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Hello! I searched, and saw some things on the topic, but nothing clearly definitive.

I just wanted to get some clarification on how the goblin cleaver feat interacts with a fighter with greater cleave.

Feats character has;

Power Attack
Cleave,
goblin cleaver
cleaving finish
greater cleave
improved cleaving finish

with these feats can I; greater cleave every sized small creature i threaten? (Seems like a yes, according to goblin cleaver + great cleave)

do i get to interrupt my cleave attacks with the improved cleaving finish if i drop one? (i.e. cleave goblin A - drop him- improved cleave finish goblin b, use next greater cleave attack on goblin b -drop him- use improved cleaving finish on goblin C, and great cleave into goblin C?

All the while ignoring the adjacent clause of cleave and great cleave due to meeting the prereqs of goblin cleaver? (cleaving enemies smaller than myself)

Is there anything stopping me from using improved cleaving finish to waterfall effects? It seems I could really just pick any target as long as in my reach, attack it with greater cleave (once per round) and then if i drop anything improved cleave finish.

Can i use my improved cleave finish multiple times on same opponent? (use greater cleave on target a, drop target a, improved cleave B, greater cleave C -drop C- improved cleave finish B again?

I have seen "bag of rats" mentioned, and would not be cleaving rats to get number of attacks on one guy tho.

Sorry if this seems a little rambling, but I hope you get the gist of my ideas on the subject.


Hello,

I have a couple of questions on how these rules interact, and my search function is failing me.

If an evangelist cleric takes a level of sensei monk, would those levels stack for inspiring courage effects? Or would the evangelist cleric levels and monk level not stack?

I beleive no as neither makes a mention of stacking with bard, or any other classes.

Also, can an evangelist cleric use his free action to maintain his inspire courage ability and cast spells with audible components?

I was having a hard time finding confirmation on this last one.


Hello,

Our group is running the relatively new reprint in Pathfinder rules.

I am a player, and we wanted to know the assumptions made about the player characters.

The only books our GM has allowed is core and APG.

Also we are at 15pt buy.

We are getting trounced...badly. There is only one original member of the group left. We have five players. I'm on my 4th character, so is another of my friends. The third player is on her second, same for the fourth player.

Is this adventure that hard? Is it supposed to be 15 pt buy?

We are all enjoying it immensly, but we did wonder what the assumption was for the baseline of the characters.

Also, the DM is not modifying encounters. He doesn't have time so he's running the books as is.


A ranged magical weapon bestows the special properties it has on it's ammunition, and we use the higher of the two enhancement bonuses between ammo and ranged weapon.

I was curious if this could be used to bestow greater than +10 properties to some ammo.

Lets say you had a bow that was +1 Brilliant Energy, holy, and Shocking burst and flaming. (+10)

And then you have an arrow that is +5, Distance, Icy Burst, bane and seeking. (+10)

Does this allow the arrow to be fired at a total of more than +10 magical bonuses? The arrow would be at +5 enhancement plus all the other special abilities?

Thanks for the help friends.


Hello all!

My friends and I have started Rise of the Runelords anniversary edition.

It caps at lvl 18 if I am correct. I started out with a Cleric, but he's transforming into more of a Warrior Priest.

I've dubbed this build the "Paladin of Righteous Liberation" although there are no Paladin levels.

Any tips would be welcomed, but only APG and Core allowed, although I did convince my DM to let me use the unbreakable Archtype for fighters.

So, would like to keep it Core/APG as possible, but some things may be up for discussion.

I've already started the Character (lvl2 Cleric), so I cannot change his stats

15pt buy
Str 14
Dex 7 (took an arrow to the knee...classic.)
Con 14
Int 10
Wis 17
Cha 13

Human (Varisian)

Lvl 1-3 Cleric of Desna, Luck and Liberation Domain
Feats: Combat Casting, Toughness

These two great domains give me bit of luck, and essentially freedom of movement. These will get much less useful later, but seem like situationaly could save myself from a sticky situation or make sure my friends succeed.
Plus I get 2nd level spells at the appropriate time which add some utility and useful abilites.I.e. the brief period where Shatter is useful, and some harmful status removal. 3rd level pick up power attack.

Dip into unbreakable fighter
For Diehard (seems useful for a guy who can heal himself), and to set up the final dip into fighter at the end.

2 levels of Drunken Brute / Invuln Rager Barbarian.
I'll be using heavy armor so i'm not worried about the fast move, and the damage reduction is great. I pick up the Moment of Clarity rage power so I can jump out of rage and cast a needed spell.
Pick up Alignment Channel to target evil outsiders.

Now I jump into Holy Vindicator for 4 levels. This keeps my BAB up, lends a little more spell casting and gives my channel a little utility in the form of extra AC. Stigmata provides a versatile bonus depending on what I need in a battle. The empower cure is nice too. I sm unsure if it works with wand castings, does it? I put my abil bonus into Con to qualify for raging vitality (more for the con bonus than anything) and also pick up Superstition (can drop if I need heals /buff with MoC) and extra rage power Roused anger in case I need to drop rage after moment of clarity and jump back in.

I jump back into cleric to get 4th level spells.

I hop back to barbarian and ride that to level 17, the feats I pick up along the way are extra rage, blind fight, extra rage power, and Dazing Assault. I pick the rage powers Good for what Ails you to make sure I stay in the fight, internal fortitude and increased Dmg reduction for max status and hit point protection.

Final level jump back to fighter to scoop up another bonus on my Will save on important effects, and my crowning feat stunning assault.

I plan to use a couple of buffs like Blessing of Fervor, Divine Power, and some of the lower ones. Also going to keep Instant Armor prepared so I can summon Force armor if I encounter any incorporeal creatures.
I plan to stick the rest as utility and status removal (leaving a slot open or two for max versatility.)

Thank you for reading, and please no spoilers (i.e. you should take these feats to prepare for X)

Where appropriate I pick up a stat boost in Con again, Wisdom, then Dex so each gives a better bonus.


I am of the opinion that the classic surprise - "skeleton in the corner suddenly animates and attacks!" can be thwarted with a well placed and focused detect magic.

Is there any thing in the rule that supports this?

I feel like undead are constantly radiating magic (necromancy).

Does any one have anything to support that this is or is not true to form?

Thanks for your time.


Just looking at sundering and some special materials and had some questions... in particular alchemical silver items.

Alchemical silver has 8 hardness and 10 hp per inch of thickness.

Iron / Steel has 10 hardness and 30 hp per inch of thickness.

Does this mean that alchemical silver weapons would have harness 8 and 1/3 the hp of a normal weapon made of steel?

I.e. Normal longsword has 10 hardness and 5 hit points (1 handed blade's stats.) While one made of silver would have hardness 8 and 2 hp (rounded up?) Even further, a great sword with 10 hardness and 10 hp, vs silver great sword at 8 hardness and 3 hp (!!!!!)

Thanks guys!


Hello all,

Been running into a little problem at my home game. Namely the spell pyrotechnics. The wizard in the group has been casting it at the start of every battle and all party members have been saying "I close my eyes". Avoiding having to roll a will save.

It's not too bad, however most enemies fail and it has been making the encounters not fun for me personally as the GM, due to most enemies being blinded and a little useless. I don't mind if this is a viable tactic, however, I don't feel that necessarily it is the most fair or even if it is possible in the rules to "close your eyes" with out any penalty in combat.

Anyways guys, I'd be very interested to hear your feedback!


I can't find an errata or anything saying that you cannot use all the benefits of the mobile fighter archetype +archery. Am I correct in using this particular skirmisher combo?

Thanks for your help all...


Hello all, thanks for your time!

My current group is losing about 4 players, leaving us with 2 core members and 2 "on-off" members. Most likely we will have at max three players at a time.

I'm running Carrion Crown, and am thinking of making all PC's gestalt. Seems like it would really fix party balance, and give the PC's the extra oomph they need for the encounters.

My questions are what would you suggest for point buy, I am thinking bumping it up to 20 from our original 15. Secondly with NPCs, do you think the main ones should gestalt as well? Like BBEGs and such? And if you have done this before, I'd love to hear how it went for you!

Thanks everyone!


Maybe this has been asked before, but if you catch a vampire in the "geyser" stream from the decanter of E.W. would it begin to lose massive amounts of HP from being immersed in running water??

Thanks for helping guys.


Hi all! I'm creating a baddie, an Ogre Mage Sorcerer in particular.

I came across the spell skinsend in ultimate magic and was curious how you guys would rule this.

First, you can only regenerate health through regeneration abilities (including the Ogre Mage's ) but, if your skin regenerates on your body, the skin you sent out through the spell dies. Would you rule this that it happens at full HP for the O.M.? Or, would you say the spell is essentially useless for him because as soon as that 5 hp ticks up, his skin "dies." Can you suppress regeneration without harming yourself?

Next question on this is that, the O.M. is a shapechanger, could he alter himself into say, an orc, and then loose (yes, loose) his skin upon the world? My intention is that the skin would look orc-y not revert to his O.M. look. (I feel like there is a rule somewhere when a body part is taken off your body, it reverts to original size and shape if you were under a polymorph spell) So, input would be appreciated. =)


Ok, first curious if anyone has melded PF and Iron Heroes together, or if has any tips on doing so... Secondly, if I were to meld them together and post it on this board, would it be stepping on Intel. Prop rights, and the like?


Ok, interesting situation guys, a goblin with a Stealth check of 32 is hiding in a room, PCs enter, and call "We take 20 on our perception check to search it!" Highest possible perception is 27.

Would you allow the high stealth score to matter? Or does the goblin get a chance to sneak away with out the PCs knowing, i.e. slips out a closet and tip toes out while the PCs examine a few dust bunnies.

Or, do you believe if a person takes 20 on a perception check, eventually the nature of the searching "examining every nook and cranny" will turn up the little gobbo?

I could go either way, so just looking for some fresh points of view.


Hey, looking for Pathfinder group to join, or you could join us. We're in central MA, worcester area. Please post if you have an open group, or looking to join. Schedule is pretty flexible.


2 people marked this as FAQ candidate.

Title pretty much says it all. If you have weapon focus on unarmed attack, do you think it would apply to grapple? Seems reasonable, but I'm not entirely sure.


Title pretty much says it all. I'm under the impression that if a creature with SR comes into contact with lets say, forceful hand, that the caster rolls to beat the creature's SR. If unsuccessful, the creature can safely ignore the hand and pretty much the hand cannot effect it. Is this the correct interpretation or am I misreading? Thanks guys!


This came up in another thread, and wanted the real formula on the cost...a sword that is NOT continuous use (because true strike continuous is kind of broken..)BUT, you could use it to cast a quickened True Strike every round. Figuring need a 5th level spell (Quickened True Strike) and caster level 9...but as for the rest, i'm not sure how to make a swift action and all that? If anyone can help me out, I'd really like to see how much it'd cost so I could give it to a PC. (First attack auto-hitting is something I'm comfortable giving, and I know they won't abuse CMB with it either, so I'm anxious when I could drop this in his hands.)


Hey guys, wondering if anyone could point out a major flaw with this, but it seems to make sense to me.

RAW aiding another with the attack action is a melee only affair, but how "broken" do you guys think it would be if it could be used at ranged, with other ranged attacks.

i.e. 2 Archers aid a third, granting a +4 for the arrow to connect and do damage. I feel that this simulates a volley of arrows striking something vital as a hail rains down upon the target, maybe could roll a die to determine which arrow hit and did the damage if there were different amounts available.

Another point to just stress, no mixing and matching, meaning: No melee aiding a ranged and vice versa, seems that would be too much of a hassle and also since you are taking the time to not hit your friend in melee with a bolt to the back your missing out on the raw "multi-missle" effect that is the volley.

So if you guys have any questions, or could point out a gaping flaw in allowing this, I'd love to hear it!


The title pretty much sums it up. Why shouldn't all PF gov't be ruled by the highest levels around? By the very nature of the world and the even the gamesystem supports that all governing bodies would be run much better by higher level characters.

For example, higher level characters have better stats and higher skill ranks. Their wisdom and sense motive checks would be higher. Profession (Nobel) would be higher, along with a smattering of other useful skills. In addition they would be able to defend their position of power against assassins and the like via higher saves, magical wealth and connections they have made through adventures. They also would have more XP, which directly translates into LIFE EXPERIENCE. Not to mention being able to quash the paltry threats of most goblinoids and orcs more or less single-handedly.

So, what are the points for and against this point of view? I'm quite interested in what the community has to say! I submit this for discussion.

(editing storm of messing up with the UI, ha!)


Hey, just curious if using Greater Vital Strike on a Huge Dragon's bite attack could still qualify for the Snatch feat? I can't find a problem, but the combo seems so cool that when my players call shenanigans I can hold firm that it's "By the book!"

-thanks in advance guys. =)


My group and I have always played that you could pull out a potion on your turn and use it as a standard action on an ally who is dying. Is this actually allowed in the rules? I can't seem to find it at the moment, and I'm curious about the RAW.


Hey guys, maybe this topic has been beat to death but I'd like to hear of anyone's previous experience in doing what I plan to try out. The plan is to do away with CMB and CMD for the most part and use the rules for bull rush etc with the old 3.5 rules.

There is a catch, I believe I will be keeping the PF size modifiers since they seem to progress at a much more reasonable rate, and instead of the manuver failing if AoO hits, they get a minus proportionate to the damage dealt. (this would make most attempts futile if they connect but still there is a chance of pulling to technique off). The reason why I am wanting to do this is because of a particular situation that arose in my game group. I was running the absolute classic "Red Hand of Doom", and in one encounter it is suggested that the lowbie fodder try to bullrush the PCs off the edge. This had at least a chance for success in 3.5 because first guy gets AoO'd probably dies, but three more guys will attempt seconds later. In pathfinder, there was no way in heck a lowbie could hit the cmd of the main fighter, and even the mage was...no push over, heh. This got me kind of irked, so I'm embarking on this path.

So thanks for reading, and I'm looking forward to hearing of your exp, and any suggestions on how to make it work. Even if you want to defend CMD I will listen, maybe I'm missing something. =P


Hey guys, was toying with this idea. I noticed most devils and demons are completely naked and most barely have any gear, which in most cases makes sense, due to prodigious natural abilities and such. But, I was wondering, is it completely unbalancing to give a demon/devil a few class levels, and maybe gear? (Being as intelligent most of them are, I would assume they'd use some stuff!)

How would you adjust the CR of the various denizens of the underworld and customize them? I'll start with a few combos that just kind of jumped out at me....

Imp-wizard. (switch around the Imp's stats a little to improve intelligence, this build can easily be done with Sorc. as well)

An imp who's original summoner died, and managed to teach himself a few of the spells in the ol' Master's book. Probably uses illusions to summon convincing looking demons, (Players: the imp...he just summoned a Pit Fiend?? Can...can they do that?) or other combos that lend themselves to trickery, like a darkness spell and sniping with various ranged attacks.

I'd give this imp a regular CR adjustment for class levels and gear.

Succubus- Monk

Take feats to improve her grappling ability, and make use of high dex. Natural armor offsets lack of wisdom, but could easily get mage armor cast on her by a friend.

a Truly mobile nightmare, can charm the pants off the heavy hitters with low will saves, and she actually wants to get close to the weaker casters and grapple them to oblivion. Best used as a type of demonic assassin, or with melee minions.

Would probably follow the regular class leveled monsters guidelines in the books for these guys, and +1 CR if they were well geared.

Now I invite you guys to share!


Hey. Local gamestore pretty much dissolved, and the other is kinda far, but mostly just supports 4e if I remember correct. (hey, if anyone from the Wiz reads this, and I'm wrong let me know. =P )

So, I'm looking for a local pathfinder group to join. I wouldn't mind finding other players to play with also, just been GMing for 10 years, and so am not interested in GMing for now at least. But, I like all aspects of the game. =D


Hey guys, was looking at this PrC today, and...I need help. The phalanx fighter seems much better at doing what this guy is supposed to do than what this PrC does (Super Tank). Am I just looking at it wrong? Fatigued is a pretty minor draw back, and can see jumping into Stance for a few rounds, jumping out, repositioning, then hopping back in, but I'm curious if anyone has some really good advice on this PrC to make it shine. Thanks guys!


Hey guys, I'm new, pleased to meet you. (Long time lurk tho...hah)

Ok, with that out of the way, I'm going to build an adventure based off the tribe organization of Kobolds. The PCs will be taking a keep back from these foul ankle-biters. And I'm a little stuck. There are a few npc kobold ideas I have, you know, the BBEG being a lvl 6 sorc using flame spells to vicious effect. His second-in-command a tweaked alchemist, who supplies the tribe with goodies to keep the encounters tactically interesting. I'm not even worried about creating interesting traps.

The thing I am most worried about is the presentation of the adventure. I guess I'm just asking if you could share that "little something extra" that would make this not just another dungeon crawl, something to prevent me from running a "You barge through the door, more kobolds fall to your blades and spells, here's 50gp, and there's a door over there." Maybe a cool counter-plot, or just something funny the kobolds could be doing as the PCs barge in. Thanks in advance guys, hope to return the favor someday.

ps. And of course, if you do have a particularly vicious encounter idea, by all means, still share, it'll go to good use!