It's a death effect, but it doesn't specify that it is negative energy damage. Do all death effects deals negative energy damage? Inflict Light wounds specify that it is negative energy damage. If you are immune to negative energy and energy drain are you immune to the damage caused by Finger of Death/Destruction/Wail of the Banshee?
How do people adjudicate the monster requirement of needing to hit a creature with a specific attack, if that attack was the monsters last action? Does it carry over to the next round? If the player is still adjacent to the monster on the monsters next round does the trigger still exist? For example, if a Shadow hits with it's Shadow Hand strike on it's last action and the PC is still next to the monster, can it start it's next round with Steal Shadow? That's the way I've been playing it, but I wanted to see how others have been doing it.
Fuzzy-Wuzzy wrote: More details, please. For starters, is this a 4-mile climb that requires one's hands and feet, or just a steep incline? The Doomsday Dawn reference is just an example. The main book lists an overland travel time, is there an overland climb time as well? Or do we just go with 15 feet a round (assuming all successes and a speed less than forty), 150 feet a minute, or 1.7 miles (9000 feet) an hour. That seems fast to me when compared to standard overland travel times. And then, how often do you make climb checks? I just wondering about climb rules/speed for exploration mode.
What speed do players climb at in exploration mode? In Doomsday Dawn characters have a 4-mile climb, how do we figure how long that takes? I know difficult terrain halves movement speed and greater difficult terrain drops it to a third, but climbing is even slower than that (5 feet on a successful check). Thoughts?
Jason Buhlman posted this: Fifth, there are a few pieces of early errata that we need to get up immediately.
Does that mean they get their level to AC when not wearing any armor? The rules state: If you’ve been trained in the statistic or item, your
I love this. It is very useful for when players are scanning a source for spells that does not contain any setting specific information (i.e. the PRD). They don't know that it's a dwarf only spell, or that it was created by a necromancer and is known only by a handful of people. They only know that it's listed as a spell. Now the rarity can be listed and even without the realm specific information the player knows that it won't be easily available.
Diego Valdez wrote:
I'm going to be gone from the 17th to the 2nd. Do you know if it's going to be arriving by then? Approximately? So I can have someone check for it?
I have access to the actual write up now. The arc has to target a creature, so directing it to an object is out. I like the idea of not choosing any one, but is that actually an option? Arc
When I was looking at purchasing Starfinder my shipping fee came to $46.00. Is that Correct? I live in Ontario, Canada, and it seems excessive for one book and almost doubles the price. Also, I wasn't able to see what the additional fee would be if I shipped it with my prescription. Can you let me know the shipping cost if I ship it with my next shipment?
Since you are essentially auto-failing you fly check the following would apply (from d20pfsrd) Retry? Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage. So if you stop flying you plummet to the ground, and take the appropriate damage.
Reduxist wrote: How about using the Whirligig Saw as the Sawblade Glaive? The Saw can be interpreted as being exotic since it comes from the DLC, which the Glaive already is. Wouldn't the Urumi count as a whipsword? Urumi 30 gp 1d6 1d8 18-20/x2 — 6 lbs. S Commonly known as a whip sword, this deadly weapon is fashioned from one to four 5-foot-long, razor-sharp blades of flexible steel. The weapon is wielded by whipping the blades at one’s opponent. The coiled blade is fine and flexible enough to be worn as a belt.
My son wanted me to try and duplicate Reinhardt from Overwatch and I've come up with the following: Dwarf Fighter (Seigebreaker/Foehammer) This covers the rocket charge and "Hammer Down" abilities. Seigebreaker allows for damaging bullrushes (and overruns) and Foehammer allows for striking the ground and knocking people prone (by 13th level). I was thinking of getting an Animated Shield to cover his shield, and maybe the body guard feats. His primary weapon would be a Dwarven Long Hammer. Stats S- 16
I'm looking for feat advice (and any other suggestions) past 7th (to 15th). Feats 1st Power Attack
At 7th, the character can initiate a bull rush, which does (STR+2+armor enhancement bonus) damage. The bull rush also provokes from all of my allies. At the end of the bull rush he can attempt an overrun that does (STR+2+armor enhancement bonus) damage. The overrun , and can knock the opponent prone, which would provoke an attack of opportunity. And, if the target is still standing, he'd get a free trip attempt (Hammer to the Ground Foehammer ability). By 11th, he could do all this after a successful attack (as a standard action), as well as attempt to disorient the target: Disorienting Blow (Ex) At 8th level, as an immediate action, a siegebreaker can distract a foe he just hit with an attack or combat maneuver, imposing a –2 penalty on the foe's attack rolls, caster level checks, or skill checks for 1 round. The foe can negate this penalty with a successful Fortitude save (DC = 10 + 1/2 the siegebreaker's fighter level + his Strength modifier). At 14th level, the penalty increases to –4. This ability replaces the bonus feat gained at 8th level. Thoughts?
Protoman wrote:
I'd use the Soft Fall rules if the mount was standing still, if it was charging at top speed I'd probably make it harder, like maybe DC 20 (though I'd also allow Acrobatics for those without Ride). Also, I'd probably up the damage on a failed check to 1d6 per 10 feet of movement the horse had in the last round. Normal falling off a mount damage doesn't take into account have a large beast moving at a high rate of speed rolling over you. Speed kills.
Hi all, I want to see what our fine community can come up with for a Reinhardt from Overwatch build. I've started looking at it but I just don't have much time. My first thought (and as far as I got) was using the Siege Breaker Fighter archetype. Build rules: To standardize this, let's make it PFS (Pathfinder Society) compatible:
Lets see what people can do.
Lobolusk wrote: can he choose to ignore the grapple and Still Attack?before he is pinned? Yup. He'd have the penalties as laid out under the grappled condition but he could still attack. Normally creatures with natural attacks turn and shred creatures that grapple them, but he could attack anyone he could have reached. Until he was pinned, then he's VERY limited. Basically, when grappled your opponent has a hold of you but not complete control. You can't move but you can still attack. When pinned your opponent has control over you and all you can try to do is break that control.
Something I just quickly whipped up. Uses the cleave feats (especially the dwarf only ones): Dwarven Cleaver S - 16 (10) (18 with level 4/8 boost)
Feats
I haven't looked at the feats for 7-10, though at level 11 you have giant killer and cleave through to choose from. Your primary weapon is the Long Hammer, though you can switch to Warhammer and Shield when things get too close. Because Giants are so large it's very easy for them to be adjacent to each other, they just don't have the room to maneuver. Get the highest AC you can because you want to get surrounded (also why the high Con is necessary). The fact that cleave and cleaving finish stack is just gravy, add reach and enlarge and you may run out of targets before you run out of attacks.
Daw wrote: If it helps, trade out that assistant for a helpful™ halfling assistant for another 2 points for that assist bonus. That's a good idea, and I'll suggest it to the GM, but I don't have any control over the assistants. He just wanted a smith, without magic. The Additional Traits feat gets me to the number I need. And the math on this is: Cost of two suits 3241.6gp (for assistants, masterwork forge, and smith). Sale price of two suits roughly 30000gp. Total profit: 26758.4 I'd say that's worth the effort. Especially in Kingmaker where time flies by.
Chess Pwn wrote: So you're doing this to earn a few hundred gp every year? Bulette full plate armor sells for 15000, since we already have the raw materials we only have to pay for the smith's time, assistant's time, and the rent on the masterwork forge, which might come to 3-4K (maybe less). So that's a decent profit that we have to do nothing for and we have enough for two suits.Also, we might provide one of the suits as a gift to a nearby ruler or visiting dignitary or just keep it for ourselves. Kingmaker has some interesting dimensions.
Java Man wrote: Feat for additional traits? One to boost craft, and hedge magician for maximal cheese. That's a good idea. So Additional Traits feat for: Patient Calm - when taking 10 while crafting you actually take 12.
That would work if the GM lets him have traits using the feat.
Chess Pwn wrote: What's the point here? Crafting armor mundanely with the skill still takes like months or years for the good stuff. It's a Kingmaker campaign, we routinely have breaks of 5 months (sometimes more). We've got the time. Being able to hit a DC of 40 means the armorer could build a set of Bulette Full Plate in just over 5 months. Which we can then sell. Check the Unchained Crafting rules here: Also, no 3rd party rules. Just Pathfinder.
I'm trying to create an NPC Armorer to see how high I could get his craft without magic. My goal is to get one who can make DC 40 taking 10. We're using the alternate crafting rules from Pathfinder Unchained. I made a dwarf (15 point build), I didn't want to twink him too much so didn't go super crazy on his Int (I have to be reasonable for the GM to allow it): dwarf lvl 8 S - 12
Craft Armor - 8 (base)+3 (int)+3 (class skill)+3 (Skill Focus)+2 (Master Craftsman)+2 (Craftsman Racial ability)+2 (Masterwork tools)=23+6 (2 skilled aid another's using a Masterwork forge)=29 Feats:
Alternate Racial ability:
Any thoughts on how to get one more (non-magical) +1? If I can't find any other way to get a +1 I'll spend the points getting him the 18 int. Note: No traits allowed because this is an NPC.
Mtgfan01 wrote:
The x3 is the multiplier if you roll a critical hit. So if you roll a 20 with your shortbow, and then confirm the crit by hitting with a second attack roll, you damage would be 1d4+1x3 or 3d4+3. Now if your weapon had a bigger critical threat range than 20 your weapon could read: +5 (1d4+1/19-20x2) Which means you threaten a critical hit whenever you roll (number on the die) a 19 or 20, and your critical hit damage would be (in this case) 2d4+2.
John Compton wrote:
Thanks John. I just didn't like having two rage powers and 1 feat that weren't doing anything. The loss of the extra DR does make it harder to run around with a 6 AC when it happens, but the extra feats/powers allows me to focus on another build type the character seemed to be naturally evolving into (overrun/attacks of opportunity).
With the changes to the Invulnerable Rager Archetype (primarily the Barbarian Rage Power Increased Damage Reduction not stacking), are we able to make any changes to our characters to accommodate this? Specifically, I have a level 11 Invulnerable Rager where I took Increased Damage Reduction multiple times for my Rage Power, and I took Extra Rage Power multiple times for my feats (where I took Increased Damage Reduction). Am I (and other's who probably did this) just stuck with these now useless choices, or are we able to make any changes to our character?
I'm thinking of combining the adventures in Season 4 that deal with the rise of the Cult of Lissala and other adventures in Magnimar with the Shattered Star AP. What adventures from Season 4 would people recommend? I know the list starts with: The Rise of the Goblin Guild and ends with The Waking Rune But what adventures in between should I consider? Thanks!
prototype00 wrote:
Yeah, I just kind'a threw that out there without any explanation. What I find interesting/confusing is the language at the start and end. "When activated, this small masterwork metal gong remains charged with power for 8 hours." and "This use expends the power within the gong." But now that read the entire entry (from the book not just the d20 site) I can see how it works better. And it does in fact work. That's what you get for operating with only part of the information. Also, the D20 quys should changed workships Irori, to a neutral god. That way someone reading just the D20 could use the item with their Irori worshipper. I like the guide, it's got a lot of interesting ideas.
prototype00 wrote:
I'll have to wait until I look at the description in the book when I get home to reply, to see both versions.
I've been reading the guide and finding it very useful but I think I've noticed a couple of things. The Bronze Gong Channel Focus combo won't work with this prestige class because the user has to worship a good god, and Irori is neutral. Bronze Gong Source Pathfinder Player Companion: Faiths of Balance When activated, this small masterwork metal gong remains charged with power for 8 hours. When the gong is struck softly, it emits a clear and pleasing tone that instantly focuses the striker’s thoughts and mental energy. If the creature striking the gong has a ki pool and worships a good god, she regains 1 ki point. This use expends the power within the gong. Also, most GM's will probably read it and figure it can only be used once a day anyway. Also, the difference between Bracers of the Avenging Knight and Silver Smite Bracers (Bracelet) is the Silver Smite Bracelet gives an extra smite per day as well as adding to the damage. "The wearer of this bracelet treats her paladin level as 4 higher than normal for the purpose of her smite evil class feature." The only two level dependent aspects of Smite Evil are damage and uses per day. Now, you already have a ton of Smites per day, but one more might be worth the extra coin.
Cainus wrote:
For a follow up, does location matter? Can I play cards on other players at other locations, on my turn or theirs? If the default for playing cards is that you can play them whenever, unless the card says differently, what's the default for location? Do they have to be at your location unless the card says differently?
trollbill wrote:
Any deaths.
The reason I'm asking this is because I'm playing a Crossbowman archetype in my current group and I'm finding a lot of trouble with the whole readying thing. Most of the Crossbowman's abilities rely on readying and I'm missing attacks. For instance, I readied to attack some big lizard when he attacked, and instead the creature trampled. Since it's part of a move action and not an attack, the GM reasoned it didn't trigger my ready. So I just stood there and got stomped on. Full honesty, I may have started this strict interpretation back when I was GMing the group, so it's my own fault really. I basically wanted other people's opinions for when I take over GMing again. From reading your responses I'm thinking I'm going to go with more general triggers.
master_marshmallow wrote: He finds these evil things rotting and starving in a cell, and kills them out of mercy to end their suffering, and he's the bad guy? Hell, he did them a favor!!!! I have to agree with The Crusader and master_marshmallow. It'd be a greater act of evil (negligence) to let these creatures go to harm more innocents (because they're going to), and it'd be a greater act of evil (cruelty) to let them suffer a long lingering death in the cages. Killing them was an act of mercy. They way he went about it is the true problem. Which brings me to the OP's point. The real problem here (based on the OPs comments throughout) is a lack of teamwork. When one player becomes the driving force because of a refusal to compromise it makes the other characters feel marginalized. It also shows a complete lack of respect for the other characters wishes. This creates resentment. The characters need to have a talk about the fact that they're all in it together and no one is more important than the other. The problem isn't that he killed the prisoners, the problem is that he did so without regarding the other players wishes. A CN Ninja is allowed to not like killing helpless prisoners (unless they're his target of course) because he sympathises with them due to character background. It's a nice touch to make his character different. What should he do? Well, not aiding the paladin in combat could lead to problems for the Ninja. Not helping the Paladin with a raving beastie could lead to said raving beastie coming after the ninja next. You can remind the Paladin about the disrespect he show'd you while showing the Paladin respect later (or not showing respect as you want). As for writing a letter, ask yourself, does it sound like a very CN Ninja-ie thing to do? How much faith would a character like that have in the dwarves religious hierarchy? Probably not much. Maybe remind the paladin that the group isn't "a paladin and his mooks", it's three adventurers.
Since encounter readied actions as both a player and GM (showing me both sides of them) I was wondering how specific do players have to be when naming the trigger for a readied action? For instance would you allow: "I ready to attack as soon as that guy does anything?" Meaning if the target moves/attacks/casts a spell/drinks a potion etc... the player would get their readied action. Or do they have to be much more specific? "I ready to attack as soon as that guy casts a spell" Meaning that if the target does anything other than casting a spell your readied action is wasted. When I was a GM I was probably a little harsh with requirements, but as a player I can see that it can be a big pain and sometimes a little silly. Like readying to attack when an opponent attacks but having to stand there if all they do is run (even if they run right by the player). Thoughts?
Just letting people know that the events are filling up fast, so sign up soon if you're planning to come out. Also Guelph has not had a fatality in the three years it's been played at Gryphcon. Come out and help the streak stay alive. Friday, March 1st Slot 1 – Goblin Kickoff (7:00pm to 11:00pm)
Slot 2 (12:00am to 4:00am)
Saturday, March 2nd Slot 3 (9:00am to 1:00pm)
Slot 4 (2:00pm to 6:00pm)
Slot 5 – Convention Special (7:00pm to 11:00pm)
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Grayfeather wrote: My GM is under the impression that invisibility (per the spell) who fall and no count before landing. For example if a rogue was invisible per the spell he would no be able to use it to make a sneak attack because the spell would drop immediately on trying. Whats the ruling on this? It drops after the attack. Invisibility is a tried an true method for sneak attacking. |