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That certainly helped.

Hyper.


So permanent ruffly means that it affects also my class featues not only the stats on my charakter sheet (saves, spelles, AC, attack boni etc.)


Okay apparently I got something very wrong. I am relativly new to the game and not a native speaker...

Okay so what exactly changes after the first 24 hours wearing an item?
Right now I dont realy get what the "temporary" in the item descriptions means.

Greetings Hyper.


So I found the Ioun Stones in the Core Rule Book and I always wanted a floating stone orbiting my head so lets go:

In contrast to any other item that provides a bonus to ability scores the one from ioun stones doesnt vanish after 24 hours is that correct?

And since they dont have a slot can wear them in addition to ahelmet or something else on my head. Also since they have no slot can I have two or more of them? (Doesnt seem right so I am asking...)

Also is there any good reason why they are All level 12? For the ones that provide a bonus to abilities okay, but for the +1 to AC one?

Obviously they can get stolen and this difficulty to steal it should be dependend on the range they are floating of your head (1d3 feet)
So how do you rule this in combat?
Making a Combat maneuver to grap it?
Making somekind of relfex save?
And how is it effected by the distance of the stone from your head?

Thanks Hyper.


So Attacks against 2 monsters without the Cleave feat and attacks against 3 monsters with the feat.


So I cant do full round attacks of I use the mighty Cleaving Property of the weapon, because it requires a standard action?


Thank everyone of you I understand now!

:)


A question about the weapon property mighty cleaving.

Somehow I cant get its exact meaning out of the word in the rule book.

Does it practically mean that you can make another "cleave" attack if you ALREADY have the feat?

Or dos it mean you can make a "cleave" attack AS IF you had the feat.

Sorry dont know how to express this better.

Greetings Hyperanthropos.


Hello fellow Nerds.

I suppose to most of you this question will sound dumb, but in my group of pathfinder newcommers we stubled over the costs of magic weapons.

Could you explain to me what the costs for say a mighty cleaving weapon with +1 bonus are?

It would be really helpful if you could write what cost factors go into it?

Also can you have a magiv weapon with some kind of property (mightly cleaving, fire what so ever) and dont have a +1 bonus?

We really tried to understand the rules, but couldnt come to one consistent oppinion.

Greetings Hyperanthrops.


Thank you guys those a great answers!
I understand now.


Dear fellow inhanbitants of the Nerd-Realms,

My first question:
Can I use Power attack when making opportunity attacks?
If not what are the exact restrinctions usage?

Second:
Last session question arose about whether you could add the bonus to attack roles from smite evil to your CMB.
I know the +1 from masterwork adds the your CMB, now what is adding to it and what not. Or does simply any bonus that you get an attack roles also adds to your CMB?

Similar do all the bonuses (or penalties as from power attack) also apply always to my opportunity attacks?


Again many thanks to you Protoman!

New info we are starting at lvl 3 by the way.

The thing was I simply didnt know what Con mod contributes to. I wasnt aware of the con mod extra HP every level. Those basic things like what stats work how when you level up seem to be quite hidden in the rulebook.

So after knowing that and wanting to have as many HP as possible I ll definitly stick with the 13 Con. Also read up on the dex mod for heavy armors and yes thats not to usefull.
Is it correct that with toughness, a +1 Con mod and favored class level into HP you get 3 extra HP on 4th lvl and thereafter?

About Improved Crit + Crit Focus I actually ment why those two feats themself dont seem so popular, independend of the weapon. Of course it should be one with a good critrange. I almost couldnt believe that you can get a 15-20 crit range with a Falchion, but that was probably because of my DnD 4e experience. Since in 4e you dont have to confirm a Crit.

And yeah I know the Heavy Flail is suboptimal, but I just dont like swords they seem so boring to me. (I count Falchion as a sword). Probably pretend the Flail is like a big two handed mace, I like that idea. I ll see if I can do something with the improved disarm capability. Sadly there is no two handed Mace and the Greatclub is sooo awful.

For lvl 3 (beginning) feats are going to be:
Weapon Focus
Toughness
Power attack

and later:
extra lay on hands
cleave
improved critical
critical focus

And our limitation on the core rulebook isnt really forced. We just dont want to overhwelm the new ones to DnD and the others are atleast new to Pathfinder.
But if I am missing out on something super great for my Paladin I could probably get that feat too.

Thought I d get a beating for choosing the Warrior of the holy light, critics werent so good after the errata...

Also we got two undecided ones. And we need another front line guy. And one of them wants to play a damage dealer.

The completly undecided one always played fighter typ calsses and wants something different now, better not to complicated. Ideas?


@ Iker Looking at my Post now you are right, sorry for this

@Protoman thanks for the great advice.
Its definitly Human Paladin now and I am going to stick with the heavy flail.

Since we ll have certainly two spell casters in the group and because I like the concept I am thinking of Warrior of the Holy light as archetyp.
I have read the crtics about it, also post errate that you have to use one lay one hands to "turn on the lights".
I know losing the spellsis a big sacrafize, but as said I ike the concept and have no problem with an easier to play paladin without the spells. And never been a big magic user...

In this case i stick to the high carisma to get more lay on hands.
About the other abilitys str would still be a +4 mod at level 4 when I use my racial bonus for strength. 15 start +2 Human +1 lvl4.
I am irritated why everybeeon seems to use Con as their 3rd best ability, dex seems to be more useful? It boosts Ini, AC (does it also with heavy amror?) and skills!?

With feats I am thinking of improved critical and critical focus. That combined with the heavy flai would be a 17 crit range and +4 to confirm the crit. I havent read this combination yet and have no idea why.
Also the Power attack tree, toughness, weapon focus and if needed extra lay on hands comes to mind.
And we are limited to the feats from the core rulebook.

P.S.: Is it correct that the lvl 1 Hitdice is maxed?


Hello everyone,
My Group hav recelty decided to change or system to Pathfinder. 3 of our 5 Players are quite experienced in DnD 4e, I belog to this group so the new rules dont seem be much trouble for me. The other two have never playes DnD, but other RPGs.

Until now it looks like our group will consist of a Bard (Gnome maybe), Halfelf Wizard and me the Human Paladin.
We will probably get some else to fill the frontline: Cleric, Fighter or Barbarian. And the last one is unclear.
We are getting the points for playing High Fantasy, but I dont want to take dumpstatts, having everything atleast 10.

I decided to go with a Human Paladin and a big Two-handed-weapon, a heavy Flail. Later found out that this combination seems to be quite
good.

Str. 15
Dex. 10
Con. 13
Int. 10
Wis. 10
Cha: 16
Does that make sence to you and should I spent my +2 from being Humans on Cha or Str?

(Btw I dont want this mount thing.)

My questions are:

Is their any big reason not to use one of the things i mentioned, being Humans or the weapon?

If I am correct I can get 2 skill ranks base per level, 0 extra for Int mod, an extra skill rank for being Humans and could choose to get another when leveling. But ill take the +1 Hitpoint.
That would be 3 skill ranks per level, is that correct and enough?

Would it make sence to combine the Paladin with some extra levels in an other class? Thinking of fighter, Barbarian. Cleric? I think I wont be the only guy with heal abilitys and I want to be in the front line, what could help?

Also found those variant class features:
http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/paladin.html
Not to sure of one of them might be usefull, any ideas?

And any Feat ideas for that build?

Last but not least
If someone has ideas for equipment I am interested, buts not really needed yet.

Thanks and Gerrtings! Hyper.