Bigdaddyjug's page

Organized Play Member. 3,514 posts (3,570 including aliases). No reviews. No lists. No wishlists. 24 Organized Play characters. 1 alias.


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Silver Crusade

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The number of attacks you can make in a round is not constricted by BAB alone, but by a combination of BAB and the number of "hands" of action you can exert. Without feats, a normal level 1 human can exert 2 hands worth of action per round. At BAB +6, they get an extra main hand action. Imp Two Weapon Fighting gives you an extra offhand action. Certain traits, feats, or items can add a bite or gore attack.

Octopi get the number of attacks they do because they have 8 "hands" and a bite attack. I don't agree that they would also get the 2 unarmed attacks, but I'd have to look into it more. And if they did, all of their natural attacks would be secondary and at a -5.

You're implying that simply buying a 15g item gives you an extra attack on top of all of the normal "hands" worth of action you get. That's insane.

Silver Crusade

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I've noticed a lot of people have ideas for character backstories they want to play, but have a hard time building a character to fit that backstory. So I figured I'd be a bit presumptuous and offer the Advice forum's help with this problem. Maybe we can make this a one stop shop for this kind of thing.

So here's what we'll do: you provide your character's backstory, and we'll help you flesh out the hard numbers for that character.

Silver Crusade

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Rysky wrote:
Um, thanks, but it would have probably been better if I hadn't wasted everyone's time arguing with them :3

Alls I gots is time. Got no meaning, just a rhyme.

Edit: Also, I love how this wasn't even Rysky's thread, but (s)he became the focus of it and we all lived happily ever after.

Silver Crusade

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Rysky wrote:
Bigdaddyjug wrote:
Rysky wrote:
Bigdaddyjug wrote:
Rysky wrote:
Bigdaddyjug wrote:
Rysky wrote:
Bigdaddyjug wrote:
Yes you are, because the Aid Another action specifies results of the check. The specific consequences laid out in the Aid Another section override the general consequences laid on in the skills section.
There's specific consequences laid out for success, but none whatsoever for failure, therefore I default to the normal consequences for failing the skill check.
And that's a house rule. If the rules don't lay out a consequence for failure, there is none.
There are rules for failure, in each individual skill.
Then it's a good thing the Aid Another action isn't the same as a skill check.
We're just going to disagree on that.
You can disagree all you want as long as you don't mind being wrong.
The needless snark is unnecessary just because you don't agree with my reading of the rules.

I have not yet begun to snark. And to be honest, this isn't even about a misreading of the rules. This is about numerous people telling you you're wrong and providing reasons why, and you ignoring it.

Silver Crusade

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Rysky wrote:
Bigdaddyjug wrote:
Rysky wrote:
Bigdaddyjug wrote:
Rysky wrote:
Bigdaddyjug wrote:
Yes you are, because the Aid Another action specifies results of the check. The specific consequences laid out in the Aid Another section override the general consequences laid on in the skills section.
There's specific consequences laid out for success, but none whatsoever for failure, therefore I default to the normal consequences for failing the skill check.
And that's a house rule. If the rules don't lay out a consequence for failure, there is none.
There are rules for failure, in each individual skill.
Then it's a good thing the Aid Another action isn't the same as a skill check.
We're just going to disagree on that.

You can disagree all you want as long as you don't mind being wrong.

Silver Crusade

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Rysky wrote:
Bigdaddyjug wrote:
Rysky wrote:
Bigdaddyjug wrote:
Yes you are, because the Aid Another action specifies results of the check. The specific consequences laid out in the Aid Another section override the general consequences laid on in the skills section.
There's specific consequences laid out for success, but none whatsoever for failure, therefore I default to the normal consequences for failing the skill check.
And that's a house rule. If the rules don't lay out a consequence for failure, there is none.
There are rules for failure, in each individual skill.

Then it's a good thing the Aid Another action isn't the same as a skill check.

Silver Crusade

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Rysky wrote:
Bigdaddyjug wrote:
Yes you are, because the Aid Another action specifies results of the check. The specific consequences laid out in the Aid Another section override the general consequences laid on in the skills section.
There's specific consequences laid out for success, but none whatsoever for failure, therefore I default to the normal consequences for failing the skill check.

And that's a house rule. If the rules don't lay out a consequence for failure, there is none.

Silver Crusade

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Yes you are, because the Aid Another action specifies results of the check. The specific consequences laid out in the Aid Another section override the general consequences laid on in the skills section.

Silver Crusade

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Rysky, are you being intentionally obtuse? The Aid Anither action says you make the same skill check as the person you are aiding. It then says you apply the same bonuses and penalties to that roll. It further goes on to state what the results of a success are. Since there are no stated results for a failure, there are none other than not gaining the benefit of a success. Full stop. End of discussion.

Now, where is your confusion?

Silver Crusade

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I've already explained how. The outcome of the roll is not a penalty. Penalty has a specific definition within this game. The most basic definition of a penalty is a negative bonus applied to a roll. That's it. The consequences of that roll are not penalties, even if they are negative outcomes.

So when Aid Another says all bonuses and penalties, it doesn't mean outcomes. It literally, and only means modifiers to the roll from ability scores, feats, traits and other sources.

Silver Crusade

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Lady-J wrote:
as long as its not for the no fun allowed pfs you could always ask your dm for some cusomization, honestly it would make sence if a human was adopted by a family of ratfolks that they could have their edolon be a ratfolk as their family is well ratfolk there for all their known ansestors would be ratfolk

It's getting fairly old seeing you bash PFS every chance you get when you admit you've never played it. Maybe you should can it.

Silver Crusade

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I'm working up a halfling cavalier with the beast rider and emissary archetypes. Other than Spirited Charge and Power Attack, what are some good feats to pick up? I plan on grabbing Boin Companion at some point and switching out my wolf for a Tyrannosaurus rex at level 4.

Silver Crusade

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Inlaa wrote:

Waaaait. You can take Shield Slam with two levels in Ranger? And you don't need TWF?

*A Whole New World begins playing*

Ranger or slayer, an dyes that's what this whole thread is about.

Level 1: Weapon Focus (heavy shield), Power Attack
Level 2: Ranger Combat Style (sword and board) > Imp Shield Bash
Level 3: Intimidating Prowess
Level 4: Weapon Training (heavy shield), retrain Weapon Focus into Shield Focus
Level 5: Iron Will
Level 6: Ranger Combat Style > Shield Master
Level 7: Cornugon Smash
Level 8: Combat Trick > Killing Flourish
Level 9: Persuasive
Level 10: Ranger Combat Style > Greater Shield Focus
Level 11: Gruesome Slaughter
Level 12: Evasion

Silver Crusade

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Here, I FAQed it for you guys. Go click the FAQ button.

Silver Crusade

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Since this has popped up in at least two recent threads in the Advice forum, and seems to be the topic of some vitriolic debate, I figured I would get an FAQ request going since it seems to be a relatively simple answer.

What is the action economy relevant to making an attack with a throwing shield?

The throwing shield entry states that you can "unstrap and attack with it" as a free action. I take this to mean that unstrapping it is a free action, and the attack takes up one of the attacks granted by your BAB.

Others insist that RAW is RAW, and you could get a throwing shield and a blinkback belt and make theoretically infinite attacks with a full attack action.

Silver Crusade

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Best advice I can give you is to find a new group.

Silver Crusade

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Lady-J wrote:
Bigdaddyjug wrote:

He was very into it when he played his first session last weekend. He paid attention to the GM's instructions, participated in out of combat stuff, and generally did pretty well.

@Lady-J PFS is a lot of fun and there's a very good reason for most of the restrictions. I'd say don't knock it til you've tried it.

dont want to try it there are way to many restrictions in place and your locked into a pitiful 20 point buy were you cant even get a decent stat array going :( if the point buy were maybe 40 points it would be a bit more managable but any less makes most of what i want to do unplosible

I'm just going to "whatever" this whole post and move on.

Silver Crusade

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So, strength magus build anyone?

Silver Crusade

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Ok, so a few people were concerned with HP and AC, so I switched the level 12 build up a bit. I'll just have to decide what order to take the feats in. I also can swap out Extra Performance feat as I'm not sure I'll really need all of those rounds. I'm considering Twist Away and Great Fortitude.

Spoiler:
Bard 12
Angel-blooded aasimar (angelkin) bard (archaeologist) 12 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 32)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +21
--------------------
Defense
--------------------
AC 28, touch 15, flat-footed 25 (+8 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural, +3 shield)
hp 111 (12d8+48)
Fort +15, Ref +19, Will +17
Defensive Abilities improved evasion, trap sense +4, uncanny dodge; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 longsword +22/+17 (1d8+19/19-20)
Special Attacks archaeologist's luck 14 rounds/day (+3)
Spell-Like Abilities (CL 12th; concentration +16)
1/day—alter self
Bard (Archaeologist) Spells Known (CL 12th; concentration +16)
4th (4/day)—dimension door, echolocation[UM], freedom of movement, greater invisibility
3rd (5/day)—arcane concordance[APG], haste, reviving finale[APG] (DC 17), see invisibility
2nd (6/day)—blur, glitterdust (DC 16), heroism, invisibility, mirror image
1st (6/day)—charm person (DC 15), comprehend languages, cure light wounds, expeditious retreat, feather step[APG] (DC 15), sleep (DC 15)
0 (at will)—daze (DC 14), detect magic, light, message, read magic, resistance
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +9; CMB +19; CMD 30
Feats Combat Reflexes, Dodge, Extra Performance, Lingering Performance[APG], Power Attack, Toughness, Weapon Focus (longsword)
Traits fate's favored, vagabond child (urban)
Skills Acrobatics +8, Appraise +8, Bluff +10, Climb +12, Diplomacy +25, Disable Device +30, Disguise +10, Escape Artist +8, Fly +8, Handle Animal +10, Heal +8, Intimidate +10, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +22, Knowledge (religion) +22, Linguistics +8, Perception +21, Perform (oratory) +25, Ride +8, Sense Motive +6, Sleight of Hand +8, Spellcraft +23, Stealth +8, Survival +6, Swim +12, Use Magic Device +19; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Sylvan
SQ bardic knowledge +6, clever explorer +6, jack-of-all-trades, lore master 2/day, rogue talents (improved evasion, opportunist, weapon training)
Other Gear +4 darkleaf cloth lamellar (leather) armor[UC], +2 mithral buckler, +3 longsword, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +3, headband of alluring charisma +4, ring of protection +2, 10,870 gp
--------------------
Special Abilities
--------------------
Archaeologist's Luck +3 (14 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +6 (Ex) Add +6 to all knowledge skill checks.
Clever Explorer +6 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Silver Crusade

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I'm Hiding In Your Closet wrote:
William Cleveland wrote:


-Rangers, almost never.
Seriously? I see Rangers all the time.

My son played his first scenario this Sunday and his -1 is a tengu ranger.

Silver Crusade

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I agree with Secret Wizard. I wouldn't play an inquisitor archetype that traded away judgements. For some tips, here's my level 12 Conversion inquisitor that I will be playing EotT with shortly.

Spoiler:
Francisco Cisneros
Male human (Keleshite) inquisitor of Sarenrae 12 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +11; Senses Perception +18
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, +1 natural)
hp 100 (12d8+37)
Fort +13, Ref +12, Will +13
Defensive Abilities stalwart
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +11/+6 (1d6+7/18-20)
Ranged +3 adaptive composite longbow +18/+18/+13 (1d8+11/×3)
Special Attacks greater bane (17 rounds/day), judgment 4/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 12th; concentration +15)
At will—detect alignment, discern lies (12 rounds/day)
Inquisitor Spells Known (CL 12th; concentration +15)
4th (3/day)—divine power, greater invisibility, restoration, stoneskin
3rd (5/day)—daylight, dispel magic, heroism, prayer
2nd (6/day)—blistering invective[UC] (DC 15), ghostbane dirge[APG] (DC 15), invisibility, lesser restoration, see invisibility
1st (6/day)—comprehend languages, divine favor, expeditious retreat, protection from evil, shield of faith, wrath[APG]
0 (at will)—create water, detect magic, guidance, light, read magic, stabilize
Domain Conversion inquisition[UM]
--------------------
Statistics
--------------------
Str 14, Dex 23, Con 16, Int 12, Wis 16, Cha 7
Base Atk +9; CMB +11; CMD 28
Feats Coordinated Shot[ACG], Deadly Aim, Divine Interference[UM], Enfilading Fire[UC], Lookout[APG], Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Target Of Opportunity[UC], Weapon Focus (longbow)
Traits reactionary, world traveler
Skills Bluff +9, Diplomacy +18, Heal +9, Intimidate +21, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (local) +13, Knowledge (nature) +12, Knowledge (planes) +12, Knowledge (religion) +12, Perception +18, Sense Motive +18, Spellcraft +16, Stealth +9, Survival +7
Languages Common, Kelish, Tien
SQ monster lore +3, solo tactics, stern gaze +6, swaying word, track +6
Combat Gear jingasa of the fortunate soldier[UE], potion of cure moderate wounds (2), potion of darkvision, scroll of expeditious retreat, wand of bless (50 charges), wand of cure light wounds; Other Gear mithral breastplate, +3 adaptive composite longbow, arrows (80), blunt arrows[APG] (20), iron-tipped distance arrow[UC] (20), scimitar, amulet of natural armor +1, bane baldric[UE], belt of physical might +4 (Dex, Con), boots of speed, cloak of resistance +2, efficient quiver, ring of protection +1, everburning torch, grappling hook, masterwork backpack[APG], silk rope (50 ft.), silver holy symbol of Sarenrae, spell component pouch, 19,274 gp
--------------------
Special Abilities
--------------------
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (12 rounds/day) (Sp) Discern Lies at will
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Greater Bane (+2 / 4d6, 17 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +6 (Ex) +6 to Sense Motive and Intimidate.
Swaying Word (1/day, DC 19) (Sp) Spoken word of divine wisdom dominates one person for 1 min (Will neg).
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Track +6 Add the listed bonus to survival checks made to track.

Silver Crusade

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Is there one?

Silver Crusade

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Vutava wrote:
Belabras wrote:
RealAlchemy wrote:
BigNorseWolf wrote:

"So who are you, what do you look like, and what are you doing as you travel throught he desert?" (one of our stock "getting to know the party montages)

"Human. Average.

"... where are you from. How are you dressed?

"Human. Average.

Sigh, alright, next player (who wasn't paying attention at all)

"... where are you from. How are you dressed?

"Human. Average.

*headdeskheadesk*

I am in the desert, riding my horse with no name.
I bet it feels good to be out of the rain.
In the desert, you can't remember your name.

If only there were someone there to give you a name. But there ain't.

Silver Crusade

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I read Brandon Sanderson's Way of Kings and Words of Radiance recently. Both of those were excellent and I cannot wait for the rest of the series. He has some of the best character development I've ever seen in the fantasy genre. I'm guessing he learned it from studying the Wheel of Time series while preparing to finish it for Robert Jordan.

After those two, I took a break from sci-fi and fantasy, and read Stephen King's Mr. Mercedes. I have to say, for a horror writer, it was one of the best detective novels I have ever read. If you're a King fan or a detective story fan, it's definitely worth a read.

When I finished that, I downloaded Piers Anthony's A Spell for Chameleon[/i}, which is the first book in the Xanth series. I've read his entire [i]Incarnations of Immortality series, and a few of the Xanth novels here and there, but I decided I'm going to go through the entire Xanth series this time.

I was hoping to find a novel of his named Firefly, but it wasn't available from iTunes, most likely because it borders on pornography despite being a pretty good book.

Silver Crusade

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Nicos wrote:
If a PC have a bite attack and bite the the succubus, does that constitutes an act of passion?

That would entirely depend on where and how forcefully he bit her.

Silver Crusade

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Savage GM wrote:
not talking tokien dwarves

Except you kind of are, because nearly all modern fantasy dwarves are based off of Tolkienian dwarves. And D&D/Pathfinder dwarves are no exception.

Silver Crusade

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Wow I like that Fateful Channel feat. Now I'm wishing my life oracle wasn't an atheist.

Silver Crusade

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I've got a post for you...

Spoiler:
Too obvious?

Silver Crusade

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What happens if you cast unnatural lust on an already lustful creature? I mean, who can help but lust after a succulent succubus?

Silver Crusade

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Alleran, that is way too much rules text for a single post in this thread.

Since I'm already here, I'd like to donate my body to the scientific research being proposed in this thread.

Silver Crusade

1 person marked this as FAQ candidate. 2 people marked this as a favorite.

#2 is the correct reading.

Silver Crusade

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Don't make your players roll for hit points. It's the dumbest mechanic possible that could lead to a wizard having more HP than a barbarian.

Silver Crusade

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Chess Pwn wrote:
if you're wanting him to be good in combat I'd recommend stats of 16+2,14,14,14,9,8 this plus chainshirt gives AC 16 at lv1.

Your ability scores do not add up to a 20 pt buy, Chess.

I'm having a lot of problems building my empiricist investigator as well. They are one of the most MAD classes out there, rivalling even monks.

I started out with a human for the extra feat, and I was going to go the Bludgeoner/Enforcer route with Bruising Intellect as a trait and wielding a morningstar. Now I'm reconsidering that and thinking about going with a sylph Weapon Finesse build using a rapier.

The only thing I do know about my build, is that if he's a human his name will be Elmo.

Silver Crusade

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Yes, I loved that Lady Darchana wanted reports from multiple PCs. I think she ended up calling one an "incompetent buffoon" because all he could do was shrug and point at the rogue when asked for his take on the situation.

Silver Crusade

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Jiggy wrote:
Bigdaddyjug wrote:
Now I really want to my party's wizard to dominate monster on the next succubus we encounter. Then he can transmute rock to mud and tell the dominated succubus to engage the enemy succubus in the mud pit.
Pretty sure that's NOT the top of the list of things worth doing with a dominated succubus.

Well we have a paladin and a LG cleric in our party, so I'm not sure what they'd think of the other activities you infer in your post.

Silver Crusade

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Now I really want to my party's wizard to dominate monster on the next succubus we encounter. Then he can transmute rock to mud and tell the dominated succubus to engage the enemy succubus in the mud pit.

Silver Crusade

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I ran this Saturday afternoon at a Con and had a lot of fun, and I hope the players did as well. My favorite part was RPing as Mahjub. One of my players was playing the pre-gen swashbuckler Jirelle, and Mahjub is fairly certain he has a date with her now. He also almost convinced a paladin to buy a concubine. Unfortunately, he also owes an entire party of 6 a night out drinking.

Silver Crusade

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So the last session of my home game took a new spin on the succubus in a grapple. Our wizard decided to telekenetic charge one of the NPCs into the flying succubus to drag her down to the ground so we could all get a piece of her.

It didn't work and I think he should have just tried to impale on his ranseur instead.

Silver Crusade

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This thread devolved quickly...thank god!!!

Silver Crusade

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How does this look for a 1st level grippli druid?

stat block:
Test Grippli Druid
Grippli druid 1 (Pathfinder RPG Advanced Race Guide 190)
N Small humanoid (grippli)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+4 armor, +1 shield, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +6
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee rapier +3 (1d4/18-20)
Druid Spells Prepared (CL 1st; concentration +5):
1st—frostbite{super}UM{/super}, produce flame
0 (at will)—detect magic, guidance, read magic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 12, Wis 18, Cha 7
Base Atk +0; CMB -1; CMD 12
Feats Weapon Finesse
Traits expert duelist, fencer
Skills Climb +9, Diplomacy +0, Heal +8, Intimidate +0, Knowledge (nature) +7, Perception +8, Spellcraft +5, Survival +10; Racial Modifiers +2 Diplomacy, +2 Intimidate
Languages Boggard, Common, Druidic
SQ jumper, nature bond (animal companion), wild empathy -1
Other Gear lamellar (leather) armor, light wooden shield, rapier, 67 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Expert Duelist +1 to Armor Class if adjacent to only one foe.
Fencer +1 to hit with dagger or sword AoOs.
Jumper You always are considered to have a running start when jumping.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Silver Crusade

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Mark Hoover wrote:
Succubus in a Grapple wrote:

Oh, it feels so wonderful to be so appreciated.

Hugs for everyone!

I'm part of everyone

From now on, I'm going to call linking to that picture without warning Nic-rolling.

Silver Crusade

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The agile enchantment does not cost 2,000g. It costs however much the last enchantment you put on your weapon costs. If you end up with a +2 agile rapier, the agile part of that costs you 10,000g because you still would have had a +2 rapier even without the agile. You can also look at it as having the opportunity cost of +1 attack bonus and damage or some other always on enchantment like flaming.

Silver Crusade

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Scott Wilhelm wrote:
Sin of Asmodeus wrote:

So, I recently was running a game, in which I had a succubus to play around with, and one of the characters ran up and grappled her.

On her turn I stated. Okay, we are grappled. We both have the grappled condition, with you being the grappler, so I um. Level drain you.

As it states, a succubus must be in a grapple to perform her Kiss / drain. Am I in the wrong for level draining the grappler who had me held up?

The energy drain attack depends upon the victim being lured into an act of passion. The 2 ways she has for doing that are with her Suggestion ability and her grappling.

It seems to me that successfully initiating a grapple in combat does not constitute being lured into an act of passion. I think the succubus has to gain control of the grapple, or she has to get her victim to fail a saving throw against her suggestion to change the nature of the entanglement.

But the wording of the monster description does seem to allow for your interpretation.

What is this s@+%?!?!? Nobody comes to this thread looking for serious answers.

Silver Crusade

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The only archetypes I particularly care for are Preacher and the new knee from the ACG whose name I can't remember. The nice thing is the inquisitor is proficient in longbow,so your deity choice is all about flavor. I chose Sarenrae because I was going for a divine retribution kind of feel. Read up on the deities on archivesofnethys.com and see which one fits your flavor.

There really aren't too many good offensive spells you're going to want to cast. You're going to want to buff yourself, and use spells like see invisibility and maybe a couple others. When you absolutely have to use an offensive spell, there's a judgement for that.

Here's my level 11 PFS archer inquisitor.

Here there be stat block:
Francisco Cisneros
Male human (keleshite) inquisitor of Sarenrae 11 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +11; Senses Perception +19
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Defense
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AC 25, touch 18, flat-footed 19 (+6 armor, +5 Dex, +1 natural, +1 deflection, +1 dodge)
hp 91 (11d8+33)
Fort +14, Ref +14, Will +14
Defensive Abilities stalwart
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Offense
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Speed 60 ft.
Melee scimitar +16/+16/+11 (1d6+6/18-20)
Ranged +3 adaptive composite longbow +22/+22/+22/+17 (1d8+18/19-20/×3)
Special Attacks bane (16 rounds/day), judgment 4/day
Spell-Like Abilities (CL 11th; concentration +9)
At will—detect alignment
11 rounds/day—discern lies
Inquisitor Spells Known (CL 11th; concentration +14):
4th (2/day)—greater invisibility, named bullet{super}UC{/super}, stoneskin
3rd (5/day)—dispel magic, heroism, keen edge, magic vestment
2nd (5/day)—blistering invective{super}UC{/super} (DC 15), ghostbane dirge{super}APG{/super} (DC 15), invisibility, lesser restoration, see invisibility
1st (6/day)—comprehend languages, divine favor, expeditious retreat, protection from evil, shield of faith, wrath{super}APG{/super}
0 (at will)—create water, detect magic, guidance, light, read magic, stabilize
Domain Conversion Inquisition
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Statistics
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Str 14, Dex 22, Con 16, Int 12, Wis 16, Cha 7
Base Atk +8; CMB +11; CMD 29
Feats Deadly Aim, Divine Interference[UM], Enfilading Fire[UC], Lookout[APG], Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Target Of Opportunity[UC], Weapon Focus (longbow)
Traits reactionary, world traveler
Skills Acrobatics +7, Appraise +3, Bluff +11, Climb +3, Diplomacy +19, Disguise +0, Escape Artist +7, Fly +7, Heal +11, Intimidate +18, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (local) +15, Knowledge (nature) +14, Knowledge (planes) +14, Knowledge (religion) +14, Perception +19, Ride +7, Sense Motive +15, Spellcraft +16, Stealth +11, Survival +9, Swim +3
Languages Common, Kelish, Tien
SQ monster lore +3, solo tactics, stern gaze +5, swaying word, track +5
Combat Gear jingasa of the fortunate soldier, potion of cure moderate wounds (2), potion of darkvision, potion of fly (2), scroll of expeditious retreat, wand of bless (50 charges), wand of cure light wounds; Other Gear mithral breastplate, +3 adaptive composite longbow, iron-tipped distance arrow (20), arrows (80), blunt arrows (20), scimitar, amulet of natural armor +1, bane baldric, belt of physical might +4 (Dex, Con), boots of speed, cloak of resistance +2, efficient quiver, ioun torch ioun stone, ring of protection +1, backpack, masterwork, everburning torch, grappling hook, silver holy symbol (Sarenrae), silk rope (50 ft.), spell component pouch, 2,100 gp
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Special Abilities
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Boots of speed (10 rounds/day) Affected by haste
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (11 rounds/day) (Sp) Discern Lies at will
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Enfilading Fire +2 to ranged att vs a foe flanked by an ally with this feat.
Greater Bane (+2 / 4d6, 16 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scroll of expeditious retreat Add this item to create a scroll with spells on it.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Swaying Word (1/day, DC 18) (Sp) Spoken word of divine wisdom dominates one person for 1 min (Will neg).
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Track +5 Add the listed bonus to survival checks made to track.
Wand of bless (50 charges) Add this item to create a wand of a chosen spell.

Silver Crusade

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Slaunyeh wrote:
Mikaze wrote:
Don't look her up at work, by the way.

I don't think it's fair to issue that kind of dare when you're actually serious!

I never realized that Jurassic Park was an erotic thriller. I feel cheated now. :(

Don't you mean Jurassic Pork?

>.>

<.<

Silver Crusade

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So I finished Skin Game last night, and this morning I downloaded Annals of the Black Company on my iPad. I already own a paperback edition of The Black Company, but the Annals were only $8 on the iTunes store, and it includes the first 3 books in the series. Just buying Shadows Linger would have cost me $8, and I needed to re-read The Black Company anyway.

As far as the denouement of Skin Game

Here there be spoilers:
Mind = blown about Butters and Goodman Grey. I also think it's freaking awesome that Butters gets to keep Bob, but Harry gets a new spirit of intellect of his own. I could totally see a new knight taking up Amoracchius in the next book, and then have Butcher write a spin-off series about the Knights of the Cross. It's also great that Harry and Murphy finally hooked up.

Silver Crusade

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I read The Black Company and rather enjoyed that. Maybe I should jump back into that series first, including a reread of TBC.

I also heard Cook has another series about a PI, but I can't remember the name of it now. Anybody know anything about that series?

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