great.


were you intending the hex "Protective Luck (Su)" to be unlimited uses on a target per day or did you forget to include the "a creature cannot be
the target of this hex again for 1 day" line on this? It seems incredibly strong if you can use it on your party whenever you want.


The answer is right in the text.

"half as much sleep to heal injuries, avoid fatigue or exhaustion, and prepare spells"

Meditation Master is neither a spell, an injury, or fatigue/exhaustion.

"When you meditate for at least 1 hour after getting at least 8 hours of rest"

doesn't require sleep, just rest.

So it very obviously doesn't work RAW. Most reasonable GM's will work with you, though - and I don't see this as an abuse in any way.


The solar bloodlines capstone, Solar ascension says "1 round per sorcerer level" and "The duration need not be continuous, but it must be used in 1-round increments" but does not mention how many times this can be used per day. Was this intended to be a one time use ability? Once per day? Once per week? Was just hoping for a clarification.


Is there anything in there that addresses clerics being weaker channelers in later levels than paladins or oracles?


I would really love to see this book address the low channeling capability of cleric vs other classes. I love playing cleric, and I don't like resorting to playing paladin just to channel well!


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I would love to see something that fleshes out and adds to the Whispering Way mythos, there's not enough on it out there and it's very interesting. Just one man's opinion.


So I think with the new Diverse Obedience feat from Divine Anthology, it's possible for a Mythic Character to reliably do Scaling monk unarmed damage as a gargantuan creature starting at level 14

which is 6d6 at 14, 6d8 at 16, and 8d8 at 20

Using Boon

Inevitable Fist (Su) For a number of rounds per day equal to your Hit Dice, you can infuse your limbs with the power of pure law. Your unarmed strikes deal damage as if you were one size category larger, and gain the axiomatic weapon special ability. Activating or dismissing this ability is a free action, and the rounds don’t need to be consecutive.

And Mythic Feat

Titan Strike
Source Mythic Adventures pg. 75 (Amazon)
Your fists can fell titanic foes.

Prerequisites: Improved Unarmed Strike (mythic).

Benefit: Your unarmed strike deals damage as if you were one size category larger. You also gain a +1 bonus for each size category that your target is larger than you on the following: bull rush, drag, grapple, overrun, sunder, and trip combat maneuver checks and the DC of your Stunning Fist.

And Enlarge Person/Titan's Rage (Su) Champion Path Ability

not broken like some mythic things, but pretty funny.