Murthok Huul

Erik von Oseff's page

Organized Play Member. 18 posts. No reviews. No lists. 2 wishlists. 4 Organized Play characters.


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necromental wrote:
I'm also sure you can use fighting defensively with charge+pounce. Don't know why would you want to (net -2 attack and +0 AC (+1 if you have 3 ranks in Acrobatics).

The desire to move full speed in addition to making all attacks.

A -2 attached and +1 AC are a negligible price to pay...


1. If you rolled for initiative.
2. yes
3. Depends on answer to #1
4. yes

Initiative & Surprise in PRD

There's only a surprise round when some, but not all combatants, are unaware of their opponents. It happens before the first round of combat.

However "At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed."

If you want to do shenanigans, there are feats:
Betrayer
If you rolled really well on your diplomacy. It's just a melee attack unfortunately...
Surprising Combatant
If you're just about to roll initiative.
Sly Draw
If you're already in initiative.


Which is why I use Archives of Nethys.
Having the Society legal options identified is also handy.


LN

Alignment in PRD

Also "Noblesse Oblige"


Never pay for ammunition again, Mending the broken pieces.

Take a rank of perform, find a "prosperous city" and take 10 for the rest of your life. If you feel like buying a masterwork instrument you can skip the skill rank...


kBro the Kitsune Trickster archetype doesn't work because it requires the replacement of Rogue class abilities that the Ninja doesn't get. Scout still works great...

As for your first two feats TaliaKirana, I recommend Realistic Likeness & Weapon Finesse. The order you take them based on how you expect to earn the XP for third level.
Mostly fighting go with Finesse first, mostly sneaky/talky Realistic will be more help.

Depending on the magnanimity of your GM Realistic Likeness with Sleeves of Many Garments ranges from look like any human to look like any Humanoid.
Either end of the spectrum the Sleeves are an excellent investment.

Pretty much everything else has been covered, so recap.
High Dex/Cha, Vanish Trick, Sleeves. Everything else to taste.


Exactly what it says on the tin.

If there is a surprise round and the "Defensive Strategist" is among the people who were not aware that combat had started, they would not be considered flat-footed.
Surprise in PRD

After the "Defensive Strategist" has taken an action during initiative the trait no longer applies.


Malachi Silverclaw wrote:
I know that the rules for reach weapons don't allow them to attack adjacent foes, but can I use the improvised weapon rules to say that the weapon my longspear most resembles is a club and therefore use it to attack adjacent foes? I know that the improvised weapon rules say they are for objects not designed to be weapons, but the blunt end of my longspear was not designed to be a weapon, right?

AND - no. OR - yes. Pick the squares you threaten. Switch as a free action on your turn.

{edit}And it's closest to a Quarterstaff not a club.
@bbt "Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your turn."


Lady Ophelia wrote:
Congrats Shadow Walker! May all your dice roll well and criticals confirm! Keep up the great work! Power to the Lady GM's!

She's the GM, we don't want her confirming crits !

Seriously though, Congratulations. I hope I can get a spot when you run games at CanGames...


Knight Magenta wrote:
So by buying a spellbook, and a ring the sorcerer gains access to *all* utility spells of a given level for a partly level squared x 1500gp.

A comparison for spells up to 4th lvl.

Wizard : Cost of spell book + at least 15 minutes = Spell !
Sorcerer : Cost of spell book + successful DC 20 Spellcraft check as a standard action + Ring Slot + spell lvl(squared)x1500gp for the Ring itself = Spell !

I still don't see how it's taking away from the wizard. By giving up an item slot and resources you can get what the wizard already has.


First give The Coin At-Will Prestidigitation.
It now has a minor telekinesis to move itself or other small things around and the ability "to perform simple magical effects".

Next give it 1/day Magic Aura.
The duration should be high enough it only has to use it on itself occasionally. It can now also throw people off it's trail by making something else look suspicious.

1/week Teleportation, nuff said.

For the reroll power give it the oracle revelation Misfortune.

Add mind-affecting enchantment spells to taste. Suggestion being a good way for The Coin to quickly get itself to the best pawns.

For an attack power I like Burning Disarm


Knight Magenta wrote:
That seems really strong. Isnt this stealing the wizard's versatility?

It costs a wizard spell lvl(squared)x10gp to permanently add a spell to their book.

It would costs the sorcerer spell lvl(squared)x1500gp to have the ability to have (1) spell added to their list of spells known.
While taking up a ring slot and limited to the matching level or lower which maxes out at 4.

So no, I don't think it is unbalancing.


Actions require consequences. Death happens.
At their level they should have enough resources to deal with a death, and enough PP for body retrieval in the event of TPK.

Not being able to deal with DR 10/good or cold iron is another problem entirely. Once a character passes lvl 2 Cold Iron should be their default ammunition.
Weapon Blanch can cover the other materials.
For melee, Oil of Bless Weapon costs 100g. For 10 rounds it makes a weapon Good and "is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures."
As a bonus it also auto confirms crits on Evil.


Has anyone updated the quasi-official pregens Stumpbiter & Buggy from WBG1 ?


The only time your plan would be combat useful is when your opponents are all undead.
The symbol heals ALL living creatures and deals damage to all creatures harmed by positive energy in it's 60ft burst. Also it lasts for minimum 50 minutes...

If you really want to go that route scribe it on your shield/armour/clothes with a trigger of you touching it. I would say as a swift action. At harshest a move action.

Out of combat wands and potions are much cheaper way to heal. Each symbol will cost you 500gp to scribe.


So the character is choosing to not control those last 10 HD ?
I figure that either it's for accounting purposes, or it's a mistype.

Also, I noticed that part after...


Only need to work out 186 based on the link provided.
10 is from a Command Undead, which is marked.


From the pathfinder Reference Document :
Check: When disarming a trap or other device, the Disable Device check is made secretly, so that you don't necessarily know whether you've succeeded.
The DC depends on how tricky the device is. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you trigger it. If you're attempting some sort of sabotage, you think the device is disabled, but it still works normally.

Next trick is the fake lock. When the PC's check the door it's locked, the con is that it is not. When they disable device to open it they are in fact locking it.