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Sovereign Court

Closest I can find is Ki Leech. However, it's not very clear since it doesn't technically say they lose ki points, just that you replenish yours.

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Is the GM just asking for a reasonable analog from an existing rules source?
Bomb from Ultimate Combat (which is normally an acceptable rules source), though its sort of a siege weapon (though can be used without).
More personal sized: Pellet Grenade/Fuse Grenade
More high-tech: Aasen Mortar from an adventure path.
Or Rocket Launcher/Grenade from the Technology Guide.

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I see nothing in that write up that would allow the Exemplar to ignore feat requirements. Does your Exemplar have character levels to qualify for Eldritch Heritage? You could argue that the HD could count, but then does it have enough for Improved/Greater since the Phantom advances slower than the Spiritualist?

Or do we have more exact language on "granting" feats that allow you to ignore requirements somewhere?

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So lets clarify.
Are we taking about: Grenade Launcher and Rocket Launcher from the Technology Guide?
The Rocket Launcher does not have separate ammo so all of its special rules text is within its entry. Specifically: "A creature that takes a direct hit from a rocket cannot attempt a saving throw to reduce the damage taken. When a rocket strikes its target, it explodes in a 30-foot-radius burst that deals fire and bludgeoning damage to all creatures within that area of effect—a successful DC 15 Reflex save halves the damage for all but the target."
First, there is zero mention of Splash Weapon rules.
Second, it specifies a direct hit on a target, this will require an attack roll (though you can target a grid intersection at AC 5),
Third, it explicitly calls out that a direct hit negates the chance of a saving throw... twice.

The Grenade Launcher basically says that there are more rules in the specific grenades. So lets link them.
Grenades for the launcher. (Also Gas Grenade).
Specifically, "The grenade detonates at the beginning of the wielder’s next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-footradius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade."
First, there is no primary targets/direct hits like the Rocket Launcher. Or rather, there is no damage on a direct hit since the Grenade Launcher has no damage value listed. I would argue that this is not very realistic as a baseball to the chest should do some damage. In general when using a grenade launcher, you should aim for a grid intersection because of the much lower AC. However, if you do miss you should follow the splash rules for scatter.
Second, the grenade doesn't go off immediately, unlike most splash weapons (it is similar to a fuse/pellet grenade in this regard).
Third, it explicitly allows a save to targets in the radius when it explodes.

Lastly, both the Rocket Launcher and Grenade Launcher are considered Heavy Weapons with both the Slow-Firing and Touch keywords. Which basically means firing it at all is a Full-Round Action and that all of their attacks (regardless of range increment) are touch attacks.

TLDR: You are both half right. Rocket Launcher direct hit, no save. Grenade Launcher direct hit doesn't matter, always get a save and explodes the next round.

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Throw Splash Weapon Special Attack
There is nothing in the base rules for splash weapons requiring a saving throw for splash damage or the direct target.
For example, an Acid Flask makes no reference to a save, so there is none.
Alchemist's Fire mentions a save, but only in the context of the direct target putting out the fire condition.
However, specific forms of splash weapons do require saves. For example the Alchemist's bomb says: "Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier." So the primary target gets no save (unless you use a discovery that says they get a save vs the bonus effect, some don't allow a save), but the splash targets get a save.
Fuse Grenade says you get a save, but there is no primary target, nor actual splash damage. It just deals its listed damage in the radius.
And finally items like Ghast Retch Flask allow the primary target a save to avoid nauseate, but nothing for the primary or the splash to avoid sickened.

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Annoitings wrote:

Alchemists can choose any of the following anointings in place of a normal discovery. An alchemist can use any of the anointings he knows a total number of times per day equal to 3 + his alchemist level. Unless an anointing specifies otherwise, all anointings require a standard action to apply (this provokes attacks of opportunity) and last for 1 minute per alchemist level...

Eldritch Enhancement (Arcane Anthology pg. 23): The alchemist douses a weapon, shield, or suit of armor with a glowing green wash. The caster level of any of the item’s magical properties increases by the alchemist’s Intelligence modifier for the purposes of effects, including calculations based on level, overcoming spell resistance, or being dispelled.

No wands, or necklace of fireballs. Armor/Shield/Weapons only.

Scepter of Heaven (with the Crown of Heaven equipped as well), for a Holy Word of CL 15+Int. The higher the CL in relation to the target the better the effects.

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For reference: Giant Mantis Shrimp.

Giant Mantis Shrimp CR 9:
Melee pincer +17/+12 (2d6+4 plus grab and sonic burst), pincer +17 (2d6+4 plus grab and sonic burst)
Sonic Burst (Ex) A giant mantis shrimp attacks with such extreme speed that its pincers issue a concussive blast of light and force when they snap closed. Each time a giant mantis shrimp makes a pincer attack, whether it hits or misses, each creature in a 10-foot-radius burst centered on the attack’s target takes 1d8 points of sonic damage and must succeed at a DC 20 Reflex save or be stunned for 1 round. A creature that succeeds at this save is immune to the stun effect from additional sonic bursts from that giant mantis shrimp until the vermin’s next turn, but it still takes sonic damage from additional sonic bursts. The giant mantis shrimp is immune to this effect. The save DC is Constitution-based.
Speedy Pincers (Ex) A giant mantis shrimp can make iterative attacks with one pincer.

So basically, they attack 3 times and trigger a 10' radius DC 20 Reflex or stunned 1 round regardless of hitting. Once you save though, you are immune to the stun for 1 round. CR 9, but I would strongly recommend hitting them with Slow...

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I have a channeling Shaman that has been very effective.

Witch Doctor Life(Restoration) spirit (so 2 channeling pools), Lore wandering (for Arcane Enlightenment to add Shield, Mirror Image, Haste, and Resinous Skin to list, though adding Minor or Major Creation will save you gold once you get in the teens). Human FCB to add Cleric spells to list (Liberating Command, Shield of Faith, Burst of Radiance, Defending Bone, Align Weapon Communal, Freedom of Movement).
Mauler Familiar King Crab used as an intelligent mount (with undersized mount).
Shell of Succor as the Restoration Hex just to have a source of Temporary HP. Though you could go with Life Link instead to be a more traditional "Oradin" style.
Selective Channel, Ki Channel, Purifying Channel, Quick Channel.
Toughness, Maulers Endurance(human)
2 levels of Ninja fairly early to benefit from Ki Channel and to take Vanishing Trick (so after channeling, go invisible as a swift action).
Drink lots of Yorkshire GoldTea of Transference to convert Ki points into Channels (and eventually spells).

Mostly I picked buff spells and buffed the party & familiar and would just channel to heal (and damage one enemy with Purifying Channel) and then go invisible (because nearly unlimited Ki Points even without the Tea, if you only use channel when at 0 Ki, we're talking 65 ki points/day). Amulet of the Spirits(Life), Phylactery of Positive Channeling, Ring of Protected Life keeps Channel relevant. Spellguard Bracers for when you need to cast next to someone.

Wield a Longspear just in cast you actually want to take that AoO, and have your Crab pinch & grab medium sized things.

At 11, I was looking at a Channel Pool(life spirit) of 5/day for 8d6, another Channel Pool(witch doctor) 7/day for 5d6, and a Ki Pool of 5. I only had access to 5th level spells because of the Ninja dip, but I effectively had unlimited use of 3rd level and lower spells(and Channeling) from the Tea. Notables include: Resist Energy, Barkskin, Fly, Dispel Magic/Remove Curse(from witch doctor), Haste, Liberating Command, Shield/Shield of Faith.

Blue_Sky wrote:

What kind of build am I looking for:

- Action Economy
- 9th level casting
- looks like I'll be something of a skill monkey, kinda
- non-spontaneous (I'd prefer to stay away from oracles or sorcerers. I don't mind arcanist.)

Action Economy- Buffs, and can nova with a Standard Channel/Spell, Move Action Channel and then go invis/channel a 3rd time

9th level casting- Yes, though at 19
Skill Monkey- 4+int+human (I had 13 int)
Non-Spontaneous- Sort of, prepared caster that can get lower level spells back.

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One possibility would be to make all Cure/etc spells into Scarify. That is, Cure spells only convert lethal damage into non-lethal, and then remove non-lethal from being healed by anything but time.

Healing Nonlethal Damage wrote:
Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

Same thing with Channel Energy, but to give the healing domain cleric a bonus, let it also fully heal 1 lethal damage per die in addition to converting damage to nonlethal.

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Probably be worth it to add in Spiked Armor/Armor Spikes/Rosewood Armor. There is some discussion in these forums on how Armor Spikes work in a grapple, but I am of the school of adding a d6 in damage when your grapple does damage(constrict).

I have a pet class(Life Shaman) that utilizes grab a bit, but its a mauler familiar King Crab. Mostly I use it as an intelligent mount that occasionally grabs goblins.

Bone Fists, Thorn Body, Frostbite are all useful to keep the damage relevant, though you may need Share Spells.

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Damage Reduction Universal Monster Ability wrote:
The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability.
Weapons damage types wrote:
Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon. In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

I think of it like keywords. The Sorcerer has Damage Reduction unless the attack has a specific keyword, lets say Aquatic bloodline at level 20 for DR 10/piercing.

The attack has the keywords for Bludgeoning and Piercing so goes through the DR. Note: it is important that the attack has 'and', if its 'or' the attacker has to specify when they attack which they are using. LordKailas has it backwards.
Now, lets say the Sorcerer also has Stoneskin on. Now the Sorcerer has DR 10/piercing 'and' DR 10/adamantine. The attack must have both keywords to get through both forms of the DR. If the attack only has the piercing keyword, the adamantine applies and you check off some damage from Stoneskin. If the attack only has the adamantine keyword, you apply the piercing DR and do not lose any value from Stoneskin. If the attack has both keywords, deal damage not reduced by DR and do not mark off from Stoneskin.

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Name/theme-wise... sorta... more comic characters than IRL. I've got a Dr. Richard J Ratling(Ratfolk Gunchemist with a Pepperbox), Richard J Gatling was the guy who invented the Gatling gun. I've got a Frank Castle(Punisher, mixed classes focused on intimidate). Erik Lehnsherr (Magneto, Metal Kineticist). T.H.O.R. as a magus with a warhammer. Vastatio, "V" for Vendetta as a Flying Blade Swashbuckler 5/Far Strike Monk 2/Vigilante X, though didn't actually level to the point of taking Vigilante. The plan was to be the alter ego of Torch since I GM-credited him through those scenarios.

Um, a Data type Android Envoy for Starfinder too.

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Bloodrealm wrote:
Firebug wrote:
Burning Disarm, the Paladin is likely to make the save, so drops their weapon.
You can voluntarily fail a save if you want to.
Does the Paladin have Spellcraft to know what spell you cast so they know it is better to voluntarily fail the save?
Bloodrealm wrote:
Firebug wrote:
Illusion some innocents and make them look like goblins(or Infernal Healing on said innocents), Paladin charges and falls.
That only really works if the Wizard is Evil or doesn't mind bumping themself toward Evil because that's how far they've been pushed.

We're talking PvP so presumably morality doesn't matter anymore. In the games I've played where some or all of the characters are evil, PvP is still off the table.

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Burning Disarm, the Paladin is likely to make the save, so drops their weapon.
Illusion some innocents and make them look like goblins(or Infernal Healing on said innocents), Paladin charges and falls.

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Somewhat overlooked, but since your Jin are your implements they still work if you shapeshift into another form. I was considering it for my Kitsune Fox Shape 'fighter', but ended up using a polymorphic pouch and choosing implements that could be pinned to it.

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LordKailas wrote:
The downside to doing the Eldritch Heritage route is that you end up with a companion equal to your character level -5, meaning even with boon companion the companion is a level behind.

Until they take Greater Eldritch Heritage, though that would be at 17. Fleeting Glance (or even Woodland Stride) would be worth the feat for Improved, and Fey Wings with Greater is ok.

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Serisan wrote:

Also maybe possible, but unclear:

Skill Focus: Knowledge Nature
Eldritch Heritage (Sylvan)
Boon Companion

The unclear parts are that Sylvan is a Wildblood variant, so maybe isn't valid with EH, and the level 1 bloodline power is also the bloodline arcana, but it's fully written up as the bloodline power. The arcana tells you to look at the power.

What you are looking for is Exotic Heritage instead of Skill Focus.

An alternative would be to pick up something with a bloodline already, like a level dip into Bloodrager, and trade away the 1st level power for a Familiar. Then pick the Mauler Archetype for your familiar and pick something suitably bear-like. Something like a Red Panda, Racoon, Koala or Weasel.

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No, but you could still dual-wield while having a tower shield and a hand free for a potion/wand/climbing.

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A cheaper alternative (that stacks with) to Elixir of Thundering Voice is the Gravelly Tonic. Only +5, but its an alchemical bonus which are pretty hard to come by. And 1/5th the price.
I am partial to Faerie Fire over Glitterdust. 5' Radius so not quite as large, but longer range, lasts 3x longer from a wand and no save (but doesn't blind). At higher levels, having Glitterdust becomes more useful because things have Spell Resist and Glitterdust is SR:No.

For special occasion items I also like Burning Disarm on a wand since its more effective when they make the save then when they don't.

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Pummeling Style's big draw is Pummeling Charge. Basically 'pounce' except its fluffed as all 1 single attack, ie infinite mass punch. So he would rush from 'off screen', deliver a huge punch with Startling Appearance making them flatfooted to all of his attacks and just throwing dice at it. I kinda want to say he was able to mix in jabbing style as well, but there might have been some errata that made that not work anymore.

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Not sure if it helps, but one of my friends went with a Monk/Vigilante build focusing on Pummeling Style for his 'Flash' character. Can't really tell you the exact details, but it involved fists full of dice by 16.

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I am partial to Underground Chemist/Rake over Thug. But I like alchemy stuffs.

Some advantages of Rake is that you can pretty much guarantee that intimidate works by sacking sneak attack dice, you don't need Enforcer so you won't have the Non-lethal damage problem and aren't restricted in weapons. You can also throw 'bombs' that can sneak attack. And draw any alchemical item as if it were a weapon, so quick draw is a good idea.

You can get the Frightened condition from going with the Skill Unlock on 5 ranks of Intimidate. Its not a guaranteed as Enforcer + Thug however. You can get the Sickened from a weapon enchant, Cruel.
I also like dipping Medium for Champion for the sweet static damage. Nothing like rolling a d4 dagger +10 at low levels.

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Dark Immortal wrote:
I disagree with almost everything said in every post above. I disagree from a rules point, an opinion point, and a sensibilities point.

Too bad the only point that matters is the rules point.

Dark Immortal wrote:
So I have independently been in communication with a venture captain or two, and several PFS GM's and received their feedback. So this issue is closed as far as I am concerned but I will post the results and reasoning for posterity.

Appeal to authority argument, congrats you managed to convince some local PFS GMs to houserule things according to your point of view.

Dark Immortal wrote:
Above a statement was made about having to jump down from above with the feat and that falling back down after making a high jump disqualifies you from jumping down onto someone.

Ok, the relevant text that you dispute is the "jumping down from above" part from Branch Pounce.

Dark Immortal wrote:
Science ...

Irrelevant. The definition of 'Ballistic Trajectory is "A ballistic trajectory is the path of an object that is dropped, thrown, served, launched, or shot but has no active propulsion during its actual flight. Consequently, the trajectory is fully determined by a given initial velocity and the effects of gravity and air resistance." Note, that the ballistic object has no control over its own movement.

Dark Immortal wrote:
Reality ...

Irrelevant. Ok, so now you've established the common English definition of "jump" with many examples, and missed that Branch Pounce specifies "down from above" as a qualifier on "jump".

Dark Immortal wrote:
Rules ...

Good, you've established that Falling is what happens if you fail a Jump. That doesn't mean they are the same thing as there are other situations in which you can fall without jumping and vice versa.

Dark Immortal wrote:
1.) You can high jump from the ground onto a target and activate Branch Jumper just fine but getting enough height to make it work is problematic.

Sure you can, if at the start of the jump you are above the target. It seems you are arguing that both the jumper and the target are on the same plane and that you can pick a target mid-jump. Can you pick a charge target mid-charge? The answer is no you cannot. So you must pick your target at the start of the action. So, now that you are charging you must move directly toward the target. However, jumping into the air to get any significant height is not going to be directly at the target. If jumping 'up' at the target is the goal(because the target is initially above you), well that is certainly not the 'down' that Branch Pounce requires.

Dark Immortal wrote:
2.) You pretty much need Rhino Charge to do this leaping attack. Glide can work but you should expect table variation on 2-3 points of Glide if you do.

Rhino Charge lets you ready action a charge. If you take any action (of any type) after readying an action your readied action trigger fails. Specifically "Then, anytime before your next action" clause of Readying an Action. So, you readied with Rhino Charge, then what? You jumped? That's an action, so Readied Action Failed. So you jump first? You would need some way to stay in the air for Rhino Charge to be useful, and its only useful because it allows you to use the partial charge rules.

Dark Immortal wrote:
3.) ...

Appropriate falling damage, I take the text of Branch Pounce as a reminder for what the damage should be, not locking you into those numbers. Its important to note that Branch Pounce says "and you also deal the amount of falling damage appropriate to your fall to the target". Your fall is reduced to zero by Feather Fall/Glide/etc, the appropriate damage is zero.

Dark Immortal wrote:
4.) ...

I read "appropriate" damage as what is actually rolled in that situation. You said this was the most contentious issue and I agree.

Dark Immortal wrote:
5.) ...

Same, appropriate is what is rolled, otherwise it wouldn't be appropriate.

Dark Immortal wrote:
6.) Glide isn't Feather Fall. At all.

Um, correct? The name isn't important, the important bit is that Feather Fall says "and the subjects take no damage upon landing while the spell is in effect. " and Glide says "You take no damage from falls". This comes down to points 3-5 again, appropriate falling damage.

Dark Immortal wrote:
7.) The jury is out on the charging distance. I got that it was 'rules nebulous', and 'can we go back to Glide, that was easier' ... Some argued that Rhino Charge won't let you charge more than your speed

Ok, so you badgered your GMs enough they quit trying to find a rules solution that satified you. Much like this thread. The move speed limitation on Rhino Charge is there as a reminder that when you can only take a Standard Action to charge, you can only move up to your move speed, not double.

Dark Immortal wrote:
He'll have invested 5 feats, skill ranks, magic items and/or spells and prep time...

So? I can invest similar resources into a number of different things, but that doesn't mean it has to be good when using the resources in a manner that they weren't intended. Just jump on top of something as a move action, then Branch Pounce with Rhino Charge (keyed to something like when an ally says "go get them").

In the way I read your example, I have no idea what 5 feats you are talking about. Spider Climb to an appropriately high spot (presumably just to hang on the ceiling, you could have just jumped on top of a building or to the ceiling), and then Branch Pouncing at the target. So you only need 1 feat(that needs a couple skills) and 1 magic item/spell to perform your example. The target takes 3d6 damage, not 1d6 nonlethal. Stating that the target takes 1d6 nonlethal is a complete misunderstanding of Branch Pounce, Acrobatics and the Falling rules. If the jumper has Feather Fall/etc active the appropriate damage is zero. Otherwise, the appropriate damage is 3d6 for a 30' fall. Reduced by 10' for the jumper only from Branch Pounce. If the jumper makes the DC 15 Acrobatics, the jumper can reduce their final damage by another 10' ending up taking 1d6 lethal damage, and finally since it was a deliberate jump down the 1d6 lethal is converted to non-lethal. Since the example didn't use anything contentious from this thread, there shouldn't be any confusion here.

TLDR: I see 2 points of disagreement. "Jumping down from above" of Branch Pounce, and what is the appropriate damage for falling when other rules elements are in play.

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So, to extend that reasoning, you wouldn't lose out on any Attacks of Opportunity with Combat Reflexes then?
Taking ability damage to your spellcasting stat doesn't reduce your DC or spells you can cast?

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1)Why does the fox need gauntlets? To make the attack "lethal"? A tiny-sized gauntlet is going to do 1d1 damage. A tiny unarmed strike is also going to do 1d1 damage, though nonlethal without improved unarmed strike.
Slotting a Deep Red Sphere Ioun Stone(Normal) into a Wayfinder gets you Improved Unarmed Strike without taking a level dip or a feat. And without the "can a fox wear gauntlets" discussion.
As a bonus, the Amulet of Mighty Fists(Agile) will apply to their unarmed strikes since they aren't using a weapon(gauntlets) as well as to the bite attack. If they aren't planning on using an Agile Amulet of Mighty Fists as a tiny creature, you have bigger problems than gauntlets on a fox.

2) Animals(and animal shaped things) can totally wear barding. Animal Companions and Mounts do it all the time. Of course, it needs to be Barding and not just a random set of full-plate. Just remember that tiny or smaller armor/barding has its AC value halved. Mage Armor is generally the best armor for tiny creatures unless you need some very specific enchants.

Followup) Sure, I think the argument against animal companions using weapons was to limit companions a bit, not a broad ruling.

TWF/Natural Attack) Make sure all the penalties are in place. Two Weapon Fighting is probably going to be a minimum of -2/-2 and all natural attacks are now secondary attacks, meaning -5 to hit and 1/2 strength to damage (barring multiattack).

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Would there be any options available through Shadow Enchantment? Technically doesn't have the Mind Affecting keyword, though it specifies that:

Shadow Enchantment wrote:
Objects, mindless creatures, and creatures immune to mind-affecting effects automatically succeed at their Will saves against this spell.
Saving Throws wrote:

Voluntarily Giving up a Saving Throw

A creature can voluntarily forgo a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this quality.

Does choosing to fail a save override automatically succeeding on the save?

Also, does the shadow line inherit the keywords from the mimicked spell? Its been a while since I've used them.

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willuwontu wrote:
Firebug wrote:
TLDR: DC to high jump 100' is almost impossible
I see your DC, and raise you Wind Leaper and an Akitonian Blade.

Did you miss the 'almost'?

Good finds, but taking the swift is an issue for some of the options discussed above. In addition to requiring another skill to max out and limiting the number of effective rounds to your level.

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Well, you didn't mention High Jump (Monk 5), which is very important for this conversation (level to acrobatics checks and always count as running for jumps). You mention covering twice the distance on jump checks, so I am going to assume that applies to high jumps(or that is actually just a summary of what high jump does).

So, first question, did you make the DC 400 Acrobatics Check? Base DC 4 * height(100') * 0.5 (covering twice distance effect) * 2 (no running start)

If not, start over with a reasonable number. If you do always count as having a running start(and the twice distance is a different effect), that means you have a mere Acrobatics DC of 200.

Presumably you passed the Acrobatics check, so now you are 100' in the air and have no valid targets to charge with your readied action. Since you readied to charge 'at the apex of your charge', your movement speed is 60' and the target is 100' below you and Rhino charge specifies that you can only move up to your speed. So you start falling and miss your readied action trigger. A better readied action trigger would be 'as soon as I fall into range to charge'. This would avoid the trigger happening instantly on the way up since you aren't falling yet. Or just high jump 60'.

Ok, now you used the correct readied action trigger, and are now 60' above your target, its arguable that you are simply falling at this point and not "jumping down" so Branch Pounce would be arguable. I am going to float you the assumption that you can use it. However, I am also siding with avr on if you reduce damage from falling you reduce the damage you deal with Branch Pounce.
So you Branch Pounce from 60' with 1/2 damage from falling. You deal deal 2d6(unarmed, average 7) on a hit plus 6d6/2(branch pounce, average 10.5) and you take 4d6/2(initial 60' fall reduced to 50' from branch pounce reduced to 40' from acrobatics, average 7) damage. If the GM rules that the damage from Branch Pounce is not reduced, then an average of 21 damage gained. If you gain full damage its like comparing a Vital Strike to having Vital Strike with double Vicious. Oh, and you always fall prone with Branch Pounce unless I am missing something that says you don't because you take damage from a fall.

TLDR: DC to high jump 100' is almost impossible, wrong readied action, Rhino Charge of only 60', questionable use of branch pounce since you are falling not jumping down. Result: arguably worse than Vital Strike since you hurt yourself an average of 7 to deal an extra d6(or 4d6) over Vital Strike. And you are prone.

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Kayerloth wrote:
Strictly speaking Firebug is correct.

Ah, my favorite form of 'correct'. 'Technically'.

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Which is important to note with enemies that have ferocity. Any non-lethal will knock them out if they go below 0.

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Also, when healed by a different effect (say cure light wounds, or channel energy), nonlethal is healed at the same time as lethal damage.

So in this example:
Horse has 1 hp of 19 and 0 nonlethal: Effective Health 1
*Someone casts Scarify on the Horse for 14 points of conversion
Horse has 15 hp of 19 and 14 nonlethal: Effective Health 1
*Cleric channels energy to heal for 5
Horse has 19 hp of 19 and 9 nonlethal: Effective Health 10

The only reason Scarify is useful (besides being necromancy and not being a cure spell) is that it allows you to effectively 'double dip' other forms of healing.

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Its important to note that Glide up to 60'. I am not sure how I feel about the diagonals, but I would probably just ignore it if I was GMing. So the way I rule it is that you could decide to glide 0' horizontal and just go 60' down(with no falling damage of course). Or 60' horizontal and 12' down(choosing the most horizontal option). Or 60' horizontal and 60' down. No more than 60' in any direction.
Also Glide is a Dismissable spell, meaning you would have to take a standard action to turn it off and per Dragonfly Flight it lasts until the start of your next turn. So you would not be able to Glide for the full 60', then choose to fall afterwards.

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Shutting down full attacks are pretty powerful, so I would suggest Staggering Critical. It has a save, but on a successful save it just reduces the stagger to a single round.

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It hasn't been that good in practice at least sub level 10 and in PFS. The issue is that it takes 2 saves to "kill" the target and that the poison doesn't roll over between adventures. However a single failed save shuts down a full attack so there is some value in partial success. I mostly focused on utility, using a hooked net(level dip medium) and distracting targets until someone failed enough saves.
Now, in a game where you actually have down time it becomes much more powerful. Just poison an arbitrary number of weapons and you're good to go.

I am interested in the interaction between durable blowgun darts and whether the poison sticks around on recovered darts if you have sticky poison. Being able to poison 2 darts with a single use and recover them for Wis mod attacks each is very useful.

As far as URogue talents go, archetypes grant regular Rogue talents unless URogue is explicitly mentioned. Lasting Poison is both a URogue talent and a regular Rogue talent... and they do different things. Thematically similar things, but mechanically different. Slayer is referring to the regular rogue talent.

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The specific part was discoveries and full BAB.

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Meirril wrote:

What are you guys...

If you use the Violent Thrust option Telekinesis gets a duration of instantaneous. As a standard action you cast the spell, grab your object(s) and hurl them at your single target. You can do this every round till you run out of castings of Telekinesis.

Granted my experience with TK involved a Graveknight Marilith with TK at will, so I forgot that it ends after a single throw.

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Wonderstell wrote:


Gotta be all bonus combat feats, since it would be impossible to actually take the Sticky Poison discovery otherwise.



How did the archetype give you more uses of your racial poison?
The archetype allows you to transform daily uses of your racial poison into the class feature poison, but not the opposite.

You said it already, Sticky Poison.

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DarthEnder wrote:

Round 1: Cast Telekinesis

Round 2: Hurl Sword for one attack(which expends Telekinesis)
Round 3: Recast Telekinesis
Round 4: Use Sustained Force to retrieve sword
Round 5: Go to step 2

Oh well. I was hoping to be able to fight with a floating sword, but I guess not.

I prefer

Round 1: Cast Telekinesis
Round 2: Hurl a rack of 15 (large) swords at a target
Round 3: Hurl the pile of 15 swords at another target
Round 4: ...
Round 5: Profit!

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Trick question.

Touch of Idiocy wrote:
With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.

Touch of Idiocy doesn't actually do ability damage, it applies a penalty. Penalties are not multipled on a critical hit, only damage and ability damage/drain.

Spells and Critical Hits wrote:
A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.

Requires an attack roll, check.

Deals damage or ability damage drain, roll twice. Nope, and nothing for penalties.

If it did do ability damage, then everyone is still wrong. And by that I mean, you would roll 2d6 and increase by 50%, not 1d6 x1.5 x2. You roll extra dice (and apply static bonuses to the dice) before adding them all up for criticals, not roll one set and multiply. In practice though its typically, multiply out the static and then roll the dice.

Now, some spells specify what happens to their conditions/etc if they have different effects on critical hits. For example, Frigid Touch/Stricken Heart's Stagger goes to 1 minute instead of 1 round.

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But you aren't adding the Int bonus to the same attack roll... in fact you aren't adding it to the attack roll at all. However, you are making two separate damage rolls, so there is no stacking issue.
The "as if hit by both" makes it pretty clear its two hits.
Regardless, Eldritch Scoundrel doesn't stack with Underground Chemist as they both modify your 4th level Rogue Talent.

And... its Rogue, not Rouge. Rouge is is a cosmetic.

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No, it will be Int*1. Per the Ability Score Stacking FAQ.

Said FAQ wrote:

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.

All of the INT bonuses in question are untyped, so none of them stack.

Now, if you were using the Opportunist Fighter's Alchemical Admixture (or a Hybridization Funnel) you would add Int*2, because its "as if hit by both" so 2 hits effectively, and 2 separate damage rolls. And they get resistances twice.

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Bear in mind that it is not 1/3rd Kinetic Blast damage but rather 1d6 per 3 dice round down, minimum 1d6 with no static damage modifier. So until you are level 11 it only deals +1d6 points of damage unless you use it with composite blasts.

Yes, you can use a Conductive Amulet of Mighty Fists, but only if the blast you are using is a touch attack (Conductive does not work with vs AC blasts).

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If you are worried about people stealing the ioun stones, you can put them in certain items like the Wayfinder or Ioun uantlet. Alternatively, you can implant them though you'll need to make some checks.

Its worth noting that if you are planning on having a Ring of Protection, grabbing the ioun stone affects all the same forms of AC (touch/flatfooted/etc) so if you have a +2 it is cheaper to drop down to a +1 and get the ioun stone instead. Same thing for Cloak of Resistance +3 (getting the +2 and ioun).

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Nothing wrong, but I like to include aDusty Rose Prism Ioun(normal) and two Pale Green Prism Iouns(cracked), for +1 Attack/Saves/AC at 4-5k each.

As a character relying on Channels, Ring of Protected Life for 9k,would not be amiss.

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My Poison Darter character went with Vishkanya as the race and the Sleep Venom feat. The idea was to get as many uses out of the save or 'die' poison as possible and maintaining near full BAB. Mostly ignored the Blowgun portion of the archetype though.

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Presumably, you mean to use this offensively, and not to be considered undead to be targeted by Disrupt Undead.

Ghoul/Vampirism Corruption Stage 2 makes a living creature count as undead for certain effects.
Undead Subdomain's Death's Kiss probably works.
Those are the easy ones I can find.

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Correction: Merf's familiar is a Protector archetype.

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Merf the 'Merfolk':
Undine(Water Sense/Amphibious/Hydrated Vitality)
Fighter(Eldritch Guardian/Mutation Warrior) 1 / Unchained Monk 1 / Fighter +6(currently)
Squirrel Familiar(Valet, though technically doesn't need it yet, some Teamwork Feats are not Combat Feats), Paired Opportunist, Combat Reflexes, Intrepid Rescuer, Evolved Familiar(Reach:Bite), Monkey Style, Piranha Strike Weapon Finesse, Monk Weapon Training, Wings from Mutation Warrior 7
Hat of Disguise to look like a 'Merfolk' (technically a Triton, since it has to be an outsider, unless you take Mostly Human)
Basic shtick is to enter Monkey Style as a swift, flop over to an enemy(move action walk), free action fall prone, punch with unarmed strike.
Familiar does the same thing, possibly needing a double move since its speed is only 20'. But importantly it also does fall prone.
If either of us is attacked by the enemy in melee, it triggers Intrepid Rescuer and Paired Opportunist so we both retaliate.
Agile Amulets of Mighty Fists and Piranha Strike for damage.

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Inquisitor of Irori? Inquisitor gets you Bane against anything you identify, and Deific Obedience for Irori is +4 sacred/profane bonus to all knowledge checks. Take the Knowledge(all knowledges as class skills) or Memory subdomain for more identification things.
I feel like the Inquisitor would make a good Indiana Jones type.
Alternatively, the Occultist would be a good fit as well, though it doesn't get all knowledges as class skills.

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The target for Continual Flame is "Object Touched", so perhaps if you were dead at the time of casting?

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