Karzoug the Claimer

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Awesome thanks for clarification. I will talk to my DM about it. I think its time to get a reach weapon : )


Hi all!! Last night we were playing a new campaign with new 15th lvl characters and some rules questions came up. I am looking for direct links to the srd or in the book for clarification on some issues. The first was the come and get me power

Prerequisite: Barbarian 12

Benefit: While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.

The Dm had asked since the monster was doing a full attack which was one action why would I get 3 counterattacks against him. I didnt think this needed clarification because it says "but every attack against the barbarian provokes an attack of opportunity". Am I wrong here?

The next question that came up is if I have CAGM active and I being a medium size creature charge or run up to a large creature with threatening reach of 10ft would I get an AOO with CAGM since hes hitting me from reach. I admit I am not very good at the rules with provoking but I think if I leave the square 10 ft out to get to his adjacent square thats when I provoke. He also didnt seem to want me to use lunge for my AOO so im a little stuck.

Thanks for any input you can provide.


Do you know of any monsters that can scry? Looking at the summon monster list on d20srd I couldnt find any. Invis stalker could be good for dungeon crawling but I would really love to pull off a SHT combo with a bunch of summoned monsters in the party.


wow.....I feel stupid...thanks : )


I am thinking of making a master summoner for an upcoming campaign and I am trying to find different ways to scry on the enemy. My Eidolon is a stealth skill monkey but I am looking for ways to scry magically. A 1 level dip into a class is about as far as I can go for multiclassing so I am looking for feats, magic items etc etc that can help me accomplish this. Thanks


Thank you!!! Now I need to decide my feats for him. Might still be worth empower and perfection for a higher level spell like summon monster 7 or something.


Can I use metamagic feats like empower spell and spell perfection on the master summoners SLA? I have never had a class with SLA's so this is new to me. Thank you


Thank you so much !!!


I remember reading somewhere that I can take feats that I would not normally qualify for like power attack or spring attack etc etc even if I dont meet the pre-reqs for them but so long as I would be able to while fused it would be ok. I just would not gain any of the benefits of these feats unless fused. Can someone point me to an official ruling on that since it will be the first thing my DM points out. Thanks again


Thats pretty cool. I am weighing out my options of dipping 1 lvl of monk and 2 lvls of pally for insane ac and saves. It would cut out on my evo pool but yes im a halfelf anyway so not losing as much as normal from multiclassing. Since damage isnt my main focus having a very defensive character with some controlling aspects via manuevers and spells that sounds like alot of fun.


Writer I am a little confused on how what you suggested would play out. If someone cast a single target banishment or dismissal type spell on my fused self how would that play out?


Ok Thanks for the replys thus far. I would love to have the Eidolon part of my character to be huge size focusing on 1 giant attack but for some reason herolab was giving me issues with it and I assumed it was correct. Maybe I will look into a serpent base that swallows whole and focuses on combat manuevers. Do you think this can be battle effective? Damage is covered pretty well in our party.


Just looking for build advice for my synthesist summoner. We are playing 15th lvl characters and we tend to fight a lot of demons devils and other monsters with DR. I am looking for advice on if I should stick to natural attacks or go biped with arms. Since my eidolon cant be any bigger then me ( medium) im kinda lost. Any advice, examples etc would be greatly appreciated. Thank you


Lol Yep!! My Dm's monsters in a few weeks.....cant wait


Ok Thanks. So quickened chain lightning followed by maximized chain lightning could be done if I am understanding you correctly.


Spell Perfection + Magical Lineage...How is it all applied? My DM and I are trying to figure out how this all works and would like for someone to point out and clarify the rules for us. Raw and RAI opinions please. For instance as a 15th lvl Sorcerer can I cast a quickened empowered chain lightning followed by a maximized empowered chain lightning? Thank you


I am looking for advice on building a barb using the half dragon template. He will be lvl 13 (instead of 15) from the template but I am ok with that since the stat bonuses and flavor are awesome. I would like to focus on the rage power body bludgeon. I know this is not optimal from a combat standpoint but im ok with that as well. If anyone has any recomendations or overall build advice it would be greatly appreciated. Heres a list of things to keep in mind.

1. 25 point buy
2. would like to do moderate dmg via natural attacks OR manufactured weapons ( Need to overcome DR ).
3. Ways to get large are always a plus so I wont have to worry about getting enlarge person from party wizard.
4. Focus on grapple/pinning
5. Must have 10 levels of barb to get the power (unless theres another way).

Thanks for any input


HAHA I love it!!!


Thank you for clarifying that. If I were to get elemental spell in that mix would changing the energy type to acid or something negate the effective bonuses I get from the bloodlines? Im pretty sure it would but I am hoping there is a rule that will let me keep the bonuses and still be able to change the energy type.


Can I ask for you to show me how you got the 281 average please? This is the kind of stuff I am looking for guys please keep it up and thank you all for posting.


and what would you do with Illusionary script on a lvl 15 encounter?


RULES

1. CL 15 wiz or sorc
2. Only 1 trait allowed in your build
3. 25 point buy character with NO magical equipment
4. Pathfinder books only
5. Vs a normal lvl 15 encounter

Lets see what you can do!!!


So going full Sorc wouldnt be worth it? Can you please explain alternate evoker and changing the spell damage type? Also what would you do for stats with 25 point buy and what feats do you think are must haves for this build you are talking about? Thanks for the input


I will be making a new character for a high level campaign and want to play a blaster. Assuming we have a classic Wizard to do the battle control/buffing etc etc please help me build a good blaster. 25 point buy and equipment cant be too crazy but isnt totally limited. What class,feats,spells would you go with. Please remember at 15th lvl almost 1/2 the monsters will have some sort of fire resist so I would PREFER not to focus on fire. I am looking for as much info as you can provide on building a good blaster as I normally play BSF type characters. Thank you


Thanks everyone for all the help. It is truly appreciated


1 person marked this as FAQ candidate.

Ok thank you. Now how exactly does sap master work? Lets say I am a level 6 scout/thug and I charge someone . I also have offensive defense....do I now get +6 to my AC? Or is it the normal +3 and why? Thanks again


2 people marked this as a favorite.

Will an unarmed attack work how I am thinking? Can I use my fist if I have Improved Unarmed Strike to punch someone and get the damage bonus from sap adept and sap master? Not sure since it says using a bludgeoning weapon.... Thoughts??


Thanks guys this gives me some ideas.


I am playing an alchemist that will focus on using his feral mutagen to attack with claw/claw/bite. All of which will be at his full BAB. I do not see any useful feats. Pathfinder books only, what Can I take to make him a better combatant? He is Human and stats are: STR16,DEX14,CON14,INT16,WIS12,CHAR8.

He is somewhat of a switch hitter and I know this isn't optimal. Jackal and Hyde type and will be going prestige into Master Chymist. Thank you for any Advice it is much appreciated. Also please explain why you choose the feats you do.


SuperUberGeek wrote:

Rapid shot does not become important until lvl 7, because you can not take fast bombs until lvl 8. If you are going to bomb then melee, I would suggest either far shot or splash weapon mastery for attacking from further away. Precise bombs is less important if you are not going to be bombing into melee but meleeing yourself. Targeted bomb admixture (an extract) also makes precise bombs useless.

If you can, use mutagen before the combat begins. At 10 minutes per level, it will last the entire combat and more. Make good use of any other 10 min per lvl extracts. I can not think of any 1st lvl, but starting at 2nd, you will have barkskin, which is great and will free up your amulet slot for an AMF.

If your GM lets you, Arcane strike is a great way to add damage to your natural weapons.

Feral mutagen.

Not sure what other advice to give you. I have always played a blaster alchemist, not a switch hitter.

Thanks this is a good start.I forgot to mention that resources in this campaign are limited (most likely for at least the first 3 levels). No magic items will probobly be given out until 4th or 5th and even then may not be something I need. What would you do for stats on this switch hitter on 25 point buy?


The restrictions= 25 point buy,Human,lvl 1 feats are precise shot and point blank shot.

The goal= Eventually to become a master chymist that goes nova for 2 or 3 rounds with bombs then drinks mutagen and gets up close and personal. The difficult part is that I would really love for him to use natural attacks. I know that splitting my focus into 2 different types of attacks will make each a bit weaker and Im ok with that. I would like to get rapid shot at lvl 3 and precise bombs for my first discovery. I have never built an alchemist before or a character that uses natural weapons. Please advise on stats, feats , discoveries up to about level 10. Thank you in advance for any input.


Seraphimpunk wrote:

i've never seen a build where its worth it...

better yet, i've never seen a humanoid opponent pop up in a module with the feats, in a situation that it becomes useful/enriches combat.

Barbarian build with some fighter splash for feats (Brutal Pugilist)

overbearing advance + overbearing onslought+ Greater overrun

And if you have a nice DM take Rhino Hide.

I target the squishy caster in the back
3 slobs in my way get overran knocked prone and take dmg from my dwarven waraxe + str dmg + 2d6 from armor. Im actually play testing this tomorrow and will post how well it turns out


ossian666 wrote:

I think that is going to be a houserule scenario...If you have a large eidolon and you constrict a medium creature or smaller I'd say it would probably still work, but if the creature was large or larger probably not.

I just picture you riding the dragon from Never Ending Story >.>

Yes all the creatures I would be attacking would be a minimum of 1 size category smaller then my Eidolon. I would be charging with my lance dealing my damage then my mount would get a bite attack and free grapple attempt. If he grapples he can constrict for the same amount of dmg he did with the bite. It sounds ok to me I just dont want any rules surprises when I go to play him .


If I am a medium creature and using my Large serpant Eidolon as a mount can it still grab and constrict? It grabs with its bite attack but i was assuming the constricting is done with its body. If that is the case it seems like it would be akward for my half elfe riding it and attacking and such. Thanks guys


Ok thanks guys for all the responses. I may just have to work something out with quickdraw . Thanks again


Thanks for all the info guys this helps very much. I guess its back to the drawing board as im trying to make a gunslinger that uses a dragon pistol. I was thinking of throwing into 1 level of alch so I can get +4 to str or dex from the mutagen then drinking potions of longshot. I wanted him to be a switch hitter so I can help my friends flank and use a sword if needed. We are starting at 3rd level for a homebrew that will prolly go to about 12th level or more. The nice part is we are doing 25 point buy. Anyone know any crazy swith hitter builds using gunslinger? Thank again all for the responses and clarification


If I am fighting with a pistol in my main hand and a shortsword in my offhand and i do NOT have the twf feat what are the penalties to fighting with each weapon IF ...

1. I am only making a single attack with my shortsword
2. I am making a rapidshot ( i have the feat) with my dragon pistol
3. attacks of opportunity with my shortsword

Basicly im looking to make a character who can shoot and run in and flank, then move around and use a pistol or sword for whatever the situation calls for. I am not going to use a sword and pistol in the same attack.


Sorry if this is a noobish question but I wanted to get some clarification on plant shape 3. Exactly what would I gain from lets say turning into a vipervine or treant. How does it affect my AC? Do I get all of its special attacks and special abilities? How would it affect my saves? Thanks for any feedback.


Bilbo Bang-Bang wrote:

Does anyone else feel the character classes with companions could stand a little extra love? The cavalier is truly limited in flavor and use by the current selection, not to mention ranger and paladin. I went to make a dwarf cavalier the other day and was pretty unhappy with the fact the bear topped out at medium without house ruling it to grizzly from the book stat. Who wants a dwarf on a horse? Horrible for flavor and general RP. It make no sense that you can have a large wolf, but get saddled with a medium bear.

So, to make a long story short we could benefit from an expanded mount/companion selection. The beast need not even be new if they provided the stats for progression so they would be legal for PFS play. What do you folks think?

I also agree completely


Carbon D. Metric wrote:
I am calculating it as a +26 (17/12 for secondary attacks on a normal full attack) with power attack on. You would be rolling 1d8+39 normally. If you critically hit you would have to reverse engineer it so you can find out how much that is but my head already hurts.

ok how does spirited charge work with x3? is that 1d8+39 x3 with spirited charge?


How would you resovle the attack and damage bonus from the following?

lvl 14 cavalier (BAB 14)
mounted and charging
target is his challenge
power attack with furious focus
+3 lance weilded with 1h and sheild in other
character str bonus is +7
mount str bonus is +7 (mounted mastery)
character has feat spirited charge

sorry for so many variables but thats why its so confusing to me.
Any input at all is GREATLY GREATLY appreciated


DGRM44 wrote:
Does a Yeti get full movement on icy surface? The PCs treat it as difficult terrain and get 1/2 movement, but I couldn't find anything as far as this monster getting special treatment on the slick icy surface.

I dont know the official ruling but I would say yes since that type of surface is very common to its natural environment.


ANYONE ????


Unlike many people I actually liked the 3.5 assassin . Im looking to remake a character I had from 3.5. He was 6 roue/8 assassin. I used spells alot to help with many situations and his death attack was decent since his int was very high. I am Looking to remake him for pathfinder and im looking for suggestions. He will be starting at lvl 9 and I was wanting to do rogue assasin like before but now hes missing spells. Arcane trickster may be an option but Im not sure how to make it all mesh together. TWF isnt a must but improved feint would make sense for his character as he had that before. Daggers or shortswords but nothing exotic. The spells are really whats getting me worked up . Thanks for any feedback


Anyone?


I am looking for a magic item that i can use with my UMD that would produce an enemy to become cowwering or stunned. Anyone know of any? And yes im going for coupe de grace. Thanks for any feedback


Thanks again everyone. I definately have enough feedback to be able to talk to my DM about it. I have a feeling he may not see my way but we will all talk about whats going on during the next session. The sad part is if the guy who maked the alchemist feels like hes getting screwed then he will make his old characters that would easilly outshine his alchemist and it would prove his point on the alchy not being OP. His old characters are a wizard or a twf fighter thats pretty much a quisinart. Thanks again guys ill keep everyone posted on how it went.


It seems we will most likely house rule if need be that bombs need a SR check. This with new monsters will most likely do the trick. Thanks all


Yeah thats why a sorc cant use all that in 1 round. I am seeing as to why my Dm thinks the alchy is OP a bit. We are running a converted queen of the spiders campaign if that helps. Im surprised that more people dont think that 100 points dmg average is too much for 9th lvl. I know it uses alot of resources to do it but we honestly dont want this to turn into 4th ed where the best way for a dm to make it challenging is to wear us down every time. That gets old fast. What monsters do you guys think would work best vs and alchy? I would say something that casts vs will like illusions or something. Maybe mind flayer? Thanks again


Just wanna say thanks so much guys this is a great community. After speaking with him again we talked about alot of stuff and he had some great points. It seems that the alchy is his biggest problem by far. The way the person is playing him may not be correct. He is throwing 3 bombs per round that do 5d6 plus i think around 7or8 dmg per bomb. Does the discovery fst bombing stack with rapid shot? Also do monsters get to use SR against the stuff he throws? We are currently playing with him throwing 3 bombs per round with some insane damage output and it always hits since its against touch. He is now a lvl 9 alchy. Does this seem right to you guys? The numbers seem awfully high for a lvl 9 character. He can do like well over 100 points of dmg in 1 round if he rolls very well. Thanks again guys


1 person marked this as a favorite.

Hi all, I've pulled together a special rare character, Rugmar for your consideration for the game. Rugmar is a Shoony Inventor with the beastkin versitle trait. In short, he is a friendly neighborhood humanoid dog that loves to tinker with equipment (and in a pinch, is willing to work for snacks and belly-rubs), but dont get him mad or he transforms into an agressive wolf.

Here is his backstory and character stats.

Appearance
Rugmar is a small pug-dog-like humanoid. He has black fur with a patch of white fur on his left eye. He wears studded leather armor and is carrying an usual looking gadget with him that zaps and sparks with electricity occassionally.

Origin
Rugmar was born and grew up in the city of Sharn, amongst a pack of shoony that lived deep in the city. He always knew he was different from the other Shoony, but tried to fit in the best he could.

Youth / Background
In the massive city with so many towers, viewing the sky is a luxury few can experience. Rugmar and some friends once ventured far from the downtown into a city park. It was night and at first sight of the full moon, he felt transformed and free! In fact, his friends later explained that he literally transformed from a friendly pug into a viscous wolf. After this first transformation, Rugmar returned to the city park repeatedly and learned to better control these transformations.

When not changing into a wolf, Rugmar was a smart shoony and tinkered with all sorts of gadgets. Many of the local shops needed help repairing equipment, he would tenaciously dive into fixing broken equipment and occassiionally augmenting them for the better.

Now
Rugmar has gained a reputation as a keen crafter. The neighborhood council arranged for him to apprentice as a junior engineer on the Crystalmark, ensuring the equipment is in top shape and ready for any mission.

Rugmar
Inventor 3
LN Small Shoony Beastkin Humanoid
Perception +5; Low-Light Vision Darkvision
Languages Common, Halfling, Shoony, Ysoki
Skills Acrobatics +9, Athletics +6, Crafting +10, Lore: Engineering +8, Medicine +5, Performance +6, Society +8, Stealth +9, Thievery +9
Str +1, Dex +4, Con +0, Int +3, Wis +0, Cha +1
Items Unarmored
AC 19; Fort +7, Ref +9, Will +7
HP 33
Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Speed 25 feet
Searing Restoration (Fire, Healing, Inventor, Manipulate, Unstable) They told you there was no way that explosions could heal people, but they were fools… Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance. At 3rd level, and every 2 levels thereafter, increase the healing by 1d10. Special If your innovation is a minion, it can take this action rather than you, though because it's not a living creature, it can't use the ability on itself.
Explode (Fire, Inventor, Manipulate, Unstable) You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion). At 3rd level, and every level thereafter, increase your explosion's damage by 1d6. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.
Change Shape (Beastkin) (Concentrate, Polymorph, Primal, Transmutation) You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal 1d4 piercing damage, have the agile, finesse, and unarmed traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry.
Overdrive (Inventor, Manipulate) Frequency once per round Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level. Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute. Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier. Failure You make a miscalculation and nothing happens. Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset. Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.
Additional Feats Alchemical Crafting, Animal Senses, Beastkin, Inventor, Specialty Crafting, Toughness, Variable Core
Additional Specials Animal Senses (Darkvision), Expert Overdrive, Innovation (Weapon Innovation), Peerless Inventor, Reconfigure, Variable Core Damage Type (electricity)