Krun Thuul

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Really appreciate the help on this guys. Thanks


I’m well aware you can’t combine a Polymorph spell with a size increasing spell, but i’m curious about supernatural abilities. Specifically I’m wondering on the combining of Form of the Dragon 1 with the Orc Sorcerer Bloodline (SU) ability power of giants.

“At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.”

Thanks in advance for any and all help with this and apologies in advance if my Google fu has failed me.


I’m well aware you can’t combine a Polymorph spell with a size increasing spell, but i’m curious about supernatural abilities. Specifically I’m wondering on the combining of Form of the Dragon 1 with the Orc Sorcerer Bloodline (SU) ability power of giants.

“At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.”

Thanks in advance for any and all help with this and apologies in advance if my Google fu has failed me.


If cheating is the only aspect of none lawfulness then you can role play it as "my only vice". As a GM I would really be vigilant for other infractions and give you helpful hints but ultimately its your character so if you can justify it to yourself then it's fine by me.


A fully grown male Ventnor can urinate fire


I would take the "normally operating a heavy crossbow requires 2 hands" element to say it's a large weapon to start. This would fit closer to the sizing element too. I'd house rule you could fire it with two hands at -4 rather than saying it could not be used. If your looking for total RAW then the language can be argued for your suggestion as equally as not able to be wielded at all. A more cunning rules lawyer would make an equally good pitch for each and if I went with this build I'd prepare myself for table variance. I think the house rule is very fair though.


I'm certain there is a silly rule somewhere Thant if you take eldritch heritage on a bloodrager you have to take your bloodrager line.


There is a half elf alternate racial trait that lets you count as a 1st level wizard but you would loose all your FCB's


No he has only one spell and It's a spell like ability.


Excellent thanks


It was mainly the negative energy weapon damage part really as it came up in our group and we were divided as to the negative energy being an energy attack or a weapon. In the terms of the in combat it referred to needing precise shot to damage it. For example an alchemist would find it harder to hit (-4 to hit) his standard 1+8 squares with a bomb than he would if no party member was being swarmed. I only wondered the last part as a swarm never really attacks it kind of moves over the player and damages.

Ty for your input :-)


I'd like to pick some brains please. Would a swarm be immune to the negative energy damage of the above as its called out as a slam attack and a diminutive swam is immune to weapon damage.

As an aside would you say a swarmi with someone within be counted as in combat? does the occupant count as in cover?

Thanks in advance to any help.


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A lot of responses say the party should have been better prepared and/or more generalised. As a player in this encounter know that the party was marooned and under a time sensitive mission. So sleeping was not really an option nor purchasing specific items. More than anything that effected this encounter was the movement speed making the only option ranged (and we all know how awesome ranged attacks in the water). If we'd have obscured the area in anyway she could have waited it out under water whilst fast healing. I think this specific encounter would have been fine with more specialists rather than less as it would have been much easier if we'd had a couple of blasters or optimised Druids wild shaping.

Oh and Richard we didn't surrender we made a deal not to slaughter her real targets lol.

All in all however it turned a boring combat into a fun RP encounter.

As an addendum I find the whole CR system as a player and GM only a rough guide anyway as it IMHO gets it wrong far more than it gets it right.


I still have fun with mine, it's not ridiculously op and doesn't really come on line until level 7.

We play pfs 20pt or non pfs 15 point build.

Amarr
Middle-aged angel-blooded aasimar (angelkin) monk (master of many styles, nimble guardian, qinggong monk) 7 (Pathfinder RPG Advanced Race Guide 92, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 59, Pathfinder RPG Ultimate Magic 51)
LN Large outsider (human, native)
Init +3; Senses scent; Perception +13
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 20 (+1 deflection, +1 Dex, +4 natural, -1 size, +6 Wis)
hp 52 (7d8+14)
Fort +8, Ref +7, Will +9; +2 vs. death, +2 bonus vs. sleep, paralysis, and stunning, +2 circumstance vs. blinded or dazzled
Defensive Abilities defensive aid
--------------------
Offense
--------------------
Speed 60 ft.
Melee unarmed strike +11 (3d6+8) or
bite +11 (2d6+7 plus grab), 2 claws +12 (2d4+7 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, stunning fist (8/day, DC 16)
Spell-Like Abilities (CL 7th; concentration +8)
At will—halo
1/day—enhanced diplomacy, guidance, lesser age resistance[UM], longstrider, mending
Monk Spell-Like Abilities (CL 7th; concentration +8)
—barkskin (self only, 1 ki)[UM]
—scorching ray (2 ki)[UM]
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 14, Int 8, Wis 16, Cha 12
Base Atk +5; CMB +14 (+18 grapple); CMD 30 (34 vs. trip)
Feats Catfolk Exemplar (sharp Claws)[ARG], Crane Style[UC], Crane Wing[UC], Dragon Style[UC], Feral Combat Training[UC], Improved Unarmed Strike, Racial Heritage[APG], Stunning Fist, Weapon Focus (claw)
Traits adopted, mizu ki hikari rebel, reactionary, tusked
Skills Acrobatics +11 (+23 to jump), Climb +12, Escape Artist +7, Fly +2, Intimidate +1 (+3 circumstance vs. evil creatures), Perception +13, Profession (sailor) +9, Ride +7, Sense Motive +9, Swim +16
Languages Common
SQ defensive mastery, fast movement, fey magic, fuse style, guardian feline, halo, immortal spark, ki pool (7 points cold iron, magic, silver), maneuver training, mark of slavery, nimble reflexes, scion of humanity
Other Gear +1 amulet of mighty fists, belt of giant strength +2, cloak of resistance +1, monk's robe, ring of protection +1.
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.

Prerequisites: Catfolk.

Benefit: You can take the Aspect of the Beast feat (Advanced Player’s Guide 151) even if you do not meet the nor
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Defensive Aid (6/day) (Ex) Grant ally +4 to AC or a Reflex saving throw up to Wis mod times a day.
Defensive Mastery (Ex) When using defensive aid, spend 1 ki point to negate damage taken on ally's successful reflex save.
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feral Combat Training (Claw) Use Improved Unarmed Strike feats with chosen natural weapon.
Fey Magic (Favored Terrain [Water]) Gain spell-like abilities in selected terrain.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guardian Feline (Tiger, Dire) (Su) Spend 2 ki points to change into feline form as beast shape II or III (9th level).
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Immortal Spark You gain +2 to saves vs. death.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Nimble Reflexes (Ex) At 3rd level, a nimble guardian gains a +2 bonus on all Reflex saving throws. This ability replaces still mind.
Pounce (Ex) You can make a full attack as part of a charge.
Racial Heritage (Catfolk) You count as another race for the purpose of prerequisites.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Scorching Ray (2 Ki) (Sp) Costs 2 ki points to activate.
Stunning Fist (8/day, DC 16) You can stun an opponent with an unarmed attack.

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I've had some fun with this in the past too

http://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler/archetypes/paiz o---swashbuckler-archetypes/mysterious-avenger


Whilst not optimised this is something I've been working on for non PFS Skulls and Shackles

Lady Payne #2
Half-elf exalted 6/warpriest of Calistria 7/magus* (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Class Guide 60)
CN Medium humanoid (elf, human)
Init +6; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 10 (+6 Dex)
hp 95 (13d8+27)
Fort +11, Ref +10, Will +13; +2 vs. enchantments
Defensive Abilities sacred armor (+1, 7 minutes/day); Immune sleep
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 voidglass stinging whip +16/+11 (1d8+15 nonlethal)
Special Attacks arcane pool (+3, 7 points), blessings 6/day, channel positive energy 4/day (DC 18, 4d6), fervor 8/day (2d6), sacred weapon (+1 1d8, 7 rounds/day), spellstrike
Spell-Like Abilities (CL 13th; concentration +16)
3/day—charm person (DC 14)
1/day—guidance, light, longstrider, mending
Domain Spell-Like Abilities (CL 0th; concentration +0)
8/day—dazing touch
Warpriest Spells Prepared (CL 13th; concentration +18)
--------------------
Statistics
--------------------
Str 7, Dex 22, Con 14, Int 14, Wis 20, Cha 16
Base Atk +9; CMB +4; CMD 23
Feats Combat Reflexes, Deific Obedience, Improved Whip Mastery[UC], Piranha Strike, Skill Focus (Knowledge [religion]), Slashing Grace[ACG], Weapon Finesse, Weapon Focus (whip), Whip Mastery[UC]
Skills Bluff +3 (+5 when divine brand is visible, +7 vs. those who could be sexually attracted to you), Diplomacy +15 (+17 when divine brand is visible, +19 vs. those who could be sexually attracted to you), Disguise +3 (+7 vs. those who could be sexually attracted to you), Intimidate +3 (+7 vs. those who could be sexually attracted to you), Knowledge (planes) +18, Knowledge (religion) +21, Profession (sailor) +21
Languages Aklo, Aquan, Common, Elven
SQ +4 to charisma checks vs. sexually attracted, blessings (charm: charming presence, dominance aura, trickery: double, greater invisibility), charm person 3/day, divine brand, domain (charm), elf blood, fey magic, magus arcana (broad study), religious speaker, stunning touch, vitality
Other Gear +3 voidglass stinging whip, belt of incredible dexterity +4, headband of mental superiority +4, 150 gp
--------------------
Special Abilities
--------------------
+4 to Charisma checks vs. sexually attracted (Good) +4 sacred bonus to Charisma checks vs. those who could be sexually attracted to you.
Arcane Pool +3 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Charm Person 3/day (Sp) 3/day use charm person as a spell like ability.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Touch (8/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Divine Brand (Su) Gain brand on visible body part that functions as a silver holy symbol.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Exalted Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Fervor (2d6, 8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fey Magic (Favored Terrain [Water]) Gain spell-like abilities in selected terrain.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Religious Speaker (Ex) +2 bonus on Bluff, Diplomacy, and Perform (oratory) when brand visible.
Sacred Armor +1 (7 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +1 (7 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Slashing Grace (Whip) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stunning Touch (Su) Dazing Touch can stun instead of daze.
Vitality (Good) (Su) +2 sacred bonus on Con checks to stabilize.
Warpriest Channel Positive Energy 4d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Whip Mastery Using a whip does not provoke attacks of opportunity


Warpriest takes care of damage dice eventually.

As for two weapon fighting I would drop it as 2 one handed weapons are not the easiest to hit with, unless you were thinking of taking the magic item (ribbon thin for handle) to drop one to a light weapon.

I'd prefer to go slashing grace route coupled with combat reflexes.


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TL;DR

RAW yes
RAI no


How do you gain the second as most feats and/or archetypes state stacking over a new acquisition.


Good question


Story summoner and Nature preservationist.

Story summoner as they are great fun with a Harrow deck especially if you also take the harrowed summons feat line.

Nature preservationist as I love the idea of playing a psychotic Darwin who catalogues creatures, places specemins in jars and then throws them into battle. I planned to play this one in skulls and shackles and take bits in a disturbing way from every creature defeated back to my lab on ship.


Weapon cords and quick draw work wonders for reloading if you want a cheaper option than weapon storing gloves.

The problem with the class/archetype in PFS is you get no free weapon like a gunslinger and you can't even buy bullets without the gunsmithing feat. It ends up being best to dip into gunslinger to get these.


Some familiars have preset feats and some do not. Also there is a witch archetype that transfers feats to the familiar.


An easy route for horns eventually is

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/helm- of-the-mammoth-lord

Along with some basic

http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Tusk%20b lades

To give you a better crit range.

Also if you go bloodrager you have access to the cheese that is

http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Familiar%20 Bloodline%20Familiars

Give your familiar the vallet archetype and add

http://www.d20pfsrd.com/feats/general-feats/amplified-rage-teamwork


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Four dollar dungeons. Endzeitgeist has done better reviews for these than I ever could. Read. Buy. Play. Repeat. Especially Marina and the upcoming holy island.


This spreadsheet is awesome for figuring grapples and how they work.

http://www.tenebraemush.net/images/1/17/Grapple_flow_chart_A.pdf


If you check the Teifling book I'm sure there is an alternate racial trait that gives you massive hands and allows you to wield large weapons as medium. That may help what your trying to achieve.


Or you can go into skill focus knowledge (anything) and eldritch heratige arcane and push your concept into another class.


Yeah that seems RAI so I'll go with that.


Thanks Xethic, it's just so I can give a balanced forum opinion when I introduce it to my GM. I like things firmly ruled before I use them.


Thanks guys. This really helps :-)


I'd be more interested in how it should work as I'm not interested in using it to power game.


1 person marked this as FAQ candidate.

The D20PFSRD states

" Fey: This drop of amber hangs on a silk cord. The wearer can turn invisible for 9 rounds per day (as greater invisibility). The rounds don't need to be consecutive. Three times per day, the wearer can make a melee touch attack to cause a creature to burst out laughing. That creature can take only a move action, but can defend itself normally. Once a creature has been affected by this laughter, it is immune to it for 24 hours. This is a mind-affecting effect. Moderate illusion; CL 9th; Craft Wondrous Item; Spells greater invisibility, hideous laughter."

It's the latter half that concerns me as I'm not the best when it comes to item rolls. Does the section

" Three times per day, the wearer can make a melee touch attack to cause a creature to burst out laughing. That creature can take only a move action, but can defend itself normally. Once a creature has been affected by this laughter, it is immune to it for 24 hours."

In essence does this give a no save, unlimited duration, standard action stealing effect at the cost of a simple touch attack.

Thanks for your time


This ruling is a terrible shame, any ruling that limits options and freedom always bugs me. It created many options and had massive roleplaying value, I never took a build to the table that upset or angered anyone, but then again I didn't play with many beardy types. I hope they fix the PrC soon to make some of them playable.


Excellent cheers for your input Cuuniyevo it seems quite balanced. I didn't realise the spells were replaced and thought I could fix the revelations issues with "extra revelation feat". Thanks too Zahir.


Well the purifier gets 1+char alignment channel
The Life oracle gets 1+char standard channel
And if you take the life spirit through the spirit guide option you get 1+ char standard channel also.

At 10th level it would look like
5d6 channel x2 1+CHA times per day
5d6 channel alignment 1+CHA times per day.

I just thought it would be awesome added into a vindicator build.

Thanks for your response Cuuniyevo


Hi all thanks for taking the time to look at this.

I'm looking to stack the purifier archetype with the spirit guide, is this possible I'm unsure as to if you can replace feature, I.e. Bonus spells with new bonus spells, etc.

Also would it be possible to combine with dual cursed too. In case you were wondering I'm using for a holy vindicator build with multiple channeling options.

Thanks again :-)


I think Trap Finder trait is an awesome way to replace the need for a rogue in this. Unless your going oracle/sorc then seeker archetype works well too.


I've seen a few posts mention "won't kill all the swarm". You don't need to once a swarm hits 0 hps it doesn't die it disperses.
As far as the earth elemental goes, if you can do that you can cast or summon something with good aoe damage more than likely.
Also I think position on the matter comes from people thinking that immunity to weapon damage means immune to all physical damage. If the npc was large to huge I think we would see people arguing more severe damage as opposed to immunity.


Also as a gm I would require your weapon to be medium sized (aprox 5' by 5') as opposed to being sized for a medium sized creature. So yeah if your a huge creature wielding a warhammer feel free to rename it fly swatter.


Nah that could be argued either way to be fair. They either are not because they are not specifically called out as an object or they are because there description gives them mass and dimensions. I'd go with the latter personally.


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Mergy wrote:
A rat swarm isn't immune to weapon damage, but a spider swarm is. If it's a swarm of tiny creatures, I'd say half damage.

But neither are listed as immune to damage from a falling object, If we're talking RAW.


But would you then not give an NPC the same advantage i don't see swarms being any better at avoiding falling objects than other things.


richard develyn wrote:
Tony Lindman wrote:
richard develyn wrote:

Then I don't understand why things come and go from being legal.

I had always imagined that the PFS restrictions weren't season related. We actually use the PFS restrictions for our non-PFS campaign as a way of imposing a sanity check, or a power-check, on Pathfinder characters.

I don't understand why it should be illegal in a week's time to create an Aasimar or Tiefling for some of the last season's scenarios, but it's ok now.

But then maybe I just don't understand PFS.

Richard

I think maybe you are just not understanding exactly what is happening.

Aasimar and Tiefling characters were not initially available at all. They were opened via special boons, then later made always available. That is where we are now.

As of the start of the season on Thursday, Aasimar and Tieflings go back to being only available by boon *for creation of new characters*. Existing characters that have been played at least once prior to Thursday will be allowed to continue with no changes or restrictions. The only change is that no *new* characters of those races will be allowed without a boon.

It has nothing to do with what season's scenarios you are running. A lot of people are quickly making new characters to run before Thursday to "lock in" the special races, but again it has to do with the current date, not the scenario being run.

Does that help?

It does, thank you - I do understand it better. As you say, people are getting around it by creating their aasimar and tiefling characters now, but I guess the reason for making this change must be as a way to throttle back particular races.

Richard

Yeah it helps boost attendance at events if they throttle who and how many can play what. This works if your solely pfs as if that's your bag you will attend events to open up options, feats, bonuses etc. Not all things banned in PFS are due to power a lot are banned due to theme, mistake and/or class feature encroachment.


lol sorry i was replying a post behind. I am a verrrrrrrrrry slow typer. Thanks for resolving this all :-)


Yeah Rogue my thoughts exactly (ty for your guides btw they help me loads)


Thats what we thought my only issue stands now on "possibly kills creatures that hear it".


Only my fourth post so sorry in advance for any forum faux pas. The question is pretty much as above. We had a session recently where a Banshee did it's stuff I failed my save and died in a one shot. I discussed with my GM how a wail would effect a deaf person in particular a deaf cursed oracle.

School necromancy [death, sonic]; Level sorcerer/wizard 9, witch 9; Domain death 9, repose 9
CASTING

Casting Time 1 standard action
Components V
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one living creature/level within a 40-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin [are affected first.

While we agree (me and my GM) it seems daft to have a deaf person dying to a sound, we could also see the possibility of damage by vibrations (sonic) etc and my GM was concerned that no part of the curse stated any immunity. Is there any RAW/RAI that we could use to support one way or another or could we get a ruling?

Thanks in Advance


My Lyrakien Azata would use her ventriloquism to cheerfully say "your all going to die down here" after my wizard would cast one of his pit traps. After the first one I played her as slightly more and more deranged/unstable. It was great fun.


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Some of the the most enjoyable combats I've ever taken part in.

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