Elf Zordlon's page

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Didn't read all of posts, but I play an arcaneish archer (not prestige class) and am having a great time. I feel like an effective party member and sometimes enemies don't stand toe to toe and ranged attack is necessary.


I remember a 3.5 feat that allowed one to use his wisdom modifier instead of dex modifier for ranged attacks. Is there a similar feat published in pathfinder rules?


Oops, I've been using Manyshot as just the first attack I take. Even if combined with a move action.

Cyberdrift, I seem to remember something about clustered shots being able to deal damage for all arrows for called shot. Not sure where I read it, maybe someone here can clarify or you can find it.


Hi, I found a +1 moral bonus that you could buy at my shop, young witch. Come over here and I'll show it to you.
(Spreads a few stones on a mat in front of you.)
Ah here it is, this cracked pale green ion stone will suit you. It's lost some of it's ability, but it will still make it easier to hit your target. For a mere 4000 gold pieces it can be yours, whaddya say?

Spoiler:

Source is the Pathfinder Chronicles seeker of secrets.


I thought that deadly aim

Spoiler:
Deadly Aim (Combat)

You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


is sort of worded as precision damage as is point blank shot. DMMV, but I don't apply point blank to the second arrow damage from manyshot. I did see something in the elves of golarion guide that for a +1 bonus, your second arrow from manyshot would deal 1/2 precise and crit damage.


Do they stack? If a character has improved crit from say 19/20 to 17/20 and has icy burst weapon, does the icy burst take effect on a 16 or 17? My thoughts are that it doesn't, and I think I remember reading it somewhere. Could someone point me to reference if they remember off hand?

Diplomacy 1d20 + 0 ⇒ (10) + 0 = 10


I don't have any advice, but I'm bumping thread because it has alchemist in it. My next character will probably be an alchemist 1/2 orc. I like the alternate racial ability of +1/2 bomb damage. I'll probably have to get extra bombs. One thing I was thinking of doing was making him middle aged or old. This would give +2 to mental stats and -3 to physical, but when I get 2nd level extracts, I could buy a potion of age resistance and use the alchemist's 2nd level infusion imbue potion to just use it every day. I guess that might be some advice if you're starting at a high level.


Smoke up!

Aether

Spoiler:

Type inhaled; Addiction moderate, Fortitude DC 16

Price 20 gp

Effect 1 hour; +1 caster level

Effect 1d4 hours; user must make a caster check to cast spells, DC 15 + spell level

Damage 1d2 Con damage


I'm going to vote 18-20, just so that we can deal with the last two campaigns where we had tpk and have to deal with the undead versions of our former selves.
1d20 + 0 ⇒ (2) + 0 = 2 diplomacy


Earlier in the thread someone mentioned cutting teeth on apple II. I almost forgot about that. There was an apple II in the classroom that we could use way back. I thought it was great and would rush through work to get to it. I thought about replying to this thread this morning as I was listening to my IPod. RIP Mr. Jobs.


Bruunwald wrote:

Quote:


I don't think that's what Karma is about, though. At its core, Karma is about the positivity you put into the world coming back to you similarly, and the negativity you put into the world doing the same.

In short, if you treat people badly, you will be treated badly. If you treat people well, you will be treated with good will. Not sure how that would apply to what sounds like a fairly neutral card game.

I was using karma as applying to something like a card game or rolling dice. Maybe a term like belonging is better. Maybe I should have been visiting a friend or cleaning my apartment. Back to the OP, I think there is something to "luck", that might have something to do with "belonging". I still like karma better, but I don't know enough about it to use that term I suppose.

1d20 + 13 ⇒ (3) + 13 = 16 knowledge religion


I agree with the 10 at least comments. I try not to be too lopsided as my character develops based on the circumstances of the game/party. My wizard started using a bow and took a level of monk, my rogue was using umd to cast scrolls. It is nice to be a little adaptable.


there's an item in the magic item compendium, a scout's headband that allows true seeing for 1 minute. cost 3400. It is a single use for true seeing, but if you wanted to stack uses, just put 3 into one item and follow pricing guide. That should be much less than any of the quoted prices here.


I play a monk/caster in my current campaign. It works out ok. He is a 1 zen archer/6 transmuter wizard. I use my spells to buff my attack bonus and damage for arrows. Luckily we found some poison for the arrows which I also use. Some of the spells I regularly memorize:
Arrow Eruption
Gravity Bow
True Strike
Haste
Arrow Curse
Versitile Weapon
Fly
Heroism
The zen monk's perfect strike works well with arrow eruption, as you roll twice to hit multiple opponents, though I haven't gotten this off yet. He does have low ac, but usually flies around to avoid combat with protection from arrows on.
He developed after choosing the wizard to fill in a party roll.


Enlarge Person

Spoiler:
Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Reduce person
Spoiler:
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Enlarge person the projectile weapon deals damage based on the size of the projectile, reduce person deals damage based on the size of the weapon.?! Is this just a fudge rule to keep the reduce/enlarge balanced, or am I missing something.


Poor wandering one wrote

Quote:
Half the drugs make excellent poisons and they are generally much cheaper.

That's a great idea. I might even slip a little to my cleric to shore him up, some dwarven fire ale?


I think my character will take some absinthe when he gets back to town and does some socializing/drinking/buying stuff. That's a good one and it would help as Zordlon is rather homely.


Drugs definately add some roll playing quirks. In one of the prevous campaigns our party drank some mushroom concoction brewed up by the drow elves. I'll check out d20pfsrd later, just found that page today.


I noticed that pathfinder came out with a short list of drugs that pcs can encounter in their travels.
Drugs link
I think my character might start booting up with zerk. At least i'll have my cleric to heal the ability damage so long as he doesn't get mad at me. (or use his spells up). So what drugs might your characters take, and do you know where a more extensive list is?


Good question, worthy of bump.
Mostly arcane focus here as that's what i'm currently playing.
Protection from Arrows
Greater Magic Weapon
Greater mage armor is (mage armor already mentioned tho)
I think I saw a thread on this elsewhere on the forum.

Spoiler:
I think this is my 10th post. Hello avitar!


One of the things that happened in other campaigns I was in was a character death. In addition to death along the story line was another penalty, being trapped in relic and could be summoned for x time per day, losing 2 levels but gaining a shadow template. Another option is to "pick on" character by showing his weaknesses. Another time a large character was a hinderance to party as they needed to find a way across chasm. My suggestions are either to dispatch him with penalties (along story line) or show his weakness to party.


I'm currently building a archer mage type. I didn't realize that pb shot and precise shot work for rays as well. I was thinking of adding focused shot at some point too. I'm currently 5th level mage and am planning on my next two levels to be zen monk (apg). I found a feat that allows you to add +2 to arrow attacks with a 3rd level or higher air spell to cast as immediate action. It is 3.5 book, I'll edit to include name if I think of it. Widguided arrow?


This happened in the campaign that I was in, bad guy comes out of tent and is annihilated with arrows before he even takes a turn. DM on next bad guy initiative, "then his brother comes out of the tent and proceeds to..." we all got laugh and I thought it was good way to handle it. (PS. I didn't read all of posts, just first few and skipped to end)


Poison rules: you can't be injured more than once a round by the same poison. Multiple doses add 1/2 the frequency of the poison. Also the dc for the dose increases by 2 each injury.
Rule:

Spoiler:
Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison, and meeting these conditions ends the affliction for all the doses. For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.


Hi Cartman,
That does sound like a fun campaign. Last party I played rogue, and my best friend was a ranger with flanking shot.
Best of luck!


Hi Umbral,
Good questions, i didn't realize that acrobatics check made you lose dexterity. Good for rules I didn't know thread. For your questions:

2A. <Redacted>

2B. If you fail the check, you made the check. According to rules of acrobatics with the check you lose your dexterity - flat footed.

2A. Reconsidering the first in lou of the 2nd. Acrobatics check is for round, you would be flat footed until next turn when you could choose not to make acrobatics check.

Simian wrote

Quote:
by setting it on fire

Oil

Spoiler:
You can pour a pint of oil on the ground to cover an area of 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in area.

As in the oil description, effects that may be inferred from real world experience to deal damage are explicitly defined. I was hopeful that my mage could grease an opponent then set him ablaze with a flame arrow, but alas no.


Gravefiller613 wrote

Quote:

I like multiclassing to build an archetype. Though I'm not a big fan of hardlined character planning. My characters change as the campaign changes. So I plan to stick to a single class and multiclass if the game calls for it, or fits the theme.

+1 this quote


I'm happy about the rule, came one campaign late for me though. I played a rogue in 3.5 rules and had to spend oh maybe 60% of my treasure to get weapons that allowed me to sa undead and constructs. That made me give up alot of what I could have spent on dr bypass. I actually didn't know of the rule change until I read this thread. I'll wander over to the rules most people don't know soon.


Hi Utgardloki,
It sounds like you don't really want to put ranks into spellcraft as you have other checks that you routinely have to make. I played a bard that realized he needed to have umd to be useful and took skill focus UMD, or was it my rogue... anyways I could have easily been more effective with two weapon fighting (it was rogue) or some other feat. If you want to make up ranks quick for crafting magic items, get your wizard or someone with umd to cast crafter's fortune on you. It's a first level spell in Advanced players guide that gives you +5 on your craft checks. (Might be off on level and name but definately +5 and in APG) Good luck.


helaman wrote

Quote:

So is that a +1 at level 1 and +2 at level 5 or is it at level 6?

it's at level 5. Good rule of thumb to figure out when you get the bonus is to start at the max which is +5 @ level 20 and work backwards.

markofbane wrote

Quote:


Taking a single level dip into another class just puts you on the same track as a straight sorcerer when it comes to what level of spell you can cast.

Good point. I'm just leary that my current party will meet it's demise like the last group when we didn't have an anti-magic field. Maybe i'll just buy a scroll and hope i make my caster level check.


I think someone mentioned earlier, but a dip into zen archer is what I am planning for my wizard. It works with mage armor, plus spells to buff arrows (flame arrow, versitile weapon, gravity bow, greater magic weapon). I am concerned that it may hurt the party at later levels when I don't have access to the higher level spells as mentioned, but it will benefit more as I can cast 1 or 2 spells per encounter and dish out damage without having to rest. I'll still have access to dispel magic, and hopefully get stoneskin, and the oh so popular grease when something goes wrong. I just wish i chose transmuter instead of abjuration for specialty class.