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Organized Play Member. 98 posts (101 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 1 alias.


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A tinge of thread raising here but I figured it would be better to ask here rather than start another thread.

If gaining a familiar through Eldritch Heritige feat in a class that does not have arcane spell casting like an oracle or rogue is it possible to upgrade your familiar with the Improved Familiar feat?


Sounds good and makes sense thanks guys!


If I am two-weapon fighting and I attack with my off hand first can I then drop the off handweapon (free action) and then 2-hand my main hand (free action)for 1.5 str damage on my main hand?


DM_Blake wrote:

Except the OP stipulated 10' using reach weapon. This uses the Ranged rules.

Captian Von Spicy Wiener wrote:

For a ranged attack or an attack with a reach weapon when Tom chooses the corner closest to Jerry and draws lines from that corner to all of Jerry's corners none of those lines pass through a concealed square or border of those squares.

Please re-read my statment


DM_Blake wrote:

If Tom is standing in an area of magical darkness, he cannot see Jerry. Per this FAQ. Of course, Jerry cannot see him either.

If Tom is standing in an area of Obscuring Mist or Fog Cloud, they can both see each other with Concealment, not Total Concealment) because there is only 5' of mist between them (counting Tom's square of mist).

If Tom is standing in normal non-magical darkness and has made a Stealth check, he can see Jerry just fine and Jerry cannot see him. Attacking will break his stealth so Jerry will now see him unless the darkness is pitch black in which case Jerry still cannot.

As for using the ranged rules to draw lines to see if any concealment applies, when Tom chooses a corner, none of his lines to Jerry's four corners passes through the concealing effect, but when Jerry chooses a corner, two of the lines that reach Tom's FARTHEST corners pass through the concealing effect so Jerry is affected by the Concealment, Tom is not.

That is incorrect on some of your points. The concealment rules state "When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment." Jerry would get no concealment from an adjacent melee attack. For a ranged attack or an attack with a reach weapon when Tom chooses the corner closest to Jerry and draws lines from that corner to all of Jerry's corners none of those lines pass through a concealed square or border of those squares. concealment rules- "To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment."


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Segovax wrote:
What about instances that provide total concealment like squid ink?

For the Giant Squid

Ink Cloud:
A squid can emit a 20-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.


1 person marked this as FAQ candidate.

I would like to get some kind of final ruling on exactly how attacking out of concealment works in pathfinder as this has caused multiple rule arguments in the lodge that I play. Let us look at 2 NPCs. NPC Tom and NPC Jerry.

Both Tom and Jerry are human. Tom is standing inside an area of darkness, obscuring mist, or fog cloud on the edge of said area with a long spear (reach weapon) pointed at Jerry. This is pictured here.

Now take a look at the rules for concealment.

Concealment Rules:
To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment.

When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment. When making a melee attack against a target that isn't adjacent to you, use the rules for determining concealment from ranged attacks.

In addition, some magical effects provide concealment against all attacks, regardless of whether any intervening concealment exists.

When Tom attacks Jerry will have have to role miss chance? Keep in mind Tom is not adjacent to Jerry.

2/5

Thanks guys!

2/5

The additional resources for the Alchemy Manual state that the improved homunculus rules on page 14 are legal. However, the book states that in order to use the rules the PC must have the Craft Construct feat which is not legal.

Which rule supersedes the other? Am i able to use the rules from the Alchemy Manual?


http://www.d20pfsrd.com/bestiary/monster-listings/animals/frog/frog-giant

If the frog is wearing an amulet of mighty fist(with acid enchantment) would the frog tongue deal acid damage or no acid damage?


dot


I would like to play Zurnzal, The Brawler/Assassin!


Saldiven wrote:
I'm Hiding In Your Closet wrote:

You are completely wrong, completely off-base, and you Just Don't Get It.

'Wimpy frog talk' goes something like this: "I would gladly pay you Tuesday *ribbit* for a bugburger today."

I fear this might be a little too old-school for most of the people posting on these forums.

Surely we haven't come THAT far right? Right?


Why is the giant frog animal companion not only convoluted but also has bad scaling?

Frog:
Starting Statistics: Size Medium; Speed 30 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 13, Con 16, Int 1, Wis 9, Cha 6; Special Attacks tongue, pull; Special Qualities low-light vision, scent.

4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Attacks swallow whole.

Tongue:
A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.

The tongue ability is neat but pull ability is near useless due to when grappling occurs the enemy is pulled right next to you anyway and the frog doesn't get the grab ability on its bite attack. This will bring up rules lawyer arguments and drag the game down at PFS events. Am I missing something or is it just sub par?


I would love to play


If the character you want has four arms then build it, I have a fighter/alchemist/barbarian with 3 arms and have had a blast with him in combat and in role-play. Having the extra 4 arms can be tons of fun when you get creative with it and part of the fun I had was discovering new uses as my character developed. The way the extra arms will interact with certain style feats that have been mentioned will definitely be interesting as will finding a reason that your monk either purposefully gained 3 arms, had some sort of freak accident in the lab or something completely different. Bottom line make a character you will have fun playing!


Count me in


Bandw2 wrote:

Erik the Cleric: ...Where's Rita?
Freddy the Fighter: She's trying out that new high jump trick of hers.
Erik: Wait, what? Really?
Katelyn the Kineticist: Look, uh, I can fly with some controlled kinetic blasts, Erik and Ed can fly, you have celestial chain mail, Fred... how's Rita gonna survive the landing?
Rita the Rogue: (there's a Doppler effect on her scream) ...eyaaaaaAAAAAAAAAAGGGGGGHH! (GRUNTCH)
Rita's Thrown Cure Critical Wounds Potion: (falls and lands on Rita's head a second later)
Rita: ....Perfect landing! ^_^

Pretty much This.

Edit: didn't realize this video was NSFW sorry guys :(


At 10th level a ninja with the Acrobatic Master and High Jump ninja tricks effectively makes acrobatics check to jump at 1/4 the normal DC.

Lets see how silly this is.

1. ninja has maxs ranks in acrobatics(+15 untyped(this includes dex and class skill)), uses a ki point(+20 untyped), has wizard cast jump spell on him(+30 enhance), and has a ring of jumping(+5 competence). meaning when the ninja jumps it rolls 1d20 +70.

2. The long jump DC is equal to every 5ft is +5 to the DC check, or every 20ft = +20 to the DC. Now reduce to 1/4 of that so the DC to jump. The DC to jump 320ft is now DC80 for the ninja who takes a 10 to meet that DC.

high jump is also something silly but I don't want to math more. I know this cannot be done in combat but as far as i know the rules say nothing about limited movement out of combat. I have always found this a tad silly.


cnetarian wrote:
You really need to put risky striker in there. After all, it isn't often that a halfling fights something that isn't at least two size categories larger than them.

It was originally , but i thought of Ledford mostly fighting medium humanoid creatures. Could always swap iron will or intimidating prowess


Theconiel wrote:
Joking aside, I like your new Ledford. I hope the developers will use him.

Thanks haha though I doubt they will. I tired to go for that little man syndrome vibe.


Made a level 8 build of Ledford the Barbarian halfing from First Steps:Part I

Ledford:

Halfling Barbarian 2/ Two-handed fighter 6

Str 18 (base 14, 2 from levels, +2 belt)
Dex 14
Con 16
Int 8
Wis 10
Cha 12

Init +4
Hp 80

Bab +8

Fort 13
Ref 6
Will 7

CMB 13
CMD 25(31 vs grapple and trip)

Melee +1 Returning Greataxe +16 1d10+10
Ranged +1 Returning Greataxe +12 1d10+10

Feats
Weapon Focus(Greataxe)
Power Attack
Intimidating Prowess
Steadfast slayer
Iron Will
Weapon Spec(Greataxe)
Two Handed Thrower
Cleave

Powers
Fast Movement
Rage 9 rds/day -Rage power Intimidating Glare
Uncanny Dodge
Shattering Strike
Overhand Chop
Weapon Training (two handed weapons)

Skills
Acrobatics 9 (4 ranks)
Climb 12 (4 ranks)
Intimidate 17 (8 ranks)
Perception 7 (4 ranks)
Swim 12 (4 ranks)

Traits
Reactionary
Indomitable Faith

Let me know what you guys think


Thanks! Both of these seem like reasonable answers


The Bog rules state :

Bogs:
If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2.

A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.

The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren't underwater.

Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares.

Both shallow and deep bogs increase the DC of Stealth checks by 2.

If a large or medium creature has another creature grappled in a deep bog and uses it's move action to crouch does this mean that the grappled creature is considered underwater? If not does the grappler creature take a -10 to it's grapple attempts?


If you are going just from the Core Rulebook then Fighter may be worth for the feat. Outside of core the Unbreakable fighter archetype is always fun for Barabarians.


If a dragon uses it frightful presence and then intimidates a PC would their fear level be frightened?


Thanks guys! and yeah snakebite striker/ninja/arcanist


Serisan wrote:
The sneak attack would follow the weapon damage in this case.

What is your reasoning behind this?


lets say I have a medium sized character with 14 Str, 2d6 sneakattack, improved unarmed strike, and the ability to cast a shocking grasp at caster level 3.

If I cast shocking grasp in round one, then move into flanking and on the next round punch the spell in how does sneak attack damage work?
-
-
-
-
is it?

A. 1d3 + 2 + 2d6 (bludgeoning) + 3d6 (electric)

B. 1d3 + 2 (bludgeoning) + 5d6 (electric)

C. 1d3 + 2 + 2d6 (bludgeoning) + 5d6 (electric)

D. I choose where the sneak attack die go

Or something else entirely?


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Hydra is one of my favorite monsters as written. This is because it's one of the only low CR huge creatures, and I like how sundering heads is a risky maneuver with a big pay off. The best thing about hydras is how versatile they are! Need it to just be more dangerous? Add more heads, make it a pyrohydra, add the advance template, or make it gargantuan! As with all creatures what really makes them shine is how they are presented by the GM.


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So far I have ran levels 1 and 2. My players loved every moment of it.
We ran on roll20( thanks for the roll20 maps btw!) and utilizing the fog of war mechanic makes the maps that much more fun.

Level 1 had a good introduction to lighting mechanics in room 9 and forced my players to back track as they had not brought any type of light source so when they found the torch in room 3 they felt very accomplished as it was almost like finding a key. Room 5 had me rolling in laughter as none of them had put ranks into the right skills and they got shocked a few times before they had successes. The last fight was fun at well as the barbarian in the group got charmed. (though i didn't make him greataxe anybody near him as he could have tpk'd the party, just grapple others)

My players really enjoyed being able to see almost the entire map on level 2, and were quit frightened at the beast in the middle of the room. The riddles were quite a nice touch although after the third riddle they guessed the fourth right after i read the languages it was written in (ignan riddle). Unfortunately for them the last riddle room was the demon for them and so they fought a back to back battle with the beast.

Over all this has been so far one of the most enjoyable adventures i have ever run.


Hobo Murderers of the valorous Abyss


Level 6 - snakebite striker(brawler)1 / Rake(rogue) 1 /Arcanist 4
Race-halfling hp - 47 favoredclass - Arcanist

-
-

Str 8
Dex 16
Con 13 (14 at lvl 4)
Int 16
Wis 10
Cha 14

BAB +3

Fort 6
Ref 9
Will 8

skill ranks 37
skills
Acrobatics 11
Intimidate 8
Escape artist 10
Stealth 14
Spellcraft 11
UMD 11
Kno(arcana) 9
perception 4
linguistics 9
craft(toys) 7
slieght of hand 7
know local 8

Feats
1- weapon finesse
3 - ?
5 - ?

Wanting to go arcane trickster after these levels, was wondering if this rough over view looks good or are there and grievous mistakes. advice guys?


Thanks guys!


If I take 1 level of snakebite striker and 1 level of ninja will I have a total of 2d6 sneak attack?


Cave druid can only wildshape into a large creature. Hungry fog is a huge creature. However if your DM is allowing you to wildshape into huge creatures then yes, you gain the creatures natural attacks(meaning they do deal neg enrgy damage). Anything that deals negative energy damage will heal the undead, so once again yes you can heal undead. however this is only if your DM is allowing you to wildshape into this creature.

2/5

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Jeff Merola wrote:
Oh if the look is reallyNot sure how an Ioun Stone that grants +1 Insight bonus to AC is really the same thing as an item that grants a +1 Luck bonus to AC and can negate a crit 1/day.

Especially when im using the fates favored trait!

2/5

To be honest I'm going for more of a luchador mask.

2/5

RocMeAsmodeus wrote:
I would like it to be a Helm of the Fortunate Warrior. The only reason I don't buy one is its eastern look clashes aesthetically with my western full plate armor. If I wanted a clown suit I could go play World of Warcraft.

Pretty much what I am going for, a jingasa really clashes with my characters outfit

2/5

Dhenn wrote:
As it's staying in the head slot (which includes lots of masks/face coverings), I'd probably allow it, though you can't try to claim any other mechanical benefit as a result (i.e. "He can't tell I'm a tiefling, I'm wearing a mask!"). I would expect table variation, though.

I completely agree. The only point is for flavoring.

2/5

The aklys is a medium sized exotic weapon light weapon that deals 1d8 damage, increasing it to a huge weapon would allow a medium creature to wield on in two hands dealing 3d6. You would have horrible minuses to hit i think

2/5

Kevin Willis wrote:
It is against the rules. Just as you can't have a "belt of resistance +4" (it has to remain a cloak).

I should note that the jingasa takes up the head slot, and the mask would do the same.

2/5

I have read the re-skinning rules but am not entirely clear on them. Would it be against the rules to flavor a jingasa of the fortunate warrior into a "mask of the fortunate warrior"?


Be carefull with having your BAB be that low


The dan bong weapon adds +2 to grapple checks and if you are using it to grapple its enhancement bonus will also apply


Sounds reasonable, boy do I wish it gave powers earlier.


The Necklace of Serenity

The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).

Ki Pool- (important part)

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

Does this mean that a monk would get ki powers early? For example would an 8th level monk wearing the necklace be able to use abundant step as it uses ki from the pool?


Nefreet wrote:
Remember, though, that only 4 Stirges can ever be attached to one medium-sized opponent at a time.

How do you get that number?


The MotEH entry for Weapon proficiency states

Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a Two-handed weapon functions as a quarterstaff.

If I have the Quickdraw feat would I be able to draw a club as a free action?


Alchemist with elixir of vision and alchemical allocation (+10 to perception for 1 hour and is reusable)

add that to stuff above and BAM! you are percepting all the things.

Edit: the elixir is only 250gp btw

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