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(Your Cha, not your Wis.)


Damage is fine for monks if you boost strength, which is the optimal building choice. Drop your Int and your Wis and raise it, and read a monk guide or two.


You can take 10 on a Spellcraft check, but not 20.


Thanks, guys! It sounds like blasts and non-mind affecting CC is where it's at for combat, then. We have a decent-sized party (and we're just using core, APG, and UM, so Boon Companion isn't available), so Sylvan bloodline is out. I'll go with Arcane instead of Fae.


I was looking for advice specific to the module rather than just general sorcerer optimization stuff.


I'm rolling up a sorcerer for an upcoming RotRL campaign, and will be the only arcane caster in the group. I know nothing about the module, and wondering if I should focus more on combat spells when picking 1st level spells and beyond? Utility? A mix of both? Since we don't have an arcane caster that prepares spells, are there any particularly good ones my party would be screwed if I didn't have access to? I'm likely going with the Fae bloodline, so guessing that Sleep is a good combat starter, but not sure where to go from there.


OP said they want feedback on rolling up a paladin. Why are people saying to roll a barbarian instead? How is that helpful?


Yep, just being an elf doesn't net you the proficiency, just lets you treat it is a martial. And as an oracle, I'd take a longspear over an elven curve blade any day.


Because logic. If you manage to get two bite attacks, do you think your character grows another head?


"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."


Any advice on which archetype might work better for the campaign? (Without spoilers, I'm wondering if there'll be enough time actually spent *in* the water to give the aquatic druid the advantage.)


Has there been any errata for this, or does the RAW (small/slow races get way more benefit than other races from Form of the Bear, as the speed granted by the ability is fixed) still hold?


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This is the most amazing thread.


No.


http://lmgtfy.com/?q=fiat+definition


And looking different still won't take away the -4 to Use Magic Device that Wasting gives you. (Because, naturally, if your curse affects your skill at talking to strangers, it's going to affect whether you can finagle that wand into working.)


The PFSRD wrote:
Wooden Weapon (Su): You can create a wooden club, quarterstaff, longspear, shortspear, or spear that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size. You are considered proficient with the weapon

Not according to the SRD it doesn't. So has the Wooden Weapon ability been errata'd somewhere to function like the powers from the Metal and Ancestor mysteries, or does it just give you access to a simple weapon you already had proficiency with?


All that gives me is a simple weapon that I have to spend a standard action to summon if ambushed, yeah? What's the benefit?


More thinking about how to grab a martial weapon that works with Wood Bond without multiclassing. Going half-orc and swinging around a greataxe or half-elf and grabbing something with Ancestral Arms (fauchard, tetsubo?) sounds like a start for a fun nature-based melee build.


blackbloodtroll wrote:
Eventually, you will have the Ironwood spell, and any weapon can be made of wood.

Sure, but waiting until 12th level to get my weapon of choice really going doesn't seem too practical.


The Wood Bond power from the oracle's wood mystery says that "you gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear)." So in terms of martial weapons, how much wood counts as "mostly consisting of wood"? Since spears are listed in the description, should most polearms fall under that category too? What about weapons like greataxes or longaxes, which have long wooden hafts, or weapons like the tetsubo, which are wood "shod in metal"? (And in terms of simple weapons, if bows are fine, would crossbows also work with the power?)

Is this totally up to GM fiat, you think, or is there some reasonable category of weapons that could fall under the wood bond power?


Did you seriously just bump the thread after an hour? Have another, then.


If it was just four wheels on a board you couldn't steer and there's be no shock absorption to speak of, so you're talking some fairly complex blacksmithing for things like the trucks. I'd also say trapsmithing is probably your best bet.


Azaelas Fayth wrote:
Also the Race Guide seems out of date as Halflings have 2 or 3 weapons they treat as Martial Weapons now.

What else have the halflings picked up besides their sling staff?


Furious Focus, Greater Magic Fang, and an Amulet of Mighty Fists are a start.


blackbloodtroll wrote:
Ah. I wish people wouldn't assume that players of Tabletop RPGs are MMO players.

You seriously couldn't gather the meaning from context, after the words "Herolab" and "roll up"?


I know that the whole unarmed strike IS/ISN'T a natural attack thing is weird, but really:

PFSRD wrote:
Choose one of the creature's natural attack forms (not an unarmed strike).

Seems pretty straightforward RAW.


This might be a good place to get some of that "player input". What does the player actually want to do with the character?


Doesn't Improved Natural Attack specifically say it doesn't work with unarmed strikes?


Is that the power that requires Profession(Cooking)?


You need to be at least level 10 to get the Minor/Major Eldritch talents.


If you want the character to be profoundly deaf (i.e. 100% hearing loss), they're going to automatically fail hearing checks unless it's a nearby, fairly low-pitched voice. You can sense vibrations for those sound to some extent, and should be able to at least pinpoint that SOMETHING has made noise, along with the general direction. Should be an interesting thing to GM, actually.

I'd talk to your GM about completely removing the 20% failure rate on spells due to being deaf, and at least halving the initiative penalty (if not removing that completely. What about being deaf makes you react slower to a known threat, exactly?)


Duna the Explorer of Indol wrote:
I watched my a kid's show when I was babysitting, How to Train Your Dragon (mostly not the best but there were dragons that walked on two legs, look up Deadly Nadder).

That's not a kid's show. How to Train Your Dragon RULED.


I got nothing except I've never heard of rolling 4d6 and taking *all* of them. Those rolls have got to be something like a 60-something point build, no?


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I was desperately hoping your first thread comment would be "Or not to big?"


The FAQ says that Extracts don't work with Accelerated Drinker - they're *like* potions in a lot of ways, but aren't actually potions as far as things like that go.


mplindustries wrote:
Uh, Sound Striker is amazingly awesome. Weird Words absolutely can hit one enemy multiple times, which can deal a tremendous amount of damage.

Depends on GM's fiat - the description says "each sound affect[s] one target within 30 feet," which to me reads that each attack has to hit a different enemy. That's probably the RAI, too, given that using a round of Performance to inflict 10d8+40ish points of damage to a single target way, way outclasses any other use of Performance in the game (all at level 10, to boot!).


Dalamar666 wrote:
Eidolon: 150 + 45 + 0 = 195

Eidolons get average hit points per HD anyway (i.e. 5.5), so your math should go down quite a bit. No idea where all the hit points in P-P's build are coming from.


With my Elf Grenadier I just dropped the weapons from Familiarity, went with the Fleet-Footed trait instead, and picked up a comp. longbow prof. with the Grenadier's bonus martial feat. The Grenadier features (namely getting a free discovery with the bonus Precise Bomb and dumping poison for alchemical weapon) just meshed better with what I wanted out of the character.


You're going to use 4 of your daily extracts and 1-2 potions just to buff for a single combat? Just go Barbarian and be done with it :p