Hellknight

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Hi,
I looked back at my class features and saw this.

Master Smith (Ex)
At 5th level, a forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time.

I'm think about mundane crafting. It says a Forgemaster use half the gp value of the item to determine progress of mundane crafting.

Mundane crafting progress is supposed to be determined by using the full sp value of an item. Does it mean the Master Smith is crafting mundane items basically 20x faster? Or is it just badly worded?
If it is, this actually makes mundane crafting doable in a normal campaign where you don't have months of downtime. I was considering simply buying weapons and armors to enchant them afterwards.


It just poped through my head. Are you allowed to bargain crafting materials? At first I didn't think about it since crafting is already a big price cut, but you still need to go buy to a merchant steel, wood, leather for raw materials which you can normaly bargain for. Same goes for magical supplies required for magic item creation.
What do you think? Is it possible to craft mundane items down to 1/6 of the base price and magic items down to 1/4 of the base price?
Is it written somewhere that the craft cost for the materials required for items creation are fixed and cannot be bargained?


Hi,
I want to do a crafter for my next game and there are some rules that I would like to use but can't find.

Two items that were used in a game that I GMed were using free action and swift actions. When I saw them in play, I thought they were totally overpowered and of course I want to make some of them now. :p

Boots of speed:
As a free action, the wearer of boots of speed can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect’s duration need not be consecutive rounds.

The Forbidden Name:
Each of the yellow ribbons that spill from the joints of this jaundiced suit of +3 studded leather armor bears one or more haunting runes. Three times per day, a cleric (or other class with cleric domains) with the Rune domain can use her blast rune domain power to mark one of the ribbons rather than a square. Such blast runes last until the next time the cleric prepares spells and cannot benefit from other domain abilities such as spell rune. As a swift action while wearing this armor, the cleric can cause one of the ribbons to lash out and touch an adjacent creature, triggering the blast rune as if the target had entered the warded square. When marking a ribbon with a blast rune, the cleric can instead expend two daily uses of The Forbidden Name’s ability to also apply the benefits of another Rune domain (or subdomain) power such as spell rune or warding rune to the blast rune.

The prices seem very cheap for granting a spell for a free action or swift action. I couldn't find rules that allows to craft this kind of items. Are there like very few items that do that, are "unique" and that we can't craft anything similar? Of course I could just craft them as they are, but the joy of crafting is making something new. I would love a free action whatever spell for 10 rounds.


Has any GM tried to simplify his combat encounters?

I never experienced this need as a player since I just had one character to know every rules about, but now that I hosted about 20 games as the GM, I feel like simplifying everything for my hundreds of different characters would help a lot.

I was thinking about making basic templates for the ennemies instead of having to learn all the new feats, spells and items everytime a new monster appears. Keeping their unique traits in notes would be easier than learning the whole creature. I will still take the time to learn how bosses work, but I will not bother with henchmen and random encounters.

Has anyone tried something similar? How did it go?


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Hi,
I was thinking about interesting cleric ideas and I started to imagine a good cleric that praises only capitalism. He would be your casual friendly priest, but he would spend lots of his time talking about how great money is, trading items, praising competitive markets and philosophising about the economy. He would avoid ripping off people, but still consider haggling an important concept.

I would like some suggestions on how to build it.
I want to buff the skills that matters for a great economist. Appraise, bluff, diplomacy, senses motive, maybe profession something.
Please, send me anything you believe would do great for the theme of the character.


Hi,
I've noticed something with my players. Most of them are not scared of dying.
When a player's character dies, he makes a new one and join the party sometime after. I feel like this is part of the problem, but I'm expecting them to roleplay like they are not going to come back from death like that.

How do you make your players fear death? I feel like mine are playing too aggressive, which leads to unnecessary players death or very quick encounters clear.


Hi,
I'm looking at giant worms creatures that have some retaliation damage when they get hit. The one I used was a Delver and the ability:

Corrosive Slime (Ex)
The delver’s skin is covered in an acidic slime that it uses to dissolve stone and defend against enemies. The slime deals 2d6 acid damage to flesh, 4d8 damage to metal, or 8d10 to stone or crystal. If the delver hits with a natural attack or grapple, it automatically adds its slime damage, and the slime continues to deal 2d6 damage per round for the next 2 rounds. Armor or clothing worn by a creature grappled by a delver takes the same amount of acid damage unless the wearer succeeds on a DC 22 Reflex saving throw. A quart or more of water can wash away the slime. Any weapon that strikes the delver takes slime damage, as does a creature grappling or attacking the delver with natural weapons (both Reflex half DC 22). The saves are Constitution-based.

Since no where in the ability it is mentioned that the "weapon strike" must be a succesful attack and that the creature is basically just a mass of natural armor, "misses" are more like "you hit, but the skin is too tough", I'm thinking the corrosion always apply on melee attacks. Am I wrong?

But then I looked at a similar worm. The Death Worm:

Venomous Skin (Ex)
A death worm’s skin secretes a noxious, waxy substance. This venomous sheen poisons any creature that touches a death worm, either by making a successful attack with an unarmed strike or natural weapon or with a touch attack. A creature that grapples a death worm is also exposed to the creature’s venomous skin.

It's basically the same creature with tons of natural armor, meaning it's technically impossible that the creature "dodges" an attack and will take the hit with no damage, but somehow, if the hit is unsuccesful and deals no damage, the skin is suddenly not venomous?
I know there are some creature that are immobile and only rely on armor for protection. If they have similar abilities, I'd like to be sure how misses work on them


Hi,
me and my party talked about a Kingmaker-like game that we would play someday.

Everyone seems to be willing to play a kind of evil party and I suggested to be the naive good ruler that is being manipulated by them to do evil decisions. They agreed that it could be fun and would play with it and avoid killing me for no reason.

I'm fully aware that I will be backstabbed and I don't mind. I would like some advices from you to make it as late as possible. I was thinking, even if my character has a different alignement, if I'm too useful as a ruler to be killed, and since my character wouldn't realise that the other players are advising me to do evil things, I could live a couple of games.

Advices?


Hi, one of my player just made a gunslinger and I'm wondering how much the noise will impact the group.

If they invade a fort and start shooting everything, would this alert every soldiers in the fort? Should I punish them everytime the gunslinger is so loud?


Hi,

I ran into a situation for my last two bosses. They got blinded and rendered pretty much inoffensive...
I'm not so familiar with magic in the game and the first time caught me by surprise. To see my boss beaten by the first roll of the fight. The second one lasted a bit longer. It was more a fight of command, suggestion and fear, but inevitably, the boss had to get in the fight, and got blinded on the first round...

My players seem to enjoy it, so I don't mind too much, but it does feel a tiny anticlimactic. I know I can't fail my save everytime, but does anyone have some advice for fighting blindness? Or anything that I might encounter that would beat my bosses in one hit. Whether it's for a caster or a martial boss?

Thank you.


Hi,
I'm attempting to make a Human Dragon blooded fighter with the Kobold racial heritage feat.
I found a lot of cool synergies in there.

1st nice bonus I saw:
Favored Class Bonuses
Kobold Add +½ to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.

Take the Dragonheir Scion Fighter archetype:
Every feature in this achetype fits well with the concept and the Kobold racial Draconic feats. I really like the arcane strike + draconic strike features.

We're a fighter and got a lot of feats to spend, add the kobold tail terror feat to get a tail attack with a kobold tail attachment.

Since we got a nice bonus on damage rolls from the favored class and arcane strike, I'm thinking two-weapon fighting might be a good idea.

All I'm looking for, now, is a way to get more flanking to benefits from the favored class bonus. I think the Lunge feat would improve that to some degree by extending the threat range.

What do you think of it? Any suggestions?
Are there mistakes in here?


Hi,

I'm wondering what comes first:

- The Ghast stench ability(10 ft. radius) that affects the player once close enough

or

- The player attack of opportunity from the Ghast that entered his threatened squares(because reach)?


Hi,
I was looking through the sorcerer bloodlines and after reading the serpentine bloodline 1st level blood line power, I thought it would be awesome on a melee character with the eldritch heritage feat.

I believe the class that is most dependent on constitution is the barbarian. Raising HP and also the save DC of the fangs poison. Might get some charisma for intimidate and more uses of the bite attack.

Anyone wants to help me build it? I never made a barbarian before, so I don't know a lot about rage powers. Is there a rage power that would benefits to the serpentine fangs?

"Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier."


Hi,

I'm wondering if the speed weapon special ability would grant a +1 to the critical threat range to a Focused attack. You could take the Improved critical feat to also get the double critical threat range.

On a Fighter you would end with 11–20 critical threat range (18–20 for a scimitar, 15–20 for improved critical feat, 11–20 for giving up four attacks with Focused Attack and a speed scimitar with the improved critical feat.

https://www.d20pfsrd.com/feats/3rd-party-feats/rogue-genius-games/combat-fe ats/focused-attack-combat/

https://www.d20pfsrd.com/feats/combat-feats/improved-critical-combat/

https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/speed

Is it even worth to give up all attacks to get a super good critical threat range? Or is it broken and we shouldn't use this 3rd party feat?


Hey,

i'm starting to think about the build of the Disease Cleric we talked in another thread and a lot of the thematic spells are melee touch.

I never made a melee touch caster or seen one of my friends playing that.
How do you build a melee caster? Is this a bad idea after all?


Hi,

I asked for a build in advices and got a very interesting idea from Adjoint.

The core of the character is "A specialist who cures diseases and inflicts them to foes."

Adjoint suggested a Cleric of Pharasma with Healing and Plague Domains.

My concerns are about the spells that inflict diseases. Most of them have the Evil descriptor.
Can a Good cleric use Evil spells? All the threads I looked for that say no or don't give a final answer, but when I read the rule, I don't understand why.

"A cleric can’t cast spells of an alignment opposed to her own OR her deity’s"

"OR" indicates an alternative, so would a Good cleric of Pharasma be able to cast Evil spells? I see that Pharasma is Neutral and can go to Neutral Evil in alignment. Or is my ability to read English too bad to understand?


Hi,

I would like to make a character whose purpose is to research cures for deseases and poisons. Using deseases and poisons in combat.
What would be great classes and archetypes to make it?
I saw a lot of poison builds, but they ignored diseases. Some diseases build, but they looked more like straight necromancer, anything less radical?


When a creature is surrounded by a swarm, since the swarm is many creatures in a large area, is the creature surrounded flat footed? Can you use a swarm to flat foot a creature? If another creature is threatening along the swarm?
Does a swarm counts as "threatening"?


Hi,
I have a question about concentration spells + x rounds.
Say, you cast the spell. Concentrate a round or two on it, then cast another spell, breaking your concentration on the concentration spell.

The first spell would then last for another 2 rounds.

What if you concentrate back on the first spell? Would the 2 extra rounds refresh, or is it a fixed 2 extra rounds?


Hello,

I'm looking at the Nightgaunt abilities and the grappling rules. If the Nightgaunt succeeds to tickle a grappled target, giving him the condition: nauseated, and then fly to a hazardous location, does the grappled target still gets a free attempt to break the grapple?

Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Grapple:...Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Also wondering if "Clutches(ex)" bonus on grapple combat maneuver checks also applies to CMD. There's a (specific grapple cmb) on the monster sheet but not for the CMD.


Hello,
this will be my first PF game as a GM with 3 players.
To people who already played this adventure, is there anything I should be careful about? The GM book for the adventure path is insanely helpful, but is there anything I should know that is not in the book?

:)


Hello,

I'm wondering how useful can be Strike Back. Is it even worth taking it? How often will you encounter an ennemy with reach?
Wouldn't the mobility feat be more effective overall?


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Hello,
I would like to get some advices on what precautions a party should take before going to a "formal meeting". Ex: Going to talk with nobles, commercial talks, or any other events that would require the party to go without their heavy armor & weapons. We know there's a possibility to be attacked during the meeting.
I believe this would mostly be a task for the rogue and the wizard. Since I am the tank fighter, what is my job in this situation? Should I prepare something before going? I have a couple ideas, but I'd like to know what you guys think.
Also, what should I expect from my party? This is a simulation, it's not actualy happening in my game. I just want to know what are the options here. What should we do if there's no wizard or no rogue in the party. What to do at lower levels. What if we split?


Hello.
What I was used to in Pathfinder was choose a weapon, an armor then pick the basic class premade kit. That was simple and I had about everything I needed.

Now in Starfinder, no one was really sure what was useful or not. I couldn't find class kit like in Pathfinder.

What did you guys bought at character creation outside of weapons/ammo/bateries and armor?


Hello, I'm wondering if the Mythic Ability Fickle Attack applies on Sneak Attacks, Vital Strike, Studied Strike or any other additionnal damage dices on weapons.

Fickle Attack (Ex): Whenever you roll damage for a melee or ranged attack with a weapon or alchemical item, you can treat any natural 1s on the damage dice as if they were the highest possible number on those dice. You can select this ability up to three times. The second time you select it, treat 1s and 2s as the highest value. The third time, treat 1s, 2s, and 3s as the highest value.

I found this old thread that concluded that it does apply, but not many people replied and I'm uncertain of their conclusion. Even if I wish it does apply :)
http://paizo.com/threads/rzs2qo8a?Fickle-attack


I'm showing you the picture of a character and you tell me if you would like to play that character in your game.

http://uberhumor.com/wp-content/uploads/2016/08/mQGQAbW.jpg

I think it would be hilarious to play.


Hello.
I'm making an anatomist character and I'm wondering what languages would make sense for him to know. What races would have a lot of medical books or knowledge?
I'm sure the most common races are a good start: Common, Dwarven and Elven. I'm going to put a couple ranks in linguistics.

Any advice is welcomed.


Hello.
Question is in the title. I looked a bit on google. I only found that Vital strike seems to work with power attack and sneak attack.

Also, what do you think is better for a 2/3 BAB, Vital Strike or Power Attack?


I would like to understand better the advancement of ability modifiers.

When you augment your ability modifiers by leveling or with permanent magic items, ex constitution, do you get all the hp you would have if you started with your actual modifier? I'm not sure if I'm clear enough.

Let's say you start lvl 1 with +2 con. You add +2 to each hp roll every level. Now you are lvl 16 with +4 con. Do you adjust you hp as if you always had +4?

Same for int. If your int grows from +1 to +2, Do you suddenly get 16 more skill points for that level?

That would be weird, but I'm wondering because if it's not working like that, creating a high level character would be difficult.


Hello. I'm in the process of creating a character and I would like help to chose the most appropriate class and organization for him. I already have a couple options, but I would like to know what you guys think you fit best.

Basically:

Character: No Name yet, Alignement any/neutral

Biologist in the field of animal(creature) anatomy/physionomy.
Drawn into adventure to study uncommon creatures. Writing about his discoveries, possibly selling them.

I think the ranger would fit great. Good relation with animals, knowledge of nature and knowledge in animal anatomy.

Alternatively, similar to the ranger, there's the druid. But I feel the druid lacks the rationnal thinking that I'm looking for.

The rogue would also be good at using his knowledge of anatomy in battle. He can get some of the ranger abilities and it could be interresting to go sapper and study living creatures.

I'm not a big fan of casters, but if you can convince me that a spell caster is the most convenient, I might give it a try.


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I was watching The Grim Adventures of Billy and Mandy and thought about how Grim is using his deadly magic to do casual things like cooking or to do housework. How fun would that be to roleplay?

To all the wizards. What are some very casual things you did with unusual spells?

I can cleary see someone casting restore corpse followed by a purify food for a good lunch. Maybe even use sculpt corpse to turn rat meat into mock chicken.


Hello.
I already asked for help to make some characters that comes from different universes and I liked all the good advices that came.

There's a character I'm trying to make in Pathfinder, but I don't find what class would do the best.

Kishin Asura, from Soul Eater
Here's the wiki on him: http://souleater.wikia.com/wiki/Asura

In short:

- Strongly chaotic
- Madness aura
- Good hand to hand combat
- Uses destructive spells

At first I thought of a monk/caster hybrid, but found out it doesn't exist.

Then I looked at warpriests, that might be good, but the character personality is very distrustful. It would be weird for him to have faith in a god. I keep it as an option though.

Right now I'm looking at sorcerer hybrids and archetypes, but none seems to grant the chaotic aura that I'm looking for.

Any help is welcomed.


After a little bit of research(mostly on reddit), it seems 50% of Golarion population is human. Which doesn't leave a lot of space for other races.

Do you think this is correct? If not, do you know the right numbers? Any demographics in the books?


Hello,

I have seen a LOT of thread about evil character in a good party, but I can't find the opposite.

I'm having difficulties roleplaying with my party since I have little common interrests with them.

Here's my party:
me; NG Cleric of Sarenrae
CN Fighter/Monster Hunter, brutal
LE Wizard, he hates everyone but works with us
CN Rogue, sometimes he acts a bit evil, reminds me of Deadpool
CN Rogue, greedy rogue

I know the party is not perfect, but I would really like it too work.
Could anyone give me ideas to bring at the table? Similar situations?


Hello,

I'm trying to make a fighter that we could call a Weapons Scholar.
I know we can use spellcraft, which is a trained skill, using the detect magic spell to identify magic items. In my case, it would be specifically for weapons.

So, is the only way for my character to be able to identify weapons properties would be to multi class into a caster to be able to use spellcraft?

I'm hoping to find a feat, a trait or anything that could prevent my character from being a Fighter-Wizard and be able to identify weaponry.

Thank you :)


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Hello,
I have played 2 characters so far, a rogue and a fighter. I had a lot of difficulty not to die with my rogue, everything seemed to get me to negative hit points in one turn if I was caught out of guard. Even my Tower Shield specialist fighter was dying quicker than I was expecting.

I would like to see everything you know to prevent your characters from dying. So far I know diehard(you can still act while under 0hp), toughness, evasion, another day talent and defensive roll talent. I also heard of hero points but my group is not playing with that.

How are you not dying guys?


What are the best scams you made as a thief? Was it rewarding? Difficult?


In a situation where character 1 asks character 2 to look down a cliff, character 2 now bows to look down the cliff.
Image exemple: http://media.gettyimages.com/photos/wingsuit-base-jumper-getting-ready-to-j ump-from-cliff-italian-alps-picture-id683730303?s=170667a
Would character 1 get a good CMB bonus to push character 2?
I would like to do things like that with my character, but if I need to invest a lot of feats to boost my CMB, it won't be worth.
Maybe it's GM dependent?


Has anyone made a character acting like patches from Dark Souls? I would like some advices on how to make one?

For those who don't know him:
https://www.youtube.com/watch?v=bhvTLyt_6o4

I guess the usual facade rogue would do the job, but if anyone has suggestion or made one, I would appreciate your ideas.


When using the total cover from a tower shield, can a Huge or bigger creature hit from above the shield? And if you know the answer, I would like some reference to the books. Because I could not find anything precisely about that.


I'm currently playing a rogue and doing the usual things a rogue do in a city: gather informations, ask questions, buy/sell/con people, Deal Or Steal...

But, for my next character, I would like to play a fighter and I don't really know what to do beside drinking and sleeping. I don't want to play a character only based on combat so I'm looking for ideas.

What is YOUR character doing in cities? Whatever your class or race is, I would like to read it and I may pick some for my character.


Hi, I'm a big fan of the souls serie and I am wondering what are the options for a character in Pathfinder to make a Boss weapon.
I was thinking about harvesting something from a defeated powerful enemy like clothes, bones or hairs and combine it with an object (weapon/armor/ring). A bard could then boast the item to make people believe it's an amazing item while it's only a longsword +1 with some hairs.

I heard about a soul trap spell too. Could it be used to make boss soul weapons?

Are there other content from Pathfinder I could use to make Boss items?


Link here
armor-and-shields-table

About the tower shield, what does the little 4 over the +4 shield bonus means?


If I want to make a Trip maneuver by slashing the legs of an enemy, do I get the magic attack bonus, weapon focus, greater weapon focus from the weapon I used to make the maneuver?

"When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver."
I have seen a lot of conflicting answers to that question on the forum and I'd like to make sure I understand well.

Also do I lose my damage for the purpose of making the trip on that attack? I believe it shouldn't for mechanical reasons, but at the same time, if you hit someone on the hand to disarm him, it hurts. Same for the legs.


I'm wondering what are the average numbers for every stats per level?
ex: What is the average Will you need to resist a spell at lvl 1/5/10/15? I'm not asking for resistence to the best spells, but the average spells you will encouter at lvl 1/5/10/15...
Same for Fortitude, Reflex, CMB, CMD, AC and init.
Is there already a list for that?


I'm trying to find a backstory for a character I'm making and I'm wondering if there would be any big consequences of deserting as a soldier if the character is not going to go back to his homeland.

In my case it would be a soldier deserting Mendev cause he doesn't want to keep messing with demons. I guess the most logic place to go would be the river kingdoms.

If I stay out of Mendev, would they chase me out of their borders?
If I ever go back, would they bother to execute my character for that?
I know it might depends on the GM, but what would you say for your games?


I'm wondering that because I'd like to make a snake druid specialized in poisons. There is a lot of summoned snake inflicting poisons and the druid himself can use some poison spells and shape shift into poisonouis snakes.

Is it worth it investing into craft: alchemy?
Obviously it would add a bit of variety to the usable poisons but how would you compare them?