Kirhosk

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RPG Superstar 6 Season Star Voter, 7 Season Star Voter. Organized Play Member. 163 posts. No reviews. 1 list. 1 wishlist. 2 Organized Play characters.


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mangrar wrote:
I guess I could do it only once, as I have to spend a swift action.

This is the case. When one of your attacks hit, you spend the swift action to activate your other ability. Your other hits technically qualify, but you don't have more swift actions to spend, so you can't activate it more than once in a round.


Sniggevert wrote:
claudekennilol wrote:
Sniggevert wrote:
Komoda wrote:

You don't "gain it multiple times" you have it two different ways. Any feat that you can "gain multiple times" has a numeric component that may stack.

You do not "fail" to gain a feat just because a previous class already had it. But if they do not stack, it usually does not matter.

I can see why a GM might disallow it, but I do not see this example as a rules reason to do so.

OK...

So you gain it at 1st level by taking the feat.

Then you gain it at 3rd level by class bonus feat.

How is that not gaining it multiple times?

Just to be clear, it's not a "class bonus feat" it's simply granted by the class. No choices are being made. I'd call a "class bonus feat" something like the fighter or warpriest Bonus Feat, or hunter's Teamwork Feat.
Pathfinder Field Guide wrote:

Expertise (Ex): At 2nd level, a lore warden gains Combat

Expertise as a bonus feat, even if he would not normally
qualify for this feat. This ability replaces bravery 1.

It's specifically called a bonus feat, and is specially stated as being gained...

So, either you're gaining Combat Expertise a 2nd time (which is contrary to the feats rules) or you're not, and you only have Combat Expertise once so you don't have anything to retrain away....

What if he retrains his bonus feat (level 2) to something else, then retrains his level 1 feat, then retrains his level 3 class (either directly back to Lore Warden, or to something else and back) to gain Combat Expertise, and then retrains the bonus feat back to Improved Trip?

Same outcome, way longer path.


Fourshadow wrote:
Why can't weapon balm be applied to those claws? It makes sense to me.

You would get one attack per application (with a 1-minute limit) for balms. If you're thinking instead of the blanches, you need to melt those onto your weapon, and you still only get one attack with it before it wears off.


That is pretty amazing. I really like the grittiness on this dungeon. Definitely going to hit my players with this (or something close to it) in the future.


My first character was a fighter, and I love it. I would appreciate a copy of the Bravery Feats book.

I already have the Liber Influxus. =)


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Excellent! Can't wait to get my copy. =)


I don't ban anything, because I can trust my players to:
1. Not ruin the game for everyone else by making a horribly bad or good character
2. Agree to give up something they have chosen if it breaks the game

I understand that this wouldn't apply for most groups.


Since the shovel is a one-handed weapon (not light), you can put two hands on it to treat it as a two-handed weapon. The die and crit range don't increase, but you get to use 1.5x STR and the two-handed Power Attack bonus.

Then, if you need to use one hand for something else, just take a hand off of it. You'll still threaten, because the weapon is a one-handed weapon.


Personally, I'm enamored with the Elan, especially for pp heavy classes. The ability to burn pp as an immediate action to save your hide is so good, and the fact that they are created out of any other race gives a lot of flex for backstory (although the Forgeborn technically have that going for them, too).

The whole transformation aspect fits with both races, and they're both good races to boot. I guess I'd go with the Elan so that I'm not stuck with 20-ft base speed (or are you planning to wear medium/heavy armor?), and there are more alternate racial options (Psionics Expanded) for them.

This is all assuming, of course, that I'm going in without any character ideas. If I had a specific kind of character in mind, I'd play whatever race fits the idea.


I am loving the write-ups for these dragons. It's too bad they weren't available last year, as several of them would have been perfect for a planar travelling arc that I ran.

I particularly like the background and attitudes on the scourge and imagos dragons. They sound like they would be fun to run (as a GM).

Comments:
- Why does the Lorican's breath weapon have a save the 'halves damage (minimum 1)' when the damage is always 1? Was the damage supposed to scale?
- Cypher's Pattern Adaptation is usable only once per day, and lasts a number of minutes equal to the Int mod. Why are there concessions for using the ability multiple times before it runs out? It just makes the whole ability unnecessarily wordy.
- What prevents a great wyrm Cypher from hitting himself (or having an ally hit him) to boost up his DR to 25 and make himself immune to several powers when he sees the party coming?
- I love how the scourge dragon is sometimes good for people, as it feeds on the things that people are afraid of. Can they also feed on fear by making people afraid of them, or do they only feed on other things that people are afraid of?
- Imagos oneiromancy doesn't have a saving throw for Nightmare or Traumatize, but it does for Demand. Is that intentional? They gain those powers at 'very young', which seems too early for an unseen creature to kill players in their sleep from a mile away.
- Does the keris HAVE TO influence slashing/bludgeoning/piercing once it reaches adult? Kinetic Influence as written is not optional when using Influence Energy. I can think of situations where it would be advantageous to push one type up, and the other down, or just only affect one.
- Ksarite dragons are really interesting, but they seem to be incredibly vulnerable to a little bit of Int damage taking them out of a fight immediately, even as great wyrms. Would it be better to either have no Int (like an undead, but not undead) or have an Int score, but some kind of 'animal intelligence' special property?


Just to second what Aioran said:
You deal full critical damage (multiplied out), and then additionally deal the crit modifier amount directly to the wound points.


If you're not doing anything unusual with the monk:
STR > WIS > CON > DEX > INT > CHA

STR first, because you look to be a damage build, first and foremost. If you're actually a tanking build, swap STR and WIS (which results in the same thing here).
CON is more important than DEX, because you're already getting WIS to AC.
INT and CHA are dump stats, but INT gets you skill points, so it goes before CHA.

Any other considerations?

EDIT: Ninja'd by TriOmegaZero. That's the spread, exactly.


It hasn't come up in our games, but if it did, I would use the diplomacy rules here to make a DC for said seduction, and then let it happen off-camera:
http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2

There may or may not be consequences, depending on who was seduced.


A slam is a natural attack, much like a blunt claw. Natural attacks are not the same as unarmed strikes.


When our group came upon Aaron Ivy (I only know his name from after-the-fact, of course), our goblin threw a knife at him while he was hanging, and the knife bounced off. We assumed he was undead (after the others we'd seen), so we shut and barred the door while we dealt with the chokers.

Then, rather than deal with the whatever-undead (we didn't know what), we used some tar bombs to seal up the holes in the building that we could see, and then used some flint and steel to light the whole thing up.

We were incredibly weak at this point (had a really hard time with the swarms, and the chokers almost killed us), so when the GM gave us full experience for the ghast and we leveled up, it was very satisfying.


Thanks for the feedback, although I feel like you should be able to use your weaker amulet's enhancements if you so desire, overriding a stronger weapon. Here's the updated text.

Quote:


Amulet of Single Weapon Enchantment
Aura faint evocation; CL 5th
Slot neck; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5); Weight
DESCRIPTION
An amulet of single weapon enchantment functions as an amulet of mighty fists, except that the enhancement bonus and magical properties are applied to a single held weapon or improvised weapon instead of to unarmed strikes and natural attacks.

Assigning a weapon to apply the bonuses and properties to is a free action once per round, and the bonuses and properties persist on the item for 1 round.

If the assigned weapon already has an enhancement bonus or magical properties, those bonuses and properties are suppressed for 1 round. E.g. Assigning a +1 frost dagger while wearing a flaming amulet of single weapon enchantment results in the dagger being a flaming dagger.


Gilarius wrote:
Seems fair enough to me except for the thrown weapons issue. If you made it so that the benefit only applies to one weapon per round then it wouldn't be a problem. Otherwise with a free action to designate each weapon then you haven't restricted it to working on only one weapon.

The full line is:

Choosing a weapon to apply the bonuses and properties to is a free action once per round.

I had thought of that issue as well, and tried to address it. Is limiting a free action like this an okay thing to do, or should I specify something else?


This item was created when I realized that one of the main problems with using improvised weapons was that they fall behind other weapons as soon as weapon enchantment becomes common. Since this felt like the same issue that unarmed strikes can have, I thought I would make a modified AoMF that affects one picked-up weapon, and only costs 150% what it does to enchant a single weapon (instead of the 200% for all unarmed/natural attacks like AoMF).

The feedback that I'm looking for is:
Does the price make sense?
Would it be all right to make it cheaper (down to the standard cost for weapon enchantment) since it only applies to one weapon?
Can you think of anything broken that you can do with this item?
Should I limit its abilities to only apply to improvised weapons, and not allow it to affect manufactured weapons?
Should the effect work for thrown weapons until they hit the target?

Amulet of Single Weapon Enchantment
Aura faint evocation; CL 5th
Slot neck; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5); Weight
DESCRIPTION
An amulet of single weapon enchantment functions as an amulet of mighty fists, except that the enhancement bonus and magical properties are applied to a single held weapon or improvised weapon instead of to unarmed strikes and natural attacks. Choosing a weapon to apply the bonuses and properties to is a free action once per round.

If the held weapon already has an enhancement bonus or magical property that the amulet of single weapon enchantment would bestow, the bonus/property does not stack, instead using the bonus/property that is greater. E.g. Holding a +1 dagger while wearing a +2 flaming amulet of single weapon enchantment results in the dagger being a +2 flaming dagger.


I both allow and encourage the use of the psionic classes, and I request to use them in games that I play in. I haven't had to houserule any mechanics (nor has anyone else needed to as a result of me playing one). However, my main group has taken a liking to the 'Rune Magic' re-fluffing that is proposed in the latest book, just to make it less 'psychic' and more 'fantasy'.

I don't find it hard to integrate them into my campaign. It's a form of magic that causes sights, sounds, and feelings when being cast instead of hand-waving, random objects, and magic words. I use psionic classes for many of my NPCs, as they are much more versatile to work with, but I don't think that my players even necessarily recognize which NPCs are psionics classes vs. non-psionic classes (well, until they Spellcraft).

I definitely use the transparency. Psionics is magic with different casting mechanics... and that's about as different as it gets. Psionics is just like another branch of the divine/arcane differentiation. I think that trying to separate them would cause some major mechanical problems.


Amora Game wrote:
@BetaSprite, I know I still have to give you a glimmer to the questions you ask, I am working on this as well. I have been currently focused on getting more of the Prestigious Roles product line out before the get KS ends.

Thanks for the update. Don't stress about it. I'll be happy to get a response whenever you're ready.


I like using this rule to prevent TPK and character death:
Failure is not the end - http://dnd-wiki.org/wiki/Failure_is_not_the_End_%283.5e_Variant_Rule%29

If the do get TPK'd, they instead wake up captured, and that becomes an intermediate step in the adventure of whatever was going to happen in the story.

Other than that, fudging rolls in their benefit, lowering the damage that the enemies do, and so on, would be good ways to ensure that they have fun, feel the danger, but don't get destroyed.


Alexander Augunas wrote:
BetaSprite wrote:
That's good to hear. I just wasn't sure what to expect in the preview, and those seemed like some major things to miss out on.

If you back the project, you'll get to see fully what to expect before everyone else!

Hint Hint Nudge Nudge Peer Pressure

Heh, I already did. I only found out about the preview PDFs through the e-mails they send out. =)


Alexander Augunas wrote:
BetaSprite wrote:
What kind of action is an elemental strike, and what does it cost you? It is mentioned multiple times, and Fast Strikes mentions that it will make elemental strikes into a free action instead of a swift action, but I don't see anything pointing out exactly how it works at a basic level. I am assuming that it is a swift action and costs a ki point, but that's not actually specifically said anywhere.

Greg cut that explanation from the preview document.

Quote:
The Mystic doesn't explain how its ki pool works. If we go off the monk's mechanics, that could give us ki point numbers, but do they also get the monk's AC bonus or extra attacks by spending ki points?

Cut from the preview document.

Trust me when I say that you aren't looking at an eight of the Mystic class in that document, let alone its elemental paths. I think I submitted something crazy like 11,000 words to Greg when I was finished my Beta draft.

That's good to hear. I just wasn't sure what to expect in the preview, and those seemed like some major things to miss out on.


Amora Game wrote:

All very good questions.

As stated on the "About this Document" it's the non edited preview and some mechanics are missing/purposely omitted. Those classes in preview #1 and preview #2 specifically had contents omitted and are not fully detailed :)

Part of why it is more of a teaser than a preview.

Give me an hour or two to finish a project and I can answer your questions directly.

On the grammatical end, the 5 classes that have been previewed are actually at the editor. So those issues are already underway to be fixed.

I understand. Thanks for the clarification. I'm not used to seeing works at this early of a stage, and I figured it would be better to give feedback as early as possible.

Thanks in advance for looking into my questions.


I'm loving the way these classes are turning out. That being said, I have some comments and questions on the preview document.

Typo in the Mystic's Role section (should probably be 'skilled'):
Although skill martial combatants, a mystic's true strength...

What kind of action is an elemental strike, and what does it cost you? It is mentioned multiple times, and Fast Strikes mentions that it will make elemental strikes into a free action instead of a swift action, but I don't see anything pointing out exactly how it works at a basic level. I am assuming that it is a swift action and costs a ki point, but that's not actually specifically said anywhere.

The Mystic doesn't explain how its ki pool works. If we go off the monk's mechanics, that could give us ki point numbers, but do they also get the monk's AC bonus or extra attacks by spending ki points?

Missing comma in the Warloghe's Role section (needs a comma after the first 'Warloghes'):
Warloghes often known as oath-breakers, are shunned or hunted by civilized cultures...

Abuse of commas in the Role section here (I don't think there should be either of them around 'as necromancers', and it's missing one after 'spritiualists'):
A small number of warloghes are surprisingly civilized, blending in with the lowest dregs of society, as necromancers, or as charlatans and spiritualists preying on the grief of those who have lost loved ones.

Perhaps this would be smoother:
A small number of warloghes are surprisingly civilized, blending in with the lowest dregs of society as necromancers, charlatans, or spiritualists, preying on the grief of those who have lost loved ones.

Grasp of the dead doesn't explain what it takes to escape the grapple of the skeletal arms. Or is the intent that they they are grappled just for 1 round if they fail the Reflex save? Also, what is the calculation for the Reflex DC? I might have just missed a blanket statement that specified it, but I am not seeing it.

The last line of Spirit Strike uses both 'Alternatively' and 'instead' in one sentence, which sounds strange to my ears. Perhaps taking away the 'instead' would be better:
Alternatively, the warloghe can use this ability on himself, instead healing an equal amount of hit points.


Honestly, if the materials are not there to create a disguise, I wouldn't allow the check. In addition, the penalties given on the disguise page don't cover everything that could be wrong with you trying to make a disguise.

For the prisoner, I would have separate penalties for the manacles, dirtiness (perhaps not smell, since who would tell the queen that she smells?), and another penalty for not having good material to work with. The whole thing would likely be at a -40 or worse.

For the halfling, I would add penalties for the armor and weapons, and then the standard ones for size and race. Perhaps at a -22 (-10 for size, -2 for race, -10 for concealing the armor).

For the beggar, I would give a penalty for the uniform (unless he can obtain one), but other than that, the Disguise check would be pretty standard.


Te'Shen wrote:
A masterwork large greatsword gives you a -1 to hit, 3d6 damage, 19/x2, and costs 350gp. I'm not certain it's allowed in PFS and it's not really much of an improvement over power attack damage, but it might fit.

A large greatsword is not wield-able by a medium creature in standard rules (arguable, it could take three hands to wield, but that's not RAW). You'd need to be a Titan Mauler to try it, and I'm not sure if that's PFS legal.

Quote:
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.


I have only run one campaign, and we didn't do XP. I made story arcs for the level they were at, and when they finished it (or hit a checkpoint where I was going to increase the difficulty), they gained a level. Well, sort of. To actually level up, they needed a full night's rest.

That has left me wondering how to give 'bonus XP', and I haven't come up with a solution to that yet.


From Profane Gift:
"As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it)."

Sounds like the perfect time to start telling the player he needs to make questionably moral choices through telepathic communication and suggestion. That's what succubi do after all. Power through coercion.


It wouldn't upset me. In fact, if the one grabbing the bow can get to a place where the player has to provoke multiple AoOs from his friends to get to you, he doesn't even need to shoot it to mess you up.

Heck, I've had a fumble cause me to drop my sword with a THF Samurai, and a goblin kicked it into the ocean (Skulls and Shackles). It's a good thing I had a swim speed (Gillman), or I would have lost that +2 adamantine nodachi forever. It was totally fair, and my character was effectively taken out of the fight for several rounds.


Nematon wrote:
Cassidius wrote:
What is it you want to do? Just ranged combat, or would you prefer to have spells or a decent skill list? It might also help if you tell us the makeup of your new group.

umm oh... we have aDruid, a Sorcercer, a Cavalier, and a Gunslinger.

other than that I guess i dunno how to answer you Cassidius. I tried archery before and i didn't work to well....I kept shooting my own team... so I guess no to just ranged? I'm sorry

Shooting your own team? In Pathfinder, that should only happen if your team members are sharing spaces with the enemy, which takes some very specialized builds. If the GM was having you hit your allies when you are trying to shoot the enemy, he has misinterpreted a rule somewhere.

Star Voter Season 6, Star Voter Season 7

For the first time, I read an item where I thought, "That's just stupid."

Not badly written or broken. Just... stupid.

Star Voter Season 6, Star Voter Season 7

I just voted for what is essentially a cursed potion.

Star Voter Season 6, Star Voter Season 7

Quick runner's shirt reworked as more expensive boots? Check.

Star Voter Season 6, Star Voter Season 7

..."Back" isn't a magic item slot location...

Star Voter Season 6, Star Voter Season 7

UGH. I hate it when an item is really cool, but INCREDIBLY underpriced.


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For the Shaman, I'm concerned about the loss of the necromancy spells from the cleric list. My Bones Shaman pretty much required access to those spells to fit, and the druid spell list is lacking in undead creation and necromantic abilities.


Matthew Downie wrote:
If a mount is not rigidly defined, can a small character ride on a medium character in his regular shape? For example, a hobbit paladin on the back of a human monk?

My main issue (in my mind) with that would be the leg-count of the mount. Are there other two-legged mounts?

Regardless, I would personally allow it. The halfling would essentially lost some of his versatility (being tied to the monk's movement) in exchange for greater speed. If the monk makes an acrobatics check, though, I think I'd make the halfling take a ride check to not fall off.


The two options that I would have gone with have already been mentioned, but I'm going to put them down anyway:
- Give each of them a trait that gives a +2 to Survival checks for a specific terrain type; One would pick urban, and the other would pick forest (I assume)
- Give a bonus to Survival checks base on another skill the character has, such as knowledge

Personally, I would go with the trait option, as that's what traits are for: character flavor dictating minor mechanical changes.


The two things that come to mind for me are:
- Regeneration
- Increased rend damage

Both of these are things that the rock troll had, and it sounds like a rend was used for the triple-20 event, so bestowing them on the ape feels appropriate to me.


TarkXT wrote:
How about gadgets?

Pulling from the document I linked earlier (more details within here):

- A helmet that can be used as a 1d4 natural attack, as well as being able to spend a charge to sunder an object with triple damage and ignoring hardness
- Boots that let you treat jumps as having a running start, as well as being able to spend a mobius charge to fly in a straight line equal to his base speed
- Some reactive armor that adds a deflection bonus to AC (lasting until the end of his next turn) every time he is hit
- An upgrade to that armor which stores blast charges when he is hit, which may be released in an energy blast


I'd be interested in a set of gloves/rings/armbands/boots/cape/whatever that bestow acrobatic and stealth capabilities. Things like being able to blend into your surroundings, run up walls, make insane jumps, and so on.

Vehicle options would be cool (to put my support behind what has already been said). It could start out like a mount, then be given other customizations, like limited speed boosting (or teleporting), wall-climbing, ramming spikes, and flight; then, in later levels, it could take more passengers and gain projectile attacks. Maybe even some siege weaponry like ballista or cannons that your other passengers can fire.


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I had begun writing a document for translating some of the upgrades from the Mega Man X series over to a format usable by the Machinesmith. In my extremely biased opinion, I think that they are worth looking into for a an official release.

It's a few pages long, and I'd rather not drop that much text into the thread, so that document and its ideas can be found here: Mega Man X Techniques and Gadgets for Machinesmith.


I found that underwater combat throws a serious wrench in just about everyone's build, but guns more-so. They can't fire underwater without Dry Load ammunition or an Air Bubble, and they get a -2 every 5 feet that the bullet needs to travel.


Ar'ruum wrote:
dang ... after building my 3rd level kitsune rogue (who has 3 ranks in disguise and a +3 charisma bonus) he's got a +30 on disguise rolls to look like anyone he's met before. Added to that, the GM understanding my intentions suggested that I equipment him with a hat of disguise adding yet another +10 bonus ... +40 to disguise... As much as I love gimme's, that seem a lil broken to me

That's not how I'm reading it. The Change Shape ability gives you +10 to appear human. This just means that when you use Realistic Likeness and someone thinks you're not human, you have a +10 vs. the check to see if they realize that you're not human. It does not give you the +10 racial bonus to appear to be that individual.

Further, the +10 from the Hat of Disguise can be disbelieved with a Will save.


Pendin Fust wrote:


But saying that an inanimate object, or say, a person affected by paralysis, should be able to be pinpointed via tremorsense...that doesn't make as much sense.

It does make sense. There are latent vibrations everywhere, and any object touching the ground will interfere in their transfer.

To simplify, if you have a string, it will vibrate when something touches it (movement). If there was something constantly moving on it, you would be able to detect whether there was something other than the moving component on the string as well.

For example, you have two strings. On both of them, there is a squirrel running back and forth. They generate an ambient vibration. On one of the strings, there is also a large bird. This bird is not moving, but because the vibration of the squirrel is partially absorbed by the bird, you could compare the strings and deduce that something is interfering with the vibration.

Tremorsense is a supernatural vibration sense. It can pinpoint non-moving objects because there are moving objects.


Personally, I'd go for a Phalanx Soldier (Fighter archetype) that specializes in using a reach weapon one-handed, with Stand Still or trip feats to prevent enemies from getting past you. Put spikes on your armor or use a heavy shield (instead of tower), and you threaten everything within 10 ft without changing your size.


Breakdance fighter: Doesn't take penalties to make melee attacks when prone. Takes a -4 penalty to melee attacks when not prone.

Impulsive backstabber: When an ally takes an action that provokes an AoO within his threat range, there is a 25% chance that he will attack his ally.

Heckler: Gains a +1 to demoralize by throwing an object that deals no damage at the target. Old pickles and tomatoes are common ammunition.

Rotund: May overrun creatures Small or smaller. Speed reduced by 5 ft.


I'm going to vote for LE. He has a personal code, and the things that make him 'fly out of control' are actually in direct response to violations of his personal code, so those actions are not chaotic. Then, given who he worships and how he worships them (sadistically), he also looks evil in behavior.

I'm interested in seeing your concept background write-up.


gourry187 wrote:

Check out the wave strike feat ... its similar to what you want and can be used on a charge.

Edit: especially if you have a few levels in rogue or ninja

I wish I'd seen that feat before I made my current character. I definitely would have gone ninja instead of Sword Saint if I'd known that I could get the same effect plus sneak attack. Good thing to know going forward.

You can even use this for the first attack of a full-round or on a charge. As far as I'm concerned, that's just completely better than what the Sword Saint offers.

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