Paladin of Iomedae

Chrion's page

190 posts. Alias of James Pepe.


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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.


The wording of the spell is annoyingly ambiguous. It doesn't use the word target but instead "designate".


If the person who cast spiritual ally cannot see an enemy, because they are in darkness, for example, and it wasn't the original enemy that the caster told the spiritual ally to attack, can the spiritual ally still attack it? How much awareness of the enemy does the caster need to have? What if they know the enemy is there but cant see them? What if the spiritual ally knows the enemy is there but the caster doesn't?


Thanks guys I really appreciate it.


Can you say why you say that?


Since gaining Channel Energy from different sources don't stack but basically give you two "pools" of channeling, how do other abilities that modify channel energy work? For example, if I take a level in Cleric and take the Sun Domain which says, "Undead do not add their channel resistance to their saves when you channel positive energy." and then I take enough levels in, say, Paladin, do get channel energy also, would the Sun Domain text apply only when I used my Cleric pool of channels and not my Paladin pool? Same question for feats, would I have to choose which pool the, say, Turn Undead feat applies to?


I'm about to start playing in a campaign in which we will be fighting almost exclusively undead. I play a lot of divine casters (just finished playing a pretty badass bad touch cleric) and don't really feel like playing a divine class. I know they can be super powerful against undead, but I'm looking for something different. What are some non-divine options that are interesting to play and can still bring the undead hate?


To be honest I was more interested in how it would affect the characters next turn. For example, if you take your turn and you use an immediate action when it is not your turn, when it comes around to your turn again, you don't get a swift action on your turn because you already used it, so to speak. I was wondering if there would be a similar case here. Presumably you wouldn't get your swift action for the same reason, but I was wondering if you would lose, say, a standard action, for example, because you are doing a full round action outside of your turn.


Counterspell Mastery (Su): At 6th level, you gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent’s spell once per day as an immediate action (instead of a readied action). You must use a spell at least one level higher than the spell being countered to use this ability. You can use this ability once per day at 6th level, plus one additional time per day for every 4 levels beyond 6th.


I'm not sure if this is a rules question or an advice question, but here it goes. Let's say you are a spontaneous caster and you have taken your turn. You have an ability that lets you sometimes cast a spell that normally uses a standard action as an immediate action, that is to say, you are not casting it on your turn, but on someone else's turn. You cast your spell as an immediate action and you chose to add a metamagic feat to the spell, which makes the casting time a full round action. When does the spell go off? What happens when it comes back around to your turn again? Do you get a turn? Do you get a partial turn? Are you still casting the spell?


In other words, you don't actually need to be able to hear or see the person casting the spell, just the spells visual manifestations, in order to identify it.


Well, that's not quite how spell identification works. When you identify a spell you aren't looking at the person casting the spell but the "manifestations" of the spell which create an "obviously visual effect". Invisibility makes the person invisible, but since you aren't actually looking at the person to identify their spell, I don't know if you would still be able to identify it or not.


Does being invisible make it impossible for someone to identify a spell you are casting? My guess is that it does but I can't find anything that says it specifically.


The CRB says that using Supernatural Abilities are standard actions unless defined otherwise by the ability's description. The Counterspell School Disruption (Su) ability reads, "As a melee touch attack, you can place a disruptive field around the target." Does this count as "defining otherwise", so that any time a Wizard could make a touch attack they could use this ability? Or does it still take a standard action to use, so that it couldn't be used as part of, for example, an attack of opportunity?

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