Sword of Heironeous

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Organized Play Member. 290 posts (671 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 5 aliases.


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See Kazmanaught's question ^^


I tried my hand at a couple of PbP campaigns that fizzled out because of lack of player involvement. That was a while ago; I'm ready to try another.

PF1 preferred, PF2 is fine. Anyone looking for a player who will post regularly, actually does a little roleplay (plus knows the rules)? :)


Blave wrote:
Concealment is much more powerful than it used to be in PF1. But it can also backfire as it doesn't distinguish between friendly and not-so-friendly effects. You can totally fail to affect an ally with a crucial heal spell if they have concealment.

That's exactly what I am thinking. Potentially very bad news ...

Thank you for the answers.


A creature benefiting from concealment (created by anything) requires a DC 5 flat check in order to be accurately targeted.

Does this mean my magic missiles have a 25% chance to miss and do nothing at all, if my target has concealment?


I want to be sure I'm understanding these PF2 rules; I still find them very obliquely and confusingly written sometimes.

You can only have one composition spell going at any time, per the rules. Does that mean that Lingering Performance is useless to keep inspire courage going and then cast a composition spell like, Hymn of Healing ?

Am I correct in assuming that I could use Lingering Performance to keep inspire courage going, and then cast a NON-composition spell as much as I like, such as true strike followed by telekinetic projectile ?


James,

Do you think Norgorber is the type of deity to interact with mortals? Rarely, or a bit more frequently?

And ... do you think he'd be easier to get along with than some of the other evil deities?


I don't know if any GMs are still scouring this forum to find players ... but I have 11 years of PF2 experience, and I played D&D 3.5 for many years (5?) prior to that. I was a GM for a group of people for about 2.5 years.

I don't really have a preference for APs, but I've played in and run RotRL so I don't think I'm looking for a 3rd go of that one.

I probably prefer PF 1st, but I own the player's handbook for PF 2nd and I'm willing to try my first character. I definitely post regularly; the first PbP I was in, I was one of the most frequent posters in, but the GM was unable to keep the game running due to RL calamities.

Don't mind being the party healer or the party arcane person. I am pretty creative with archetypes and filling needs and making the character fun for myself, and useful to the party.

Thanks!


Anyone out there with a PF group that'd accept another player?

I've been playing Pathfinder for a few years. Weird trivia: My name appears in three different Paizo books. ;)

Former GM. Looking to be a player once again.


Regardless of attributes, I can recommend a couple possible different paths that you can pitch to him.

#1: Elven Gunslinger/Oracle (Oracle archetype: Ancient Lorekeeper)

This combo will require him to level up a few levels in Oracle, because he's going to gain access to sorcerer/wizard spells every 2 levels. There are a LOT of spells on the wizard list that could really benefit a gunslinger -- reloading hands is one of the most obvious, to me.

Jury-Rig is probably the spell you will want the fastest: it's a quick way to fix a broken gun, and the Mysterious Stranger gets absolutely no way to avoid misfires until Gunslinger 5 (which would be CL 6 -- that's a lot of d20 rolls to never roll a 1). The regular gunslinger gets a way to avoid misfires much sooner. This is probably the biggest failing of the Mysterious Stranger archetype ... so you need to find a way around it (quick fixes, carry 4 guns at all time, what have you), or you'll find yourself with no gun at all.

#2: Dual-Cursed oracle archetype

You'll have to deal with 2 curses. You gain access to the Fortune and Misfortune abilities as a result, and a couple more revelations than normal. Misfortune says, "At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed." As far as I know -- and as long as there have been no rulings to the contrary -- you qualify as 'a creature within 30 feet'. In other words, the mysterious stranger/oracle could choose himself, once per day, to reroll a 1 that will potentially cause his gun to misfire. Note that you can't do this on the same round that you spend a grit point, which is a swift action, so you're on your own when attempting the Focused Aim deed.

That being said, in all other rounds, a once-a-day way to avoid your gun becoming a useless hunk of metal is pretty important. Misfortune will also work on your allies, forcing them to reroll horrible, awful numbers on their d20s that they do not want to see, as long as they're within range. Pretty neat trick.

#3: Seer oracle archetype
The main reason for this one is access to the Natural Divination revelation, which lets you gain a future insight bonus (in the next 24 hours) to a single saving throw equal to your Charisma modifier, which will be one of his best stats. This could be a lifesaver. There are a couple other possible benefits as well ... it's not a bad revelation.

The spells you gain instead of the life spells are potentially useful as well.

Possible Feats:
Extra Revelation is my recommendation at level 1 (or for your bonus human feat), so that he can begin with both the Channel and Safe Curing revelations. Being able to channel at 1st, and cast all spells that heal HP damage without provoking AoO, is going to keep you (and other party members!) alive.

Selective Channeling is important, once you pick up the Channel revelation. You don't ever want to heal those unconscious-but-not-dead baddies on the ground.

Reach Spell is probably going to be this gunslinger's favorite metamagic, if he goes to Oracle 4 or higher. The gunslinger is not often on the front lines, and so may be a bit far away to be able to provide necessary healing. Reach Spell turns cure light wounds into a close range level 2 spell, and lets your gunslinger stay wherever it is he's taking potshots from.

Best Revelations To Get Quickly:
Channel and Safe Curing: See above.
Elemental Body: Gaining the elemental subtype can be extremely beneficial...
Life Link: If your mysterious stranger has a lot of HP, he can use them to keep others alive while he stays out of the fray.


What level is this character going to be, and what stats?

Even if this is a level 2 build, starting attributes would be very helpful to know.


So mostly, your thread title suggests to me you were hoping it was broken, or you wished to use it to break the game. Nice try, though.


I don't know how to answer your question of whether it will be awkward, foreign, or powerful.

It certainly has a chance to be very powerful -- grappling at will and moving them forcibly around a battlefield. It is definitely awkward, as the lack of logic in the feat has been pointing out -- this feat should, theoretically, work with a bow or a thrown dagger (including magically moving the target towards you). The visual alone makes me chuckle.

It's likely to be foreign -- as this is not a commonly used weapon.

Why does it matter whether it's awkward, foreign, or powerful? You clearly have every intention of playing this character this way. Why ... do you want our opinion?


Some very good advice given to you already, I second the "know the module in and out" advice, and possibly checking out videos of other gameplay, but I'd like to add in a caveat:

Remember that you and everyone else is taking time out of their busy lives to have fun. With you! You're supposed to have fun, too. Focus on telling a story and providing an environment that all your players will enjoy, and that they will come back to.

Do NOT be afraid to admit you don't know a rule; even people who have been GMs for decades get rules wrong when the rulebook is hundreds of pages long. Don't spend 10 minutes of game time searching for the rule in the book or arguing about it; make a ruling that seems the most correct, and if you find out later you were wrong, you can deal with that.


A side note -- as I am interested in seeing new builds as well -- but my GM actually liked Right-Hand Manny so much that he played him as a DMPC for over a year.

He is indeed very useful to have around!


I think it depends on what the thrust of your character is. What's your paladin good at?

Is he the tank? If so, take some defensive spells: shield of faith is not available to paladins, for some reason; but the bard list can give you nice things like mirror image and displacement.

This is also a good way for you to pick up buffs that the party doesn't currently have. Inquisitor can give you true strike; bard can give you haste. Versatile Weapon could be handy if you don't have the standard smite evil ability -- but again, this depends on your character. Borrow Fortune is a great 3rd level save-your-butt spell from the oracle spell list.

So ... it kinda comes down to what sort of paladin you are.


In other words, alchemists (assuming full alchemists here) always have to use UMD to use scrolls.

I'm pretty sure you will be waiting a long time for an "official" ruling on this question; it's a very basic question that is handled by a careful reading of the rules. No real need for a Paizo employee to step in and answer.


I agree it should render you immune to Intimidate. It pays to be a paladin. :)

However, I can find evidence that your aura of courage DOES immunize you from demoralization attempts:

Quote:


You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

The last sentence is especially on point; it makes it clear this is a fear condition and can't be made into a stronger fear condition.

Quote:


Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

I can't find anything that proves the attempt to intimidate to force 'helpfulness' is a fear effect and thus also immune ... but it seems logical to assume so. Otherwise this would simply be Diplomacy!


Sir O, cool idea.

I second the suggestion about Sacred Shield paladin. She doesn't necessarily have to safeguard the frontline fighters; the support people and the casters in the rearguard certainly would not mind taking 50% damage when push comes to shove, I think.

Mithral shield would be a must here, but keep in mind that with a +2 mithral heavy shield and shield focus, plus your divine bond ability, you could grant a +6 shield bonus to all adjacent allies.


ProfPotts wrote:
Knockback, because, well... this is SPARTA!!! ;)

Just got to do this last session. It was hella fun. :)

I'd add Roused Anger as a very useful power, and Good For What Ails You works best for a drunken brute archetype, but it's not tied to that archetype and is a potentially very useful way to save yourself. No Escape too, I like.


Midnight_Angel wrote:

Sorry, but no dice with Greater Magic Fang.

Magic Fang, Greater wrote:
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.
3.5 Spell compendium had a spell called Align Fang, which was an equivalent for Align Weapon. Wasn't taken into Pathfinder, though (IIRC, it wasn't Open Content).

Oops, missed that.

Then I guess my only workable idea is anthropomorphic + bestow weapon proficiency... or to choose an animal companion with hands, like an ape.


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Count Duck has a good idea too.

One important thing to remember, Xavier: just because one person in the party has a really important spell doesn't mean that person will always be able to cast it. The wizard may lose his ability to cast spells (silenced, unconscious, what have you), and you will suddenly be QUITE glad you took it. Same goes for Dispel Magic, so I'm glad it's on your list.


What's the focus of your character -- to draw enemy hits away from the party, not get hit, and do OK damage ... or to do awesome damage as a front-line or secondary fighter?

Crane's a great tree, I am a fan. However, I must disagree that enemies will only get 1 attack, even at low levels: many creatures in the bestiary get numerous attacks, including at lower levels. Your crane wing will only stop one of the eagle's claws, not stop the entire claw-claw-bite combo, and that goes for summoned eagles as well.

So, take crane because you like the tree and it will occasionally prove useful, especially when fighting defensively. Don't take it because it's somehow going to save you from being touched by enemies -- because it won't. It absolutely won't. Only PCs are held to the one-attack-at-a-time limit before 6 HD. Creatures never are, and the Bestiary is FULL of monsters that violate this rule.


Interzone wrote:


If you are a primarily melee-focused character, and you KNOW you are in a group of mostly the same, then it if you don't want to die you should invest in ways of making that not happen. If you go balls-out melee anyway then its your own fault if you die, not the Inquisitor.

Yup! This is the correct answer.

I'm currently in a party of 9 PCs with only 2 having significant healing ability, and 2 having decent (but lessened) ability ... at least two players have chosen to create characters that cannot heal to replace characters that could.

It has been made pretty clear that when the you-know-what-hits-the-fan, the two primary healers will try to save 1 other person in the party, and keep each other alive. This leaves a possibility of up to 5 PC deaths in a truly dangerous, bloody, all-out battle. And I've said more than once, hopefully after such a situation, those 5 players will not choose to create 5 characters that all cannot heal.


Since you asked ...

No see invisibility, and glitterdust isn't on the list until level 11 ... any spells requiring a target versus invisible enemies are going to be unusable. You can fix this by having a wand or scrolls handy, but ... I'd recommend glitterdust coming a lot sooner than 11th. If nothing else, it's nice to occasionally blind an enemy -- that's quite a debuff.


Lord Orion wrote:
Is there a Druid or Cleric spell that can enable an animal companion (or summoned animal, for that matter), to bypass DR x/good? Align weapon works on a weapon, but is there an equivalent for natural attacks? Help!

There isn't an equivalent I could find. Greater magic fang cast at 20th caster level will bypass all alignments (since +5 enhancement bonus weapons do this), but that's not much help.

Your best bet may be to have someone cast bestow weapon proficiency upon an animal that can actually wield items (since all the animal has to do is be holding the weapon when the spell is cast), and it may be able to utilize it, depending on how your GM feels.

Or, you could cast anthropomorphic animal (druid 3) and then bestow weapon proficiency, though the latter isn't a druid spell.

[Obviously, I'm suggesting this so that the animal can hold an aligned weapon.]


ShinHakkaider wrote:

*Raises Hand*

I never thought that I'd get sucked in to this show but it's actually pretty damn good with consistently solid performances from the regulars AND the guest stars.

We need more Loius canning (michael j fox) and patty nyholm (Martha Plimpton)!

Haha ... I am SURE they will both be back. They're too good at being villains for the show not to hire them back.

I always liked a good legal procedural, but this show is a lot more than that, and I think the two together -- plus the great acting and writing -- are what have kept me as an avid fan. It's still my favorite show on TV at present.


Oh you have NO idea how much it has sucked for some people (east coast especially) since they moved it to Sundays off of where it was originally. It used to never get bumped for anything!

Have you watched since season 1, Hitdice?


Dragon78 wrote:

They don't hate Rarity it's just she(and Applejack) are a lot less popular then the other characters.

What 4 episodes did you watch?

I saw the pilot and the first two episodes of the first season. One about the tickets and one where Applejack tries to do everything by herself.

I have to say I think the Applejack voice is rather endearing. Why is she less popular?


I seriously only found out about this brony thing last week. I find it fascinating. And kinda cute. ;)

I have in fact watched 4 episodes of the cartoon, in order to see if I could figure out why it's attractive to so many people. I am not a brony, but I find the fact that it appeals to so many adults really interesting. The show is cute enough, but I'm more a "The West Wing" speed kind of guy when it comes to my shows.

That being said, I don't know why people hate Rarity so much. The voice acting is definitely endearing. ;)


Maybe it's because it's a legal drama, or has nothing to do with sci-fi, fantasy, or NCIS ... but how come I can't find threads on gamer boards about this awesomely written show?

Who else is out there watching this?

--Pally


The bomb's minimum damage isn't changed, Mr. Violation. Kirin Strike is adding damage dealt, but it's coming from a separate source -- not from the bomb itself. The splash damage would stay the same.


I agree with Fredrik. It's strange, because the damage is added after you confirm the hit (and theoretically after you confirm the crit), but it seems like it wouldn't get doubled, just added normally.


Pirate Rob wrote:
As a note this is really more of a rules question than a PFS specific question.

I'm actually asking specifically about PFS though, whose rules are quite different from home play.


I'm going, my GM Jason is going. This is our second year.

We loved it SO much last time we're traveling up from Los Angeles, even though there's a convention going on down there at the same time. (And Mrs. P's cookies were delicious. :P)

I'm also playing PFS for the first time this year! Hail Kublacon! ;)


If two different archetypes say that you may only select one domain, can you take both archetypes as long as you choose the same domain? Or is it considered illegal since both archetypes modify your domain choices?

Thanks -- new to PFS. Still figuring some stuff out.


You also have to wait 1 minute between casting virtue on any single target, because that's how long the spell lasts. It doesn't cease to function because the temporary hit point is now gone.


Alitan wrote:

can one: Pinpoint Target a Deadly Stroke while using Greater Vital Strike? Or is this a case of 'use one of these options?'

This is a case of 'use one of these options.'


Extracts are not spells. They are extracts. Share spells has no effect.

Anyone can drink an Infusion, if you know how to infuse your extracts. But you'd still have to take your action to force your animal companion to drink an infused extract.


Dominigo wrote:


Here's my question: Does this touch attack as a part of the beneficial spell count as an "attack" for inciting counterattacks from the confused creature? I can certainly see how sometimes it wouldn't cause it, such as when a cleric healed the creature of damage. It would seem to me, however, that with some other spells might cause a counter attack. For example, what if the fighter gets confused during a fight and the wizard, in an effort to help protect his debilitated friend, casts a displacement spell on the fighter and succeeds on touching him. From the fighter's point of view, some possibly evil wizard has just walked up and placed some strange magic on him that is warping his vision of his body. Would the fighter respond to this "attack" by beating the wizard over the head immediately on his turn?

I think this will ultimately come down to GM interpretation of what constitutes an "attack" for the purposes of confusion; the spell does not specifically lay anything out. However, the "confused" condition states the following:

Paizo PRD wrote:
Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack.

This line leads me to believe a beneficial spell cast on a confused creature is not necessarily considered an attack. Displacement in no way does anything but help the confused fighter, so it's very hard to call it an attack.

If you're the GM, I suggest common sense as a rule: does the action cause hit point loss, ability damage, or inflict a status condition? If so, it's an attack. If not, then why consider it such?


Corlindale wrote:
Also, if you really need to beat CMD you can always do a Quickened True Strike before casting Telekinesis.

What a lovely idea.


The spell description never suggests this; only your GM can add rules into the game that don't appear there.

The only way to remove the unstable condition is to spend a full round stabilizing. There are no suggested ways to "negate" it. It is a downside of the spell.


Since you do not actually increase your reach until you declare you are using Lunge, I think you would be hard-pressed to convince anyone that your threatened area should increase for an entire round. I certainly would say no.

Here's the problematic part of Lunge (emphasis mine):

Quote:


You can increase the reach of your melee attacks by 5 feet until the end of your turn

Don't attacks of opportunity pretty much NOT happen on your turn? That's why they're attacks of opportunity, and not your standard or full attack.

There have been other threads on this topic; it is helpful to do searches before posting questions that might already have been addressed.


With so many feats tied to attribute minimums of 13 and above, I'm not sure the score is useless at all.

Certainly, for Constitution, it now determine the point at which you die, and every extra one counts.

But I understand where you are going with this. Just pointing out a couple ways in which the score really does matter.


Yeah ... the enhancement bonuses wouldn't stack, but you are still going to get +5 to hit, +5 to damage, and it's a brilliant energy attack.


And since normally, you cannot take actions until your next turn, you would be unable to make attacks of opportunity, because you're still "recovering" from the dimension door effect.

The Dimension Shambler is still ready to make AoOs, and can take move and swift and immediate actions.


Grick wrote:
StreamOfTheSky wrote:
I don't understand why not, though. It would seem to be a reasonable houserule.

Because unless you're under penalties, you would succeed every time, essentially granting a +2 bonus per party member on nearly everything.

+1 to Grick. :)


NikkEatsRocks wrote:

[

Man, this was a kind of snarky reply.

[snip]

I dunno man, maybe I didn't word my question right, or maybe you're just quick to reply in a sassy manner.

The answer you received is the correct one -- you cannot try and use little things like the appearance of one "may be" in a paragraph to justify choosing any mount that appears in the world -- but you are also correct that the response you received was rude, snarky, and inconsiderate.

I hate to break it to you, but that happens a lot here, and on most every other message board in existence. In particular, LazarX is a frequent nasty, ill-tempered poster, so please don't take it personally. It's his failing, not yours.


Ashram wrote:
ElyasRavenwood wrote:
Can a paladin be a paladin of Pharasma, dedicated to the eradication of the undead? Would htis be legal for Pathfinder Society organized play.
It probably would not be legal. If you choose to worship a deity, you have to be within one step of their alignment: Erastil, Iomedae, Shelyn, Torag, Sarenrae, Abadar and Irori can have paladins. If you wanted to focus on eradicating undead, Iomedae is just as good if you know who the Knights of Ozem were.

Irori could, in fact, have paladins, but according to Faiths of Balance, he does not have any.


I believe drawing arrows (and other ammunition) counts as retrieving a stored item. Without this, the "curse" becomes a lot less annoying to get around, especially if you can summon a really good weapon via the Ancestor mystery -- you can choose a bow as your ancestral weapon.

So, you are a haunted archer ... but you never need to waste a standard action drawing your bow because you can just summon one ... and you can draw as many arrows as you want without penalty, too.

So ... exactly how bad was this curse for you? You've found a way around it in combat for the purpose of weapons.

What if you own a handy haversack? Would you also argue that you can draw items from IT as a move action, despite your curse? Because that would pretty much guarantee the "curse" has no effect on you at all, and in reality it's now more of a "get 6 spells for free" ability.

See where I'm going with this?

For the record, I play a CL 7 oracle of metal with the Haunted curse at present, and yes, I do NOT rely on bows & arrows because they're so damn slow.


The spell description for haste gives the answer. Emphasis mine. Since the spell always refers to the part I've bolded, I have no idea why spiritual weapon would be affected.

Quote:


The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

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