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Look I don't remember all his numbers. The static damage probably is higher than I listed. It wasn't the individual hits that seemed OP it was the NUMBER of hits he could dish out from AoO's due to reach.

I also could have been mixing up attack stats. Remembering damage from non-Power Attack (such as an AoO before his first turn thanks to Combat Reflexes) but the usual bonus of +10 to hit with PA.


OH RIGHT! That's what I forgot. He is Giant-blooded. I've never actually read that so I didn't remember it.


(on the reach point) he's under the impression he has a 15 ft reach as he's getting AoO's 3 squares away (GM is newer to RPGs and mostly plays 5e these days so he actually relies on US for rules reference). He definitely has not dipped into Fighter I know that.

(his to hit bonus point) I have no buffs for him I usually cast shield on myself or something full party (most of which are lvl 3 spells and not usable et) if I'm casting a buff spell. I'm a Kensai so my reduced spells/day are usually dedicated to me dealing damage. You know, Shocking Grasp all day with pearls and maybe a scorching ray/magic missile if I need ranged damage. His wife as the Oracle loves throwing her Fire spells (blackened curse) or ill omen. She does have some buff spells but they are not the go to.

So here is what I recall about his abilities.
I believe he started with a +4 STR (exact score unknown).
Assuming STR score was 19 at start he could put lvl point to make it 20 and +5.
He does have a Belt of +2 STR. bringing him to +6.
Rage would bring him to STR 26/+8

So, BONUSES to hit: BAB +6, STR +8, Weapon bonus +1 = +15
PENALTIES to hit: PA -2 + Massive Weapon -4 (lvl 6 reduces penalty by 2) = -6
Combined that's a +9

So either he miscalculated somewhere, I'm forgetting a bonus, or I'm remembering his to hit wrong.


I should also note most of our enemies recently have been things like Giant Boar and other non-sentient creatures (we are scouting a forested area and clearing it of threats to allow a nearby village to expand).

Side question with brace though. Does HE have to be the target of the charge or does the charge just have to go through his threat range (from that one direction of course)?


Oh yeah I understand how brace works but he's in a 3 person group with my Magus (who often casts a buff/debuff first round before entering melee) and his wife's Oracle (who is NEVER getting into melee, hopefully) so he usually braces the first round if he's expecting a charge (anytime one or more enemies have unimpeded line to attack him). 7d6+30 usually gets the job done at lvl 6.

It's the 15 ft reach that's really letting him do damage cuz I know he also has cleaving finish and that extra 5 ft gives him more targets he wouldn't normally get. Also, he's getting attacks by hitting enemies at 15 ft then they try to close to normal melee range of 5 ft and take an AoO where 10 ft reach wouldn't allow this (they just 5 ft step).

Basically a lot of his build is tailored around extra attacks or damage because of what his enemies do.


So the only advantage to Massive Weapons ability is a larger damage die? (in this case 3d6 instead of 1d12)


So I will say at the outset that I don't know my friend's entire build.

His Titan Mauler at lvl 6 with a +1 Vicious Lucerne Hammer and Power Attack is +10 to hit and deals 3d6+15 (+2d6 vicious) damage and he's just mopping the floor with everything we fight.

Like I said I don't know every feat and rage power he has so I'm not THAT worried about him calculating damage wrong. The key thing I'm curious about is if he's interpreting his REACH correctly because of the massive weapons ability. That is what really seems to be throwing his damage output over the edge because he also has Combat Reflexes and anything with less than 15 ft reach is taking a massive hit on it's way in from AoOs (plus brace damage if they charged).

Does wielding a LARGE reach weapon give a normal medium character a 15ft reach?
In other words, is reach based only on the creature or does the weapon size also add reach?

I'm not GMing this game so I'm not gonna make a fuss about it now but I am expecting to run the next game which will be a higher level and if he plans on bringing a version of this character I want to know that he's following the rules.


(Note: If this is the wrong forum for this thread my apologies)

So I'm trying to start up an online game with some friends. I'm looking either Kingmaker campaign or Emerald Spire super dungeon. I'm going to put the final decision to a vote but I was hoping for some non-spoiler assistance from those who have played it (I don't want to read it if we don't use it).

Are there ways to "shop" for gear? I'm thinking particularly for the benefit of spellbook classes like Wizard/Magus/Alchemist who usually have to find access to spells outside their 2/level (or 1/level for Alchemist). Usually by finding them in repositories or buying scrolls and transcribing into their own books.

What about other gear? Being that it's a single dungeon I don't imagine it would allow for much in the way of crafting high end magical items that usually take over a month to create in the BEST of conditions (ie while the character is SAFE AT HOME). Will there be some kind of flavorful way for players to spend gold on new stuff?

I mean if this is a game where players go in at level 1 and have to advance purely off the loot they find I think that would be awesome (assuming it's done well). I know some of my friends make some really broken characters if they can plan out all their equipment and levels. Maybe it will provide a challenge and I don't have to keep increasing the CR of fights just to challenge them.

Again I don't want specifics because if we go with Kingmaker I don't want to potentially spoil this adventure if another GM runs it for me later.


That said I looked at iron gods summary and I'd love to play/run it with a different group (one with players that don't try to press a rookie-GM-using-published-setting's limits)


My reason for not using any sci fi like settings is that most of my group don't want to have to learn even more rules and such. Same goes for use of psionics. We are quite happy with the sword and sorcery setting. I am not even going to allow firearms even though we've had multiple gunslingers already (for setting purposes).


(If this is the wrong forum I'll gladly repost this in its proper place)

TLDR;
I'm trying to make KotOR into a Pathfinder campaign and advice is welcome

To be more precise I've only ever GM'd modules and the first third of the first book of Kingmaker (my group at the time liked to try and go against the story just to give the freshman GM a rough time so I shut down the game rather than take BS). I've never done anything even close to writing my own campaign so I could some advice (even though the skeleton of the story already exists).

So this campaign will be based on the Star Wars game Knights of the Old Republic. It was originally based on D&D so I think it is a good candidate to be altered into a Pathfinder game. It won't be using the sci fi rules. It's all sword and sorcery, not even guns. I won't be summarizing KotOR so if you don't know it or need a refresher look it up. Plenty of sources out there. Much of the concern stems from making a single player story that is focused on the PC into a campaign for 3-5 players.

Here are the alterations I made so far:
-A relatively new Coalition of allied nations rather than a unified Republic that is already thousands of years old
-A top notch Academy of Magic that stands independent of any one nation (and wields moderate political power itself) instead of the Jedi Order
-While small schools exist for arcane and churches and such exist for divine the Academy is where the best of the best train and learn magic both arcane and divine.
-Rather than a galaxy it takes place on a single world roughly 2.5 the size of Earth (same gravity though) with large oceans so it hasn't all been explored
-Game takes place on one or two large continents on one hemisphere
-The invading came from the "unexplored" hemisphere and quickly gained a foothold by conquest of weaker unsuspecting territories and by a few whose people welcomed a change from their previous corrupt and wasteful governments
-Opening will be on a small Coalition military base just outside an independent but neutral city-state which replace the Endar Spire and Taris respectively.
-The 4 main quest planets with be replaced with 4 nations or cities of similar settings (jungle, desert, oceanic/coastal, enemy stronghold)
-Mandalorions replaced by a nation on the continent that started to conquer and were defeated before events of story which caused the Coalition to form in the first place

What I must still figure out:
-Should I secretly select a PC to be Revan without their knowledge, should I make Revan the bad guy and use another mechanic for why the PCs are following his footsteps
-Might make Revan and Malek into a larger group of 4 or 5 big bads (I find one single big bad boss is easy for a party of 4 or 5 to beat because of turn economy)
-5 mcguffins that the PCs must find in place of the Star Maps
-An uber-mcguffin to replace the Star Forge
-Should I give paths for Good AND Evil endings or just keep it as a Good campaign for the time being?
-Many things I probably haven't even thought of

I think I'm going to have to play through KotOR again just to see if there is anything I missed.

Thanks for reading. Any advice or ideas (even if it is a change to stuff on the first list) would be much appreciated.


So I'm thinking about trying to create a cestus-like weapon with 18-20 crit range so that at higher levels I can use metamagic rods in THAT hand and keep the off-hand free to cast in spell combat.

Clawed Guantlet
Exotic(6DP)+1-Handed(2DP)+2x Additional Points(2DP)
Design costs
Imp Crit range...(3DP)
Imp Crit range...(7DP)
Attached..............(1DP)
Fragile...............(-1DP)

Result:
1d3 Slashing 18-20/x2 (Attached, Fragile) 38gp

With the goal being to crit as many spellstrikes as possible (and with Quicken Spell rod I can get up 2 spells per turn 3x/day) I want to be using a base 18-20 crit range weapon. 15-20/x2 after keen (maybe Imp Crit feat at higher levels) is applied

Otherwise I might see how well I can do at just using Spellstrikes and forgoing normal attacks when I want to use a rod.

Your thoughts?


But even though I'm not using a Staff Magus NOW I think it'll be my next character. I love the flavor, I just really want to try out a build with an intelligent item thrown in.


Oh yeah. I have no intention of outright abusing the creation rules. I still intend to keep the staves I craft themed with at least two (ideally three) spells on each.

Thing is that as I read the guide Silas mentioned above, I read about the bladebound magus and talking that over with my GM we really like it. Especially in an evil campaign. I don't know what he made the black blade's purpose yet (or if he'll tell me or I have to discover it) but it also let's him be able to role play a pseudo-party member.

I've never dealt with intelligent objects in game before so I decided to leap at the opportunity. (I just wish the black blade didn't have to be a Slashing weapon, it would be fun to mix --AND WORK-- with the staff magus though that might be a little OP).

Now I just need to determine my Bladebound build.


Silas Hawkwinter wrote:
The Magus guide discuss staff Magus and has an interesting controller build right at the very end of the doc.

Actually reading about some of the archetypes in that guide makes me wonder about dropping staff Magus and picking bladebound.

Question would I determine my intelligent weapons reactions or would that be something my gm does?


As for the recharging I was forgetting the Staff Magus's ability to use arcane pool to recharge staves.

I would still need access to those 7th+ level spells to MAKE that custom staff. I can't add to DC to skip them as a requirement for crafting. What am I gonna do commission a 17th+ level wizard AND 17th+ level cleric for 150 days to cast miracle and time stop as I craft? That's gonna cost me 220,320 gold for each caster.

idk a 590,640 gold staff seems REALLY over priced. Even for Miracle/Time Stop on demand.


Someone said wrote:
For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level.

My group and I have ALWAYS included staves to be in that list because it makes no sense that a 11th level Wizard can generate enough power to imbue a staff with a CL 20 spell. We see the exclusion of staves in that line as a mistake and go by what we feel to be RAI. Maybe it's been too long with that house rule that I forgot it was a house rule but it works to keep custom staves under control.


I HAVE Frostbite as Magus. It's in my spellbook.


@Ryze: But can't I just get a wand of Shillelagh and do the same thing? I have Wand Wielder arcana.


@Ryze: I've never use RP in character creation, I'm not really sure how that works. My groups have always shied away from those options since we don't really understand the rules of it.


@Meirril: Yeah but I have to actually be a 20th level caster to make those staves be CL20 staves. Plus, you can't recharge a staff with miracle using a 6th level slot. Miracle is 9th level.

Recharging Staves said wrote:
[Recharging] a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff.

I don't GET 9th level spells. And you'd still need to provide the 25,000gp of diamond dust for the powerful miracles.

That staff would require at least 2 different casters working together since no caster has both Mircale and Time Stop.

Also, that's 150,000 gold for a +5 weapon (+5 only costs 50,000). That feature is also unique to my class and archetype (to my knowledge idk ALL archetypes). And since I CAN'T RECHARGE IT then I can only use it 9 times to cast a spell before it's a overpriced stick.

Besides my GM can say what I want to make is a little too powerful and nix the option or make it much pricier.


Oh I did forget to add a skills section:
Maxing out
Knowledge (Arcana)/(Dungeoneering)/(Planes) [for enemy identification]
Perception
Spellcraft
Use Magic Device

Then on headbands (order of priority):
Knowledge (Religion)
Knowledge (Local)
Knowledge (Nature)
[Might replace one of these with Fly]


Ryze: Quarterstaff Master lets me treat it as a 1-handed weapon. Besides it's an option as a double OR two-handed weapon even without Quarterstaff Master.

Also, I can't take Vital Strike as I'm not +6 BAB yet. (3/4 BAB remember? I get +6 at lvl 8).

Meirril: Our group doesn't do traits except those that are campaign oriented (I have to get that list from my GM but they are all pretty low key). Most of our usual players already build some really overpowered stuff at 25-point buy so adding that on is just overkill.

As far as magic staves go, I plan on crafting my own staves (my group sees no issue with custom built staves as the rules for construction are in the book). I'm still looking at my options for spells. And I am maxing UMD with the intent of picking up choice spells like Lead Blades and the like plus being able to use any staff, scroll, or wand we find.


Okay so I'm starting at level 7 to replace my dead Oracle of Battle.

The goal is to build a guy that can operate well as both a caster of buff (and maybe a few attack/debuff) spells and a secondary front-liner in a party of 3 (Barbarian and Slayer with me). I'm sure there are other archetypes or classes that can fill this role but I just like the flavor of the Magus, particularly the Staff Magus.

Human NE Staff Magus 7
Starting Attributes:
STR: 18 +4 (w/ +2 here)
DEX: 14 +2
CON: 14 +2
INT: 16 +3
WIS: 9 -1
CHA: 7 -2
(At lvl 4 I'll add a point to WIS for the sake of Will Saves and Perception checks at least not having a penalty)

Feats by level:
1) Combat Casting, Toughness (Human Feat), Quarterstaff Master (from archetype)
3) Arcane Strike
5) Craft Wondrous Item and (Bonus Magus Feat) Power Attack
7) TBD

Magus Arcana
Wand Wielder
Familiar (Greensting Scorpion for that +4 Initiative)

Feat ideas:
-Uncanny Concentration for a boost to all concentration since I expect to be casting defensively A LOT.
-Weapon Focus [dropping Power Attack] + Weapon Specialization (less damage potential but at least I'm more likely to hit, especially as a class that's only 3/4 BAB)
-Furious Focus (I love this for Mounted Cavaliers and other ONE BIG HIT/round builds but I don't love it in this situation)
-Improved Initiative (obvious)
-Extra Arcana
---Concentrate (reroll a concentration check that I know failed)
---Spell Blending (grab a 3rd or two 2nd level spells from the wizard list as options for my Magus)
-Craft Magic Arms & Armor (cheaper magic weapons for me and my party)


So I just started an Unchained Monk (level 7 start as he's replacing my dead Oracle of battle). I'm considering starting at level 9 I just start taking the feats that operate like Stunning Fist (but with different effects) since with the full BAB these feats can be achieved much earlier.

Feats that I've found so far include:
Punishing Kick (knock prone or move them away from my caster/archer)
Elemental Fist (+1d6 optional energy damage)
Touch of Serenity (a gamble, yes, I lose damage on-hit but a failed save stops attacks/spells for one round)
Staggering/Dazing Fist (no special times/day for monk but it can be taken by lvl 3 and 5 respectively and still enables Medusa's Wrath if they fail the save)
Paralyzing Strike (again no special times/day but DEVASTATING if the enemy fails the save, and very late game if we go that far)

Am I missing any possibilities?

Also, I'm aware that these feats are largely useless against several types of enemies. That's why my priority is raw damage from Dragon Style.

Any advice on if this is a good/bad idea. Which ones should I outright skip?


Okay a bit of thread necromancy here but what about the other way around? What if my Shield Other's target has damage mitigating defenses? Is it split before factoring those or after?

Examples:

Target has DR4/- and gets hit with a weapon for 20 damage. Does the normal in 16 to him after DR get split in 8+8 or does it split before DR into 6+10? I imagine it would be identical for energy resistance?

What about protection from energy? What if they would receive 20 cold damage and 10 points would be absorbed? Do we split 10 damage 5+5 or do I take 10 and they take 0? (in other words does the absorbed damage count as the cold spells target "taking damage" even though its negated in hit point total?)


Thanks for the info on that Rednal I'll run it's allowance by my GM as we are 13th level.

That said, IF I use Blood Money for a Limited Wish->Raise Dead I need to provide one of the two diamonds ahead of time since Blood Money only let's you make a single material component. Say I choose to make the 5k diamond for Raise Dead with Blood Money that's (by my understanding of the spell) 11 points of Strength. Putting 12 STR into my build is quite a lot for just this one trick. If I cast Bull's Strength when I have say a STR of 10 to temporarily buff myself to 14 with I remain conscious after taking 11 STR damage or does the temporary nature of the Bull's Strength not save me?


You see there's a funny thing about how I build my wizards when it comes to STR since my group always does point buy... It's always 7.

But maybe I'll change that around for once.


It's not that only PCs can make custom staves but they must be made or specifically commissioned from an NPC (or NPCs if it'll take 2+ classes to make all the spells). Like my friend asking for a pineapple and anchovies on her pizza slices (BLAGH). It's not that the combo CAN'T be done, but rather that it's not within the general norm of what people are looking for that it must be requested and cooked instead of being ready to go when she walks in off the street like you would find a pepperoni/veggie slice.

As far as Spell Sage not being worth it, the more I build and look at it the more I dislike losing both my familiar and my school specialization (even if the benefits are kinda cool). I see the point of tunneling too much on saving a life after the fact rather than just being the guy that makes sure it never happens. I still had all those summon monster spells, haste, etc but I just don't have enough spell slots even with +8 INT.


Crap, now I'm thinking about a Mystic Theurge build that will seem less cheesy. Just in case my GM finds the build a hard pill to swallow, even with his leniency on crafting staves.


It's "a several month campaign into the Underdark" my GM said the PCs know ahead of time. Also stated, this module in known for killing characters a lot.

The staff with Breath of Life is what I'm hoping to be able to use immediately if one of my party actually dies. At level 13 we have a Paladin and an Inquisitor for general healing but I don't think either of them is capable of bringing a PC back to life (the Paladin can save his or the Inquisitor's companions with Raise Animal Companion). I have a scroll of Raise Dead that as a Spell Sage I could save a little money on and scribe more if needed but the material cost obviously made it pricey (I have it as a scroll in case I am the one that dies and the Rogue can UMD the scroll). Also they bestow permanent negative levels that would take two Restorations over 2 weeks or a Greater Restoration which all told would cost 7k-10k in materials. The cost for Breath of Life on the staff was 9k before adding on 2 more spells (all of which are 5th level at CL 9 and require 2 charges). This may seem like it's not that great of a deal but BoL can be used simply as a massive cure if someone is simply getting low and Paladin or Inquisitor are unable to make the heal/run out.

As far as drawing the staff I will either always be holding it or will simply draw it from my Efficient Quiver (which says "the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard").

Also, I don't see custom staves as cheesing the craft rules. I'm not making up a whole new wondrous item (which there are guidelines for). In fact I see this staff as still fairly well themed with my wizard who is kind or Mystic Theurge-ish (with a definite favor of the arcane but a dabbling and understanding of at least the principles and mechanics of bards, clerics, and druids.)


Also, no GM I've ever played with was willing to deal with the hassle of the Leadership feat and as an occasional GM I don't blame them.


Okay so I've actually gamed out a Spell Sage Wizard that with access to Bard, Druid, and Cleric spells and can cast the spells like Raise Dead and Heal and craft a staff with Breath of Life and Teleport (two spells that I want to be able to cast on moments notice should they be needed. I'll use UMD to cast the BoL spell should it come up. With Spell Sage it's also something I could craft myself, no issue.

Craft Staff also gives the build access to Staff-like Wand which makes some otherwise poor wands very useful (Barkskin and Shield of Faith for example).

As far as what my GM allows, he is of the opinion that the published staves are themed as more what is marketable in the world but really none are very good. To get a custom one you must make it yourself or commission a crafter to make it for you.


So I'm about to start a campaign that my party knows (in character) will take place entirely underground, perpetual darkness, most creatures will be evil (neutral at best), and will take place over MONTHS. We are also expecting to need ways to revive dead members.

I'm planning on taking a Cleric with Support/Archery build as our front line is already pretty full with a melee Inquisitor+Animal Companion, and a Beat-face Nonlethal-Rogue. We have one more player unsure of his class but is leaning towards Paladin (fighting style undecided). I figure a back-line support/archer with access to the high level heals and spells like Breath of Life and Raise Dead would be very handy.

Thing is it's looking like we are not going to have a Sorcerer/Wizard type character ready to cast any utility/situational spells we might need in a pinch (Like Teleport, etc).

I looked into buying Staves with the wanted spells and using UMD to activate them but it's EXPENSIVE as they are all on different staves with spells I DON'T need. Would it be worth using a feat to take Craft Staff and making my own one or two staves with a bunch of these spells (plus a cleric spell to make sure I can recharge them)?

Alternatively, I could maybe play an Arcane Archer build and UMD the high-level cleric spells to save dying allies on the Staff?


Yet another Thread necromancy!

So here's my character's relevant stats:
Alch 10 /Master Chymist 2 (CL 11)
Int (including headband): 18 (+4) [without mutagen]
4th level extracts 2+1

Question: If I use one of my 4th level extracts at the start of the day (namely, Age Resistance because he's old) when I drink my mutagen or mutate (both buff STR so with either one I take -2 penalty to INT) do I still have 2 4th level extracts or does one become inert?

Phrased another way: can I designate my Age Resistance as using my bonus extract slot and consume it before taking an INT penalty and not lose it's or my other extracts' potency?


So Orc, Drow, and Dhampir Alchemists have the option of extending their Mutagen duration by +10 minutes per level taken of this bonus.

Does this extension also apply to Mutate from the Master Chymist? Would an Alch10/MC2 get 220 minutes on Mutagen AND uses of Mutate or just 120 minutes on Mutate?


Thanks. I figured that would be the answer. I just needed to ask the question in my words. Reading comprehension issue.

I knew Vestigial Arm itself doesn't give you extra attacks but I was just making sure they couldn't benefit from the attacks granted by Feral Mutagen while my natural arm used attacks given to me for BAB. Honestly, 3 attacks at full BAB and STR dmg isn't bad for a 3/4's BAB class considering at lvl 20 I'd only get 2 iterative attacks and 3 off hand attacks IF I sunk 3 feats into TWF. All of them less likely to hit than the claw/bite.

And thank you for also backing up my use of a shield in that hand.


Okay I know questions like this exist on the forums and I've looked at them but my particular question wasn't answered (at least not in a way I saw the question being asked). I'm fairly sure the answer will be "NO" but I figure I better make sure before I write it off.

With Feral Mutagen I get the option to take 2 claws and a bite attack while I'm under the effect of my Mutagen. It's my understanding that if I chose I could use those 2 claws and the bite at full BAB on all attacks OR use a weapon (like a dagger) in one hand and take ONE claw (because the other claw is holding the dagger) and the bite at -5.
Example: Level 8 Alchemist (no ability bonuses factored just BAB)
Dagger at +6/+1 then Claw at +1 then Bite at +1.

Or does using a weapon/claw use up "one hand's worth" of attack options (I read someone say ask yourself "can I make all these attacks with two hands?")?

A) Do I have this right so far? Because this interpretation is what leads me to the use of vestigial arm.

B) With Vestigial arm by the above interpretation (assuming it is correct), can one arm use the dagger while the other 2 make use of the claw attacks granted by the mutagen?
Example (same character only with vestigial arm)
Dagger at +6/+1 then 2 Claws at +1 each then Bite at +1

Or does using a weapon/claw use up "one hand's worth" of attack options (I read someone say ask yourself "can I make all these attacks with two hands?")?
----
Alternatively (whether or not the above tactic works)
Can I use a vestigial arm to hold a shield and still use both of my claws with my natural hands (shield made to have no Armor Check penalty for non-proficiency).


But Matthew I do thank you for an example of "OR" to show him. It will definitely drive my point home for him to see it written that way in a stat block.


Matthew Downie wrote:

There are plenty of creatures that have an 'OR'. The Babau has DR Cold Iron or Good, meaning either gets through the DR.

Note that "DR 10/blungeoning , DR 10/adamantine" probably wouldn't make things any clearer, since that might imply DR 20 against an iron sword.

No. The rules clearly state that only the highest value not bypassed by the weapon in question applies.

If I hit a creature with Dr 5/cold iron, DR 10/Silver, DR 2/magic (wow that guys got thick skin) with a +1 steel longsword I bypass the magic but neither the cold iron or the silver. By the universal rule of DR only the Silver at a value of 10 applies, not both.


Thank you all for your input. I will show this thread to him next time the issue arrises.


That was my interpretation, his was that they would list them individually if it required both (even if the defense value was the same).

I tried to argue that his interpretation means they would need either a adamantine weapon (like 1000g cost for melee weapons) or a regular wooden club (free) and that pretty much defeats the purpose of the adamantine quality.


I tried searching other threads involving DR but couldn't find an aswer I found clear and concise. If you know a thread with the answer just link it.

So was GMing and the module had my players fight a Clay Golem. In its bestiary info it says "DR 10/blungeoning AND adamantine". (Emphasis mine)

Now I read that as two requirements to bypass the DR of the creature. I feel if it meant either quality would bypass the DR it would say "OR". They simply put it in one line rather than saying "DR 10/blungeoning , DR 10/adamantine". I know that's how they would do it with two different values of DR for different bypassing qualities.

My one player says since it's listed in the same line either quality bypasses the DR. That they didn't need both.

Can someone please help? Would needing only one listed quality require an "OR" in the defense stats or is listing them together enough to say "one of the following"?


So my group just started a new module Gallery of Evil. We're running it at lvl 9 but my GM really liked it so he's just applying the advanced template to everything. Or at least I hope he is.

That's all well and good but he didn't take into account that it's written for 3.5 and in several encounters he's had to go and calculate the enemy CMD on the fly. As well as some other conversions. It definitely slows down encounters so I've been thinking about how to head off that problem.

I'm sure if he had the free time he'd go ahead and calculate the conversions himself but he works full time and has a 6 month old boy plus other obligations. I just don't think he'd have the time to sit down and make all the calculations, even if he had the desire to.

I'd do it myself but then I'd know the adventure so I'm stuck asking if there is anywhere I can direct him where someone has already done such calculations?


Okay I looked around for an answer in previous threads but didn't find this exact answer.

Can a creature like a tiger (with pounce, rake, and grab) take on the charge even if the grab doesn't trigger a grapple?

Phrased another way, does pounce ENTIRELY override the rake rule of needing to start the turn grappled or just allow in to rake if it makes the grapple with a grab attack on the pounce?


No it was before those books even came out. I am trying to remember but I think it was around the time that advanced players guide first got released that we started playing because I was using an alchemist and it was still a new class at the time.

Also we did have something that we were reading offline the rules for it. I could be remembering the rules wrong or we could have been using it entirely wrong but it was something that we were able to get with level 5 gold. I'm pretty sure something in there is completely wrong either in my description of it or we'd totally f***** up how much it cost. But yeah this is released within the first few years of Pathfinder. It could have been entirely removed for all I know. Heck it could even be something that was from 3.5 that my GM accidentally ported into this game without compensating for anything.

My current GM just reminded me that it had some completely on assuming name like "Tin Cup".

In all likelihood probably a misunderstanding of the rules by my GM. Odds are it probably only function once per day if it was obtainable at 5th level and was essentially a never-ending cure light potion.


Okay, so about 5 years ago my gaming group had an item that was honestly kinda game breaking. I'm trying to find it again.

It was a mug that when someone drank alcohol from it the mug turned it into a potion of cure light wounds.

I think it may have been associated with Cayden Caelen but I don't know.

Anyone know what I'm talking about? It's not Tankard of the Drunken Hero.


Admittedly I could have found all the info I needed if I had just read that section but outside circumstances are making it hard to critically think and process information right now.


Thank you all. That answers my question. For that strategy to work it's a high level build only. I mean part of the strategy was to charge in and hop off and use the companion as a flanker (and maybe augment it with Outflank). That part would work but the opening attack would still be lacking a good punch.

AM BARBARIAN, I'm guessing the caps lock is a fun character thing but it can make reading your posts a lot toguher. Thanks anyway though. You're right. I meant spirited charge not ride by for damage.


I looked around but didn't find anyone asking this exact question.

As a cavalier, or any mounted character, can my mount make a moving attack (be it a charge or a simple move then attack) before I take any actions or is my mount moving during my turn?

My goal is to have my mount charge and get me in range for multiple attacks. I'm experimenting with a TWF cavalier build and the only way I can figure it to shine is if my mount can move me into position for a full round attack.

Otherwise for the sake of damage dealt it's just better to take the ride by attack with a lance build.

Full Name

Father Desmond McKinley

Race

Human

Classes/Levels

INACTIVE

Gender

Male

Age

40

About Father McKinley

Background:
Father Desmond McKinley was born and raised in Boston, MA, USA within a strongly Catholic family. His involvement with the church helped him to stay out of trouble as a youth and kept him disciplined in his studies. He was a Honors student at Northeastern University where he studied Philosophy and Religion, and entered into seminary at St. John's where he earned a Master of Divinity. He entered into priesthood at the age of 27 in the Archdiocese if Boston. His penchant for research and investigation did not go unnoticed, and at age 30, he was recruited by the Vatican to investigate the legitimacy of religious artifacts and holy relics and claims of the occurrence of miracles. Desmond soon learned that the agenda of the church was suppression. His primary task was to find enough evidence to disprove claims, then confiscate the evidence for the Vatican's vaults. Eventually gaining access to these vaults himself, Desmond began secret, private research of occult, mystical, and esoteric knowledge. Desmond had to hide his fascination and learned the art of secrecy. He never lost his faith, instead it deepened and expanded as he poured through Gnostic scrolls and Medieval grimiores. He deepened his prayer with yogic meditation techniques and Hermetic rights. His stance is that the esoteric has great value, but it needs to be protected and remain esoteric, while the exoteric is meant for the masses.

Father McKinley was sent to the ruins as the official investigator/liaison of the Vatican. His orders were the usual, disprove any and all claims that delegitimize the authority of the Church. His personal agenda is to find and collect, possibly smuggle out, all esoterica for his private research.

Father McKinley received a thorough dossier on the project to date including information on Dr. Diamond and his theories. Personally he is intrigued but professionally he stands opposed to such notions. During his first week on site, McKinley was invited on a helicopter tour of the ancient city by a delegate from the UN. From this aerial vantage point, the father couldn't help but notice a geometric precision to the site's layout. One thought stood out in Father McKinley's mind, "intelligent design". He had visited a few biblical sites during his travels, and they were usually a cluster of buildings arranged in a haphazard circle, a quick defense against roving tribes. But this city was magnificent, it's layout reflected the kind of design usually attributed to the Masons of the Rennaissance and Enlightenment, that of Rome, Paris, Washington DC. He requested printouts of aerial photographs and satellite shots of the ruins, and in his quarters began mapping out the geometries connecting significant sites. Somehow word of his activities reached Dr. Diamond (was he being surveiled?), and the Doctor approached him and asked to see these charts. Reluctantly McKinley handed them over, and the Doctor personally asked him to investigate the arrangement of circles at the mysterious wall.

At the time if the incident at the wall, Father McKinley was studying the arrangement of circles themselves, finding in them details not unlike alchemical sigils found in Hermetic texts.

Father Desmond McKinley
Male Human Expert 7
LG Med Humanoid
Init +1; Senses Normal; Perception +7
--------------------
Defense
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AC 11, touch 11, flat-footed 10 (+0 armor, +1 Dex, +0 natural)
hp 63 (7d8+7)
Fort +3, Ref +3, Will +8
Resist None
--------------------
Offense
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Speed 30 ft.
Ranged None
Melee
Unarmed Strike +6 (1d3+1/x2)
Shortspear +6 (1d6+1/x2)
Special Attacks None
Spell-Like Abilities None
Cleric Spells Prepared (CL 0):
Level 0 (3/day) Guidance stndrd actn, V,S, touch, 1min, creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
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Statistics
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Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 15 (+2), Wis 17 (+3), Cha 12 (+1)
Base Atk +5; CMB +6; CMD 17
Feats Piety, Fast learner, Amateur Investigator, Insightful Advice, Meditation Master
Traits Trait Name, Trait Name
Skills Acrobatics +1, Appraise +11, Bluff +7, Climb +1, Diplomacy +10, Disable Device +0, Disguise +1, Escape Artist +1, Fly +1, Handle Animal +0, Heal +3, Intimidate +1, Kn. Arcana +9, Kn. History +10, Kn. Planes +9, Kn. Religion +12, Kn. Linguistics +12, Perception +7, Perform Oratory +6, Profession Clergy +9, Ride +1, Sense Motive +9, Sleight of Hand +7, Spellcraft +0, Stealth +1, Survival +3, Swim +1, Use Magic Device +0
Languages English, Latin, Hebrew, Sanskrit, Aramaic

--------------------
Special Abilities
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Piety +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill. Once per day before attempting an attack roll, saving throw, ability check, or skill check, can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak.
Amateur Investigator You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night’s sleep.
Insightful Advice You can attempt a skill check to aid an ally within 30 feet with a skill in which you are trained. This takes 1 minute, and during that time, you need only speak and be heard by your chosen ally to offer this aid. The bonus you grant is +2, regardless of any other effects that would alter your aid another bonus. This bonus applies to all checks the ally attempts with that skill for 1 day and does not stack with any other aid another bonus. Whether you succeed at or fail the skill check to aid another, you can attempt to use this ability only once per day for each ally.
Meditation Master After meditating, you gain a +1 insight bonus that you can apply to any d20 roll over the course of the next 24 hours without using an action. The bonus may be applied after the roll is made, but must be applied before the results of the roll are determined. Once the bonus has been used for the day, you cannot use it again until after you meditate again after another 8 hours of rest. An unused bonus fades after 24 hours.

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Gear
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Priest's Robes, Haz-Mat Suit, Holy Symbol (Crucifix + Rosary), Pen and Charcoal Pencil, Notebook (including notes on the archeological site, rubbings of the circle runes with notes, a rough map of the portal complex with notes, Flask of Irish Whiskey, Wristwatch(analog)