Balazar

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Organized Play Member. 187 posts. No reviews. No lists. No wishlists. 11 Organized Play characters.



Dark Archive

This seems to be a pretty trivial question, yet I have been unable to find an answer.

The rules for Fly (skill) read:

Quote:
If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage (see Environment).

If I am not using wings to fly, there seems to be no penalty listed.

OTOH the FAQ says, that if you are under the Fly spell and fall unconscious you automatically fail your fly check and thus plummet, which seems to indicate that the quoted paragraph above should not be limited to winged creatures.
On the other hand it is.

And it feels understandable why winged creatures would fall in this case, less clear why a magically flying creature should fall, so my gut tells me to go by the RAW.

Are there any resources I could check to get clarification on this issue?

Dark Archive

Hiho,

are there any resources detailing how police and courts work in Absalom?
if PCs get in trouble, what are they facing?

Dark Archive

Hiho!

Let's say I want to multiclass with the same base class, but different archetypes. Is this possible at all?
If so, how would that work?

Dark Archive

Currently trying to figure out how stuff is supposed to work.

Power Attack is not a special attack action. It simply allows me to take a penalty to my attack roll to get a bonus on my damage roll.

So I should be able to combine that with Cleave, which is a special attack that needs to be announced. Cleave allows me to attack a 2nd foe on a hit

Cleaving Finish on the other hand simply triggers when I strike down a foe, and also gives me another hit.

Let's say I declare a "power attacking cleave" and strike down my foe.
I should now get 2 additional attacks at my full BAB. One from cleave, one from cleaving finish, am I correct?
Since Power Attack is active until my next turn, I should get the affects on al 3 attacks that round, right?

Also, I figure that:
The bonus attack from cleave will allow me to do another cleave (if I have greater cleave), the bonus attack from cleaving finish will not trigger another cleave, even if it was "triggered" by strike down from the cleave.
How am I supposed to resolve my attacks in the case that I get bonus attacks from cleave and cleaving finish?

Are the following assumptions correct?
a) I can combine power attack and vital strike, but not vital strike and cleave
b) I cannot use vital strike for the attack I get from Cleaving Finish or cleave, since they are "melee attacks" not "attack actions"

Dark Archive

Let's say I want to conceal a weapon, say by magical means, what are my options?

Dark Archive

I'd like to build a character, that is close to the Druids from the "Iron Druid Chronicles" books. So far, I think a sorcerer with sylvan bloodline might be the best way. Any other ideas?

Dark Archive 1/5

Hiho!

When I want to buy an adamantine flail, do I treat it as "always available", or do I go by cost? It is mundane, so it should be always available, right?

Dark Archive 1/5

Let's say I have a couple of GM chronicles.
Do I need to apply them in the order I mastered them?

Imagine, you have a 1.1 character.
You have chronicles for tier 1,1-2,1.
If I have to apply them in order, I could not apply the last one, since the char would be level 2 already. If I could apply them 1,1,1-2 it would be fine.

How is this handled?

Dark Archive

What would be the best way to build a char that wants to hunt and collect monsters?
I am thinking of a more serious Pokemon inspired char. Can be useless in a fight (by himself) since he relies on having the right monster for the occasion (hopefully), but should have some social abilities (in the most ideal case).

I'd love to have "Face" from A-Team with pokeballs or Oracle with Pokeballs.
It would be for PFS, so PFS-legal would be very important.

I was looking through my books, but with the growing number of books splitting up classes and archetypes, it's getting pretty hard. And looking only maces you focus on some aspects very easily (that's why I love browsing books for stuff like this).

Hunter seems to be the class with the best animal companion. But what If I don't want the best single, but a range of more versatile companions?

Dark Archive

Ok, me again.

My witch 4 is currently able to work against the occasional undead encounter, by focussing on Summon Monster, buffing players chars, etc.

If the adventure is undead heavy, things change. Not enough spell slots to be useful.
My witch is focused on initiative, knowledge, intimidate, and his hexes (Evil Eye, Misfortune, Fortune, Cackle, Slumber).
Ranged is +2 (dex), no feats.

What are my option to prepare if I know that I am going to encounter lots of undeads? Items? Spells from the witch spell list that I could use on wands / scrolls?

Character options for level 5 and 6?
I planned to get the fly hex @6, but haven't planned what I should use as a feat. Prehensile hair via extra hex is an option I am considering (t be used with touch spells).

Any ideas?

Dark Archive

Ok, I have a question regarding the inquisitor and how domains work.
The inquisitor doesn't get the bonus spells.
The charm domain adds "charm person" for example. And the lvl8 power ist to cast "charm person" as a swift action.

How would this work (if it works at all) for the inquisitor?

Dark Archive

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Adventures / Scenarios still follow the same format they have for decades.
And I wonder why.

The typical room/ encounter reads like this

"You look into a room with a certain shape. There is stuff there and over there. You can see a shelf standing there."

Now follows some text. And then: "Creature: One really,really big dragon is in the room. Right behind the 12 multi tentacle monsters. ... Tactics: Before the fight the evil sorcerer hidden in the closet in area 4b casts darkness over the room"

And while it's ok if you prepare well, and I think I spend a lot of time preparing, I still make mistakes at the table. And I have witnessed other GMs having the same problems.
Having to add stuff afterwards. Having to back paddle, etc.

I understand why room descriptions are there, and when wandering monsters or random encounters have been a really big part of the game, that might have made total sense. Read room description, roll on table and tell them what they see.

But now, esp. with PFS scenarios I don't see why this is a good thing anymore.
I'd love to to see scenarios written in a way that actually make prepping the game less time consuming and running it less error prone.

A lot of this simply means switching the order of some things around slightly.
Add a GM Info before the "read aloud box."
The GM Info should contain
- information if the encounter is optional
- information on stuff that might change the room (monster tactics like darkness, create pit, etc)
- information on loot, things that can be discovered via perception and are not listed in the read-aloud box
- if the monster in some tiers has a magic item that can do cool and unusual stuff: note that here. Quote source (page number would be awesome as well).
- other stuff that should be fresh in the GM's mind when presenting the room.

Adding monsters / doors to the read aloud box has some implications
- you might need different texts for different tiers
- optional encounters need a different texts for the enemy free room

The good thing (TM) about that would be, that you can concentrate on the thing that the story focuses about. Sometimes, that might be the environment. Sometimes a monster. But it gives you the choice.

It would be absolutely great if the different tiers could get different chapters in the adventure. Having fought against higher tier version of certain encounters because the GM had scrolled to the wrong stat block (and sometimes even switched between two versions because the stat blocks of the monsters were printed on different pages and he had to page back and forth a lot) , that's something I'd really appreciate (though I can see why it would be a problem for the print versions).

Which brings me to another small thing: please, don't interrupt monster stat blocks with page breaks. Esp. if you're on a "right page."
Don't let the text flow around your (really amazing) art. It makes the stat block hard to read, eats a lot of space (which might lead to the stat block being split and placed on two pages).

And yes, I know that prepping the adventure is fun, and that part of hat fun is to look stuff up.
But, if you're just given the name of a magic item, and you have to look it up, and search through several books until you find it, and then you have to create stat blocks for the stuff it can conjure up, it can really mess with your prep.

And finally:
Please note all source books needed to run the adventure on the back of the cover AND in the description of the adventure on the site.

*sigh*

Sorry for the long post and the bad English :(

Dark Archive 1/5

How would I handle Deific Obedience if a God is worshipped tha has no listed ritual / benefit in Inner Sea Gods?

The prestige classes seem open to followers of all gods, but how to handle the feat and the boni granted?

Dark Archive 1/5

I have a question regarding a text on page 16. It reads "Characters who spend time reading through the notes can make a Knowledge History check with a +2 bonus .. (see below)"
But it seems there is no information that follows. Am I missing something?

Dark Archive 1/5

I am considering playing Plunder & Peril.
It says that

Quote:


Alternatively, you may play the entirety of Plunder &
Peril, afterward receiving credit for playing the sanctioned
portions of the adventure as if you had played a pregenerated
character.

After playing all three chapters, players get 12 XP, 18PP and 26k gold (or 9XP, 15PP , 20k gold + 3 boons).

Can these be applied to the same character, so they could insta-create a level 5, or do they need to split it up and apply each chronicle to a different level 1?

Dark Archive

1 person marked this as a favorite.

Why does a high ability score not grant bonus level-0 slots?
A witch with 20 INT can prepare 2 additional level 1 spell slots per day, but cannot prepare additional cantrips.

My level 4 witch can now prepare 5 level 1 spells (due to bonus spells) but only 4 cantrips (since they don't get a bonus from high attribute values).

This seems odd.

Dark Archive 1/5

Still on my quest to build a support character I like to play. One big plus for the caster classes is the battlefield control they provide.

Problem for me is, that I didn't had much need for those in the few scenarios I have played so far.

I used grease to help in a grapple, but didn't have much use for it to control battle. The melees normally get into, well, melee, and then it's most of the time trading of blows. Not much movement going on, normally only a few 1-3 opponents, and only in one encounter we had melees that were backed up by archers.

Ok, my first PFS char is now 4, so I haven't seen much. But how much control is actually needed?

Dark Archive

I'd like to create a char that let's the other party members shine.
I'd like to buff melees, or to give them AoOs, give them fast healing,or stuff like that.

If possible due to a combination of active and passive skills.
The char has to be PFS legal,but aim willing to invest in pretty much every source book.

What are my options?
I tried a fey sorcerer with an animal companion that provided trip (which didn't work out well. But was a fun char to play) and a debuffing witch - but debuffing doesn't seem as fun as buffing chars...

Dark Archive 1/5

Hiho,

I am going to GM this module, and I have a couple of questions.

a) after the briefing the text before the knowledge check part mentions knowledge about the plane of shadow, but there is no box containing knowledge( planes ) info.

Would the following be ok for knowledge (planes)? (I am basically taking info from here: http://pathfinder.wikia.com/wiki/Shadow_Plane)

Spoiler:

10+:
The Shadow Plane is a coexistent with the Material Plane and Ethereal Plane. It is a plane where the things born here have their colors, sounds, tastes, and all other forms of perception lessened.

15+:
The Shadow Plane is connected to the Material Plane through the Ethereal Plane, much of the Shadow Plane has similar, but distorted, features that can be found in the corresponding place within the Material Plane. Where on the Material where a city might exist, on the Plane of Shadow in it's place may be ruins or some twisted representation of that city's populous.

20+:
At the core of the Plane of Shadow resides the Negative Energy Plane which causes the creation many of undead that exist with in the Shadow.
As well, it is noted that the plane has largely been tainted by Zon-Kuthon's imprisonment here long ago. Portions of the plane show his influence more strongly than others. While he is no longer imprisoned, Zon-Kuthon still makes his home on the Plane of Shadow.

Also, how do the planes interact?
The dinosaur in area 1 is existent in both planes in the same area. It can occupy a space that is occupied by something different on the material plane.
The characters can interact with both the shadow plane and the material plane.

Could they take one of the signs, from the shadow plane, remove it from the wall, and switch it with the material plane version?
Even if the shadow plane plaque would vanish at dawn, how would the material plane version of the plaque that was connected to the shadow plane screws behave?

And finally, how do the Blakros enter the plane of shadows for their smuggle runs? In the briefing they only talk about the museum, but that cannot be the only way to enter the shadow plane, or they wouldn't have been able to smuggle stuff via the shadow plane.

Dark Archive

Hostile levitation lifts an opponent up in the air, unless the opponent makes a will save.

Why is it a will save?
Is he willingly levitating? Is levitating an option people just don't choose to use?

I mean, levitating somebody shouldn't be a matter of convincing him to levitate, mor an act of lifting the opponent in the air using magic, right?

Dark Archive

Hiho,

I am currently playing a male witch. I now need to level up. I am not sure what to do.

My witch:

Sucio
Male Human Witch 2
CN medium humanoid (human)
Init +8, Perception +3

Defense
AC 12 (16: Mage Armor), Touch 12
hp 15
Fort +2, Ref +2 Will: +4

offense
Speed: 30 ft
Melee: Dagger (1d4-1)

Hexes (at will, DC 15)
Slumber: Fall asleep for 2 rounds (Will)
Evil Eye: -2 to AC, ability, attack, saving or skill (Will)
Cackle: Extra round for agony, charm, evil eye, fortune, misfortune
Fortune: Allows allies to re-roll one d20 per round, must be announce before roll

Skills
Intimidate: 9
Knowledege Arcana 9, History: 8, Nature: 8, Local 5 Religion 5
Spellcraft: 9
Perception: 3

(Demoralize DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. 1 round shaken +1 round for every 5 by which the dc is beaten)

Statistics
Str 9, Dex 14 Con 14 Int 19 Wis 12 Cha 7
Base Atk +1
Feats Extra Hex, Extra Hex

Traits: Bruising Intellect (Int for intimidate, class skill)
Reactionary (+2 Init)
Languages: Common, Elven, Gnome, Goblin, Orc

Familiar
Greensting Scorpion ( Init +4)
Spells known: 0 - all (DC 14), 1 - Beguiling Gift, Cause Fear, Cure Light
Wounds, Detect Secret Doors, Ear-piercing scream, Fumbletongue,
Piecebond, Snowball

I am considering to get another level as witch, use the feat to get the Prehensile Hair hex, so I can deliver touch spells with reach. This would allow me to attack undead using cure spells, chill touch, etc.
I'd also get access to 2nd level witch spells. Ref and Fort saves would go up by 1.

I am also looking into other classes. Taking a dip into fighter would allow me to take Point-Blank Shot and Precise Shot, BAB +1 so I could become a better wand slinger.

Taking a dip into cleric would give me some spells against undead, better buffing, channeling. True Strike (luck domain) would also be a nice addition. (But taking Chaos would fit better with the witch concept, I guess). Problematic is my not so ideal WIS score *sigh*
(Reading through the cleric domains... there is some serious style in these domains)

Hunter would be nice due to two more knowledge class skills, the animal companion and some other stuff I consider cool, but maybe bot that practical.
Bard for the knowledge class skills and bardic knowledge.

For the same reason investigator sounds awesome. Getting all knowledge skills as class skills, and get 1d6 bonus to knowledge, linguistics and spellcraft sounds pretty awesome.. :)

Since I want this char to be a "know it all" the skills and class skills are really interesting.

I am not sure how I my saves are changing, when I take a level in another class. Can I simply add the first level saves to my current saves?

Any ideas what I should do?
Right now,I am mainly considering witch, investigator and cleric, because I kinda like the idea ... fighter on the other hand gives me the biggest boost, allowing me to get +2 on my typical attacks and getting rid of the -4 malus for shooting into melee.

I am also open for other suggestions.

What are your ideas?

Dark Archive 1/5

Let's say I learn a new spell from another player's spellbook. How do I keep track of this?

Dark Archive

"The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours."

Ok, so i can buff this as often as I want, util a person actually uses it. But I need to keep track of the time passed between the last time the effect was granted?
This is pretty cumbersome.

Also, "Once a creature has benefited" - does that mean if the reroll is lower than the first roll, it does not count, since the person didn't get a benefit from the roll?

Dark Archive

The info on drugs is pretty limited.

Taking the RaW, if a drug is listed as "type: inhaled" does this mean I could use drug as throwing weapon by targeting the square the create I want to effect is standing in?

Dark Archive

Let's say I am a witch on a combat trained horse.

On my turn can
1) my mount move into 30 feet of the enemy
2) I hex the opponent (standard action) and then
3) cackle (move action)?

Also
4) Just to be sure: My mount moves on my ini, right? :)
5) What if my horse uses double move or is running?

Dark Archive

It's maybe a stupid question, but how does that feat work?
Do I get
a) an autmatic re-roll before the end of the next round, or
b) I can hex the same target a 2nd time if I mange to do so before the end of the next round?

Dark Archive

Hiho!

I am not sure I understand how the Kineticist works.

At lvl 1 I get an infusion and a blast.

Let's say I chose "Electric Blast."
That means I can try to electrocute my enemies whenever I feel like it.
Let's say I use kinetic blade as infusion.

If I look at the table, I get new Utility Wild talents every other level. I also get infusions.

As far as I can tell I don't get a different blast.

At level 6 I can use the "extra wild talent" feat to get a talent two spell level lower than max - but, since I don't get a feat at level 6, that will need to wait until level 7.
(Unless I am human, I can use my racial favored class bonus to get another wild talent at level 6.)
At 7 I get another element, including one simple blast.

So, levels 1-5 I have exactly one blast. At 6 humans might have 2.
At level 7 I could have 3 different blasts, 4 if I am human.

This doesn't feel right,
Am I missing something?

Dark Archive

Let's assume you're a druid, ranger, cleric with an appropriate domain or simply a friend of animals.

You are in an encounter with an animal. How can the animal be shooed away so I doesn't have to be killed? Killing a beast just because it was in the wrong area at the wrong time might be an option, but avoiding it would be something the above mentioned chars might at least want to try.

My first guess would have been handle animal, but nothing there seems to allow this. Intimidate was my 2nd guess, but again, bad luck.

Is there an option, or is it simply not something the rules want to allow, since it would be a too-easy way to get around these types of encounters?

Dark Archive

Hi!
Let's say I take Wisdom in the Flesh to make swim a WIS based skill.
Does this mean it's no longer suspect to ACP and encumbrance? From a logical point of view, it shouldn't, since ACP is a penalty for DEX/STR based skills, because the armor makes it difficult to pulls of tasks based on STR and DEX. But since I don't use STR to swim, I should be fine.
Right?

Dark Archive

I have a question regarding Skill Focus

Quote:


Skill Focus

Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

I think that means that I could get the feat for a skill I have no ranks in (yet).

But what happens, if the skill can only be used trained? Can I use the skill, or not?

I know, it's a pretty academic question. I just have a low level char with not that many skill points but an open feat slot...

Dark Archive 1/5

Ok, starting a new game using an animal companion.

I understand that my wolf knows only one trick at the start of the adventure, and that I can roll handle animal after the adventure to teach it a new trick.

The question is: Let's say the bonus trick is "attack", then what does the animal do outside of combat?

If I push it to do a trick it doesn't know, say "heel", for how long will it do so? Until I give it a new command?
If I push it do perform "down" - do I need to push it again to stand up?

I simply don't understand how the animal is supposed to behave while not attacking, if attack is the only trick it knows.

If it doesn't know "heel" - how comes it with me in the first place? Will it stick with me, but wander around?