Gargoyle Brute

Criik's page

* Pathfinder Society GM. 114 posts (167 including aliases). No reviews. No lists. No wishlists. 15 Organized Play characters. 2 aliases.


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If I wasn't a Queen fan, might not have mentioned Flash Gordon :)

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So, a class designed around doing just combat can beat a class that is designed around being a combat and utility class will beat him when the only factor is DPR. Color me shocked.

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Luke Spencer wrote:
Well either a player might not want/be allowed to multiclass or it just might not fit the story the player wanted the character to have. For example the player might want their character to have always had his solar manifestation rather than have it mysteriously appear at 2nd level. Obviously if the character doesn't start at 1st level that's a different story but if you're playing a published adventure it's not necessarily an option you have.

Careful, you might get your role-playing in my RPG, gawrsh. If it doesn't show up on the DPR olympics, it's invalid obviously. Theorycraft is king, don't you know.

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According to the Radiation revelation: Radiation (Su)

As a standard action, you can emit an aura of low-level radiation. Creatures within 5 feet of you must succeed at a Fortitude save or be sickened. A sickened creature recovers as soon as it moves out of your aura, and a creature that succeeds at its saving throw is immune to your radiation for 24 hours. This is a poison effect (see page 415). The radiation lasts for 1 round or until you leave photon mode.

Poison effects in Starfinder have new functionality compared to Pathfinder and move someone up the poison track with condition modifiers. The level 1 poison effect (weakened) is similar to sickened. Since it says it is a poison effect does it ALSO make a person weakened. And if you keep them in your aura does that poison stack as well.

Poison says: Upon initial exposure, regardless of whether she succeeds at her saving throw, the victim loses a number of Hit Points equal to the poison's DC – 10. If a victim is exposed to multiple doses of the same poison, she must attempt a separate save for each dose and progresses to the next state on the poison track with each failed save.

Besides moving up the poison track, does the revelation also give hit point (bypass stamina and straight to hit point, ouch) damage as well. This could make Radiation very powerful indeed if one or both of these attributes are true.

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The problem with the cover/concealment thing is that it was at one point the thing that sort of evened the playing field between melee and range. Sure, melee had to move through obstacles, get into the front lines and get less attacks for it. But at least at the time not being able to AoO, dealing with concealment/cover, DR. Oh, but now they can negate all of that (snapshot, seeking, clustered shot).

And then add on the other goodies such as the completely negligible Adaptive enchant. Being able to pre-blanch 10 attacks worth of special materials versus 1 attack of melee (and if you attack someone else before the one you want, too bad). Being able to have quivers full of "bane x"/etc to rival and destroy any golfbag of tricks that meleers might have. Being able to more cheaply stack enchantments (stack +s on bow and on arrows).

Oh, and my favorite is also launching like 6 arrows in a 360 degree arc at long distance and at different targets in 6 seconds with no penalty. I personally think that there needs to at a minimum be an "arc of fire" that multiple targets can come from. Not 360.

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Under A Bleeding Sun wrote:

As written I don't think it works. If this is a home game ask your GM(I'd allow it because its awesome!), if its PFS ask for Errata and hold your breathe!

I doubt that the archetype is even going to be allowed in PFS. But this is due to the Role Dealer ability (which requires drawing cards from a Harrow Deck). This is based on the fact that they don't allow the Harrower prestige class nor the Harrowing spell out of Inner Sea World Guide. That's my opinion, although I think they should allow it but just give back the arcana slot instead of getting Role Dealer.

Regarding Harrowed Spellstrike, it would be nice if it was changed to allow you to use x number of charges spread in the next x attacks. Like if you use Frostbite and get 4 "touches", it activates on the next 4 thrown weapons. On that subject though, it the item does get infused with a multi-touch spell (like Frostbite), can you hit with THAT weapon multiple times until the charges are depleted (e.g. returning thrown weapon)?

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Goz Mask from Inner Sea World Guide. 8k to see through the mist. It takes the head slot so it messes with a few other decent items (Buffer Cap, Jingasa, Circlet of Persuasion, Mammoth Cap). Now that my natural attack alchemist can get Monstrous Physique II, I have been thinking of replacing my Mammoth Cap with this so I can make better use of my smoke bombs w/o penalty.

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I may have been the one to give Chris the piece of pizza, I did give one of the VC's a piece of pizza as I was rushing myself to force around trying to find my cat-herder to assign me my table.

I was rewarded on Saturday by a fun group of guys sharing their "refreshments" during Bonekeep 2 that is until

Spoiler:
I blew us all up by setting off the Necklace of Fireballs

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I know you are looking mostly at adding actions, and some of them are included here. But I am also including other tactics that you can pull into additional tactics threads.

  • Delaying: I have seen way too many (usually melee based) players get jumpy when they win initiative. It's not as much of a big deal at the lower levels before iterative attacks or full round sequences. At the higher levels however, it's usually a bad idea to charge ahead to the enemy getting your single attack to just be in range for them to full round attack you. Additionally, if you let the creature move towards you, it may allow multiple people to get full round attacks on it.
  • Readying: This is a combination of getting more actions and increasing effectiveness. Notes about it include:
    -One benefit can include allowing you to get a flanking bonus if you ready for when your flank buddy gets into position
    -Useful when dealing with people who aren't as tactics-savy as a way to guide them towards an action (e.g. I ready an attack for when Bruce the Monk trips the target)
    -Useful for shutting down casters and for protecting squishies (ready to hit if they cast, or trip/grapple/etc if they try to move past)
    -Initiative order gets moved to before the triggering person. This usually isn't a huge drawback, but it could move your attack to be after the enemy
    -Depending on the GM, some GMs might metagame to prevent readied actions from going off. I am trying to use index cards to write down my triggering condition and putting it down in front of me. That way, the GM will know that I am readying, but not what the trigger is. Some GMs can objectively act how the creatures "should" act. Some have troubles if given the knowledge. I have seen too many GMs change their actions in order to not make the trigger go off.
    -Note that if your trigger is too specific and does not ever "go off", you lose your action for that round.
  • Cleave is a feat that gets nay-sayed too much. It does have the pain of positioning whereas two enemies need to be adjacent to each other. However, it is a good way to get "multiple attacks" at levels before iteratives (or without two weapon fighting). Additionally, even at higher levels there are many times where you are denied a full round attack and cleave is only a standard action, allowing you to move and cleave.
  • Reach: These grant you more opportunities for full round attacks and for AoOs (can be very effective with Combat Reflexes).
  • Melee threatening weapon: Going along with reach, if you only have a reach attack then you have a "dead zone" adjacent to you. Getting a cestus, armor spikes or spiked gauntlet ensures that people can't move in next to you and have freedom to do anything.
  • Spring-loaded wrist sheath: Turn a move action retrieve object to a swift action (only useful for certain types of objects).
  • Charge lanes: Discuss beforehand who your martial fighters are and try to keep a clear path from their positions to the enemies when possible so that they can charge. Usually your fighters are in medium/heavy armor so their movement is only 20'. Allowing them to charge lets them move 40' and get an attack in (and gives them a +2 to hit).
  • Soft cover: Similar to charge lanes, ensure you know who your ranged attackers are. Many ranged builds can throw out a ton of damage (as long as they can hit). They have the ability to full round attack much more often than their melee counterparts, however they can suffer from up to -8 on their to-hit (if firing into melee and through a friendly target). Precise shot will remove the -4 for firing into melee, but not for soft cover. If you can, move to the sides and flanks in order to remove that other -4. Be aware though, that this might give the enemy the opportunity to charge away from you and towards that "archer".
  • Combat maneuvers: Be aware that manufactured armor and natural armor do not increase a targets CMD. Sometimes if you don't have a real high attack bonus (and are having trouble hitting regular AC), it is easier to just trip the opponent. If you don't have improved trip (or generally reach), this could mean you have to eat an AoO, but many times this can be worth it. A successful trip gives you (and any other melee attackers) a much better chance of hitting the target (-4 AC). Also, he either has to get up (AoO for each of you), or attack from prone (-4 to hit). Grapples against casters (who generally have low CMDs and not very harmful AoOs) can shut them down pretty hard.
  • Baiting the AoO: If you have higher AC or hitpoints, performing an action that draws the AoO from the enemy can allow your (squishier) allies to move/cast/etc without fear of getting pummeled. Many creatures don't have combat reflexes, but be aware of the ones who do. Also, make sure that your ally who is in need of the freedom will act between your action and the enemies, otherwise his AoO will reset. Sometimes this requires delaying on one or both of your parts.

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Here's a post that I had awhile back on Combat Patrol. It got some good discussion for uses of it. My plan is to have my dwarven Mr. Hyde (melee alchemist) with it. Enlarge + Dwarven Dorn-derger + Feral Mutagen = a large area of threatened squares. His 3/4 BAB should be a little more effective since he should be making more attacks at primary AB instead of iteratives. At least that's the plan. I have a few more levels until I can finish up the feat chain.