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Overrun:

An adventuring cavalier, Sir Mugsy the 42nd, who sits atop his mighty steed Stompy, spots a lone goblin, who we well call Piddles, in the midst of the road. Sir Mugsy wheels his horse and rides down Piddles. And rules confusion hits.

Sir Mugsy and Stompy try to overrun Piddles. Who is actually doing the overrun? Use the mount's CMB, or the rider's CMB? Assuming Piddles does not avoid, who does the goblin have the option of striking at, mount, rider or either?

Sir Mugsy has Trample, but his mount has Improved Overrun. He and his mount attempt to overrun a goblin. If you said that Sir Mugsy was doing the overrun, does Stompy having Improved Overrun do anything? Same question for Charge Through and Greater Overrun.

Alternatively, Sir Mugsy has Trample and Improved Overrun. If you said that Stompy was doing the overrun, does Sir Mugsy's Improved Overrun do anything? Same question for Charge Through and Greater Overrun.

Thanks!


Alright guys, I'm looking at playing a Cavalier, or a multiclassed cavalier with the horse master feat. I have very little experience with animal companions.

I've got a very good idea what I'm going to do rules wise for the character(Ride by attack lance when mounted, trip focused when not mounted), but I have no clue what to do with the horse. And I want an awesome horse.

How would one go about optimizing a cavalier's horse? Should I aim for hp and saves? Damage? Anything really excellent? Any trap feats?

Is bumping Int to 3 a good investment? Would spring attack or trample be a better route for the horse? Would either of those actually work with ride by attack?


Did a search, but didn't see anything.

When an air elemental transforms into a whirlwind, is there any limit on how often they can do it/how long they can stay in that form?

Generic whirlwind ability description says "for up to 1 round for every 2 HD they have." It also says the the format is "Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks."

Air elementals do not have the per day listed.

So, the way I'm reading it is that a small air elemental(2 HD), can use a standard action to transform into a whirlwind for 1 round, use a move action to cause trouble, and then revert to normal form at the start of the elemental's next turn, but the elemental can do that as often as it wants.


I've put together a pretty fun looking human Fighter/Cavalier mashup. Expert Trainer is in there, so I get full mount/animal companion progression.

What makes for an awesome horse?

First stat boost is going to intelligence to qualify for all feats. Eye for Talent is definitely a consideration.

Definite Feats:
Power Attack
Improved Overrun
Charge Through
Greater Overrun

Under Consideration:
Dodge
Mobility
Spring Attack
Eldrtich Claws
Nimble Moves

Is it worth investing in magic items? Str boost, saves boost, amulet of mighty fists, horseshoes, and maybe enchanted armor are the ones that jump out at me.

Thanks!


So, I'm looking at making a cavalier/fighter using the gendarme and dragoon archetypes respectively.

Two questions:

One, the gendarme states:

Bonus Feats: A gendarme trains to be a mounted terror, almost to the exclusion of all other abilities. He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select these bonus feats from the following list: Improved Bull Rush, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Spring Attack, and Unseat. If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as combat feats. This ability replaces tactician, greater tactician, master tactician, and the standard cavalier's selection of bonus feats.

What happens if you have selected all feats you have prerequisites for? IE, you have everything but spring attack, but don't have the prerequisites for spring attack? Or are prerequisites ignored?

Two, I'm a bit confused on how the dragoon and cavalier banner bonuses interact.

Banner (Ex): At 9th level, a dragoon may attach a banner to his lance. This is identical to the cavalier class feature. The bonuses provided by the dragoon's banner increase by +1 for every five levels beyond 9th (to a maximum of +3 at 19th level). Cavalier levels stack with his dragoon level for determining the effect of his banner, and he can take the better banner progression. This ability replaces weapon training 2, 3, and 4.

So, they stack. At what point do they start stacking? Would they only start stacking once I have 9 levels of dragoon? Would 1 level of cavalier let me use the better banner progression?

Thanks in advance!


Hey guys. Long story short, I might get to play in a longer campaign, if everything works out liked planned. So, a character concept:

Flavor:

Once, a foolish young half elf named Cae'ir ventured into places best left abandoned. There, he found an altar of great value and even greater age.
Approaching it, Cae'ir awoke an ancient being of fur, fangs, and malignity, a demonic wolf spirit.
Now the spirit could have eaten Cae'ir in one bite, but he had use for the half-elf.
The spirit, still bound to the altar required greater power to free itself.
In exchange for his life, Cae'ir agreed to a pact. He would send the wolf spirit the power of 100 mages. The wolf spirit separated a piece from himself, and attached it to Cae'ir to watch over the elf, and both bind and empower him.
From there, Cae'ir left the ruins. Despite his best efforts, he could no more rid himself of the presence than he could his own heartbeat. Instead, he learned a measure of control over it. And now, his adventure begins.

Mechanics:
Half Elf Summoner mostly focused on buff magic.
Quadruped Eidolon.
Spell Resistance as soon as possible?
Flight?

This is where I could use help, for both flavor and mechanics. My flavor alright? So, what's the best way to make an eidolon that chews through mages?


Ok. So the legendary PFRPG will be released within a month. I'm debating picking it up.

Sell, or unsell me on it. Of course, there's a twist. :)

I generally play variant handbooks such as Iron Heroes or Arcana Evolved. With this in mind, what's in Pathfinder rpg that would be applicable to the variant handbooks?


This actually has to do with the combination of the ranger capstone ability and favored enemies.

Master hunter states in brief that once per day you may force a favored enemy to make a saving throw or die.

What happens when the favored enemy is normally immune to death effects, such as undead or constructs?

Is master hunter a death effect? Would a zombie be immune to this ability? Or is it an exception?