Grummik Lastsong's page

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That's good to know! Thank you so much! ^^


Thanks for your answers ^^

I think making an unchained version of anything and then add things only for the previous version would not be the usual decision and probably a poor one if taken... But I've seen some choices that I feel and think as a not good ones being taken (of course it’s my opinion only, I don't want a discussion about it hahaha).

Maybe it's just me but I seems to be a lot of work joining the true list of an unchained summoner...

First, I have to know what sources are older than the Pathfinder Unchained.

Second, I have to know which of those have been taken into account in the unchained summoner list (to know which spells were deleted, which ones were changed, which ones were keep the same and which ones where added).

Third, I have to know what has been released since Pathfinder Unchained and have spells for the Summoner.

Of course, even joining the books my group and I have, we don't have every one of them. Still... I see it as a bunch of extra work just because I wanted to play the revised version of this class.

There is some way for lazy players to keep track of the "true" unchained summoner spell list? If not, from tomorrow I'm officially trying to "unconvince" my GM of playing the unchained version.

To me, it seems that the regular Summoner, even if supposed to not be the "mandatory", has more facilities to be played (just it's more hard to convince de GM... everything else seems to be easier).

Again, thank you so much for your answers!


2 people marked this as FAQ candidate.

Hello fellow gamers!

In a homebrew game I've just got 13th level with an unchained summoner. I was going to select "Greater Grease" as one of my new spells... But I've just seen that, on the list of classes, there is no mention of the unchained summoner.

I've been looking a few spells that came after "Pathfinder Unchained" book and it seems to happen the same; the Summoner is listed but not the unchained version.

I wonder if the material taken after "Pathfinder Unchained" considers "Unchained Summoner" as standard or simply, this material, does not add any spell with books that have been coming later. ???

Thanks for the help

-> Sorry for mistakes, I'm writing with Gm's permission while playing hahaha.

Edit: The GM just said me to keep that "slot" empty until I know the answer.


I gess you are thinking on Piranha Strike. But it's only for light weapons, so it doesen't work with al finessable weapons.


"Some Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell."

So, Maiden's Helm Command would have a DC of 11 (10 +1 +0).


Thanks! ^^

I will probably not be able to get "Ability focus" because it is on the Bestiary so, I guess I have no way to boost that DC. Maybe I should try to look for ways to make the enemy bonus lower instead of increasing the DC.

Thank you everyone! ^^
And sorry for my typos and misspellings.


WOW that have been very fast! Thanks! ^^

The character is a Barbarian with 19 STR (20 at level 12), power attack and reckless abandon. He have 2 of 3 "Beast Totem" rage powers too (he is at level 7 right now, but I like to plan 3 - 4 levels ahead). I think he will not have a hard time trying to hit even with the -5 but I’m still not sure if the DC is high enough... And I don't know any wat to increase it.

- The DC is high enough to be "reliable"?

- There is a way to increase the DC from that feat?

Thank you in advance for you time and answers and sorry for my typos and misspellings.


Hello! ^^ I'm thinking on getting Dazing Assault when my character get enought BAB. But, while I'm reading it, some questions come to me and I'm not able to find the answers.

- Does the fortitude save apply to every succesful attack?

- If the fortitude save applies to every attack, is the DC based on the BAB of each iteritive attack?

- The save DC, is hight enought make that -5 to hit be worth?

Thank you in advance for you time and answers and sorry for my typos and mispellings.


For a while, my group and I have been traking initiative in the way claudekennilol described and works fine for us.

Even if we never use them all (some times not even 1 of them) we use to roll initiative 10 times and, once we have writen it, the GM roll a D10 several times to choose the order of the initiative cheks.

We've tried to make the GM make all initiative rolls, but at the end, it was making us to stop before each fight as if everyone rolled his own check.


First of all, I'm kinda new to Pathfinder and I don't have UE book, so maybe I have the worng descriptions. Just for the little posibility of not being in this way and add my thought:

Gauntlet description wrote:

Benefit: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. Your opponent cannot use a disarm action to disarm you of gauntlets.

Note: The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.

Weapon Feature(s): cannot be disarmed

Amulet of Mighty Fists description wrote:

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

Enhancement bonus description wrote:
An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor's bonus to AC, they don't apply against touch attacks.

The part I've bolded make me think that they stack if just one of them have "flat" +X (enhancement bonus) and the other use special abilities so, for what I know and understand, the answer will be "Yes".

To be clear, I repeat I'm not very use to Pathfinder rules and maybe I'm wrong. The only diference I see between "Unarmed Strike" and a "Gauntlet" is "Unarmed Attack". And, maybe because english it's not my mother tonge, the only diference betwen them: "strike" is used for the moment when you already attacked and not missed and "attack" when you try to hit your oponent.


First of all, thanks for your answers! and I apologize, it's 20pt buy not 15 (my bad, I've thought it would be like the last game but the GM give us 5 more point because of radomness of selection). I should add that the GM said he will be nice with drains and similar; we've got one Elf Barbarian going INT, one Half-Orc Ranger going INT too, one Halfling fighter going STR and gnome Wizard going CON [me].

I'll not carry almost anything, my donkey will do it. But, even this way, it will probably be a problem. I've not bought anything yet (we will do the "character creation session" next week).

I'll give a read to that wizard guide. At this moment i've only read a little looking for sources used on it but I've not been able to find it so, just one question:

- ¿What sources was used to make it (the guide)?

Obviously, if someone want to give more ideas, tips and so on I'll be glad to read them. Thank you all for yout time ;D


Hello! This night me and some friends have been talking about start a new game choosing random race, class and one random score should be 16 before racial ability score. I've got a Gnome + Wizard + Constitution; time to see a wizar with (almost) the same HP than the fighter. For start, I have to say that I've NEVER used any kind of spells and I use to fall and choose all possible existent traps.

Some meditating moments later, my new character level 6 ended up like this:

Weirdo the Gnome:

Gnome Wizard.

Alternate Racial Traits:
- Academician (Keen Senses).
- Blended view (Obsessive).
- Eternal hope (Defensive Training + Hatred).
- Fey Toughts (Weapon Familiarity).
- Utilitarian Magic (Gnome Magic).

Ability Score (15pt):
STR: 5 (-4) (7 base, -2 Race).
DEX: 13 (+3) (13 base).
CON: 18 (+10) (16 Base, +2 Race).
INT: 16 (+10) (16 Base).
WIS: 10 (+0) (10 base).
CHA: 09 (-4) (7 base,+2 race).

Arcane bond: [I've thought on going with some weapon attached to my hand (maybe Brass Knuckles or something similar), even having to burn a feat on proficiency (if i'm not completly feat starved).

Spell selection: I've thought it could be fun going like some kind of "time master" (spells like haste would count). But I'm not sure if it's a good way to go...

School: I'm not sure which schoold benefit more the "Time Master" (gessing it's a good way to follow).

Feats: I don't know which feats should work better with him. Some metamagic feats seem to be very good... ultil I ralizev they change the level of the spell slot.

Beside of Race, Class, Con score and 15 pt buy, everything can change; I've got any experience with any kind of spellcasting so, those are my first thoughts (and probably bad ones; I use to fal at every trap).

While the GM don't mind if we use all avaliable paizo sources (so no 3pp) the spells have to be from Core, APG and Inner Sea World? (not sure about the name, the book it's owned by the gm; not me) to have access to the physical version during the game.

I know I'm almost asking for making a whole character, but I really don't have a clue on how to g for it... And, even if it's a game to go "weird way", I want to be reliable enought. Maybe it's not the best way to start to know the arcane world, but I want to respect the "dice" selection xD

Thank you in advance for you time and answers.


I gess It's better to ask in the same Thread I've openned, because it's a question about how works one of the class features of the character.
I've just realized that there is a final sentence in the "Armor Training" fighter class feature that I missed (the emphasized part of the spoiler).

Amor Training:
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.


The brawler archetype trades "Armor Training 1" for "Close Control" and the "Armor Training 2, 3 and 4" (plus "Armor Mastery") for "Menacing Stance".

- Would Rummik (the fighter in the first post) be able to move "at 30'" with medium or heavy armor?

Maybe it's because english it's not my mother tonghe but, as I read it, I understand that this last efect it's not tied to the first part of the text but, at the same time, I gess if both efects are not tied to each other, it would be another class feature. So, I really don't know what to think about.

Thank you so much for giving your time and sorry for my, almost sure, typos and misspelling.


First of all, thanks for your responses!

The Sword:
I've looked into Brawler class. I liked it a lot, but I'll stick with the fighter class. When I have more experience I'll probably use the Brawler more than a few times.

BadBird:
I've thought with good Dex and weapon finesse the low Str would only affect to raw damage. With a barbarian on my side, I think it's not a big deal but maybe I should get more Str.

Kazaan:
At first I was thinking on getting Combat expertise but every time I read it, I like it less. So, probably I would give up some Int to take some Str.

Actually we will be one Barbarian, one Cleric, one Wizard and one fighter (me). Maybe we will miss a bit the rogue trap spotting ability, but we will not miss it that much to use one over the ones we choosed... Or that it's what we gess.

I haven't noticed the GTWF and GPS switched links before, but thinking it a bit, maybe would be worth putting GPS at 16 and, if I got to level 17, get GTWF just because fighter can spend one feat to close the feat chain (and 1 extra roll... even with -10 the "20" at the dice is there hahaha).

Finally, sorry for my, almost sure, typos and misspelling.


Hello everyone, I'm Grummik.

Recently I've been able to play some "one-shot" adventures with a group of friends but, until now, I've always used pregenerated characters. Now we are going to start a long campaing (from level 1 to level 16) and I'm happy to do my first character in Pathfinder. I have a little experience in D&D 3.5 but in Pathfinder just the "one-shots". For that reason, I'm here lookig for you experience and knowledge to improve my character (delete some "trap" feat, order changes, some very good feat that I don't know, etc).

I'm not looking for an extreme optimization, but in my little experience in D&D, fighters need some extra love while building to be truly reliable and I really need to plan my character in advance... Or I will create some infernal aberration who is suffering that much that is always asking to be put on the eternal sleep.

With "some" time and reading, this is what I have:

Rummik:
Human Fighter (brawler archetype)

Ability Score (15pt):
-> Strength: 10 (0pt)
-> Dexterity: 15 (3pt; +2 Racial)
-> Constitution: 14 (5pt)
-> Intelligence: 14 (5pt)
-> Wisdom: 12 (2pt)
-> Charisma: 10 (0pt)

*I hate having penalties*

Probably using Cestus as weapons.

Feat selection:
1.- (Level) Toughness
1.- (Bonus) Two-weapon fighting*
1.- (Human) Weapon finesse*
2.- (Bonus) Weapon focus*
3.- (Level) Piranha strike*
4.- (Bonus) Weapon specialization*
5.- (Level) Iron will
6.- (Bonus) Agile maneuvers*
7.- (Level) Combat reflexes*
8.- (Bonus) Improved two-weapon fighting*
9.- (Level) Stand still*
10.- (Bonus) Disruptive*
11.- (Level) Spellbreaker*
12.- (Bonus) Penetrating strike*
13.- (Level) Improved critical*
13.- (*Bonus*) Critical focus*
14.- (Bonus) Tiring critical*
15.- (Level) Exhausting critical*
16.- (Bonus) Greater two-weapon fighting*
17.- (Level) Greater penetrating strike*
18.- (Bonus) Teleport tactician*
19.- (Level) Greater weapon focus*
20.- (Bonus) Greater weapon specialization*

*The second level 13 feat it's from brawler archetype, gessing I've read it correctly*

I know, for starting at level one that is so much planning... but I can't help on it, I really want to start the campaign and I have to keep my mind busy hahaha. And I know to that I've said we would go until 16 but, being only 4 levels of difference, I thought it would be OK going until level 20 and dream with it.

Finally, thank you so much for giving your time and sorry for my, almost sure, typos and misspelling.