Father Zastoran

Dhjika's page

Goblin Squad Member. Organized Play Member. 674 posts (836 including aliases). No reviews. No lists. No wishlists. 51 Organized Play characters. 4 aliases.


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Scarab Sages

I'm scheduled to run this game early next month -

how do I get a copy of it (it didn't appear in my downloads like other 4/5 star games)

I'm told it takes a lot of prep time to complete.

Any help on the process is appreciated

Scarab Sages

Suitable for online play - Mid - 3rd barbarian, 3rd druid/monk (I'm not sure an alchemist or cartomancer are suitable for online play - given iffiness of maps and harrow use requirements - but I have a 3rd of each as well).

High tier play - chained summoner 4, witch-multi 5

Scarab Sages

In the 1-2 range - not-core

I have a 2nd unchained rogue, a 2nd kineticist, 2nd paladin, and a 2nd hunter/fighter.

Scarab Sages

Looks like something I'd like to play - is there room?

Scarab Sages

the negative channellers have selective channelling feat and charisma 14+ to exclude all allies?

Scarab Sages

since it is Hakon's turn and he wants him to be botted - how about he pull his other axe and move forward a single move - NOT getting in the way of Hanzo's charge lane

Scarab Sages

misfortune means the sniper rolls two d20s and takes lowest roll

---

I have found a lot of people don't take the Skalds raging song.

On the other hand, I have a Spell Warrior version of the Skald, and everyone takes the Weapon Song power.

Scarab Sages

I'm interested

Scarab Sages

I'll be turning in a character - range compliant seems best especially for ship to ship combats

Scarab Sages

I have not gotten my caravan yet - no day job - Sereniti is level 4

Scarab Sages 5/5

TheGreatXandini wrote:
So in the last 3 scenarios I have been witness to 10 player deaths. I am playing in the 3-7 bracket. In the last scenario we didn't make it past the second encounter. I am playing a Daze Cleric of Horus, the other party members are almost always pregens now because we can't keep people alive and it is nice to occasionally play something other than confirmation. In the last encounter we started checking for traps and magic every 5 feet and still got destroyed by a construct, granted it had dr 5 and fast healing. I am left wondering are we doing something wrong? This is the first time I have been able to get a character past level 4 without dying and I would like to keep him going. Any advice?

Not yet enough information to diagnose - my first thought was 'are they playing in a minefield?' so it is player character deaths I am assuming.

I have found that many people who play pregen characters don't care as much about their character's fate and can be reckless - and that parties with a lot of pregens can doom regular characters with their actions.

Are you playing a lot of year 4+ with tables of 5 people? With the expectation of 6 players for games in year 4+, and a 4-person adjustment, the 5 person table is often at a disadvantage. Have your GMs run some year 0 or year 1 games, and see if your parties do better.

Does the party work together - provide flank, assist others? or when a person can't do their thing, do they skip their turn ("I am out of spells, I'll just delay")

I am not sure what a Daze Cleric is, or to what you are applying Daze - how much are you helping your party members?

Has someone told your people that CON is an OK dump stat? Or that few characters need more than a CON of 10? I have seen that before, where people were recommending wizards and back line people rarely need more than a CON of 10 - ignore them. By the 3-7 level there is rarely a back line, as effects can affect the back from the front.

DR 5 and fast healing (unless it is a lot of fast healing) shouldn't take out a party, unless no one has a damage bonus to the weapons. It might be the character mix. It might be the ray of frost syndrom (I'll shoot it with a ray of frost, at -8 (no precise shot, cover) instead of assisting to hit or AC.

PM me if you want other thoughts, or can provide more detail.

Scarab Sages 5/5

Nefreet wrote:

That question goes to anyone that believes Durable Bolts don't cost 1gp.

Let's hash this out now so that it never happens again.

the reasonable solution (and the one I have most often seen) is durable other stuff is +1 GP per piece of ammunition - so 11gp for 10 durable bolts - 12 gp for 10 durable cold iron bolts -etc.

It was certainly the formula I was told to use for my durable harrow deck - base cost plus +1 gp per piece of ammunition

Scarab Sages 5/5

Tamec wrote:
Remember, at 4 HD he can only control his cleric level (4 hd) worth of undead, unless he has Undead Master which raises it to 8 hd.

It is unlikely he is going to know the spells command undead or animate dead at 4th level for Undead Lord (note the words are italicized - those are spells - note the using Command Undead in the description- that is a feat name - feats are initial caps)

Scarab Sages 5/5

LazarX wrote:
Keith Apperson wrote:

Level 4:

Harsk
Harsk
Harsk
Harsk
Harsk
Harsk

Just for 6 burrowing badgers. They hold the frontline while Harsk(s) reload(s).

At the very least they could sing Disney's Hi Ho! song i perfect six part harmony.... with feeling.

Harsk is trained in the Perform (sing) skill?

Scarab Sages 5/5

Kazzadok wrote:
I think the lack of controversy around the Unchained Summoner, among with more conventional summoning, is as stated before: the creature is entirely under the summoner's control. .....

With unchained summoners, this is very much not true. The eidolons can refuse instructions from the summoners. Admittedly Most of the will not dos are in the good outsider types ".. they will not brook their powers being used for evil ends."

Though the evil ones include lines like
"Most are capable of seeing the big picture "
or
"Demon eidolons revel in causing destruction and inflicting suffering, and they will do so for their summoners without question, taking pleasure in whatever havoc they can create. For a demon eidolon, the means justify the ends."
or
"..resent having mortal masters, and seek to doom their summoners to existences full of suffering and loss.."

Scarab Sages 5/5

Not well rounded, but should get the job done

4 Olochs
1 Quinn
1 Adowyn

Scarab Sages 5/5

roll4initiative wrote:

I never have but meant to do so. Last year I picked up some 6"x8" acrylic menu stands, drew up & printed out pictures of my PCs to put in the stands and I have yet to place them on a table for a game.

I only see about one or two people at a table using a table tent. With the big explosion of new players in my area (Denver) I think I'm going to start using them.

I did - I got some menu stands like you did - but at some venues there is often a premium of table space so enough time being asked to remove them, I stopped bringing mine.

I am thinking of bringing them back for NPCs

Scarab Sages 5/5

1 person marked this as a favorite.
John Compton wrote:
Andrew Roberts wrote:

Before I ask my question, I have to say I am quite impressed with the quick and awesome response. Thanks John!

Some of the litany spells have saves, which makes scrolls and wands of them pretty underwhelming. Can those be sold?

That should be fine. I would be surprised to hear that someone bought wands, given the standard action to activate what is otherwise a swift action spell. I suppose given the lack of a saving throw, they're still pretty effective.

Litany of Sloth was a life-saving wand for my Merciful Healer to contribute ( UMD)in combat it stopped spell casters without SR from casting on defensive and others from taking AoO

Scarab Sages

Hakon the Also Not Slain wrote:
Oh NOW I get it! Thank you, Thaddeus! Allies (chosen) can elect to get Inspired Rage, or Superstition, or both, or neither. Or do they have to choose only both or neither? I can't tell. GM?

I play a skald - too high level for this game - if you accept the song - you get the rage power -

but it looks like the party is mostly non-casters so don't worry, my shaman doesn't really cast spells on allies. ;)

The big problem with inspired rage and superstitious is that if you are unconscious you are assumed to be accepting the song - which means you have to make saves to get cured while unconscious.

Scarab Sages

Riuk wrote:

I signed up

I think I signed up for a game.

Scarab Sages

I have a 4th Shaman I would be interested in playing in this game.

Scarab Sages

Woran wrote:

Siege of Serpents will be run this fourth PbP game day.

I am interested in playing (USA eastern time)- but this would be my first PbP game - I have several 3-4 characters -but obviously none are purely PbP.

Scarab Sages

I am brand new to PbP - but it looks like a way to keep playing as my weekend are filling up.

Should I plan on having PbP-only characters or do people play characters in PbP and online and f2f?

TIA

Scarab Sages 5/5

Righty_ wrote:

Wand of True Strike + Whip = +16 + dice cmb on trip or disarm (range 15).

Wand of Ill Omen + caster buddy (who goes just after you do) = roll a will,fort,or reflex twice and take lower (on caster buddy's spell).

Once upon a time - I broke a cardinal don't change the game rule as GM when I got tired of turning 1st level characters into wights; I gave it a weapon. The Gods of Pathfinder taught me a lesson - when the one person cast true strike with a whip, and promptly disarmed the poor wight of his weapon - right before the wight's initiative.

Spoiler:

that game's count was two wights and two shadows - the paladin ran away early when he realized what was going down.

luckily it takes a while for spawn to spawn

Scarab Sages 5/5

Gummy Bear wrote:

Thanks for all the ideas and advice!

I forgot to mention this, but I am an oracle of battle with a greatsword and full-plate.

I'll be sure to look at the reduced charge wands in my chronicle sheets for some good/cheap wands.

There are a bunch of ideas on this thread that I'd like to use, which begs a follow up question: what is the best way to fund wand purchases (PP vs gold)? Since he is more of a melee character I'm not going to get as much use out of wands as a caster focused oracle, but I still see myself getting plenty of use out of them.

I see a lot of Wands of Heighten Awareness being UMD'd - to give a +4 unamed bonus to initiative

Longstrider would be good for you for speed

Lead Blades to make your greatsword hit at 3d6 (1st level ranger spell)

Unwelcome Halo for those with issues have issues with deeper darkness and are not good.

Wand of Shield would give you a shield bonus while wieding your great sword

Sometimes there are magic devices one must operate in a module that uses UMB

Also, there is a trait out there that has UMD use Intelligence and not Charisma - so Int casters can use cure wands.

Grease Wand - to add +10 to your (or your buddies) CMB to get out of Black Tentacles or prevent grabbing.

And note, while grappled you can use a wand, where casting a spell might be trouble.

all of these are wands - except consider this. The DC to make a scroll work is 20+caster level. so if having a few scrolls of the spell would mean if you rolled a 1 on one scroll, you could still try a different one.

Scarab Sages 5/5

Mahtobedis wrote:
Well as you said it can use a dagger, so it should be able to use a wand and other weapons.

An arbiter comes with a dagger, hands, spell like abilities at caster level 12, and decently high charisma - yet they have ruled it cannot use UMD to use wands.

I see no reason why a pooka could - if the arbiter could not.

Scarab Sages 5/5

On applying GM credit for Adventure Paths - is it still true a GM cannot apply the credit to a new 1st level - like a player can?

Scarab Sages 5/5

1 person marked this as a favorite.
trollbill wrote:
This thread may help you some in dealing with Murder Hobos.

The amount of wealth these characters carry around, it isn't really apt to call them hobos any more

how about just psychopaths?

Scarab Sages 5/5

Paz wrote:
A decemvirate with twelve members? That's like the Hitchhiker's Guide to the Galaxy being 'a trilogy in five parts'.

Or the Big Ten conference having 14 teams

Scarab Sages 5/5

rknop wrote:

Yeah, trust the player is about all you can do.

The thing is, all the time, I see players getting stuff wrong about the rules in places where I do actually know the rules. It's implausible to me that they're getting it right in the places where I don't really know the rules. And, part of the duty of the GM is as rules adjudicator. (Some previous games used the term "referee", and that term shows up a lot in Gygax's writing in AD&D/1e.) I no longer feel completely competent to perform that role....

The solution is just not to worry about it too much, and accept that the players know what they're doing, even when they seem to be overpowered and ROFLstomping things in ways that just strike you as wrong.

(Or to go play FATE or something entirely different.)

That expanse of optiosn is why Core is popular even among some experienced players/GM (if only we could have Core with Ultimate Equipment - just kidding, sort of)

Scarab Sages 5/5

Carlos Robledo wrote:
Soluzar wrote:
Some people are mentioning the change to nature oracles and lunar oracles but that was a separate change. People are also forgetting that the bonus was very tightly focused and only affected one revelation.

I said it in the other thread, but let's not assume what people are or aren't doing with their FCBs.

I have an Apocalypse Oracle in PFS that used the FCB for Erosion Touch.

Andrew posted he had a Thundercaller Bard that used it, as well as a Dark Tapestry oracle that used it too.

Life Oracles is one of the affected builds, maybe it's even the most prevalent one. But it's not the only one.

It is big hit on thundercallers - you can't even start talking the FCB on the thundercall until you get the thundercall (a different ruling) - it was nice not having to wait until 8th level to do more than 1d8 with your big attack

(the saving throw of which is not all that great and not much ways to increase the DC.)

Scarab Sages 5/5

1 person marked this as a favorite.

there are some feats that required a certain number of channeling dice, that characters might no longer have prerequisites for - there might be other feat consequences for enhanced non-channelers but I off-hand can't think of them.

Scarab Sages 5/5

Darrell Impey UK wrote:
There's more than just that, it covers three sides of errata...

Yes there is a lot

mask of stony demeanor going from 500 gp to 8000 gp is the other big one I saw - but there may be others I missed.

Scarab Sages 5/5

+1/2 level to +1/6 level for oracles and bards is some change

but I gather since it is just a favored class bonus change - the only opportunity for rebuild is to change where the favored class bonus goes?

Scarab Sages

the guide seems to assume that Reach is an evolution that can be repeated but the evolution does not have the repeatable language

It also says one attack - and it is not clear whether that means one claw of pair - or both of a pair.

Scarab Sages 5/5

If I was the inquisitor - I too would be upset - but more than likely I would have let the dwarf try until he succeeded and if he did not, on the vary last round then stabilized - let the necro sweat a bit - one can say "Let Pharasma decide" as the dwarf tries - but in the end do the healing.

So my question was, the dwarf tried to make heal checks for a number of rounds - I take it he did not have a resource he could have expended for an automatic save.

--

I have had a character that refused to heal another character with resources and I would have let the character die (didn't come up) - mostly for player reasons not character ones. We were all 5th level and he was bragging how he never wasted money on healing for his character or consumables - he just expected the clerics and druid to provide him healing since he was a melee type. He didn't have his own wand, no potions, no magic weapon or a way to make it magical - no missile weapon unless he could borrow one. etc.

Scarab Sages 5/5

If the necromancer raised the rogue as a zombie - would you feel any different about the final outcome?

Scarab Sages 5/5

UndeadMitch wrote:
Sebastian Hirsch wrote:
There are ways to avoid these kinds of situations.... and there is a reason, that my hunter's animal companion has a wayfinder with a certain ioun stone instead of her.
Eh, that assumes owning Seeker of Secrets, and even then a Clear Spindle Ioun Stone in a wayfinder isn't 100% effective.

i agree - dominate animal could very likely come from a neutral combatant

--

I wasn't suggesting word games with the "take care of them" but taking them out non-lethally would eliminate them as fighting combatants just as well as lethally - so could walling them off or dropping them in pit.

--

I was GMing a crossblooded fireball specialist (the two two trait specialized version) who got dominated and it was very messy - non empyreal sorcerers without the irrepresible trait tend to have low will saves, and crossblooded makes it worse.

Scarab Sages 5/5

Jack Brown wrote:

Agreed. When I've faced such a situation, we've always done what we could to neutralize the dominated PC non-lethally. There are a few thing you can do... Attacking with nonlethal attacks (at -4 to hit), spells like Hold Person. Hmm... murderous command would be interesting in this situation!

Grappling and/or disarming works, among other things. Try casting Protection from Evil (though the target gets a save in this case).

metamagic rod of merciful is very cheap - and handy for when you need to take someone alive - merciful fireballs sound a little strange but when you absolutely need to deal damage - but not kill - it is there

Also - if a character has a low wisdom or int - and the dominatrix said "take care of the rest of the party" why would one assume that means to murder them? There has to be reasonableness on the part of the dominatee. If the GM gives an out in words, one should take it.

even "kill them all" might allow a minion to be attacked, or one could go for animal companions and eidolons or high AC types.

Scarab Sages 5/5

Hillis Mallory III wrote:
Akari Sayuri "Tiger Lily" wrote:
Are you thinking of Infernal Healing not working on Eidolons? I had the pleasure of having you point that particular little rule niggle to me in person when I was playing Pip and Fluffy at WYC :)
Yes, that is the particular spell I was thinking of.

So you are saying it is your opinion fast healing from a spell does not work, but fast healing from an evolution does work?

In my experience far more GMs let infernal healing and cure light wounds work on eidolons than ones that don't.

Scarab Sages 5/5

Jessex wrote:
Dhjika wrote:

The problem with dispel magic is that it requires a caster level check. If you ready to counterspell and they cast fireball and you have a fireball ready/prepared - it is automatic - no roll required - but yes once I got to dispel magic as a possibility it was chosen.

Sorry about the derail

I've found that, in general, the best counterspell if I'm ready to respond to spell casting is magic missile. It does reasonable damage, never misses, has no save, only one defense and is only first level so if it doesn't break the casters concentration you're not out a lot.

If it is memorized/known perhaps - but quite a few classes don't get magic missile - and shield is quite common as well. Plus an invisible caster you can't hit with magic missile, where in theory you could make the spellcraft to figure out the spell without line of sight.

Scarab Sages 5/5

kinevon wrote:
Dhjika wrote:
pH unbalanced wrote:

Admittedly I have *never* seen anyone attempt to counterspell in Pathfinder, so I'm pretty fuzzy on the rules. Can you counterspell a spell when you don't know the source of the spell, but only know that spellcasting is happening?

In most systems I've played in, I would say you couldn't.

** spoiler omitted **

I have a spell warrior character - I have done it occasionally. What I realized early on though, a lot of spells you can't counterspell with the same spell, because you have to be within range.

So if you want to counterspell invisibility with invisibility you have to be within range - which is touch. My spell warrior picked spells with long range to counter up with- but still it is a silly class because it is based on skald and when I have 3rd level spells to counter 2nd level spells, the bad guys are casting 4th and 5th level spells.

Well, the iconic spell for counterspelling, and it has range and works against just about anything, is dispel magic and its siblings.

The problem with dispel magic is that it requires a caster level check. If you ready to counterspell and they cast fireball and you have a fireball ready/prepared - it is automatic - no roll required - but yes once I got to dispel magic as a possibility it was chosen.

Sorry about the derail

Scarab Sages 5/5

pH unbalanced wrote:

Admittedly I have *never* seen anyone attempt to counterspell in Pathfinder, so I'm pretty fuzzy on the rules. Can you counterspell a spell when you don't know the source of the spell, but only know that spellcasting is happening?

In most systems I've played in, I would say you couldn't.

** spoiler omitted **

I have a spell warrior character - I have done it occasionally. What I realized early on though, a lot of spells you can't counterspell with the same spell, because you have to be within range.

So if you want to counterspell invisibility with invisibility you have to be within range - which is touch. My spell warrior picked spells with long range to counter up with- but still it is a silly class because it is based on skald and when I have 3rd level spells to counter 2nd level spells, the bad guys are casting 4th and 5th level spells.

Scarab Sages 5/5

claudekennilol wrote:
kinevon wrote:
**Stuff that gets spoiled**

Is there any way in scenario to get a heads up that this going to happen? I mean, an

** spoiler omitted **

Resist energy is a nice 10 minute per level spell - I have a few characters who use an lesser extend rod to put a resist energy fire on themselves at the start of the crawl - mostly for alchemist defense, since their touch AC is not good. (only mitigates 10 or 20 of the damage, but that often is the difference between conscious and not

Scarab Sages 5/5

trollbill wrote:

The worst I have ever seen is people being told to "make sure you bring it next time." And that's only from those few times anyone actually checked.

I have seen "play a different character or a pregen" - more than once. I might have even said it a few times (usually when people didn't have the book for their class - especially for classes I haven't played like swashbucklers, gunfighters, bloodragers)

Scarab Sages 5/5

Vertexx69 wrote:


...
A swarm takes up 4 squares minimum, A square of lamp oil burns anything that enters it for up to 2 rounds of 1d3 fire dmg (this counts as AoE). So a swarm takes 4d3 X 1.5 Fire dmg per round of contact. Rat swarms only have 16 HP. If they move toward me to attack, they enter more flaming squares taking dmg faster, the same if they try to run away. My room is stone, therefore not being set on fire in the process.
...

Alas - swarms do not take damage per square - they just take damage. So when my alchemist hits a swarm with an explosive bomb, I just do the damage once - not once per square of the swam. So your lamp oil trick will do it 1d3 damage.

Also these mindless undead take simple commands, and I think quite a few GMs will require you to command them individually not as a swarm - and whether climbing into and out of a haversack is simple is a different question.

And I think I agree with most here - once you drop a swarm to 0 hit points it no longer has the swarm type and not all the swarm are dead just not together.

And I hate to think of the weight of couple thousand undead rats - because a haversack has a weight limit. Skeletons maybe 3-4 per pound, zombies maybe 2 per pound. hmmmm?

Scarab Sages 5/5

Vertexx69 wrote:
In the beastiary 4, it says I can raise beheaded with animate dead, and if I follow that with a fly or air walk spell I can raise swarm beheaded. I have spent quite a bit of time on these labrynthine forums, but haven't found anything either way if this is legal in PFS.

Apparently you can animate long dead threads as well.

I see nothing in the Additional Resources that lets you create a Beheaded from Bestiary 4

Scarab Sages 5/5

VanceMadrox wrote:

I thought it might be fun to see what type of classes people like to play in PFS. Please post the total number of levels you have in classes amongst all your characters. Please only use levels you've actually gained, not ones for a planned build.

Not counting only GM-babies that haven't played yet and dead characters -but counting both Core and regular characters.

All the singles are part of multi-class characters. All the rogue, monk and fighter levels are part of multi-class characters.

Witch 22 (witch, winter witch, cartomancer)
cleric 24 (cleric, merciful healer, varisian pilgrim)
fighter 7 (unbreakable, armor master)
rogue 4 (will be converting unchained)
brawler 1 (snake bite)
hunter 8 (hunter) [just realized I retrained druid 1 to hunter 1]
Summoner 10 (all chained)
monk 7 (unchained monk, zen archer)
sorcerer 12 (wild blooded sorcerer, cross-blooded sorcerer, tattooed sorcerer - all are multiclassed - 2 MTs,1 O/S, 1 W/S)
bard 5 (thunder caller)
alchemist 3 (grenadier)
oracle 3 (dual cursed, regular)
skald 6 (spell warrior)
shaman 5 (shaman)

mystic thuerge 12

(most recent characters played - two MTs, spell warrior, cartomancer, chained summoner)

Scarab Sages 5/5

Kerney wrote:

What are your to five to run/play of all time.

In no particular order - except as it comes to mind

Quest for Perfection 3
Crypt of the Everflame
Race for the Runecarved Key
Tomb of the Iron Medusa
We Be Goblins

Scarab Sages 5/5

DM Livgin wrote:
Thanks for the replies everyone. My take away is that other than the scenarios that explicitly direct the consequences of failure, table variation can be expected.

I had a character that got feebleminded and dominated - after the rest of the party plane shifted away - I used body recovery to get my "body" back (and extra money for the heal).

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