Paladin of Iomedae

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203 posts. Alias of James Pepe.


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Diego Rossi wrote:


Antimagic field primarily, I think. A SU ability doesn't work in it.

Could that really be it? The original thread was active for like a year and a half. How often do people run into antimagic fields? I could probably count the times on one hand in my playing/DMing experience.


Sorry to zombie this thread but after reading through all this I was wondering:

1) What are the stakes? That is to say, why does it matter if it is Su or Ex?

2) Did this ever get resolved?


Okay thanks!


There are these Fungal Eyes that give permanent 30 ft. blindsight at the cost of normal sight for only 18000. The benefit of the blindfold would be that you can take it on and off, and of course the the extra 30 ft. of distance. But lets say you knocked the blindfold down to 30 ft. and made it a move or a standard to shift it onto and off of your eyes. It would need to be more than the 18k but not as much as 70 or 80k, don't you think?


The Blindfold of True Darkness was an eye slot magic item in the 3.5 Arms and Equipment Guide that gave you 60 ft. of blindsight at the cost of your regular vision. It was priced at 9000g. What do you think would be a reasonable price for this in Pathfinder 1e?


kingspikearcher wrote:

Ok, here is a somewhat left-field idea...

At level 1, take Combat Expertise as your regular Feat and Pack Flanking as your Teamwork Feat from Tactician. If you use Tactician to give your mount Pack Flanking on turn 1 of combat (when you don't have the drop on your foes) you will always have flanking when you charge in riding it. Take the Order of the Blossom.
At Level 2, the Order gives you Sneak Attack at 1d6.
At Level 3 you can take Accomplished Sneak Attacker for +1d6 to sneak attacks. You now have the sneak attack of a 3rd level rogue as a pure Cavalier- and always get sneak attack when charging a level before a pure Scout would get it! (In fact you don't even need to charge as long as you are mounted, but with the flanking bonus you now have +6 to hit when you do).

This is a fun idea I think I'll use it. Thanks!


avr wrote:

If you're following PFS rules then the horse master feat still works for a vermin tamer cav. If not then you'll need the boon companion feat, and you're more or less limited to rogue 4. You probably want to take 4 cavalier levels first so that you qualify for one of those feats ASAP, then rogue levels, then back to cavalier if you're using boon companion.

The basic mounted combat feats are mounted combat, ride-by attack and spirited charge. You want them all. Trick riding and some others like mounted skirmisher are icing on the cake, not essential. Power attack if you're a lancer, piranha strike if you're trying something heavily dex-based are also going to be wanted.

The giant beetle is the second-worst flying mount I've seen BTW. 20' fly (poor) is slow and also bad at hovering in place.

Thanks! This is great info. I know its not a good mount but, again, silly character, not super worried about stuff like that.


TL:DR help me build a Vermin Tamer Cavalier\Scout Rogue built around charging on his flying Giant Beetle.

Because I think this silly pun name is funny I've decided to make this Cav\Rogue guy. I didn't think it would be much of anything except a silly character to play and RP, but once I got down to actually making it, it seems like you could actually do something cool with a Cav\Scout Rogue built around charging. Because its kind of a silly character I want to make him a Vermin Tamer Cav as well, make him a small size race and take the Giant Beetle for a flying mount at lvl 1. I've never built a mounted character before, nor one built around charging and, generally speaking, I don't multiclass that often so I don't know what the best cadence for taking which class at which level would be, so I am looking for advice.


Are there any good resources for playing Pathfinder (1e) by post?


1 person marked this as a favorite.

My PCs are about to enjoy a carnival put on by the folks at their HQ (they are agents of a larger organization) but they are also pretty high level so I want the carnival prizes to be pretty good stuff. I had in mind stuff ranging anywhere from like 500g to 5000g, but I don't really want them to be just +X weapons. So I was thinking things like:

Pearl of power
Pathfinder pouch
Bag of holding
Figurines of wonderous power

So, things like that. What might be some other fun stuff for super high end carnival game prizes?


These are all great suggestions!


My players and I are about to get back into a game that we have been playing for a very long time (over a year at this point), but that we have taken a significant break time-wise from. In addition, some new characters will be joining the party. I want to make something that will give them a chance to reunite, so to speak, with each other, to get to know the new characters, and to get reacquainted with the major NPCs that they have been dealing with in their HQ. The obvious setting, I think, would be some kind of party that would be going on at their base, but I want something more, some interesting thing to happen to make it more than just kind of a meet-and-greet, but I also don't want it to be negative or conflicting in any way. The players have been through a lot of negative stuff in the game and I want them to have a chance to have a fun time together with each other and with the NPCs. I'm struggling to come up with anything though besides the general party\festival setting. The PCs are also lvl 13 at this point, so they are pretty powerful. Anyway, I'm looking for some fun, low stakes, RP stuff to do to kick off the next leg of the game.


willuwontu wrote:
Neither works, just as scrying either of them does not cause their effects to trigger, neither would being able to see through a wall.

Oh yeah that makes sense.


I were to use some magic to be able to see through a wall and, on the other side of the wall, there was a creature using a gaze attack as well as a symbol spell set to trigger when someone looks at it, would I be affected by them?


My PCs are about to hit lvl 13 and they have just been through a bit of a dungeon crawl grind with a lot of doom and gloom stuff going on. So, I want to lighten the mood for them for a while and give them the chance to do some fun stuff with relatively low stakes. Is there a module or something that would be level appropriate for them that is kind of light? What would be a good way of going about doing something like this?


Not sure if this should go in the rules questions or advice forum, but I'm wondering how magical healing works with large wounds. For example, my party has come across some poor souls who have had their flesh stripped partial off by demons. If they cast cure spells on them, are they just healed, and restored to their previously completely covered-in-flesh normal state? I have had DMs in the past require a restoration spell to reattach recently severed limbs but the spell doesn't say it does that, so it must have been a house rule.


Sorry to zombie\derail this thread but the Mystery Magic ability says that you get the Stars subdomain. Does this mean you get the Void domain as well? I know you usually have to have the main domain to take the subdomain, but if that were the case I would think the ability would read something like "you gain the Void domain with the Stars subdomain". It's written so specifically that it makes me think you would only get the subdomain. And since specific rules overrule general rules etc...


Is anyone familiar enough with this module to know when the PCs are supposed to hit level 12 and 13? It says the PCs should start at level 11 and reach 13 by the end of it, but it doesn't say when they should gain the levels. Calculating up the XP doesn't seem to work out right either. My players are about a third of the way through the module and are only about half way to level 12 XP wise.


I seem to remember there being an official module published that was tuned specifically for only two PCs, but I can't seem to google up which one it is. I know there were a few solo modules published, but I could have sworn there was at least one for two PCs also. Does this exist or am I misremembering?


I seem to remember there being an official module published that was tuned specifically for only two PCs, but I can't seem to google up which one it is. I know there were a few solo modules published, but I could have sworn there was at least one for two PCs also. Does this exist or am I misremembering?


Scott Wilhelm wrote:
It would be nice, if your plan is to get hit a lot, to maximize your survivability: get a Miss Chance; maximize your AC; get DR; get Fast Healing.

Yeah, the weird thing is that if I want to get hit a lot, miss chances and a high AC are going to work against that. DR and fast healing seem like good routs to take though.


avr wrote:
Caustic blood is 1d6/level damage (Ref half, +half as much again next round Ref negates) each time you're hit. Not just once, or once/round, each time. That's a potentially ridiculous amount of damage. It scales up to 15d6, more with metamagic.

Geez, you're totally right. For some reason I have it in my head that like, only Fire Shield and Thorny Body exist.


The get hit to deal damage plan is looking less and less viable. When I first had the idea I thought for sure there would be a ton of spell support for something like that, but there just doesn't seem to be, and the spells that do it are just don't do that much damage because they don't really scale. I am really interested in this AoO build that seems to be coming together here though so I've been trying to figure out what class would be the best fit for it. UcMonk seemed, prima facie, like it would be the best, but now I think Warpriest would be a total beast.


Ryan Freire wrote:

I know you've probably put in a bunch of work toward this bloodrager, but you should consider taking a look at kineticist...in particular the combination of fire and earth.

All told by around 7 or 8ish? you should be able to do 1d6 + 2.5X your level to anyone who hits you, and 1/2 level in dr/adamantine.

I've been looking at this and I am admittedly not super familiar with Kineticists, but I don't see how you are getting to this. A lot of it looks like it requires them to hit you with natural or unarmed attacks. Can you say more about what your were thinking?


avr wrote:

Pouncing (pummeling charge, polymorph spells, etc.) gives you movement which provokes AoOs and a full attack. An odd magic item called the batrachian helm can give you swift action movement which provokes.

Drawing a blank on exactly what you're after tho'.

Panther Style says, "when an opponent makes an attack of opportunity against you for moving through a threatened square". It would be cool to be able to take your full attack and then provoke an attack with a five foot step so you can get another swing in, especially once the retaliatory strike becomes a free action with Panther Claw.


Ryan Freire wrote:

I know you've probably put in a bunch of work toward this bloodrager, but you should consider taking a look at kineticist...in particular the combination of fire and earth.

All told by around 7 or 8ish? you should be able to do 1d6 + 2.5X your level to anyone who hits you, and 1/2 level in dr/adamantine.

No to much to totally scrap it for a cooler build. I'll check it out!


So I've been building this Bloodrager and I've got him pretty well fleshed out. The question now is, is there a way to take a five foot step, and thus preserve your full round action, but still provoke and attack of opportunity due to moving within threatened squares?


Actually, a lot of these spells are on the Bloodrager list. Bloodragers also have the Black Blood bloodline. This looks promising.


I had an idea for a build that would be built around maximizing the concept of dealing damage when you got hit. When I first had the idea I thought for sure that there must be a ton of spells like Thorn Body and Fire Shield that you could use to do something like this but there just doesn't seem to be that many spells like that and those spells don't seem like good candidates for focusing on since their damage is so small to begin with. I started looking around a little more and found that Barbarian has some stuff that can do this like Come and Get Me and the Fiend Totem, but that was about. I know there are some other feats out there that allow you to leave yourself open to attack or attacks of opportunity in order to gain some damage or punish creatures taking AoO, but I don't know what they are. Does a build already exist around this idea of taking damage in order to deal damage?


Ryan Freire wrote:
VoodistMonk wrote:

Easy.

Take 3 levels of Weapon Master Fighter, because that's all you need for Weapon Training.

Take Accomplished Sneak Attacker.

Go back into UnChained Rogue/Ninja.

Enjoy.

Just take accomplished sneak attacker and move back and forth as you feel you need to for either feats, skills, or class abilities. I'd personally get my 4 to 5 levels of urogue in for debilitation, and dex to damage and put the rest in fighter, using that accomplished sneak attacker feat to keep the progression going.

The problem is, as I understand it, is that you can't take Accomplished Sneak Attacker more than once.


avr wrote:

If the main thought is 'rogue knife thrower', I probably wouldn't use scout. Throwing knives is a short range thing and keeping improved uncanny dodge could be very handy. Here's how I might do it:

** spoiler omitted **
It first really comes together at level 5. False opening will hopefully get you sneak attack when you can't otherwise arrange it. After that dazzling blade gives you another means of setting it up, and sniping maybe another.

A flying blade swashbuckler might use the startoss chain instead for reliable damage without sneak attack, and it's possible to make knife throwing work for a vigilante, warpriest, fighter or even a magus.

Well, the idea wasn't Rogue knife thrower, it was just knife thrower, and I figured Rogue would probably be the best class to do it with. Also, like I said, I narrowed down my options because I knew that I didn't want to play a divine class and the Swashbuckler doesn't really appeal to me, so that kind of left me with Rogue and Rogue adjacent stuff.

But a knife throwing Rogue does sound super fun to me. I'm not looking for something super optimized. I was just hoping there was a way to use Scout to set up SA damage somewhat reliably. Giving up your extra \ iterative attacks is kind of brutal for your damage output though, so I went looking for a way to get those back somehow.


Claxon wrote:
Scott Wilhelm wrote:
Claxon wrote:
It's also worth noting that sneak attack is really hard to pull off on ranged attacks, so making a ranged attack build on a class that relies on sneak attack for damage...isn't going to synergize well.
I feel like I've done it, but with knives.

There are builds that can do it, but to do it reliably required you to be around level 10 IIRC. It involved some length feat chains to do, but I can't remember the build off the top of my head.

It just always felt too late to come together in my opinion.

Well this is one of the reasons I wanted to take Scout. It gives you a way to guarantee sneak attack at least on one attack. But losing the rest if your attacks is a pretty big bummer. That's why I was trying to find a way to maintain the multiple attacks while still exploiting the benefits from Scout


Well, like I said, the idea was to make a knife thrower. I know that a lot of different classes can do something like that, but I want to play a rogue for a number of reasons. Swashbuckler doesn't really appeal to me for flavor\RP reasons, I don't want to play a divine class because I play a lot of divine classes, and the party right now doesn't really have a stealth-er or a lock picker. I like to do something interesting with my builds also, try something I haven't done before, try to put something janky together and try to make it work, so the Scout\Knife Master build looked pretty interesting and could be made into a cool knife throwing build.


I've wanted to build a knife thrower for a really long time and I am taking the time to do it now. The build I am looking to try to make work is a Knife Master Scout UC Rogue. The issue (and trick) of the build is that, whenever you charge, and later whenever you move more than 10 feet, you get your sneak attack on one attack. However, when you charge, or move more than 10 feet, you can only make one attack, so you lose the benefit of all your off hand, extra, iterative, etc attacks. So, I've been scouring the books looking for a way to get over this, that is to say, I've been looking for a way to get something close to pounce for my knife thrower. The best I've found is the Rapid Attack ability that the Mobile Fighter has, but you need to take 11 levels in the archetype to get to it. Taking that many levels in fighter is really going to nerf my sneak attack damage, which is kind of what the whole build it built around. So, I am trying to find a way to make this all work!


I am looking to build a rogue\fighter but I would really like to find a way to somehow maintain the rogues sneak attack progression while taking the levels in fighter since that is probably where most of the damage output is going to come from. Is there some way to do this, even if it is at a reduced rate? The only thing I am aware of is the Accomplished Sneak Attacker feat, but it doesn't look like you can take it more than once (which I would be happy to do if I could). Is there any way to do this?


I think I tend to agree with you.


Diego Rossi wrote:
Chrion wrote:
avr wrote:
How: 'The rogue cannot choose a ninja trick with the same name as a rogue talent.' in the current version of the rogue talent 'ninja trick'
But you are not choosing a ninja trick with the same name as a rogue talent, you are choosing a ninja trick called "Rogue Talent".

And then use a Rogue trick to buy a rogue talent you already have.

So you are trying to use a rogue trick to buy a trick that you can't buy twice.

Right, but generally speaking specific rules override general rules, which might be the case here since the more specific rules within the tricks\talents seem to allow you to take it a second time.


avr wrote:
How: 'The rogue cannot choose a ninja trick with the same name as a rogue talent.' in the current version of the rogue talent 'ninja trick'

But you are not choosing a ninja trick with the same name as a rogue talent, you are choosing a ninja trick called "Rogue Talent".


Hubaris wrote:
Some of those old builds may have utilized a loophole by taking the Ninja Trick Talent to grab another copy of Combat Trick. That has since been closed.

Sorry to zombie this thread but can anyone point out where \ how this "loophole" closed?


Matthew Downie wrote:

Related question - how many concentration checks do you make if hit by magic missiles?

General consensus seems to be that you must make one check for each separate thing that damages you. However, with a spell that causes multiple projectiles to hit you, the projectile damage is combined into one.

This is a pretty good conversation about the topic. It's too bad it got muddled by Magic Missle. All three missiles hit simultaneously so even though you roll for each they all "impact" at the same time, thus the need for only one roll would make more sense.


Cevah wrote:
Chrion wrote:
But even you pass the check on everything but the roll of a 1, if you did really have to roll 40 times, chances are you are going to roll a 1 somewhere in those 40 rolls. In other words, even if the DC is low, having to make more rolls against it increases the chance of not passing, so if you are trying to stop an enemy spellcaster, it is beneficial to the players if the enemy has to make multiple rolls. On the other hand, having to pass one really hard check is also...really hard. So adding the ongoing damage together doesn't make things super easy either.

I do not see anything saying that rolling a 1 on a concentration check is a failure.

Nat 1 is auto fail on a save and on an attack, but I don't see it listed for concentration.

/cevah

Right, I wasn't trying to argue that. What I meant was that, there are situations where you will beat a DC if you roll anything other than a one, but fail when you roll a one, not because it is a crit fail, but because it is the only number where your bonuses plus roll of a one wouldn't be enough to pass the DC.


Bumping this to hopefully get more eyes on it.


Java Man wrote:
Concentration checks also include your casting stat mod, so which makes that DC 11 an auto pass at around level 5 or 6.

Oops! Yes you are right. But, again, that is the easiest possible scenario.


Man I didn't realize my last post was just riddled with typos and i can't fix it now. Arg! Anyway...

blahpers wrote:
It's a little weird that taking 1 damage from each of 40 sources is trivial to concentrate through but taking 40 damage from one source is nearly impossible, though.

Even taking only one damage you would need to be pretty high level to make this an autopass. The lowest the DC can be is 11 if you are casting a 0 lvl spell. So to make this an automatic success you would have to have at least a caster level of 10. But even you pass the check on everything but the roll of a 1, if you did really have to roll 40 times, chances are you are going to roll a 1 somewhere in those 40 rolls. In other words, even if the DC is low, having to make more rolls against it increases the chance of not passing, so if you are trying to stop an enemy spellcaster, it is beneficial to the players if the enemy has to make multiple rolls. On the other hand, having to pass one really hard check is also...really hard. So adding the ongoing damage together doesn't make things super easy either.

Hopefully there is a real answer to this but if blahpers doesn't know...to whom are we to turn?


What makes me thing you need to make four is because in the rules specify making a roll against a source, but it is somewhere ambiguous. It says:

If you are taking continuous damage...You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you’re casting.

It seems like you could read this either way, but some clarification must have been made on this at some point.


Diego Rossi wrote:
Chrion wrote:
Technically, if two places are equidistant on the charge you have to roll to randomly establish where the charge ends.

Based on what?

Our PCs are thinking beings, why they shoud choose a random path when both paths are valid?

I agree with you and it seems like a stupid rule to me, but pg. 193 of the CRB:

Closest Creature: When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die.

I think this is supposed to simulate the "recklessness" of literally charging into combat.


I'm sure this has been answered here before but I can't seem to find a thread that addresses this specifically.

So, you are a Wizard and you try to cast a spell. Unfortunately you are also on fire, bleeding, have magical acid on you, and you just took an attack of opportunity from someone standing next to you when you tried to cast. How many concentration checks do you have to make?

I think the answer is four, one for each ongoing effect and another for the AoO, but then again it might just be two, if you take all the ongoing effects together and then add in the AoO.


Technically, if two places are equidistant on the charge you have to roll to randomly establish where the charge ends.


E=Enemy
A=Ally
1=PC starting position
2=Position PC is charging to

E2XXXXX
XXXXXXX
XXXXAXX
XXXA1XX
XXXXXXX

The question is, can you charge on a diagonal between two allies, one of which, on the grid map, is adjacent to you to the north and the other is adjacent to you to the west, and you are charging northwest, as it were? Or would the "If any line from your starting space to the ending space passes through a square that...contains a creature (even an ally), you can’t charge." rule prevent this?


It was annoying to me because the word "target" has a specific meaning within the rules which "designate" does not. But I might be mistaken about that.

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