Gorilla

Cornielius's page

597 posts. Alias of niel.




Order 5294370 is my subscription order for Starfinder Armory.

Order 4944596 is an order of minis and such my wife and I made after I mixed a pitcher of margaritas and we browsed the under $5 section.

It was my intent that the second order would ship on its own and not delay the subscription order, but (possibly due to the margaritas) I'm not sure if I set it up that way.

Could you check for me?

I -really- don't want anything to slow the shipping of Armory (and the access to it's pdf).

Thank you for your assistance.

Niel deAlteriis

(recipe for coconut margaritas: margarita mix and Malibu Red (coconut rum and coconut tequila)- just use whatever mix ratio the mixer specifies, but only add the Red)


Pretty much the question.

The only natural attack I see is from the vesk racial ability and it says as the unarmed strike but not archaic.

I'd guess venom spur is a simple weapon and that without the operative special it would use Str to hit and damage, but I'd like to add a venom spur to a high dex character.

Did anyone see something I'm missing?


Warning: Not a serious question.

A scholar who chooses Life Science must declare a specialization.

Among the choices are biology and xenobiology.

In a spacefaring, multi species universe, what makes bio into xeno?

We are given bioengineering, botany, ecology, genetics, and zoology as other choices, but not xeno- versions of them.

Secondary question: If I wanted the theme bonus in my Life Science specialty to apply to the craft food and drink aspect of the skill, what should I be specializing in?
I'm thinking biology/xenobiology.


Situation:
We just found a quarterstaff (metal yet weighs 3 lbs, is +1/+1, does 1d10/x2, wielder is immune to electrical damage , and staff empowers any electrical effect cast by wielder).

I am a kineticist 6 (void) and was planning on adding air at 7th.

Being dex based (dex 18/str 11), my 5th level feat being weapon finesse, (and I wasn't planning to take 2 weapon fighting), I'm looking for a way to use this staff as something other than a blast booster.

(Effortless lace only works on 1-handed slashing or piercing weapons.)

GM is still deciding if it will empower blasts as well as the spells he intended it for(and that's fine either way he decides), but if I can use this, I'd like to be known for using it, not just carrying it.

As a side question, is there any way to channel a blast through a staff?
(feat, enchantment, etc.)


I missed a couple of my Saturday games when they wrapped up the last campaign and started the new one we had been talking about.
I need to build a 4th level character, 20 points for stats, and, for story reasons, I am required to build a non-core race (Hobgoblin, naturally).
The game is ‘Pathfinder in Space’ and the set-up and first game have occurred.
Since I had been talking about trying Kineticist, I was told that’s what they figured I would run.
Then they said the only position that was left on the crew was head gunner (sort of like how Kingmaker does positions, the ship has crew positions), unless I want to back up one of the other players in their position (I don’t).
I’ve been looking and it seems like Void is the most appropriate element form for a space born hobgoblin, even though it’s limited.
I am thinking about a dip into Gunslinger for Engineering, guns, and story line.

TL/DR
I need advice for a 20 point build for a 4th level Hobgoblin (1 additional bonus feat at 1st level, 2 traits allowed), in a pathfinder in space game, using Kineticist (Void) and including Gunslinger (or something), aiming to include siege weapons.
Position on crew will be Master Gunner.
Books are open to what’s on the PRD or Archives of Nethys.

Help!
Both classes are new to me.


I finished re-reading the three Borderlands books by Lorna Freeman. (for probably the fourth time)
Covenants, King's Own, and Shadow's Past.
They are enjoyable fantasy novels with good characters and an interesting setting.
I recommend them to anyone.
But...
The last one came out in 2010.
It looks like there was going to be a fourth, but it never showed.

Does anyone amongst y'all know what happened to the book or the author?


Does anyone know what range 0 means for a spell?

The Whip of Ants, Whip of Spiders, Whip of Centipedes spells in the ACG have range: 0.

It's a summoning spell that gives you a 'whip' made of the swarm and which lets you use it 'as a whip' doing touch attacks at 15' range.

Personal would be wizard only and close would let you give the effect to someone with more hit points.

Zero is odd.


Elemental Body I:

When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.
Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, and the ability to earth glide.
Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

Elemental Body II:

This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the elemental.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.

Elemental Body III:

This spell functions as elemental body II, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.
Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.
Water elemental: As elemental body I except that you gain a +2 size bonus to your Strength, a –2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus.

Elemental Body IV:

This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).
Earth elemental: As elemental body I except that you gain a +8 size bonus to your Strength, a –2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Strength, a –2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.

The language of the Elemental Body I spell states ‘The abilities you gain depend upon the type of elemental into which you change’.

Elemental Body spells II, III, and IV say ‘As elemental body I except’.

I’ve played my druids as once I have access to the higher level versions of the spell through wildshape, the first sentences of the higher level spells to apply to all sizes and the individual type descriptions are for the new sizes available.

But I heard an argument this weekend that I can also apply the abilities of the individual elementals on any size of elemental.

Example: a small air elemental with a fly speed of 120’

If I accept this interpretation of the ‘as elemental I except’ clause, does that mean I can become a medium earth elemental with a +8 size bonus to strength, a -2 penalty to dexterity, and a +4 size bonus to constitution?

Or is only the huge air elemental shape capable of flying at a speed 120ft.?


The redcap has this ability:
Boot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement just as if it had the Spring Attack feat.

Just to make sure I understand this, the choices are:
1)make a kick attack as a secondary attack combined with the regular attack
2) when making a move action, make a kick attack as if using spring attack and make no other attacks this round
3)get the spring attack feat normaly and use it for both the regular attack and the secondary
Also, the kick attack is never primary, even if no other attack is taken.

From the fluff description:
Redcaps typically stand only 3 feet tall, with twisted frames, pointed ears, and long white beards. They dress in soiled leather armor and wear oversized, iron-shod boots that make a distinctive clanging when they run.

The redcap has a +19 stealth, but the fluff describes a clanging noise is heard when running, but says nothing about a noise during a normal move. (Note the normal move of a redcap is 60'.)
The boots have no mechanical penalty in the creature description and thus do not affect the stealth roll.
The normal stealth rule that prohibits stealthing while running and gives a -5 to the roll when moving more than a 1/2 move are the only rules which apply.
Correct?


If you were writing up a style feat chain based upon the natural attack of elementals, what would the three feats contain?

I'm a running a druid and recent events have caused me to look at adding monk to the mix. (became champion to a lost god whose preferred attack was the slam)

I'm aware of the weapon focus (slam), feral combat (slam) chain needed to use the natural attack in elemental form with monk abilities, but I was looking to show the influence of the elementals' combat style on the monk.

By the way, have you noticed a martial artist needs take weapon focus on unarmed combat only, but a natural weapons fighter must take it multiple times for different attacks?


There are creatures, such as elementals, which have a slam attack.

What is a slam attack and can you use a monk's unarmed attack to do a slam attack?


As thought experiment, consider the druid.
Wildshape plus multiclassing gives a extreme number of options.
What build can you come up with?

Considering the feats available, natural spell, wild speech, and shaping focus for example, it is possible to make a wide variety of concepts.

Consider the deinonychus rogue scout- 4 attacks with pounce and SA.
The viper monk- feral combat with bite gives FoB with poison.
The summoner whose eidolon uses hims as a mount.
Octopus form gives lots of tentacle attacks with reach, grab, and constrict, so perhaps a fighter weapon master (tentacles)? Or magus?
Paladin's out because of alignment restrictions, gunfighter and alchemist might have difficulties using their toys, specific archetypes like black blade magus would also have problems.
Elemental wizard elemental.
Arcane trickster gives you disable device as a mouse.
Elemental shaped dragon disciple?
Scarred witch t-rex?
AMBARBARIAN as BATTYBAT?
Songbird bard.

Electric eel has a touch attack.
Animals with fly speeds can open up the flyby attack feat. (As a magus?)
A wizard in that octopus form that grapples you?
Spells can give slow or water-breathing creatures as well as plants options.
(Is there a build doing anything fun using plant shape?)

As a challenge, what can you come up with?
Since this is almost guaranteed to be MAD, use 25 points for stats.
(Stat it out as far as you want, but should have at least four levels of druid somewhere in the build. For bonus points, show us your builds biggest weakness.)


I'm working on a build for a barbarian- a happy type, who likes smashing things and running around the battlefield.

Here's what I've got::

Dwarf Barbarian
STR: 18 (17 pts)
DEX: 13 (3 pts)
CON: 14 +2 racial (5 pts)
INT: 10 (0 pts)
WIS: 8 +2 racial (-2 pts)
CHA: 12 -2 racial (2 pts)

Traits: ?, ?
Level 1 (barbarian 1): feat (power attack)
Level 2 (fighter 1): feat (furious focus)
Level 3 (barbarian 2): feat (raging vitality), rage power (smasher)
Level 4 (fighter 2): feat (steel soul), +1 dex
Level 5 (barbarian 3): feat (improved sunder)
Level 6 (barbarian 4): rage power (swift foot)
Level 7 (fighter 3): feat (greater sunder), feat (improved overrun)
Level 8 (barbarian 5): + 1 str
Level 9 (barbarian 6): feat (extra rage), rage power (strength surge)
Level 10 (barbarian 7):

Gear: furious greatsword- hopefully adamantine, rhino hide, the obvious belt, ring of sustenance, potions of?
Skills: Acrobatics, Perception, Survival, Intimidate or Knowledge (nature), some climb, some handle animal, some swim, some linguistics

I haven't done a barbarian build since playtest and have been playing druid and cleric, so I'd welcome reviews and advise.
I'd prefer no stats less than 10, but I'll listen to your thoughts for race, class levels, archetype, traits, feats, and whatever else you want to mention.


Pulp-O-Mizer


Anyone have any thoughts on an urban barbarian build for a party face character?

Previous campaign was 17 point buy, one trait, Pathfinder only. And multi-classing must be roleplayed, so extra classes have to be part of the on-going story or explained at 1st level.

This particular GM gives as much weight to our speech and tactics as our skill rolls, but I want to have back-up on the character sheet. He also likes evil NPC's who are helpful, sorcerers, and dislikes magic marts. (all of which I am fine with) Campaigns start from first level and head into the teens or early 20's.

The next setting has not been fully chosen, but I'm expecting a fair amount of urban, as the present game has a shipwrecked-on-Jurasic park, survive-the-evil-civilizations theme.

I'm seeing a well-dressed, handsome man-about-town, with connections/fame and a very forceful manner. I had no particular weapon in mind, but would want to be able to carry it openly in an urban area.

Other than the obvious intimidate focus, does this generate any ideas?


1 person marked this as FAQ candidate.

If a caster (with waterbreathing and a necklace of adaptation) cast rope trick underwater, how would it work?

1) It fails either because the spell just doesn't work underwater or because it can't be cast while submerged.

2) It fills with water.

3)It works normally, staying filled with breathable air.

4)It works, but doesn't renew the air, so it would not provide breathable air for its duration.

5)Some other answer.

If it matters, the hopeful party is lvl 7, and consistes of an air sorcerer, a dinosaur shaman druid, a cleric of Pharasma, 2 fighters (1 wearing armor of the deep), and a bard.

Our GM asked me to see what the board felt was the right answer (though he reserves the right to ingore any and all responses if our on-going story requires it).


Reaper has started carrying CollectA, a line of museum quality prepainted dinosaur figures in multiple sizes.

Wiil we see these at Paizo?


I'm doing this in a home-brew game I'm refering to as Castaways in Jurrasic Park.
The setting is shipwrecked adventurers in a dinosaur infested land.
As we have been having difficulties traveling quickly in the jungle and other environs, I came up with this concept to get the others moving along with my druid.
But is it leagal or have I missed something?

I am a 6th level Saurian Shaman, so am able to Wildshape huge dinos.
We had a local tribe who owes us make a howdah for my allosaurus form (form chosen by GM as best choice).
I Wildshape, cast Longstrider and Ant Haul, have the howdah attached, and begin travelling, with the other 6 members of the party and our gear aboard.
As a druid, I ignore terrain difficulties due to plants and thus travel at a sustained 40' move, while leaving no tracks.
We have yet to get into combat while in this configuration, but traveling is going just fine.

Legal?
Any problems I missed with this?


Situation:
I ran the first two books of Kingmaker, but one of my players is taking over the Path.
I need to come in with a character.

Cast:
Fighter, human (very well played, high AC, mainstay of every battle, high skills)
Sorcerer, human (red draconic, also very well played, covering general and blasting)
Bard, half-elven (buff and more buff, loads of people skills and play-style supporting the kingdom)
Cleric, dwarf (basic, more dwarf than healer- old style gamer)
Druid, human (caster/healer, player going in-active to GM)
Various:
Kobold Ninja (inactive due to military)
Human Ranger (inactive)

Stats (generous- 4d6, re-roll 1's and drop lowest, so I'll roll eight each time and take the first four non-1's))
8d6 ⇒ (3, 5, 6, 5, 2, 6, 5, 3) = 35 so 16
8d6 ⇒ (1, 2, 3, 3, 3, 3, 3, 6) = 24 so 9
8d6 ⇒ (2, 1, 4, 5, 1, 4, 2, 2) = 21 so 13
8d6 ⇒ (4, 3, 6, 4, 5, 6, 3, 2) = 33 so 14
8d6 ⇒ (2, 5, 6, 6, 2, 5, 1, 1) = 28 so 17
8d6 ⇒ (1, 4, 6, 3, 6, 5, 2, 3) = 30 so 16

Story line effects:
In game, Lizardman tribes have joined kingdom and begun being integrated, with their own town.
I would like to be a part of this, as the story event of Kobold tribes joining kingdom was enhanced by the new character as Kobold Ninja.
So, looking at lizardman character.
My first thought was Barbarian, making use of natural weapons since lizardman equipped that way, but what about healing?
Dwarf not dependable for that.
Thought of Oracle for heals and because has nice feel of shaman type for tribe (maybe Ancestor?).
Not interested in ninja, gun-slinger, paladin, summoner, or full caster.
Not familiar with magus, inquisitor, or alchemist.

My basic problem is my characters tend to be niche players such as feinting fighter/thief, wild-shaping druid, or monk/mage.
I like to have options (whether skills, spells, etc), but as ex-Gm, I don't want to be center of action and detract from existing characters.

What build do you recommend?


I attempted to edit my account and change my address as I moved over Christmas (and wish to order Beastiary 3).
When I tried, I was unable to do anything but delete my old address.
My new address is:

Spoiler:
[redacted]

Could you take care of this or tell me what I'm doing wrong?
Thanks,
Niel


I was just browsing without logging in and noticed a weird effect.
Information under a spoiler tag is at first visible.
If you hit "show" it stays up.
Hitting "hide" then hides and it starts working normally.
I tried a couiple of threads, same thing.
I logged in, still same thing.


Help!!

I'm not an experienced GM and I have been running Kingmaker.
We're at the end of the second book and I need to redo the final encounter. Players are all 6th level. A more experienced DM (now a player) will take over starting with the 3rd book.

Situation:
(Metagame- three of 6 players did not show up, including the cleric and the fighter, as well as a ranger. Fighter will be out of town for a month, ranger just quit coming, and cleric had to work. Only had sorcerer, bard, and druid. Next game in two weeks. Will probably have cleric back.)

Party was returning from last adventure site, discovered town had been attacked.
Elemental shaped druid tracked beast to lair, but did not enter.
Party utilizing lyre of building to create large pit which they plan to lure the beast into, helped by illusion spell. (pit in town hex)
Plan is to use milita and players to blast beast when it falls into the trap.
Planned on using the beefed up encounter from the 'Kingmaker for 6 players' thread, but now must redo entire encounter to take into account the different tactics planned.

How do I make this a memorable, or at least, challenging encounter with just the beast and a pit?


I was discussing an up-coming campaign with my GM last night, as we began talking about party roles.
(It will be our first full Pathfinder game.)
He implied a wizard would be a bad idea for campaign reasons (lost world adventure, little access to other wizards and few items available).
He then went on to suggest that the arcane bond was horrible as the item could be broken or taken, costing too much to replace (lost world means little access to casting goods we don't make ourselves, let alone straight cash) and making it impossible to cast without heinous concentration checks.
I like the bonded item, but wasn't able to come up with an argument to answer him.
What do ya'll think?


chants "Changeling" in sets of three's

stands beside a pile of WOD books, Ebberron books, copies of folkloric tales of fey child theft, and an annotated copy of "Thomas the Rhymer". (all collected as a material focus)

waits for summoning to produce DETAILS!


Now I'm going to have to purchase a 4E product. Unless this sucks. Can anyone help me?


Go to:
http://www.impactminiatures.com/index.php?option=siringit
and look at these figures.
They're for a Blood Bowl alternate, but they're cool just as is.
A lioness cheerleader, a baboon in armor, a gorilla-centuar!

edited to say please, as per Tenser's request (though I cant't seem to find his post). Because he's right- There's no reason to be impolite on a thread.


Hey folks. Anyone out there playing/running Ars Magica? I'm involved in a multi-GM saga and one of my players just requested a new story line. I'm looking to bounce some ideas off folks who are familiar with the newest edition.


Check out proflie for my quick test build of Igor.

My early build impressions:

-Under bloodline feats for undead: Skill Focus (K(religion)) sounded cool until I realized K(rel) wasn't a class skill; Spell Focus(Necro) sounded obvious until I went to choose spells, then Toughness sounded better for the early levels.

-Skill choices: I wanted to get intimidate, but the size modifier kills the idea of my 'undeadness' frightening folks; Deception has been broken apart and only bluff is a class skill; So I went with the standards and taxidermy.

-spell choice: I had forgotten that I would need 'read magic' to avoid rolls to use scrolls (Wizards get it free- why not sorcerers?), 1st level necro spells left me uninspired as chill touch overlaps the bloodline ability, ray of enfeeblement is a favorite- but not as the only attack spell, and cause fear is short duration. I went with mage armor for defense and found 'Backbiter' in spell comp.- which made spell focus more attractive. I like the idea of only attacking those who attack me.

-I was disapointed to not get the arcane bond. I was looking forward to my 'one ring' after seeing it was possible to combine enchantments in one item. This left me feeling shorted. I was also disappointed not to have any undead polymorph spells. While I won't get any such spell for many levels, it sounded like it would fit my bloodline to turn into undead with a short-term spell.

Early Impression: I came into this build excited with the bloodline, but it didn't last. I didn't get the feel I expected from the bloodline as it had limited effect on my spells. I guess I expected a bloodline to define a theme to my spellcasting, but it didn't seem too. Perhaps after I add some levels.

My basic impression: I would definately take a few levels of Sorcerer, but, unlike the wizard class, I would definately multi-class and the sorcerer levels would be the add to the other class, not the reverse. Maybe monk/sorcerer or the obvious cleric/sorcerer. Barbarian/sorcerer would also be interesting, but I haven't gone into the Pathfinder barbarian yet


I read 'Inside Straight' yesterday. It is one of the best books in the series, and that's saying alot. As a shared novel, it was seamless, and as a story, it was wonderful.

Also check out the American Hero website for background fluff.

The downside- M&M's Wild Card setting book is not out yet- And I WANT TO MAKE A CHARACTER!!!


When I went by my local comic/game store this week, my friend behind the counter had a treat for me. Issue #1 of a 6 issue Wild Cards comic published by Dabel Brothers Publishing. It is written by Daniel Abraham.

The story so far features a virus outbreak and the Sleeper.


I was in a bookstore today. 'Space Viking' was back in print!
Old school sci-fi. I strongly recommend. Also 'Uller Uprising', 'Four-day Planet', and 'Lone Star Planet'. Not to mention the Fuzzy books.


On the other side of the question, if a wizard can use the crafting rules at any level (as long as he has a high enough caster level for the intended item), why doesn't everyone take a level of mage so they can bond with, create, and re-create a magic weapon?
Also, can a wizard bond with an already magical item? He would then have a useful item as soon as he could purchase it, avoiding the creepy, but efficient, concept of taking a familiar until a higher level, then getting rid of it to 'trade up' to an item. This would also be attractive to other classes, as one level of wizard would allow you to bond with a powerful item and re-create it if lost or destroyed. (Of course, at present, the benefits of multi-classing to cleric, mage, or thief are too much to pass up. The extra skills from rogue, the supernatural abilities and bonuses from domains and schools are useful to anyone and available for a minimun investment of only one level.)
Or if a bonded item's crafting fits the normal craft item rules and limitations, could you require a wizard to have a higher class level to bond with an item he couldn't make, just as he has to be higher level and take a feat to bond with a more powerful familiar? It would also allow a wizard to bond with an item he couldn't normally make, such as one requiring a clerical spell to craft.
Overall, the new bonding appeals to me (though I would open the possible items to additional, wizard suitable items. Bell, book, and candle. his contract with a devil. attuned power (or holy) site. mystic plant or forest. perhaps even a cohort:)


I move that this day (03-18) be named Paizo Day, to celebrate the survival of our beloved pastime in the form we have become so attached to. Long live Pathfinder!