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Foppin's page
6 posts. Organized Play character for Tamec.
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So on the race to Gallowspire my group is a super stealthy undead killing machine. The party has a monk (unchained), a rogue (cohort of the monk), a master chymist alchemist, a swashbuckler (cohort of the alchemist), a shadowdancer, a cleric of Mormekar (for our home game we use the Book of the Righteous by Green Ronin think of it like Pharasma), and a wizard.
The lowest stealth in the party is the cleric at +20 due to a ring of invisibility so we stealth into town. Taking back alleys we encounter the spectral party (and avoid it as we are focused on Gallowspire) the pike men who spotted us and started keening, which drew the attention of a group of animate dreams. We fought the dreams and they ended up killing the wizard.
The cleric, casts breath of life but it's not working as the wizard was the target of all the dream's casting phantasmal killer. So he beseeches Mormekar for Divine Intervention, the GM says roll percentile and if you roll under 15% Mormekar will intercede, the cleric rolls 10%, so Mormekar shows up allows the Breath of Life to work and destroys the rest of the remaining dreams.
After this the cleric casts Hide from Undead and we continue on and stealth the rest of the way to the tower where we face the dragon. This is supposed to be the last fight of the night but... The dragon is Wing Clipped by the swashbuckler, beat on and eventually decides to Dimension Door to the top of the tower to tell the boss the Good Guys are here. Allowing him to drink the Carrion Crown and be prepared for us to arrive as we make our way through the tower.
After the dragon in initiative is the monk. He Abundant Steps next to the dragon sees the boss, in human form, standing next to the edge of the tower and gets an idea. He then Stunning Fist punches the dragon, and stuns it. The boss also rolled a 1 on his perception so he's oblivious to the situation. The next round monk does a flying kick over to the boss, and rolls a 1. Next round the dragon does double move but can't charge. The monk has a higher initiative then the boss so he goes first and does a Knock Back kick on the boss. He hit, and beats the CMD of the boss sending him 50 feet off the top of the tower....then there's the 400 foot drop to the foot of the tower. While he's sailing back the monk then finishes off the dragon.
Downstairs the rest are about to enter the tower when there is a splat nearby and the monk apparates next to us.
Now before anyone starts talking about Dimension Doors and the Witchgate teleport lock down our GM already worked this out as it was written into the module that the dragon has Dimension Door so if the dragon can use it so can we. I'm just posting here because it was an epic ending.
If you cast awaken on two of the same creature and they have babies are the babies awakend too....Seems to be the case for when you cast it on trees (treants). Just curious.
I have no designs to become Willard, nope, no plans at all...whatsoever...period...
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I love it. Sure it takes an extra click to get to the forums but it looks good.
Heya all
I really don't have time to read books. When I do I'm usually reading the latest shipment from Paizo (or other non-paizo gaming books.) What I do have time for is hours of listening to audiobooks while I drive. So with the release of a bunch of pathfinder tales into audiobook form will we be able to get the book boons by listening to them? How would we do this? I'm guessing show a gm my phone with the finished banner like I would show a gm a book I own.
Tamec
PS....almost my entire first page on my audible wishlist is now pathfinder tales.
I was running an adventure at a convention recently and was told by a player, playing a gunslinger, that he only needed to load one adamantine bullet to bypass the robot's DR or hardness because of Clustered Shot.
Is this true?
Disappearing Act wrote: Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. I'm wondering if it is within 30' of the bard or within 30's of the ally. I'm leaning to within 30' of the bard but have heard the argument the other way.
1 person marked this as FAQ candidate.
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Heya all
Here's Paladin's Sacrifice. If the target of the spell is being attacked by a creature that does multiple attacks and is going to do a full out attack on her does the spell just stop the first attack or does it protect for the full attack action? Let's say, for example, that the paladin's boss is facing down a really high level demon while the party is trying to activate a megaweapon to destroy the army of demons. The boss is scripted to take 120 points of damage, dropping her to -115, in round 6 is the weapon is not activated. This damage comes from the demon in question, a Shemhazian, doing a full attack action (with power attack). It never got to that point, but I'm curious if I could saved the boss if it had gotten to that point.
Heya all
I have a player in my home game that is a druid who is a summoning focused druid. My question is how do you sort out if the player has the feats Moonlight Summons, Starlight Summons, Sunlight Summons, and Summon Good Monster. I'm thinking that with the "light" summons you pick one and it can be combined with summon good monster. My player picked up starlight last time he got a feat and is wanting more and I'd like the info before I have to deal with this combination.
Thanks all

Heya all,
I'm wondering if the reach evolution could be taken multiple times for the same attack (say giving the eidolon a 15' slam), a PFS GM told me that was wrong and before I play this character in a game tomorrow I would like the correct information.
From what I've found
Reach wrote: Reach (Ex): One of an eidolon’s attacks is capable of striking at foes at a distance. Pick one attack. The eidolon’s reach with that attack increases by 5 feet It doesn't say only pick this power once per attack like "Improved Damage."
Improved Damage wrote: Improved Damage (Ex): One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack. However, Improved Damage does say it can be taken more then once.
I'm actually trying to complete a theme for my PFS Characters I have a Fire Sorcerer (human torch), Invisibility Wizard (Invisible woman), an Oread monk (the Thing), and this was my attempt at a Mr. Fantastic.
Thanks in advance for the help.
Heya all
If a trap unleashes a monster is it an auto-fail? Twice now I've had a GM (the same one) force a fight on the party because he would force the party to trip traps even though both times I was actively detecting traps. Both games I rolled in the 30s for perception. Now, afterwards, when I went to prep the adventure, I found out that they were traps and had a perception and disable DC which I beat (well I beat the perception and wasn't even allowed the disable.)
Personally, I think that if a trap and a perception DC and a Disable DC it should allow the players to 1 see it, 2 disable it, and 3 to bypass the fight. I mean that's what a rogue does.
As it is I'm going to avoid that GM like the plague.
Heya all,
I've been going over the boards and saw one post where it was stated that you can't take a sub-school for thassilonion specialist. For example you can be a regular invoker (wrath - evocation) or necromancer (gluttony - necromancy) but you cannot pick the sub schools of admixture (evocation) or uncead (necro). From what I've read in the book it doesn't specifically spell out disallowing the specialty schools but I would like to know for sure before I make a character.
Thanks
I'm just wondering where a lass named Siobhan or a lad named Searlas would hail from in Golarion.
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Heya all
After receiving a boon that unlocked Thassilonion Specialist I decided to embrace the dark side and make a Runelord of Gluttony (Undead school specialist to be exact). For flavor, I thought about making a bloatmage. It fits don't you think? I'm wondering if it is worth it. Also, does Bloatmage Initiate and Varisian Tattoo (I do have a lot of "canvas to work with") stack?
Do I have to assign a cert for something I run to a character of the level that could play, or can I assign it to a character that cannot benefit from it for a level or two.
For example I have a level 5 Taldan wizard and a level 2 silver crusade paladin. Can I assign the cert for the Wardstone Patrol (levels 3-7) or the module for Fangwood Keep (3-5) to the paladin (and wait to apply it when she hits 3) or do I have to assign it to the wizard because he is a level appropriate as I would if I was playing?
If I have to wait for the paladin to hit 3 first before assigning the cert so it doesn't go to waste on a character that could not benefit from the boon (or whatever) I will have to rearrange my gm schedule to gm it at the correct time.
Heya all
For standard magic weapons (+1 flaming greataxe) can be purchased for either a halfling or a half-orc. What I would like to know is can I get something special on a chronicle like Gamin the Misforged for my halfling or do I have to wield a medium-sized longsword (since it was the property of a human in the module). Personally I wouldn't mind wielding the medium-sized one I just want to make sure I have all my penalties correct.

Heya all,
First off, I'm not asking if it is allowed, I know it isn't allowed.
What I'm asking is for a rules change to allow GMs to work with what he has in the module. Being able to add additional minions in a fight so the "odds" are even. This is mainly for older scenarios (seasons 0 - 3) because seasons 4 and 5 are better at being balanced.
Okay, let me give you an example. In Seasons 0 - 3 you have 6-7 pathfinders steam rolling a dungeon. They get to the end fight and it is a little anticlimactic because you have 7 optimized level 5 characters and they face...three level 3 thugs and a level 4 (not-optimized) caster, unless they play up (and they should be) and they are facing four level 3 thugs and a level 6 (not-optimized) caster.
Neither the down or the up are CR appropriate for the team of adventurers (who if they were an encounter would be CR 10). What I would like to do is add another 2-3 (depending on the party size) thugs so the party feels somewhat challenged, and I fully expect the cleric 1(growth domain)/ranger 1(for lead blades wand)/titan mauler barbarian 3 to walk over and one shot the caster no matter what. I'm not saying add 2 or 3 times the party size in thugs to kill the party (I know some GMs who would do this) just a few more meat shields for the caster.
Personally, some of the best adventures are those where there is an element of danger. There are plenty of times I've been taken to the negatives (or taken someone into the negatives) but I (they) survived because the party was victorious. Those are some of the best adventures. Sometimes, I don't survive and that's okay too because that is how the story unfolds. My mage ran up to a barbarian and cast burning hands and the barbarian turned around and critted me with a great axe....I think I was at -20. I still do not like burning hands to this day but I had fun and my brother (the gm) still tells that story of splitting my (very first DnD) character in half.
That's just my opinion, I could be wrong
Heya all,
I've been running Second Darkness this year and my group just finished Armageddon Echo. While I'm prepping for Endless Night (which I've known about this whole time) turning the party into drow to allow them to function underground is not a problem. I just realized that while it is explained why they might have surface gear, I have a slightly different problem. One party member is a druid with a ranger as a cohort. Neither of them have subterranean animal companions.
Anyone have any suggestions on what I can "turn a tiger and a snake" into so they would be functional in total darkness.
Best I can think of is having a dead giant praying mantis (for the tiger) and a dead giant spider (for the snake) on hand for the recorporeal incarnation.
This came up in my last session where I made a halfling barbarian. Everyone was saying that I had to spend points to become literate. I'm glad that I couldn't find that rule in pathfinder, because I personally always thought it was a dumb mechanic.
Thank you Paizo for doing away with barbarian illiteracy
In the races section weapon familiarity states
"Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon."
But I noticed a definate lack of halfling weapons in the weapons section will there be some added or will that be in the campaign sourcebook?

Party
Captain Phen (aventi druid/Legendary Captain)
Sinbad (human cleric/rogue)
Bruce (warlock/enlightened soul)
Oil (vow of poverty warforge monk...think C-3PO)
The party got to the tar pits and started collecting the tar we need to repair the wyvern. Bruce was on point since he has wings and can fly. The enlightened soul is a celestial warlock so they get angel wings. Anyway Bruce saw a party of Phanatons come out to the tar and start collecting their own tar. Sinbad went over to them and befriended them. Shortly after he got back bruce spotted Temauhti-tecuani (herafter referred as TT), the one armed one eyed Trex, charging the phanatons. The party, except Oil (his player wasn't here at this point), charged over to attempt to rescue the Phanatons. Sinbad ran up and said "Get to the woods." At which point, TT decided to bite the largest target. It was a critical bite which took Sinbad from full hp (63hp) to -10. Luckily for him we are using beta so he's got a con of 14, hence dies at -14. Bruce was blasting him the whole time and leading him away from Sinbad. First thing that Sinbad said when he wok e up was "that thing's going to die." but at this point we'd done enough damage to it (bruce blasting and Phen summoning fire elementals to chase it) that TT ran.
We went back to our tar gatherers and told them we were heading off on a Dino hunt. The Phanatons wanted to go on the hunt too so they came and Oil followed us (his player showed up) whining the whole time that we didn't need to kill it (nothing like a pacifist in the party). We track him back to his "lair" and when he lays down (he just ate another dino on the way back). Sinbad waits for him to fall asleep then sneaks up and sovereign glues TT's butt and leg to the rock he was sleeping on, then he moves around to the head and coup de graces TT by shoving his rapier through TT's remaining eye, TT misses the fort save to not get killed by 2. Yes he wasted the sovereign glue but he figured TT would still be alive and chasing after him blindly.
Needless to say, the Phanatons now view Sinbad as a Legend Killer, because it was night then Sinbad pulls out an everburning torch and is standing over a dead TT with his rapier sticking out his eye. (and it's sticking out all the way back to the boat only when we leave the head on the boat.
This came up in the game last night should jumping be different for larger creatures. Last night Temauhti-tecuani (one eyed one armed trex from savage tide AP) was trying to jump up and bite the flying warlock blasting him. It seems that a 15' tall creature should be able to jump up easier then a 5' tall humanoid. The DM decided that for the check a creature's size is equivalant. A Human trying to make a 5' high jump is the same as a huge dinosaur trying to make a 15' high jump. Needless to say TT couldn't jump up high (DC was 40) enough to bite the warlock.
Here's a few feats I thought of as I was playing my druid.
Improved Flight: Prerequisite - Fly (5 ranks); Benifit - your flying maneuverability increases one step (clumsy to poor, poor to average, average to good, good to perfect) granting the increase in your flying skill.
Improved Wildshape: Prerequiste - Ability to Wildshape; Benifit - You can wildshape as a move action; Normal - You can wildshape as a standard action
Quicken Wildshape: Prerequiste - Ability to Wildshape, Improved Wildshape; Benifit - You can wildshape as a free action; Normal - You can wildshape as a standard action
Now the improved flight can also work for sorcerers and wizards (or anyone who has fly skill.
This came up in the game last night. We could have used a bag of holding, the mage who's bonded item is a ring said something like, "hmmm I can turn my ring into a container of holding"
No this seems really broken. Isn't the intent that an item is enchanted into a similar style item (rings for rings, rods for rods, etc)? I mean we had a good laugh at trying to shove a sword into his ring, but seriously.
I'm just curious since not every gaming group does it the same way.
When I run a game the players take the loot figure out how much they can get for the items (usually 50% but sometimes more) then if someone wants an item they buy the item from the treasure at the 50% price.
For Example: The party defeats 8 bandits wielding masterwork longswords. They can get 157 gp per sword. The fighter wants a masterwork longsword so he puts 157 gp into the "treasure fund" and the other swords are sold for 1099 gold. The party then slits up the 1256 gp (1099 + 157). After this the fighter then sells his old sword for 7 gold which he keeps for himself.
Everything gets sold, everyone gets the gold they need for their own gear or a piece of the treasure. The only way someone gets screwed is if you have a player who pockets a gem. My brother also uses this system in his games.
I'm just wondering if anyone has any ideas of how to make aquatic races for pathfinder. I'm not asking for them to be worked on by paizo since there is already so much on the plate. Heck it took wizards 2 years to release a book on aquatic races (stormwrack).
Reason I'm wondering is I have an aventi druid in a savage tide campaign and we are switching to pathfinder.
In dragon disciple the perception is (Int) but it's Wis in beta is this correct?
My group is currently in need of more players. We run on Sundays from 2 - whenever (usually about 8). I am currently running rise of the runelords, and we are using the pathfinder beta.
Heya all,
Three players and DM looking for some more players in the Sanford area. My brother and I have been switching off DM duties every other adventure. Currently he's running the Savage Tide adventure path and I'm running Rise of the Runelords.
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