Kech Hunter

Exocrat's page

Goblin Squad Member. RPG Superstar 6 Season Marathon Voter. Organized Play Member. 355 posts (393 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 6 aliases.


Grand Lodge

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On the internet, everything is flamable.

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Popupjoe wrote:
Cackle can be counter songed as well right?

No, countersong only works on things that require saves.

Grand Lodge

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Popupjoe wrote:
Player's Witch gave a party member fortune he cackled to keep it going. Does it last indefinitely as long as Which keeps cackleing? Player who benefited was rolling 2 dice most of the night. Is this right? Never had a witch in a party.

Yes, it can be annoying. Some important notes:

- Cackle takes a move action, so that will slow things down, especially out of combat.
- The witch has to stay within 30 feet of the party member.
- Fortune only works once per round. So if the party member rolls twice for an attack roll, he doesn't get to roll his save twice against confusion later that round.

Those are all hard rules. Outside of those, you may want to metagame or houserule sparingly to discourage overuse of this:

- grant nearby enemies perception checks to hear the cackling and prepare for combat;
- give the witch a small but cumulative arcane spell failure chance as her voice gets raspy from all the cackling. Say, 5% per ten minutes;
- throw in a few ranged or fast enemies to punish the slow move speed;
- target the recipient of the fortune/cackle with lots of stuff that requires saves. This will encourage them to hold back their double-roll;
- break the radius of cackle with combat maneuvers or spells;
- disable the witch. Stun, daze, fear, nonlethal, whatever;
- etc.

Grand Lodge

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"Punch" is being used metaphorically. You're combining alcohol and fruit juice (attacks) into a potent beverage (the punch). So it's all weapon attacks.

Grand Lodge

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Cerberus Seven wrote:


Can't coup de grace it, they're immune to anything requiring a Fort save unless it works on items as well. Since you can't CdG a park bench or a tank, I'm pretty sure that means golems and other constructs are immune too.

The auto-crit portion of a CDG works but not the save or die portion.

Grand Lodge

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Filling out a character sheet manually is like doing a 1040 by hand. Tedious and frustrating, so I use HeroLab and TurboTax.

And yes, I think my collection of Pathfinder materials is approaching the complexity of tax code.

Grand Lodge

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President Andrew Jackson.

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Savant
Debonair
Chaplain
Pugilist
Fury
Terminator
Rogue Prime
Wild Thing
Hermit
Warbringer

Some of these are serious


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I brag on you at my other games every chance I get!

Grand Lodge Marathon Voter Season 6

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Jacob Kellogg wrote:


Spoken like someone unfamiliar with the Preview button.

Tunnel vision. Forest for the trees. Whatever you want to call it, it's easy to read something a dozen times and not see a simple error because you were looking for something else. I see it happen all the time at work, where there are multiple sets of eyes and layers of review on everything.

I don't hold typos against anybody.

Grand Lodge Marathon Voter Season 6

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Anthony Adam wrote:


Even sadder is the knowledge that the preview button shows this mistake allowing correction before you hit submit >.<

There's nothing sad about this. Typos happen.

Grand Lodge Marathon Voter Season 6

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Neil,

People want to know if they were DQed because they are spending time and effort voting at least partially in hope of seeing their item to vote on. It might be pretty obvious to seasoned writers which items merit disqual but there are a lot of first-timers and also a fair amount of ambiguity in the DQ rules. Combine this with the excitement and anticipation of entering the contest and an entrant might not *want* to believe their item was DQed. I'm guessing there are a lot of people whose items were DQed who are eagerly voting and hoping to see their item. Come Jan. 20 these people are all going to be crestfallen when they find out they were never even in the running.

For those intimately familiar with the system the rules are pretty clear, but there's room for interpretation if you're not used to working within the framework of Pathfinder or writing in general. As has been mentioned in other threads, Paizo is interested in seeing new demographic groups compete, including children who might not have a great grasp of the DQ rules you mentioned.

-Over word count - Some people probably didn't read the proviso that the title counts toward the word count. And for those who did, it's not clear if that just meant the title included in the item block or if it also counts the separate entry field for the title, which would effectively count the title twice. So folks close to 300 might be wondering about this.

-Not a wondrous item. As I understand it, "wondrous item" is an informally defined category of items that don't fit into other categories. So "not a wondrous item" really means "not not one of these other categories of items." It's hard to design something to a negative, especially if you're inexperienced in the system. Some wondrous items resemble rods/staves/weapons/artifacts/etc in either description or mechanics or both, and some rods/staves/artifacts seem like they could just as well be wondrous items.

IP infringement - As Sean's other post demonstrates, there was/is a lot of uncertainty over what is/was an IP infringement. Also it's quite possible that someone submitted an IP item by chance/error/memory loss.

I understand the point that in the past, nobody was notified of being disqualified. Either you made the 32 or you didn't. The difference is that this year, people are expending time and effort for nearly a month voting, hoping to see their item crop up, when it might not even be there to vote on. Laboring under false pretenses sucks, and also does the contest a disservice as some could be just clicking mindlessly through entries every minute until they see theirs.

I've seen my item, so I know I wasn't DQed. But if I had been, it would have been nice to know.

*Edit* took out unnecessary quotation marks.

Grand Lodge

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Expert. No other class gets to hand-pick its own class skills.

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Tzitzimitl

Grand Lodge

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Wow, most of the restrictions in this thread sound really not fun. To the point where I'm considering opening up everything d20 ever in my next game just to balance out the universe.

Grand Lodge

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Overall looks solid. I don't like Dunmer getting a bonus to Strength, and I think Orcs should get +2 to Str and Con instead of +4 Str, but YMMV. I don't remember if the race builder has anything that affects fatigue or exhaustion, but if it does, I think Redguards should get that instead of the poison thing..

I don't know if you're planning to use signs, but if you do here are some suggestions:

Apprentice - +1 to spell save DCs, -2 to saves vs. spells
Atronach - not sure, this one doesn't translate well
Lady - +1 to Fort and Will saves
Lord - Heal CL 1/day; vulnerability to fire
Lover - Charm Person SLA 1/day; +2 diplomacy checks with opposite gender
Mage - +1 on caster level checks
Ritual - Channel Energy 1/day as a 1st level Cleric
Serpent - not sure
Shadow - Invisibility SLA 1/day
Steed - +10 base speed
Thief - +1 reflex, +5 base speed
Tower - Knock SLA 1/day
Warrior - +1 melee damage, +1 fort saves

Grand Lodge

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Hmmmm...

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Zombie whales.

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Darksyde wrote:

Thank you very much for all the suggestions and clarafications.

It mentions in the ultimate magic book that you can ignore some of the requirements if you have enough of a skill bonus like when making magic items. I don't seem to be able to find this reference though. How high dose your skill have to be and how many pre-recs can you ignore?

The text you're looking for: Magic Item Creation.

You can ignore as many prerequisites as you want, but the DC of the Craft or Spellcraft check increases by 5 for each one. The only prerequistes you can't ignore for creating constructs are magic item crafting feats.

So, if you're crafting an Animated Object, normally the DC of the Spellcraft check is 16 (5 base + 11 from caster level of the object). In addition, there are two prerequisites: Animate Objects and Permanency. These are both spells. If you're missing both spells, you can craft the Animated Object if you make a Spellcraft check at DC 26. If you're missing only one of the spells, the DC is 21.

You could technically craft an Adamantine Golem without meeting any of the prerequisites if you could somehow make a DC 70 Craft (Sculpture) check.

Grand Lodge

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Looking for ways to get Perform checks as high as possible. Let's go with level 1. External bonuses are fine if they can be produced by level 1 characters. So far I have:

Class Skill +3
Skill ranks +1
Skill focus +3
Ear for Music trait +1
Masterwork Instrument +2
Art/Music Variant Channeling +1
Guidance +1
Charisma +X

For a total of +12 + CHA bonus. I'm sure there are ways to get it higher.
Can you take 10 and/or aid another on perform checks?

Grand Lodge

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Single-weapon flurry.

Grand Lodge

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No spoilers, please.

I'll be either running or playing in RotRL when the hardcover re-release comes out. My gaming group is interested in running an all-arcane party. At least one PC will be a serious crafter. We also tend to like using lots of hirelings, Leadership, run businesses in town when we're not adventuring, etc.

Is this feasible in the AP? Will there be enough downtime to craft, return to town, set up strongholds, etc? Or do you pretty much run and gun in this AP?

Also, we're eyeing the guilds and universities of Inner Sea Magic. Would this be doable, and if so, which is the best fit?

Grand Lodge

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I'm trying to compile a list of ways to increase a character's caster level check (not necessarily their caster level, though this obviously helps). Looked around the boards a bit and didn't really find what I was looking for.

These are the things I've come up with so far. Any restrictions to what the check applies to are listed in parentheses.

spoiler:

- Spell Penetration & Greater (only vs. SR)
- Being an Elf (only vs. SR)
- Human cleric favored class bonus (only vs. outsider SR)
- Diviner's Delving (only divination spells)
- Magician's Dweomercraft (no restrictions)
- Arcane subdomain's arcane beacon (+caster level, not just check)
- Allied spellcaster (only vs. SR)
- Battle Herald's Battle Magic Inspiring Command (no restrictions)
- Magic Variant Channeling (no restrictions)
- Secrets Variant Channeling (no restrictions)
- Cypher Magic (only to activate scrolls)
- Divine Strategist’s Caster Support class feature (no restrictions)
- Scroll Scholar (once per day)
- Robes of the Archmagi (only vs. SR)
- Seeker Oracle’s Seeker Lore (vs. SR only)

Anything I’ve missed?

Also, what broad categories of thing do you need to make a CL check for?

spoiler:
- to overcome SR
- activating scrolls
- casting certain spells (remove curse, glibness, etc.)
- what else?

Other than beating SR, there doesn't really seem to be a rhyme or reason to when CL checks are required instead of spellcraft checks. Anyone have a good explanation?

Thanks.

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Bunch of stuff. Entertainer. Steward (cook and keep the crew/guests happy). Fisherman. Marine. Quartermaster. Engineer. Lookout. Taskmaster.

Or just lash him to the bowsprit and make him the figurehead.

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Sorry. I just can't get past the name.

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Spes Magna Games is beginning a "Dodeca" series of 3rd party material that is intended to restore the d12 to regular circulation. I think so far they only have "Dodeca Encounters."

Grand Lodge

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Jadeite wrote:

With the changes to the brass knuckles and the new weapons in Ultimate Combat, what is the best weapon for a monk?

Urumi seems to be a pretty good choice for a hungry ghost monk if they retained their 18-20 threat range.
Also, is there any way for a monk to replace his unarmed damage with something more useful? 2d6 aren't that good if they have a critical of 20/x2 and enhancement bonuses are capped and expensive.
Is there a two-handed equivalent of the temple sword?

The most interesting new monk weapons for me are:

Emei Piercer: d3, 19-20, P, ***

Sansetsukon (3-section staff): 2-hand, d10, B, 19-20 x2, disarm and block

Nine-section whip: 1-hand, d8, 19-20 x2, blocking distracting and trip

Kusarigama: d3/d6, x2, reach trip and grapple

Rope Dart: d4, x2, 20 ft. range, blocking and distracting

The Urumi is no longer a monk weapon but is d8, 18-20 x2, distracting

The emei piercer has text stating:

Quote:


It consists of an 8- to 10-inch-long, dual-pointed steel spike set on swivels and mounted on a ring, so that it can be spun around at high speeds when slipped over the wielder’s ring finger. The ring prevents the wielder from being disarmed and turns unarmed strikes into piercing attacks.

My reading of that is that it does not let you apply the greater crit range or any weapon enhancements to your unarmed strikes. If you want to use those, you have to use the terrible d3 damage. Also, I'm having a hard time imagining a 10-inch spike being attached to my ring finger and being any kind of effective weapon.

Grand Lodge

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After playing a bard, I think that versatile performance is both a little too powerful and has the odd effect of having 0 ranks in a skill for the first several levels then having it suddenly jump to 20 or so.

I'm considering changing it the next time I GM so that it reads as follows:

At 2nd level, a bard can choose one type of Perform skill. He can add his ranks in that skill to the bonus of associated skills. The total bonus of the associated skill may not exceed the total bonus of the Perform skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform.

So if a bard has 5 ranks of Perform (Dancing), 1 rank of Fly, a CHA of 18 and a DEX of 12, his total bonuses would be:
Perform (Dancing): 12 (5 ranks + 4 ability + 3 class skill)
Fly: 7 (1 rank + 1 ability + 5 versatile performance)

This still give the bard an incentive to pump their performance skills but doesn't lead to silly situations like charisma score raising their acrobatics check.

Seem balanced?

Also, I'm considering introducing a Perform (Street Magic):
"The bard employs clever legerdemain and trivial magics to create illusions and effects that daunt, dazzle, and delight. Street Magicians often study the works of true Wizards in an attempt to replicate the appearance of their power."
Versatile performance bonuses to Sleight of Hand and Spellcraft.