Ancient Lunar Dragon

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Organized Play Member. 1,897 posts (1,900 including aliases). No reviews. 1 list. 1 wishlist. 1 Organized Play character. 1 alias.

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Lantern Lodge


My friends and I have been doing some PFS within our own group for pathfinder 1e (intermixed with some homebrew adventures, so far emphasizing social encounters). The group lacks a full progression spell caster, and a party face, and I have the opportunity to play here soon (we got another GM trained up now). While we don't *have* to have a full progression spell caster, It's been a long while, so I'm wanting to go that route (specifically). I've wanted to play a Kitsune for awhile now too.

I got a laundry list of things I want:

A lot of skills (especially the social skills)
Full fledge spell caster
Wanting to take advantage of Kitune's enchantment specialization

So far, I'm taking a dip into Kitsune Trickerster (I think I can go unchained rogue as well with that, correct me if I'm wrong). That ADDs my intellect to my charisma/wisdom for social stats, which I think is amazing. I'm also picking up the
realistic likeness feat at level 1.

After that, A crossblooded Fey/Sage sorceror would work (getting INT for spells, and a +2 to compulsion spells), but I also kinda wanna aim for the Enchanting Courtesan Archetype (+6 skills per level, plus some other interesting things). That'd put me 2 levels behind in spellcasting, with a sorceror's progression (so 3 levels behind what a wizard would have).

Going wizard instead of sorceror would be awesome, but the +2 to compulsion spell DC is really, really hard to give up. Anyone have any suggestions there?

Also, beyond the feat at level 1, and potentially skill focus: enchantment to qualify for the prestiege, I don't really know what to go for. Any advice on those + traits?

Thanks in advance!

Lantern Lodge


If I had a shield which has been enchanted as a +1 Impact Weapon (in addition to whatever armor side enchants it has), and I do a bull rush via the shield slam feat, what is my bonus to the maneuver from the shield?

The Combat Maneuver FAQ ( -and-Weapon-Special-Features) implies that I'd get a +1 from using the weapon (shield bash) if it was just a +1 weapon without Impact. The wording of impact makes it clear that I'd at least get a +1 bonus:

Impact Weapon wrote:

In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon’s enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.[\quote]

Do I get a +1 bonus or a +2 bonus? Thanks!

Lantern Lodge

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Hey, long time no see!

I'm trying to get a rogue build that uses frostbite as it's main go to for damage. Naturally, Major Magic comes to mind, but it's either 2 castings a day (not enough) or 1 for every 2 levels (also not enough). I'm really hoping to get 4+ castings a day at level 3.

Dipping and then using pearls of power would be alright, but I really want the caster level to scale. I really want to stick with rogue or a high sneak attack dice class (slayer could be acceptable).

Any thoughts on how to accomplish this?

Bonus points if it is an SLA, the DM is letting people take monster feats if applicable, and reach SLA looks really tempting.

Lantern Lodge

If I have pushing assault and shield slam, would I get to add the 5ft of pushing to the bull rush of shield slam? Or would it be one or the other?

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I've created a massive, 360ft / 120ft / 120ft warship. The actual model is 3 ft long. In it, I placed underwater ballistic on the decks that would be under the water line of the vessels. The question is: if they open the gun port door, what spell would be triggered to prevent water from rushing in that would also allow bolts to fire out?

I'm drawing a blank on what spell could do that.

Lantern Lodge

Put simply, do I have to maintain my grapple as my first action on the round after I initiated the grapple?

For instance, may I:
1. Grab a weapon from a handy haversack as a move action, and then standard action maintain (using the weapon to deal damage)?

2. Grab some rope as a move action, then standard action maintain?

3. Cast Truestrike as a standard action, then move action maintain (with Greater Grapple, and the normal checks for concentration)?

Lantern Lodge

Suppose, in a last ditch effort, I throw myself from a 200ft cliff down onto an enemy that was threatening to destroy the McGuffin that would save the world. Assume that I made whatever roll was required to hit the target

How much damage would I deal?

1. 20d6, the same amount of damage I would take?

2. Do I count as a falling object, and deal 3d6 (doubled to 6d6 for falling more than 150 feet)? If so, wouldn't I then only take up to 6d6 damage

Falling Objects wrote:
Note that a falling object takes the same amount of damage as it deals.

3. Is this an invalid act of honor, the attack automatically fails, and I plummet to my death as the planet becomes doomed to darkness?

Finally: What would happen if I were wearing Boots of the Cat, which makes it as if the GM automatically rolled 1's on the damage for the damage that I take?

Lantern Lodge

Planning a rather jumpy character, and I noticed that the following abilities and items could theoretically stack fully. Namely:

Ninja, High Jumper wrote:
When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC.
Akitonian Blade wrote:
When holding the blade, the wielder triples the result of any Acrobatics checks to determine how far she can jump.
Rod of Balance wrote:
additionally, the wielder covers double the normal distance for a jump when making an Acrobatics check.

As you can see, the multipliers affect different parts of the calculation. Normally, a high jump would have the following calculation:

Feet jumped vertically = acrobatics check / 4

With the three listed abilities, I would argue that it becomes:

(1/2 feet jumped vertically) = (acrobatics check * 3) / (4 / 2)

(which turns into an awesome [distance = check * 3])

Any thoughts on why I could be wrong? Or do you think I have it right?

Lantern Lodge

Ninja, High Jumper wrote:
High Jumper (Ex): When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent.
Ninja, Ki Pool wrote:
At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

Do these stack to make high jumps for level 10 ninjas only dc1 per foot (dc10 to jump 10 feet)?

Three ways I can see this going:
A. Not at all, for a total of 1/2 dc (dc20 for 10 feet).
B. Fully, for a total of 1/4 dc (dc10 for 10 feet).
C. Follows the multiply rule (see quote below) in some weird way, with differences in calculation probably dependent on GM's.

Multiplying wrote:
Multiplying: When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.

Planning a character named "leaf".

Lantern Lodge

Sneak Attack:
Sneak Attack wrote:

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

I'm planning a character focused around bull rushing, and I want to solidify some of the rules before I play it. From what I understand, combat maneuvers are considered attacks (hence true strike works with them). Assume each of following is against a target who is flat footed. Which of the following are true?

A. If I bull rush a target and have an ability that deals damage whenever I bull rush someone (IE Siegebreaker fighter's level 1 ability), do I get extra damage from sneak attack?
B. If I bull rush someone, and have to qualify for the damage (such as from Raging Throw or Merciless Rush), and it successfully deals damage, do I get sneak attack from that?
C. If I shield slam someone, they take damage from the shield (which gets sneak attack). If I also successfully deal damage with the bull rush (such as from Siegebreaker fighter), does that get sneak attack damage as well, even though there was only 1 attack roll made?

In essence, is the rule of thumb as follows: "You get 1 sneak attack roll for every attack roll that deals damage", not including the exemption FAQ regarding spells such as scorching ray?

Lantern Lodge

Raging Throw:
While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your combat maneuver check to the bull rush. Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier.

Merciless Rush:
When you bull rush a creature and your check exceeds the target's CMD by 5 or more, you deal damage equal to your Strength modifier to that target.

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.

Raging Throw and Merciless Rush both include strength damage as an "untyped" bonus to damage. However, neither of these abilities use a damage roll (no rolling is done). Also, they occur in two distinct situations. Do I deal 2x strength damage when I exceed a target's CMD by 5 or more -and- knock them into a wall?

EDIT: fixed broken/wrong tags

Lantern Lodge

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Shield Slam:
Shield Slam wrote:
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

On first glance, the feat looks amazing. A -free- bull rush attempt with every attack! But then you realize: Combat Maneuvers are hard to land. And then you also realize: You use the original attack roll instead of a combat maneuver roll.

This sucks. At level 10, average monster AC is around 24 (as per the bestiary). Players have looked at the average CMD and found it to be at around 32. Hitting with an offhand attack is pretty good, but planning on using the same attack roll to score 8 points higher is really asking a lot.

The odds of Shield Slam succeeding is akin to threatening a critical hit.

Lantern Lodge

I'm building a new character for PFS, a dwarven Foehammer. I'm going to be going weapon and shield, particularly for the shield bashes/bull rush/trip combo. I want to get Raging Throw, but it requires the rage class feature.

What options do I have available?

What I've found thus far:
1. A dip into a class with the class feature.
2. Raging Blood, and either Eldritch Heritage (high charisma requirement for a dwarf) or a dip (which I'd rather dip into barbarian if I had to dip)

Is there any other way to get the class feature for the purposes of meeting those feats (and having the ability to rage)? Variant multiclassing is not legal in PFS.

Or is there any way besides eldritch heritage to gain a sorcerer bloodline, even if I'm treated as a level 0 sorcerer?

Lantern Lodge

Everyone knows Starcraft right? I'm wanting to make a character thats a zergling.

The question I have is whats the best way to achieve this? The best idea I have thus far is a draconic bloodrager, with a feature traded out for lesser fiend totem. But I don't end up with tentacles/extra arms with claws or potentially talons/rake. Any thoughts on a better approach?

Natural Attacks a zergling has:
2 Claws
2 Talons/Rake(?)
Tentacles/2 more claws
Wing Attacks(?)

Lantern Lodge

Dragon disciple has a few "ability" wordings that confuse me when combined with the Primal archetype of the bloodrager.

Primal wrote:
Primal Choices: At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements.
Dragon Disciple Abilities in Question wrote:

Breath Weapon (Su): At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description.

Wings (Su): At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.

What happens if I trade my breath weapon or wings away for 2 rage powers?

A. I can't.
B. I can, but I don't get them when I take levels in dragon disciple. (RAI I think)
C. I can, and I still get them as I take levels in dragon disciple. (RAW?)

Thanks in advance!

Lantern Lodge


I'm currently in PFS with a character who uses intimidate a lot. He took Bruising Intellect, and so he uses intelligence instead of charisma for intimidate checks. I want to get him a masterwork item, but I'm not sure what would fit best for such an item. The only things I can think of would be a set a tatoos (to make him look scary) or a fancy pair of glasses (to make him look smart, cause bruising intellect).

Do you guys have any good ideas for a masterwork item that could reasonably apply to intimidate checks that are based off of intelligence?

Lantern Lodge

So... My fellow players and I are in a pickle: we've come across a challenge that is very difficult, and was meant to be impossible. The spoiler has why, but it's not important.

A player has been cheating consistently, and so the DM wanted to give us a challenge. That, and we've beaten every encounter that was supposed to be hard rather easily (albeit one character was pulling more weight than he should have).

We are level 4, we have a poison based barbarian (eldritch heritage: serptine, animal fury, a dip into monk for grapple stuff), a shuriken based ninja, a hammer and shield warpriest, a now expired cleave fighter (though he'll probably come back with another fighter), and a pseudo-dragon friend.

We're up against 7 level 3 goblins in one room, who when they detect us run to get 2 level 10 (not a typo) hobgoblin guards, and when possible, will involve another level 10 hobgoblin and 2 more goblins. The DM plays them smart too. I don't want to renegotiate the difficulty of the encounter, I want the XP :). The best we can do for positioning is a room with two 5 foot entrances, or a small hallway with 3 entrances. We ran away before, but we're coming back. We've got two weeks to plan this out.

We do have some things going for us: We can milk characters for poison, and could spend a week or so doing such. We also have 5 doses of dragon's bile for poison, which is sure to kill any of the smaller goblins. We've got two bear traps, along with the usual adventuring gear. The place we're attacking is a broken down keep, and the goblins are ordered to not go out for any reason other than killing people.

Aside from leaving and coming back when we're a decent level (there's a somewhat limited time-line here), any ideas on how to "beat" this encounter? Diplomacy *probably* won't work, seeing as we need to kill the goblins for the quest to be complete.

As a side note: Please don't blame the DM for anything, he's new, I've been helping him on request. We could change the encounter, but I personally don't want to do that cause hard stuff is fun.

Lantern Lodge

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Happy April Fools day!

(Saw this on reddit, thought I'd share it :P)

Lantern Lodge

Alright, quick question: could a wizard cast chill touch, and the on the following round use cleave to deliver multiple charges in a single turn?

Lantern Lodge

So, my PC's are coming up to a fortress in an upcoming session, with the Lord being filthy rich and powerful (comparatively to a regular Lord). In preparing his fortress in one of the most dangerous parts of the land, the Lord has provided specific training for his well paid guardsmen, and spends a large amount of gold paying them.

As such, I want to theory craft -The best- siege team leaders for this fortress. As an aside, the normal threat to the keep is invasion, not a group of PC's. There's trebutchets, catapults, ballista, and cannons.

I would like to have siege crew leaders be 5th level. Any class (or combination there of) is fair game, along with retraining. For quick reference, the calculations for attack are:

Direct Fire: normal attack roll (BaB + dexterity + misc. modifiers)
Indirect Fire: Bab + (intelligence mod or knowledge: engineering)

Anyone have any thoughts? Siege mage looks good, but the lack of BaB is a big turn off.

Lantern Lodge

Hey Guys!

My latest group had a recent death, and the player wants to fit the theme of the rest of the party (Eastern, consisting of Kensai Magus, Zen Archer, and Ninja). She would also like to fill the role of a divine caster. I've been looking around and haven't found anything that screams "Eastern" for a divine caster. Anyone know of a class/archetype that could fit the theme better than a cleric that worships an eastern Deity (she would like the class' abilities to be somewhat fit the east, not just her fluff, hopefully even have stealth too, though there's a trait for that)?

As a heads up, she's looking for something along the lines of inquisitor/oracle/paladin/cleric, but not druid/ranger (even though they are divine casters).

Lantern Lodge

If you choose Weapon Specialization: Grapple, what happens?

Do I get a +2 bonus to damage when I maintain a grapple, regardless of weapon? Can I have weapon specialization: grapple, and weapon specialization: dagger, and get a +4 bonus to damage when damaging an opponent with a grapple maintain?

Lantern Lodge

Hey Guys!

I'm going to be playing a grapple and spell focused rage prophet, and there's a couple of questions I had about some of the Oracle revelations I can take.

First, I want to take the Weapon Mastery revelation for Grapple. The requirement, however, is that I am proficient with the weapon I choose. So, can I even take this for grapple? Am I considered proficient with "grapple"?

Secondly, If I can take the Weapon Mastery revelation, what would improved critical: Grapple do? Nothing?

Thanks guys!

Lantern Lodge

So, starting a new campaign, and thought it'd be cool to explore a brand new world with one caveat: going there means losing your memories beyond the last 5 minutes.

I want to have the players experience those 5 minutes, but to avoid ruining details about the plot that they will discover via "remembering", I can't share with them anything other than thier immediate surroundings.

Particularly, I'm worried about railroading players into a situation, especially at the start of a campaign. I don't want my players to expect being guided by the hand to what they should do next.

So how do I help my players take an active role in a situation that can only have one outcome for the campaign to progress? Or should I just botch the 5 minutes of memory idea and just have them wake up with no memories in their first encounter as commoners?

Lantern Lodge

Thunderstomp in it's description says "You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to trip a creature." Now, perhaps I'm looking into this too much, but would you be able to use your weapon modifiers for the attempt since your weapon is being used in the process?

Lantern Lodge

I'm considering making a master of splash weapons. Horribly expensive, I know, but with 2 levels of underground chemist and quick draw I'd be able to full attack with splash weapons.

The next problem is dealing enough damage to overcome resistances and what not. Deadly Strike doesn't work with touch attacks, so that's out. Having a high intelligence won't be enough either. So, do these work with splash weapons?

Weapon Master wrote:

Devoted to the perfection of a single weapon, the weapon master's meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill. The weapon master must select a single type of weapon (such as longsword or shortbow). All of his abilities apply to that weapon type.

Weapon Training (Ex): At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.
Two-weapon Master wrote:
Twin Blades (Ex): At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.

The same question applies to weapon specialization and arcane strike. Does the +damage affect the splash damage too, just like how the intelligence modifier does?

Finally, when selecting weapon focus, does it need to be "weapon focus: alchemists fire" or can it be "weapon focus: splash weapon"?

Lantern Lodge

So, a player is standing above the head of a very powerful guard. Combat is already ensued, but the player is undetected. He decides he wants to drop a bunch of objects on the head of the bad guy. He currently holding a bunch of various one-handed weapons (which, per the rules, count as object size small). How many can he drop in a single round?

A. Only has many as a full attack, since he is making ranged touch attacks.
B. As many as he has free actions, since dropping an item is a free action.

Bonus question:
If he dumped out his bag of holding, is there a limit then?

Lantern Lodge

So, I've been looking at creating an indoor drydock, and as such, I've been trying to figure out how big the various ships are. I'm perplexed especially by the Warship, found in ultimate combat. How big are it's sails? Do the sails hang over the edge, or go straight up?

So, if anyone knows the answers to that, that'd be awesome so I know how wide and tall my indoor drydock should be.

However, something about the warship is perplexing. Consider the following numbers:

Warship: 20x100, 2 decks, 1 mast, 160 squares of sails.
Sailing Ship: 20x75, 2 decks, 2 masts, 30 squares of sails.
Longship: 15x75, 1 deck, 1 mast, 10 squares of sails.
Keelboat: 20x50, 1 deck, 1 mast, 20 squares of sails.
Galley: 20x130, 3 decks, 3 masts, 60 squares of sails.

Doesn't it seem ridiculous that the warship has 8 times more sails per mast than any other ship?

Lantern Lodge

In one of my old DnD 3.0 games, I (as a player) created a castle that floated and sank everything by using the stronghold builder's guidebook. I'm updating it for use in pathfinder game, though there's some features I want to properly convert, and some new features I want to add, all with as little homebrewing as possible. A little info: the original costed 100 million gold to produce in 3.0, this one looks like it'll be twice that. It will be the size of a modern Queen Elizabeth Aircraft Carrier, built with technologies found in a medival to steampunk transitional era. The majority of the vessel's manpower comes form contructs.

First, this fortress has anti-submarine measures in the form of ballistea, or rather huge size underwater crossbows. Problem is, I can't think of any spells, magical effects, substances, etc... to create an opening in the wall of a ship that keeps water out, air in, and allows projectiles through. Any thoughts?

Second, in the original, Juggernaunt constructs were placed at the tops of each tower with readied actions to cast force wall to block incoming projectiles. I can't seem to find any creatures with at-will forcewall. Besides scrolls and staves, are there any good ways to have a large supply of a single spell available?

Thanks guys!

Lantern Lodge

Anyone familiar with Final Fantasy Tactics would be familiar with the Lancer. He jumps to attack, jumps like crazy, is a little slow, but deals a lot of damage in a single blow. Also uses a polearm.

So I've looked around, and there's not much in the way of accomplishing larges amounts of damage with a jump like in dnd 3.5. Anyone have any ideas?

Lantern Lodge

If I had pounce and Pommeling Charge, would I get the pommeling charge -and- pounce attacks on a charge?

Lantern Lodge

So, there's quite a bit of misunderstanding when it comes to siege engines.

The part I'm currently having issues with is how to represent them in a drawing of a castle.

So, first of all, a Ballista (large) takes up "a space 5 feet across", a light catapult (large) "takes up a space 10 feet across", and a heavy catapult (gargantuan) "takes up a space 15 feet across". For the light catapult, does that mean 5x10 feet? and for the heavy catapult, 5x15? Or are they squares, 10x10 and 15x15?

Then there's a slew of undefined spacing for other siege equipment (all of the ones in ultimate combat). How much space does a large, huge, or gargantuan siege engine take? Does the space include room for the creatures operating the device?

I haven't played in any AP's that involved siege engines. How did they represent them on the battle map or drawing?

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I'm expanding on a class guide, and I wanted to be able to better compare and contrast different archetypes/builds. One of the big considerations is limited resources. Hence, I want to add in concepts such as time between, length of, number of, preparedness for, and mobility in encounters.

So does the following numbers match your own experience?

4 combats a day
Each combat lasts 4 rounds
1 surprise round in favor of PC's (PC's can pre-buff)
1 surprise round against PC's (enemies can pre-buff)
Encounters 1 and 2 are 5 minutes apart
Encounters 2 and 3 are 10 minutes apart
Encounters 3 and 4 are 4 hours apart
Three of the four encounters require movement to engage in melee

What are your thoughts? Where did I over estimate, and where did I under estimate? Let me know!

Lantern Lodge

A Phantom Steed "does not fight", but it still threaten for the purposes of feats like gang up?

Lantern Lodge

I want to play one way, but I play another way to appease other players. However, I'm labeled as a "power gamer", even though I play with this group as sub-optimal classes/combat styles. Consistently, other players have been pushing for 5e, since I "won't be able to break the game". We just made characters for a 5e game, and since I was completely ignorant on the rules, had to ask others for the location of said rules in the rule book (I wanted to make a hermit barbarian who throws stuff at enemies, and collects poison from animals to use. Hence I asked for the location of rules for thrown weapons, improvised weapons, poison, TWF, shields, etc...). Each question was met with "stop trying to break the game".

(Frustrated, I went to the library, found a 5e book, and began to search it for ways to break it. I left within 2 hours, satisfied that I had found several ways to do so, without even having to look at spells...)

Obviously, even though I tried, this group isn't the group for me.

The question now is: How do I go about leaving this group of friends behind? Should I show up and explain why I'm leaving? Should I just text my GM and then never show? Do I just not say anything and leave without a trace?

How do you leave your groups of friends behind because of jerkish behavior from a couple of them, and different play styles?

Lantern Lodge

I got excited. I found a good, if not awesome use of a tower shield:

Step 1: Get a Familiar that can hold a shield.
Step 2: Get the Shield Wall teamwork feat.
Step 3: Make your familiar wear a Ring of Tactical Precision
Step 4: Make your familiar ready an action to use the Tower Shield for total cover when either you or the familiar is attacked, with the facing of the shield towards the attacked.

Wahla! Cover (maybe even total cover) against an attacker. Not even a 5 foot step will completely negate the cover.

Lantern Lodge

Alright, follow with me here. We all agree that you can TWF shuriken, correct? Hence, TWF is possible from the back of a moving mount. Also, the same ninja uses TWF to attack with shuriken from his main hand, and then the restriction is on melee combat only. The rules say:

Mounted Combat rules wrote:
When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted.

The two points to bring up is that A. the full attack action is denied, not any other action (hence, a monk could not use a flurry of blows). B. You can make a single melee attack.

Looking at spell combat now:

Spell Combat wrote:
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spell combat is not a full attack, even though it acts very much like it. It functions as TWF, but as the shuriken shows, that doesn't necessarily mean it can't be used with mounted movement. and finally, a Magus can make all of his attacks with his melee weapon, that being 1 attack, due to the movement restriction.

Therefore, I assume that RAW, and I do believe the intent is that:

A magus is able to use spell combat with mounted movement. HOWEVER, he can still only make 1 melee attack at the end of the movement, which would include the free touch attack granted by any touch attack spells.

So, the only way to benefit from this is to cast a non-touch attack spell. Then you would get 1 spell and 1 melee attack.

Are there any problems with my logic? I want to put this in my guide, but I want to make sure the community thinks the same. If not, then I won't include it.

Lantern Lodge

Relevant Quotes:
Shillelagh wrote:
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell
Greater Magic Weapon wrote:

This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.

Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.

"Magic Weapon wrote:

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Dispel Magic wrote:
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

1. Can I cast Shillelagh on a quarterstaff affected by Greater Magic Weapon?
2. Can I cast Greater Magic Weapon on a quarterstaff affected by Shillelagh?

Bonus round!
3. Can I cast Shillelagh on a +3 flaming quarterstaff who's magic has been suppressed by dispel magic?

Lantern Lodge

Can I heighten a 1st level spell to an 11th level spell with heighten magic by expending all 10 charges on a Staff of the Master?

"Staff of the Master wrote:
In addition, this staff can be used to cast spells using any metamagic feats known by the wielder without increasing the spell's level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.

Lantern Lodge

So, the Staff of Power has a retributive strike. You have a 50% chance of teleporting away to a different plane of existence, and a 50% chance of instantly dying. Are there any ways to negate the instant and/or the teleportation?

A BBEG of a dungeon wants to know (not the campaign BBEG, when he dies he'll die. His lieutenant, however, has a bad habit of coming back from the seemingly dead).

EDIT: Forgot Context

Lantern Lodge

So, one day, the DM decided to use the random loot table to generate the loot from a dragon's horde. An awesome longsword appears! However, no one uses longswords, and so they plan to sell it.

However, the wizard and the rogue say "Heck with that!" and work together to transform said longsword. The rogue uses Disable Dweomer, and the wizard casts polymorph any object, changing the longsword into a falcata for the fighter to use, pernamently.

One pleasantly surprised DM allows this to happen, and then asks those on the forums here: Is this legal?

The argument that was presented:

Polymorph any Object wrote:
Magic items aren't affected by this spell.
Disable Dweomer wrote:
You can use Disable Device to suppress the magic of a non-artifact magic item for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the suppression. Using Disable Device in this way takes 2d4 rounds, with a DC of 15 + the item's caster level

What are your thoughts? Did I miss anything RAW wise to prevent this? Should I allow it to continue?

Lantern Lodge

When a wizard wearing a +1 Flaming Amulet of Mighty Fists and uses shocking grasp, does he:

1. Get a +1 enhancement bonus to the attack from the amulet?
2. Deal an extra 1d6 fire damage because of the flaming property?

I would say no to the flaming, but all it requires is a successful hit... not even successful damage. So it's got me thinking.

Finally, can a rogue deal sneak attack damage using melee touch attacks (that deal no damage, have no magic, etc...)?

Lantern Lodge

Trying to see if there's a possibility of a magic rod using Magus to work, got a few questions...

1. There are various wordings used to describe the similarities between a magic rod and a particular weapon (often a light mace). "Strikes as", "functions as", "can be used as", "indistinguishable from", "acts as", and "has the properties of" (a light mace) are the phrases these items use. Can these items be considered weapons? Specifically, for use in spell combat and enchanting with arcane pool?

2. If yes to 1, can the Transformative weapon property (non bonus cost of 10k) be added to a rod, as if it was a specific magic weapon? (if no, do you know of any spells/effects that can transform a magic object into a different object?)

3. A few rods deal "no damage", but rather deal ability damage (with a save of course). When a Magus enchants these items with Flaming, would they then also deal 1d6 fire damage, in addition to the ability damage?

4. The Rod of Nettles deals 1d4 dexterity damage on a melee touch attack. When a critical hit is confirmed, the enemy does not get a save to halve the dexterity damage. However, would the dexterity damage be rolled twice as well, since it's a critical?

Thanks ahead of time, using this information for the guide I'm maintaining, so any input would be fantastic!

Lantern Lodge

We all know it, most rods suck.

However, there is some redemption that can be provided in the form of adding the transformative property to a rod, turning it from a light mace to whatever one handed you want it to be.

I know that adding properties that costs bonuses (such as flaming) is debated due to the unknown current bonus cost of specific abilities on specific magic weapons, but what about flat gold cost properties being added to specific magic weapons?

So, is there anything that prevents adding the transformative (10,000 gold price) property to rods (that act as weapons in thier descriptions)?

Lantern Lodge

This may see to be a very dumb question, but what is a touch attack, specifically in reference to Deadly Aim?

Deadly Aim wrote:
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

So, obviously no touch spells. How about splash weapons, which roll ranged touch attacks? Or the Gunslinger's ability to target touch AC?

Lantern Lodge

So, say a rogue has Chill Touch as a SLA.

He casts said spells, and uses the free touch attack to hit someone. We can all agree the sneak attack damage would be negative damage.

ON the next turn, he decides to punch his target, which also delivers a charge of chill touch. What damage type would this deal? Bludgeoning or Negative?

Lantern Lodge

So, I figured I'd build a rogue that focuses on SLA's (and wands). Only problem is the limited nature of SLA's.

In particular, I'm going to get major magic: Chill Touch (or Frostbite). How can I increase the uses per day of that SLA? Any way to obtain other SLA's?

Thanks in advance guys!

Lantern Lodge

15 people marked this as FAQ candidate.

Does the Myrmridarch's Ranged Spellstrike ability allow the casting of a ranged touch attack spell along with a full attack with a ranged weapon during the same round at level 11?

Looking through searches, it seems that this issues comes up fairly frequently. You know what to do guys!

EDIT: Changed title so it doesn't sound like an advice thread

Lantern Lodge

6 people marked this as FAQ candidate.

Can I use Ranged Spellstrike with a bow?

If I can attack 4 times in a full attack, and I cast scorching ray as a 11th level magus, do I get the final regular attack after I deliver the 3 scorching ray attacks?

Ranged Spellstrike wrote:

Ranged Spellstrike (Su): At 4th level, a myrmidarch can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack.

At 11th level, a myrmidarch using a multiple-target spell with this ability may deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost. This ability replaces spell recall and improved spell recall.

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