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![]() I'm currently running the giant slayer AP, and the group has just finished the first book. There's a room full of random large sized stuff, I was wondering if there's any rules anywhere for resizing non magical items. The book mentions that later they will be able to resize magical items, but what can be done with non magical? ![]()
![]() I'm running a game where a player is using an IdRager (and other stuff) and I'm having a lot of trouble figuring out exactly how the Atavistic Avatar works. What exactly are the "additional powers" gained when you bloodrage? I believe that the player believes that he gets EVERYTHING that the phantom gets on the chart. Dex/Cha bonus, natural armor bonus, slam attacks, and the other abilities. I feel like there's no way that's right and would love to know what you actually get. ![]()
![]() Due to GM madness in an awful place where things made little sense, my charisma permanently became 1. Don't worry about how that happened, that doesn't matter. I worry about how to RP having a charisma of 1. A quick look through the bestiary the only creatures with a charisma of 1 are oozes, constructs, and SOME plants (assassin vines, giant flytraps and others have more charisma than I do). Based on this I can only imagine that to have 1 charisma you are completely void of personality. I am a mute, who on the rare occasion that he might speak, would be intentionally arrogant and offensive when he makes his point. Even that seems like too much personality. Does anyone else have any idea on how to RP such a thing? I had hoped that I could RP my way out of the situation, but the RP would involve not RPing... HELP ME!!!! ![]()
![]() Currently in pfs the gm is ruling that a swarm that consists of creatures that are too small to take weapon damage cannot take energy damage from weapons (such as flame weapons). It was also determined that acid splash, and any other spell that makes an attack roll doesn't effect swarms, because single target spells don't effect it. I don't believe either of these things to be true, swarms still have an AC so they should be subject to these attacks and take damage accordingly, right? If not then are splash weapons and spells that cover an area the only things that effect swarms of this size? ![]()
![]() The Sohei monk archetype is able to get "mounted combat feats" when they are able to take free feats. The only issue that I have with this is the fact that "mounted combat feats" are not defined anywhere. One would assume that it would mean feats that are availible in the mounted combat ranger style, but then you would be able to take feats that the ranger can take at level 10 at level 1 and 2. Help me out here. ![]()
![]() I want to make a summoner who's eidolon is a grappling machine and I have several questions about the base concept of this so that I'm aware of exactly how it works so it can maximize it's grabbyness. Question 1: If I am performing a full attack, and my first attack is with my grab weapon and I successfuly initiate a grapple, what happens to the rest of my turn? Grab being a free action I should have a full round of actions remaining (with the exception of the attack that initiated the grab), however all the rules for grapple assume that you spent a standard action to begin grappling or a move action to maintain the grapple and only have a standard action remaing to attck with. Question 2: Grab being a free action, I intend to use attacks of opportunity to initiate grapples to "rob" enemies of their standard action. If I choose to take the crazy penalty to my grapple check to not gain the grappled condition myself (see "grab") I would still threaten. Releasing a grapple is also a free action, so in the event that a second opponent triggers and AoO, can I release my grapple, make the AoO, and attempt to grapple the new opponent? Additionally, can I maintain the grapple with the first opponent, and add the second to the grapple as well? I may have more questions that aren't immediately coming to mind, but right now I just want to focus on grab as part of a full attack, and grab in relation to AoOs. ![]()
![]() I was playing a pfs game last night and we reached the final encounter of the session, from the information we had gathered in the town we knew that one of the npcs in the encounter was a divine spellcaster (cleric from the sounds of it) and a description of what this character looked like, having previously encountered divine casters before my character had a plan. In the first round of combat I attempt to cast grease on the clerics holy symbol so that a reflex save is needed in order to channel or cast spells. The GM then flips through papers for a moment and then tells me that a holy symbol is not listed amongst the characters inventory. I ask how she plans to cast spells and channel and I am told that her holy symbol is likely embroidered on her outfit (though there is nothing to suggest this). I decide to cast another spell at another target and move on. The enemy cleric comes up in combat and the first thing she does is channel negative energy. I naturally ask where her holy symbol is because I had intended to make this a thing she couldn't do, now I am told that it is worn on her necklace. I naturally then ask why I was unable to grease it before, now I'm told that it wouldn't have mattered because to "present" her holy symbol she would just need to stick out her chest (like I stripper or something I guess). We are level 1. I find that greasing a holy symbol to make it difficult for a divine caster to cast it's spells isn't over powered and as one of two level one spells I get for the day, it should be allowed to function properly. My question is, can one grease a holy symbol and then require the spell caster to make a reflex save to cast spells with a divine focus or channel energy? How exactly is a holy symbol "presented"? ![]()
![]() Rogues and the magic tricks that they can get... I was wondering what people thought The best spells to select for these would be. I understand that these are pretty awful talents when you could just take one level in sorcerer or wizard and do those talents better than the talents. This is to see what people would do if forced to make this terrible decision. ![]()
![]() So in playing PFS the other day a situation came up that I became curious about while everyone else kind of went with it. A character bull rushed multiple enemies and I began to wonder where they're supposed to go once there's more than one. I checked the CRB and it seemed unclear to me. I'll ask the question in three different ways of varying situation to get everyone's ideas on what happens here. Situation A: a character bull rushes a goblin (deciding to move with him) and is able to move him 15 feet. The goblin has a second goblin immediately behind him and the character wants to shove him too (because take that goblin!!), he succeeds in the check and is able to move him 10 feet (still the 15 total feet from the previous goblin). They move the distance and bull rush ends. Where does everyone go? Situation B: The same character (out for goblin blood) does the same thing with the same results... EXCEPT THIS TIME the last square the goblins would hit has a wall before they finish moving. Now where does everyone go? Situation C: The same character travels back in time to try situation B again... EXCEPT THIS TIME he's not playing around. He whips out his shield (recalling that he has shield slam and wants to use it) he smashes the front goblin into the second goblin and bull rushes them both back into that same wall. Now where are they? Are they both prone in the same square? Thoughts? ![]()
![]() In my habit of not playing the standard character, I would like to attempt to run a paladin/sorcerer that will prestige into the eldrich knight. I'm thinking of doing paladin for the first two levels so that I get that huge boost to my saves and the ability to heal myself, after that going sorcerer until I get level 3 spells, then going with the knight the rest of the way. I plan to play as a human and I was wondering for suggestions on what feats I should take and when. I hope to use a glaive and combat reflexes to keep dudes away while I go down to spell town and beyond that I'm not really sure what I should focus on other than spells that will keep me alive and keep enemies dead. Any suggestions would be awesome. ![]()
![]() Looking over the new classes that are coming up I feel like the Arcanist seems to have everything that I've ever wanted in a spell caster and I would like to make one to really get in there and ruin lives in PFS. I was wondering what others think about the class and it's abilities at this point, maybe some possible builds based on the info we have now. I'm thinking that the counterspell ability is probably the best thing about this class as I feel like it actually functions the way that counterspelling should work. The spell disruption abilities also seem to be where it's at. I would like to make an Arcanist that just says no to everyone else that wants to use magic around him. Thoughts on this and possible build ideas will be highly appreciated. ![]()
![]() A player in my game last night said that he was going to take a 20 on a strength check to burst rope that he was bound with. He explained that he previously read that this was a thing and laughs at anyone who takes escape artist because apparently you can just flex for like 20 minutes until your bindings explode. Any clarifications on that? ![]()
![]() Suppose for a moment I wanted to ruin a game by playing as an awakened animal. Specifically a pug, because pugs are awesome, and it will be funny to think of a pug doing these things. Say I decide to become a rogue, or fighter, thus gaining weapon proficiency... how does my pug wield his great axe? Does he just figure out a way? Does he hold it in his mouth? Does he need to get it made special so that he can wield it with his puggy little physique? Should he just be a pug spell caster because it would be hilarious and easier to think about? ![]()
![]() So in the 8ish years that I've been playing tabletops, I have only ever twice played characters that don't spontaneously cast spells, and both of those characters ended up never casting spells (with the exception of me getting rid of a prepared spell for a "cure" spell) I can't understand why people play wizards and witches and stuff instead of sorcerers and clerics instead of oracles. Here is my reasoning. 1) More spells per day, more is better, no brainer. 2) You don't have to pick them in advance, and then realize you destroyed yourself when you're like, "nope... didn't need half my spells I prepared and now I'm stuck with this" 3) Sorcerers get better weapon proficiency, Oracles get cool abilities. 4) You only know the spells you need/want, while I realize that versatility is cool, when you can only cast like 1 or 2 spells of a certain level per day, you pick the best spell of the level and prepare it for all those slots, when I built an oracle I was like "this is awesome, I only know good spells instead of having a list full of things I will never want to prepare ever in my life" Debate me and make playing a wizard, witch, cleric, or even druid sound like a good idea! ![]()
![]() So my group is making a stealth heavy infiltration style team and another player joined as a sorcerer, he's a beginner so I'm helping him with his character and while at first I thought that sleep and deep slumber would be good options to assist the team, I then realized that they outlive their usefulness pretty quickly. Is there a metamagic feat or something that I'm no thinking of that can make those spells (or at least Deep Slumber) awesome forever? |