Lem

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Organized Play Member. 61 posts. No reviews. No lists. No wishlists. 8 Organized Play characters.




2 people marked this as FAQ candidate.

I had an argument with a friend about the way the Flying Kick Style Strike of the unchained monk works.

The two standpoint are:

1. The ability allows you to move any way you want, including 60ft straight into the air.

2. The ability allows you to only to only move in movement types that you have access to. So if you have no fly speed, you can't fly with it.
As such, you are subject to difficult terrain etc.

I couldn't find any official post about it and i find it a bit ambiguous. Can somebody help me?

For reference:

Flying Kick:
The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.


I present to you my first two selfmade classes:

The Elemental Adept:
A 6th level spontaneous divine caster with the power of the elements at his disposal.

The Steamwarrior:
A warrior using an engine to empower his combat prowess and mobility.

Link to the classes

I would greatly appreciate any suggestions, criticism or even praise, if you like the classes.


My PC's managed to get into a horrible position. They entered the 6 stories tall tower of the BBEG through a window in the fifth floor only to find out, that the BBEG is currently not at home. They then move downwards, locking four guys at the 4ths floor in by using the key of the second vault. On the third floor they triggered an alarm and got into a fight with 6 advanced zombie axe beaks. The alarm informed the second in command, who sent 2 inquisitors and 2 supporting clerics to investigate, while continuing with her ritual in the cellar.

We needed to end the session mid combat, while they are trying to get back up the stairs.

The group consists of four level 7 pc's:
A paladin using sword and board, a twf ranger, a zen archer and a pummeling monk. They are supported by a level 8 shaman.
They are all below half hp and the paladin, who tries to protect their retreat blocking the stairs is on 3 hp.

I don't want to kill them all, but their only way is up and the shaman used most of his spells to get them into the tower in the first place.

How can a get some of them out alive without pulling punches? Getting captured is no option, as the BBEG and his followers never took a prisoner before. They kill everybody and resurrect them instead.


I am currently playing a halfling inspired blade swashbuckler of Desna and when i was looking into the wording of panache and butterfly's sting, i asked myself:

Can i regain Panache when i forgo my critical strike?

Butterfly's Sting::
Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits that creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally to hit the target automatically confirms the attack as a critical hit.

Panache::
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Panache only seems to need the confirmation of a critical strike to work and butterfly's sting works after you already successfully confirmed a critical hit.


Hello fellow forum users,

i am currently running a homebrew campaign, in which a highly organized undead scourge has overrun southeast andoran.

I have created the final boss for this campaign and i would like your advice on the following:
Which level does my party need to beat him? Is it doable without mythic levels?

To my players: Don't spoiler yourself!

Boss Overview:
The boss is a corrupted Legion archon sporting 520 hp, Fort +24, Ref +6, Will +24, DR 20/good; Immune electricity, petrification; SR 36 as well as casting of a 18th level cleric.

He attacks with:
Melee
+5 icyburst unholy greatsword +43/+38/+33/+28 (2d6+39/17-20 plus 1d6 cold plus 2d6 negative energy)
Ranged
+5 frost unholy javelin +25/20/15/10 (1d6+4 plus 1d6 cold plus 2d6 negative energy)
Special Attacks
Flames of insanity, Channel negative energy (9d6, will dc 30), Touch of Chaos, vision of madness, aura of madness

And his stats are:
Str 32, Dex 14, Con -, Int 16, Wis 32, Cha 32
Base Atk +23; CMB +34; CMD 46

He has permanent vision of Madness(+9 attackrolls, -9 to saving throws and skillchecks) which is included in the above stats.

By official guidelines he is CR 28 i think.

He will be accompanied by two nightwalkers.


Inspired by the post of Ssalarn(Link), I want to spice up my next campaign with some 3rd-party awesomeness.

Short summary of my gm-style and my group:
My campaigns are set in Golarion, but the story is fully homebrewed.
My players have a very high degree of systemmastery.
We haven't played kingdom building or mythic before.
We play on a high magic and overall powerlevel combined with high danger and high lethality.

What the next campaign will be:
Kingdom-Building in south galt combined with some mythic levels.

What i am looking for:
Mythic scenarios/modules to use as events in during kingdom building.
Additional Mythic options.
Expanded kingdom building rules.

I am aware of Endzeitgeists website and i regularly read articles but i am looking for general feedback/suggestions.
Additionally i would very much appreciate any feedback on the combination of mythic+kingdom building and if anybody has in play experience with any 3rd party products regarding mythic/kingdom building.

Thanks in advance,
Grangerer


I have a question regarding my tron-esque myrmidarch magus.

He fights throwing chakrams or piercing the hearts of his enemies with his rapier.
At 4th level he will learn to use spellstrike with his chakram due to the arguably subpar myrmidarch archetype.
I would really like to boost his potential with the chakram and my eye fell on the focussed shot feat.

Sadly i read it as not working with the ranged spellstrike class feature of the myrmidarch archetype due it using a standardaction.
Is that correct?


Can i use cleaving finish to cleave into enemies i teleport to, or would this be only possible with a generous gm?

The feat says in reach, but with dimension door full attacks, everybody you can teleport to is basically in reach.


So I am building a warpriest(Sacred Fist) and have a quick question that I can't seem to find the answer to.

Can a warpriest use the domain strike feat with his repose blessing?

Alternatively i would have to multiclass as a cleric/warpriest to use the repose domain power, even though i get the exact same melee touch attack through the repose blessing.