Fighter

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Grand Lodge

So, say our intrepid band of <Hero's> is facing off against the BBEG. Both sides are in the talking "feeling each other out" phase, waiting for the other to make the first move.
The BBEG makes the first move, fireing off a supernatural ability.
Exactly when is initive rolled? Does the BBEG get off her attack, then roll? Does everyone roll, and go in order as normal? Both sides were ready, waiting for a trigger. Does the trigger happen before everyone gets to move?
On a related note, can you ready an action outside of combat? "I stand arround the corner and as soon as someone comes into site, i shoot them."

Grand Lodge

Ran "Into the Unknown" last night and noticed that in the first quest, under the Rewards header at the end it says the PC's can sell gear.

Station wrote:
The PCs can also sell their foes’ gear for 10% of its value, as usual.

I'm not finding any mention of this in the Roleplaying Guild Guide, and this is a significant change from the PFS rules. Am I missing something?

Grand Lodge

I noticed some thing in the Themes section. The format of abilities goes something like;

Reduce any penalties to (skill) checks you make when (relevant event happens) by 1.

Is there any mechanical reason to reduce the DC over giving an equal bonu to the skill check?

I've been noticing similar wording in some published adventures, i.e. Reducing DC over adding to the roll. It just seems to me to be easier to add a bunch of bonuses to the roll than to add bonuses to the roll and alter the targe number.

Grand Lodge

A while back I posted my idea about using the Jade Regent NPC's as buff cards. I put it on the JR Forum, but i don't think there is much traffic through there.

For those not familiar, in JR the PC's are traveling for months with a caravan. they are accompanied by a large number of NPC's. The NPC's include not only a bunch of NPC-classed followers, but a large number of fairly powerful PC classed characters. These NPC's are important to the storyline and are one of the selling points of the AP.

The problem I'm having now is that in book 3, 90% of the encounters are outdoors, using the Caravan Combat Subsystem. We decided to not use Caravan Combat (the rules are broken and at higher levels guarantee failure). But doing so created some other problems. The NPC's are all present for all the combats. I am going to either ignore them and come up with reasons why the are not helping, or have someone else run them. This option will potentially double combat time, as either I will have to spend time running them as the players watch me fight myself, or have them running 2 characters each.

A couple people on the boards proposed having the players choose to have the NPC's give static buffs to the combat. My rough ideas are on the above forum.

Some non-spoilery background for the NPC's

Ameiko :
- Female Tian Bard/Rogue (Rake)/Aristocrat. The reason the PC's are in the caravan.

Sandru :
- Male Varisian Rogue (Swashbuckler). The owner of the caravan and older adopted brother of half the party.

Koya :
- old Varisian Cleric of Desna. Adopted mother of half the party.

Shalulu :
- Famale elf Ranger. Ameiko's best friend. She has archery and hunters companion. Her favored terrain are not helpful where the party is going.

Ulf -:
Male Ulfen Ranger. Owes his life to the PC's and is guiding them through the wilderness. Sword and Shield and Hunters Companion. His favored terrain is applicable (and the reason the PC's hired him)

Spivey:
- Female Lyrakien Azata Cleric of Desna. Befriended the caravan and is hanging around to help out.

Grand Lodge

Doram ob'Han had a great idea in the Hungry Storm (GM Reference) thread about “NPC Action Cards” that I’d like to expand on.

I found another lower on the boards from bbreitz Alternate System for including major NPCs that does something similar.

I’m thinking of having each NPC be represented by a card that is given to a the players. Each card will have 3-5 buffs that the controlling player can choose from each round at the start of their initiative, and maybe an option that will cause the buffs to stop for the rest of the combat (the NPC throws themselves in front of an arrow and are out of commission for the rest of the encounter or even the rest of the day/week if bad enough).

the NPC's general health will mirror the controlling player's character. As the character gets damaged, the NPC will take damage also.

Some thoughts,

Ameiko:
  • 1. Perform, (party has a bard with better abilities, she will most likely be doing whichever the bard isn’t)
  • 2. Cast a spell 3 times (Cure light wounds , charm, feather step)
  • 3. Aid Another
  • 4. % chance to add sneak-attack damage to controlling player’s attack
  • 5.

Sandru:
  • 1. % chance to add sneak-attack damage to controlling player’s attack
  • 2. Provide flanking as he acrobatics around the battle.
  • 3. Aid Another
  • 4. Something else

Koya:
  • 1. Channel to heal (Provide “fast healing 4” to entire party)
  • 2. CMW (15 points twice)
  • 3. CSW (20 points once)
  • 4. Channel v. undead (static 4 points holy of damage)
  • 5. * Free re-roll 1x *-can be used as an immediate action, but player cannot pick a buff next round

Shalelu:
  • 1. Static damage to single target per round
  • 2. Hunter’s companion bonus
  • 3. Bonus to perception ?
  • 4. Something else

Ulf :
  • 1. Ignore difficult terrain
  • 2. Aid another
  • 3. Hunter’s companion bonus
  • 4. Flanking?

Spivey:
  • 1. Provide “fast healing #” to entire party
  • 2. CMW x#
  • 3. Channel v. undead (static # points holy of damage)
  • 4. something else

any help on refining this will be greatly appreciated.

Grand Lodge

So the Belt of Fallen Heroes got a significant upgrade. Changes are in bold.

Belt of Fallen Heroes:

This large brass belt has three panels depicting scenes of battle. Once per day on command, the wearer can summon the spirit of a hero of one of the depicted battles. This spirit acts as a spiritual ally, though unlike the force created by that spell, the summoned hero is not entirely mindless. Whether or not the summoned hero is active, it attempts to guide its wearer to victory via telepathic warning and advice, granting its user a +1 insight bonus on all saving throws.

The fallen hero went from a specter that looks over your shoulder to a specter that looks over your shoulder and attacks your enemies.
So my question is; did the +1 insight bonus go from 6 hours a day to on as long as you are wearing the belt?

Grand Lodge

Has anyone done a list breaking down the various Monstrous Humanoids by size? it would be really helpful for using the different levels of the spell.

Grand Lodge

under "Advanced Weapon Training" we get the ability,

Weapon Specialist (Ex):
The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.

Would "Exotic Weapon Proficiency (Combat)" be considered a valid feat choice?

Exotic Weapon Proficiency (Combat):

Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

in other words could a 9th level fighter with Weapon Training in Heavy Blades be able to use one of his 2 Combat Feat choices to choose Exotic Weapon Proficiency - Bastard Sword?

Grand Lodge

under "Advanced Weapon Training" we get the ability,

Weapon Specialist (Ex):
The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.

Would "Exotic Weapon Proficiency (Combat)" be considered a valid feat choice?

Exotic Weapon Proficiency (Combat):

Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

in other words could a 9th level fighter with Weapon Training in Heavy Blades be able to use one of his 2 Combat Feat choices to choose Exotic Weapon Proficiency - Bastard Sword?

Grand Lodge

I was reading through the Corentyn section of City’s of Golarion. The section states that it is “a city perched on the richest trading route in the known world.” Which got me to pull out all my maps of Golarion and wonder why exactly would that be the richest trading route in the known world.

The North Track begins/ends there, and the South Track runs past it to Azir. Looking at the world map, it seems that the only trade that would pass through it would go to Varisia, Nidal and The Land of the Linnorm Kings, including the trade coming from Tian Xia over the pole. To the south there is Sargava (which Cheliax will not trade with) and lots of Pirates and small scattered realms, and we don’t really know anything about Droon, except that it is ruled by lizardfolk. There are only 2 known trading partners across the ocean in Arcadia, and I have the impression that neither is very large.

On the other hand, there is the eastern exit from the Inner Sea. You have at least 5 major nations along the east coast of Garand; Osirion, Katapesh, Nex, Geb, and Holomog as well as points south. There is Jalmeray. There is Qadira, the gate between the Inner Sea and Kelesh, the largest empire on the planet. It would be the most direct sea route to the Impossible Kingdoms.

Trade with the interior of Avistan (including all the Lake Encarthan natons, Berovy, Mendev, the River Kingdons, Galt, and Numeria) would flow down the Stellen to Cassomir.

Looking at all that, it would seem that both Katheer and even Cassomir and would be more deserving of the title of “a city perched on the richest trading route in the known world”

I remember seeing a map that showed all the trade routes, but I don’t remember where it was and can’t find it.

Grand Lodge

So...

PRD says wrote:
Frost Bomb*; When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

What is the DC of the Fort Save?

Grand Lodge

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Sorry if this has been brought up before, but I couldn't find anything previously posted.

Social Simulacrum says;

Creating the duplicate takes 1 hour and requires no
material component cost
. It lasts for 4 hours before turning
back into an inert pile of snow.

If there were no material component costs, there would be no snow to start off with, so it could not turn back into snow.

Just my OCD kicking in at a weird moment.

Grand Lodge

So, in the Monster Summoners Handbook, the Feat Scouting Summons (Metamagic) states;

Scouting Summons (Metamagic) said wrote:
Prerequisites: Spell Focus (conjuration), ability to cast magic jar.

So, for my wizard, does this mean

A - Magic Jar needs to be on my spell list.
or
B - Magic Jar needs to be in my spellbook
or B1 - I need to have memorized Magic Jar that day.

Grand Lodge

So, I have an 11th level Diviner who is a devout follower of The Midnight Lord. He has been using his leadership feat to form a small Kuthite cult in Westcrown. He may be leaning toward taking his faith up a notch, but has little interest in dirtying his hands with Divine magic. Evangelist seems the way to go.

If I take Deific Obedience as his level 13 feat, can he take that level as an Evangelist?

At 3rd level evangelist he gets the first boon. However the feat states he gets the first boon at 12 HD. Will he get the boon at 12/1 Wiz/Evan, and skip over his 3rd level class feature, or will he have to wait till 12/3?

Grand Lodge

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Would the Cornugon Smash and Hurtful feats stack?

Both feats from the D20PFSRD:

Cornugon Smash (Combat)
Prerequisites: Power Attack, Intimidate 6 ranks.
Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Hurtful (Combat)
Prerequisite(s): Str 13, Power Attack.
Benefit(s): When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

Looks to me like;
Standard action - Successful attack with PA, which gives me;
Free action - CS for demoralize is successful which allows;
Swift action - Hurtful for extra attack

Grand Lodge

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What ethnicity are the people of Nidal (Nidali, Nadialians, Dals?)? What language do they speak?

The Horselords made their pact with Zon-Kuthon at the beginning of the Age of Darkness. It appears that they remained isolated for the next 4,300 years when they were conquered by Cheliax. Even after the conquest they were given an unpressedented amount of autonomy.

Both the Cheliaxians and the Taldens claim to be desendents of Azlanti survivors. The Horselords, on the other hand, seem to have had a distinct culture when Azlant fell.

I could see them being an off-shoot of the Varisians or the Shoanti. But after over 4 thousand years of isolation, wouldn't they have developed a distinct language?

After 300 years under Chelaxian rule, they would probably all speek common (Cheliaxian), but 4000+ years of linguistic history is hard to stamp out.

Grand Lodge

So, with

Inscribe Rune:
You can tattoo arcane runes upon your flesh or the flesh of others.

Prerequisite: Caster level 3rd.

Benefit: You can create runes. Inscribing a rune takes one day for each 1,000 gp in its base price. To inscribe a rune, you must use up raw materials costing half of its base price.

If my characte wanted to buy a

Rune of Contingency:
Aura moderate transmutation; CL 7th
Slot rune; Price 147,000 gp

would he have to be present 8 hours a day for nearly 5 months (147 days) to have it inscribed?

Grand Lodge

As I understand it, characters still have access to the old Prestige Award vanities, using the original factions list. So, Sovereign Court characters have access to the Noble Title.

Now my question is, since the faction is all about nobility throughout Golorian, are they limited to Taldan titles? In other words, can he become a Lord of Berovy?

Grand Lodge

I understand how the bonus skills are added, but what about the language(s) gained from the increase?