Count Lucinean Galdana

Felix Rhodes's page

22 posts. Organized Play character for pocsaclypse.




my city just screams


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damn, who's chopping onions in here?


The Lastwall Sentry archetype has a prerequisite of being a "member of the Knights of Lastwall." I don't see a background or anything that mechanically would make a character be a knight (the closest thing I know of is Lastwall Survivor) so I was wondering if there is a mechanical way to make a character a Lastwall knight or if the prereq for the archetype is just something you would include in the characters backstory.


One of my players has requested we do a "beach episode" for their birthday and since it seemed like a fun idea I said yes.
We're in the Trial of the Beast book of Carrion Crown now so my plan in broad strokes is a crazy sun cult trying to spread light and purity to the dark corners of cursed Ustalav. I'm now digging through the bestiary looking for beach themed monsters to throw at a level 5 party but I'm also looking for some of those less utilized more flavorful monsters to make the experience all the more memorable.
So what are yalls thoughts on some good beach episode monsters?


I'm running a Carrion Crown game with a group of almost all first timers including one player playing a paladin.
The other day, this player tells me he's been reading up on paladins and thinks it would be interesting to explore in game the gray area around which a paladin could fall. I agree with him that it could lead to some compelling story creation but here's the problem... I'm not the best story teller.
I've been playing for years and have run the occasional one shot where we just dick around, but this is the first time I've run a real campaign. I could use some advice on how I could start weaving this story into the larger campaign.
The player is a paladin of sarenrae and the party is currently investigating the beast of lepidstadt which seems to be a pretty good place to start introducing a plot line to lead a paladin to the edge of acceptable behavior.
Also he's a lit major so I'm probably gonna need a lot of help to keep up with him :)


Does the handle of a magic weapon also detect as magic or would a lead sheath be sufficient to keep it undetected?
If the handle does count as magic, would some sort of lead lining or coating or whatever block detect magic?


Hypothetical:
An aether kineticist on land is using tk blast to attack an enemy submerged in water.
Since it's a big ball of energy would it detonate on impact with the surface of the water or does it count as a normal enough ranged attack that takes the penalties listed in the aquatic terrain section?


I had a thought about damage getting through a force ward and i'm not sure what the right way to handle it would be. This hasn't come up in a game yet and for the sake of theorizing i'm just going to make up some numbers.

Let's say i'm a level 3 kineticist with a force ward that has 3 temp hp.
Then let's say i'm hit with an attack that does 1d4 physical damage and 1d4 cold damage.
When the dice are rolled the damage comes out to 3 physical damage and 3 cold damage.
Since the force ward only has 3 hp, 3 points of damage will get through but what would be the order in which the damage gets reduced by the force ward? Would it reduce all of one type of damage first or would it reduce each type of damage as similarly as possible?

I know its super nitpicky but i'm unaware of any official rule for this sort of scenario so i was curious what other people think.


I've been pondering a backstory for a new character and I find myself puzzling over a part of the idea. Let's say I make a vanilla fighter, could that fighter also be an ordained priest of, say, Sarenrae?
Is there a distinction in Golarion between a priest and a cleric? In a world where gods are empirically real, is it realistic that a character could be an official priest and not be given divine magic or is the divine magic the sign that a character is a real priest?


How much of the starting gold do most of you guys try to save when buying starting equipment?
Like, right now, I have a swashbuckler and if I just bought what I need (just like the bare bones can technically survive by the rules of the game stuff) I would have maybe 75 or 80 gold left over. I then used that gold to buy a bunch of stuff that would make sense from an RP perspective for a wandering adventurer to have and now I've got about 10gp left. Is there a rule of thumb when it comes to spending vs saving starting gold? Is buying a bunch of extra stuff cause it "makes sense" a good way to go about it? Does it just boil down to the sorts of campaigns my friends and I play? Am I over thinking a small aspect of the game cause I have too much time on my hands at work today (almost certainly)?


I'm trying to price out a sheath that, when a weapon is sheathed, will take on the appearance of either a cane or a staff (depending on the size of the weapon sheathed). The resulting disguised weapon would then be usable by the character as a +1 club or quarterstaff and with any feats or special abilities that would apply to the sheathed weapon (for example swashbucklers finesse and fencing grace). I figure it'll at least cost 2k to create for the +1 weapon part, but for the second part I'm less clear of the pricing. Would another 500 or 1k gp be sufficient for the crafting price, or am I just overlooking some obvious rule that will answer the question for me?


Would it still require a standard action to discharge a range weapon (say a pistol or crossbow) without aiming it? For example, say I took someones pistol after a successful unarmed disarm and I then wanted to just fire it in no particular direction so they would have to reload it if they got it back.


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Hey everyone, I came up with what I think is a pretty good build for a brawler that I'm rolling up and I was hoping you could make sure I didn't make any mistakes.

If I take these feats
Combat Expertise
Improved Trip
Greater Trip
Improved Disarm
Combat Reflexes
Vicious Stomp
I should be able to make a trip attack against an enemy which would give me an AOO which I could use to disarm the enemy, then when the enemy hits the ground, Vicious Stomp would trigger a second AOO to make an additional unarmed attack.
And if I'm using brawler's flurry (and have enough dex to get all the AOOs) I can use that combo for each attack of that flurry, right?
So what do you guys say? Am I as clever as I think I am?


So I'm trying to make a wondrous item and I was hoping that you guys would give me your opinion. Nominally, the item is for the swashbuckler but I think it could be good for melee classes in general.

Still working on the flavor text, but in a nutshell:
The player activates doom by making a touch attack as a swift action that doesn't deal damage (backhanding the target and challenging them to a duel, as it were).
The use of shield I'm taking and modifying from the vambraces of defense and the player can deflect one melee attack that would normally hit as an immediate action.

challenger gloves
hand slot
+1 ac
3/d doom (dc 15)
1/d shield

If I'm doing my math right (and the magic item creation has always given me trouble for some reason, so it's very likely I'm not) the cost should come out to 8200 gp. What do you guys think?


I'm building a level 8 goblin gunslinger and I'm wondering about taking the leadership feat and getting a cohort.
Currently, I've used all 6 feats as follows:
goblin gunslinger
rapid reload
point blank shot
rapid shot
precise shot
signature deed (up close and personal)

My question is would it be worth it to swap out one of the feats for leadership to get a cohort (i was thinking about making a sunder focused fighter), and if so, which one?


According to Goblins of Golarion, one of the most common ways for a goblin to become chief is to murder the current chief. Let's say there's a goblin PC in a group of ostensibly good players and these players need to create a diversion for something, or need a quick army for an attack and the goblin suggests enlisting the local goblin tribe to help, then proceeds to murder the chief and assume control. How tolerable would that be to good aligned characters?
Or let's say this goblin PC is trying to improve the goblin race. So he murders the chief of a tribe, assumes control, then teaches them how to be better (slightly less chaotic, and a smidge less evil). Would murder in the name of training goblins to be better be evil? If this is an established pattern for this character would he eventually slide to evil?


So my character in my homebrew game died. Crit by a minotaur with a big ass axe who then had the audacity to roll max damage. That's not the problem. My characters are proof that the flame that burns twice as bright burns half as long. The rest of the party may get a chance to res him but we're in the middle of a dungeon crawl so crap only knows how long it'll take to find a cleric.
My new character, to be introduced next session is a goblin. I had the idea of not having the GM present the new character to the party as if it were just another goblin. I want to avoid the typical conversation of "You see an elf over there. Ok Ted, describe your character." I think it would be funny to present a goblin to the party and have the GM handle him for a bit until it comes time to do something significant and I take control.
Thoughts?


Forgive me if this has been covered before but I didn't see the answer when I searched the board.
Set up-
A PC is trying to hold a door open while an NPC is trying to close it. GM says make a strength check. The PC and NPC get the same result.

Question-
Who does the tie go to?
1)the attacker like an attack
2)the defender like a skill check
3)the character with the higher mod like initiative


In the homebrew game I'm playing, we have a persistent enemy who likes to fly around and hit the party with a magic missile massacre. I've read the usual tactics about giving someone flight and having them grapple the caster, or just shoot the damn thing, but I was wondering if anyone had some tactics more out of left field that could throw the GM off his game a bit.


Do pistols count as light weapons for the purpose of dual wielding?


In the requirements for the Grand Marshal prestige class it says "proficiency with at least two firearms." Does this just mean two different guns, or two different types of guns? Does the Pistoleros proficiency with all one-handed firearms fulfill the requirement or would you need proficiency in one and two handed firearms?