So my pcs are getting to the Skinsaw cultist in Magnimar. Reviewing the adventure i took a closer look at their satblock and recoiled in shock (shock I say!). Terrible, terrible choices of feat and multiple mistakes. So I asked myself what do these cultists do. One of the main things they do apparently is stalk the streets, overpower victims and bring them back to the sawmill. Now i could have went with saps and non lethal damage but it woud make an unchallenging encounter even more so. Looking at what they have to work with in the mill, I saw plenty of opportunities to use the terrain to their advantage.
This is what i came up with
Skinsaw Cultists
Human Cleric 1 Rogue 2
NE Medium Humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 25 (3d8+5)
Fort +3, Ref +6, Will +4
Defensive Abilities copy cat (su) (5/day), evasion
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Offense
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Speed 30 ft.
Melee Masterwork Shortsword +6 (1d6+1/19-20/x2)
Ranged Hand crossbow +4 (1d4/19-20/x2)
Special Attacks bleeding touch 1 rounds (5/day), sneak attack +1d6
Spell-Like Abilities Bleeding Touch 1 rounds (5/day), Copy Cat (Su) (5/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Command (DC 13), Disguise Self
0 (at will) Bleed (DC 12), Light, Mending
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Statistics
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Str 12, Dex 17, Con 13, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +6(+8); CMD 15
Feats Agile Maneuvers, Coordinated Maneuvers, Weapon Finesse, Weapon Focus (War razor)
Skills Acrobatics +9, Climb +7, Intimidate +5, Knowledge (local) +6, Perception +8 (+9 to locate traps), Sleight of Hand +9, Stealth +9
Languages Common
SQ aura, cleric channel negative energy 1d6 (2/day) (dc 9), domains (death, trickery), rogue talents (finesse rogue), spontaneous casting, trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork Ceremonials War razor (worth 348gp)
Item description: This War razor has a rich dark red blood wood handle and words have been acid etched into the blade, unholy gospel of the church of Norgorber.
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 1d6 (2/day) (DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
I decided that the war razor would be a free feat (deity favorite weapon subcult) took out selective channeling (werent eligible, poor choice to begin with) and gave them Agile maneuvers amd coordinated maneuvers to represent their experience working together. And since I wanted them to have a fighting chance at hitting the pcs i gave them weapon focus as well. Changed the loot a little bit (no gold but the razors are now ceremonial with blood wood handles and unholy text etched into the blades). I was disapointed to see Improve Ini go but such is the way of life at times.
And now with a bit of teamwork (+8 when working together) they can use all the wonderful terrain around them to their advantages. Pushing the pcs into grinding gears and big old woodsaws. They should still be pushovers but at least now i get to frighten some pcs with close calls of being run through machinery.
I would like to know two things.
1) What did you think of my idea
2) What did you do (or plan to do) with your cultists?
Trying to build a Ranger/Paladin undead hunter (Archer). I would go crossbow but A)It sucks compared to bow and B)I have a player in a game im running whos already exploring the whole crossbow theme. I dont want my character to seem unoriginal. So far I have this at lvl 5
Van Something:
Unnamed Hero
Half-Elf Paladin (Undead Scourge) 2 Ranger 3
LG Medium Humanoid (elf, human)
Init +3; Senses low-light vision; Perception +11
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Defense
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AC 22, touch 16, flat-footed 19 (+6 armor, +3 Dex, +3 deflection)
hp 50 (5d10)
Fort +9 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +9; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Ranged +1 Composite longbow (Str +2) +12/+12 (1d8+8/x3)
Special Attacks favored enemy (undead +2), smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Undead Scourge) Spells Prepared (CL 0):
Ranger Spells Prepared (CL 0):
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Statistics
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Str 14, Dex 17, Con 10, Int 12, Wis 13, Cha 16
Base Atk +5; CMB +5; CMD 23
Feats Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Knowledge [religion]), Weapon Focus (Longbow)
Traits Indomitable Faith, Undead Slayer
Skills Acrobatics +1, Bluff +3 (+5 vs. undead), Climb +0, Diplomacy +9, Escape Artist +1, Fly +1, Heal +7, Knowledge (dungeoneering) +8 (+10 vs. undead), Knowledge (religion) +11 (+13 vs. undead), Perception +11 (+13 vs. undead, +13 while in underground terrain), Ride +1, Sense Motive +7 (+9 vs. undead), Stealth +8 (+10 while in underground terrain), Survival +8 (+10 vs. undead, +10 while in underground terrain, +9 to track), Swim +0 (+4 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Perception
Languages Celestial, Common, Elven
SQ aura of good, combat styles (archery), elf blood, favored terrain (underground +2), lay on hands (1d6) (4/day), track, wild empathy
Combat Gear Wand of cure light wounds, Holy water (4); Other Gear Elven chain, +1 Composite longbow (Str +2), +1 Ghost touch Arrows (10), Arrows (60), Cold Iron Arrows (50), Silver Arrows (10), Pharasma, Portrait book, Sharpened stake, 206 GP, 5 SP
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Lay on Hands (1d6) (4/day) (Su) You can heal 1d6 damage, 4/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Track +1 Add the listed bonus to survival checks made to track.
Undead Slayer +1 weapon damage vs. undead.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
At lvl 5 against an undead he has +14/+14 1d8+11 against an undead within 30 ft. Next feat i will take will probably be Deadly aim.
Now I am wondering about wether or not I should go for 6 lvl in Ranger to gain Improved Precise shot much earlier or if I should forfeit Ranger at lvl 4 and only take Paladin lvls after.
Another question i have been asking myself is Are there any undead slaying specific feats out there? For Rangers or paladins?
What magical items are a must for undead hunters?
And finally do you have any ideas on how to make this built better?
I have a player who elected to go with flavor over optim. He has a ranger crossbowman. He is currently lvl6, going 7 soon. I am aware of the focused shot feat but frankly, as written, it sucks I am thinking of allowing him to take a feat for crossbow only that would allow dex to damage within 30 feet, same restrictions as sneak attacks.
Focused Shot (Combat):
Your anatomical insight adds deadliness to your shots.
Prerequisites: Int 13, Point Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.
My new feat:
Line the sights (Combat)
Your anatomical insight adds deadliness to your shots.
Prerequisites: BAB+6, Point Blank Shot, Precise Shot, Improved precise shot.
Benefit: When shooting with a crossbow, you add your dexterity modifier to damage. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Special: Starting at 6th level, a ranger with the archery combat style may select Line the Sight as a combat style feat.
Would you consider that overpowered?. If you do, why? What would you change about it?
I personally think that the crossbow gets no love in DND. It was a fine weapon IRL. I know its a simple weapon but its so much more feat heavy to be good with a crossbow in D&D. Between the reloading feats and the regular range feat, its a tough life to shoot a crossbow. I think a feat like this could help making the crossbowman a viable choice.
I am not sure how this particular scenario works out. Take a fighter lvl 10 with maxed rank in armorer, 14 int prodigy (craft armor weapons) masterwork artisan's tools and the master crafter and craft magic arms and armors (skill at 21). He wants to make a +2 adamantine Ghost touch full plate (76000 and peanuts).
Whats the craft dc? (Im asking because i cant find what Flaming or keen or ghost touch do to the craft DC)
Hes a fighter, how does he put the Ghost touch into it?
Ghost touch is a +3, what does that do to the crafting DC?
Magical items are cited as taking 1 day/1000gp (76 days for the item in question) but regular crafting
works in weeks and is (item worthx10)/(craft rollxCraft DC) (in other words hella long time (something like 115 weeks). Wich is it?
Do I need to craft the masterwork armor first and THEN enchant it?
Are there any aberrant language? i know that there are no Illithids in pathfinder but back when there were it was deep speech or undercommon but what about now? Would a space faring aberrant speak those languages
Hoping someone can help me here by pointing out what im doing wrong. I have been using apps for d&d on my pad (galaxy note 7") for a while now and have no complaints, works brilliantly. But i have only recently begun looking for a way to have my character on my pad (prompted by new campaign).
Seing a great lack of creators, generators or even simple pathfinder character sheet apps I have turned my attention to fillable pdfs. I have so far dscovered a few (such as Zumii) but they keep crashing every time I try to fill them up (using adobe reader app). I can click on a box and input text but as soon as I press enter it crashes.
Is it because i should be using something other then adobe reader? Or is it simething else?
Hi everyone, i am new to the paizo forum but I used to frequent the Wizards one years ago. I gave a casual look at the boards and saw no thread like the one im proposing now.
I wanted to introduce a thread to celebrate the bad calls we have suffered onto our players or suffered ourselves
A few years ago i had a gm decide that magic was just too strong and it needed some nerfing.nthis came with quite a few obnoxious rules.
Casting a fireball now necessitated a concentration check of 20+1/5foot distance. The same went with any area spell, failure meant that it would drift as per grenade rules.
Casting defensively was too easy, he doubled all DCs (forcing people to max out the skill and taking combat casting feat).
Picking up an object while invisible meant the object would stay visible until a new invisibility spell would be cast again(even if put into a bag or other object already invisble.
I once house ruled that if you dropped your sword or where disarmed it would fly away 1d10 in a random direction (yeah that was a bad call)
A little while ago i started running te rise of the Runelords AP. Now my players have gained a few lvls and plowed through many encounters. They have complained a lot about the difficulty of the modules . i understand its a small group (3 players). But i have adjusted accordingly. To be fair it is a difficult AP and their only pc death occured during a "lets split the group" moment (because those always go well)
Spoiler:
Last week they entered a certain Barghest's room. During the encounter it became clear that an NPC they found along the way could not hurt the monster. Their solution was having them perform aid another actions.
Here's the part where it seemed to me that i was suddenly a fascist to my pcs.
The barghest has blur, there is a 20% chance to miss whenever you attempt to strike him. To perform an aid another action you must hit AC 10. I called the rule out that if he didnt roll the percentage, his aid another action would fail to help.