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Necro for future information:

Staves use the weilder's CL and DC if the wielder has the spell on its spell list or if those values are higher than the wielder's. For anyone else, they use the item's.


Did you use Snakebite as the base for Serpentdeath? I'm trying to figure out what "Monstrous" is. I was originally curious if it was how you achieved 17-20/x3 crit on a Greatsword before remembering the Fighter Capstone.

IMO high level Fighters should basically always take Advanced Armor Training "Armored Juggernaut" and use Adamantine armor because they explicitly "stack" providing a substantial defensive boost few other builds can achieve. Also, every non-archetyped Fighter needs a Sash of the War Champion.

Quote:
If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor,

Maybe re-imagine the shield as Savith's Adamantine? Probably too far, but just a thought.

From a narrative point of view, Ydersius is only CR 19. You kind of overshot it in power. I also think I recall that she was grappled by the Serpent in their battle, so Ring of Freedom of Movement might be a little out of character (or maybe she was "grappled"... she was still swinging her Greatsword after all).


There are non-Adobe options (including Nitro PDF) that can be used to Extract every image from a PDF (or specific page(s) of a PDF)... it doesn't work with the Interactive Maps (as stated) but it does work with the Adventure Paths (and probably others). Unfortunately this usually includes unfortunate notes that are intended for the GM, as well as Location markers.


(waves a necromantic hand)

Actually, I've never seen it come up personally, but I think hogarth has the right of it. A rule that states when you're restricted, you can still take free and swift actions seems to specifically apply to Nauseated and similar situations.


Paladinosaur wrote:

Cool!

Is Sea Legs a Skill Feat?

No, all archetype Feats replace Class Feats.

Jason Bulmahn wrote:
Archetypes in the Pathfinder Playtest consist of a series of feats you can choose in place of your class feats.


The Panache Class feature allows for a couple ways to replenish your point pool. One is:

Quote:
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

My question is, if a Swashbuckler (or other class with this Feature) knocks out a target using non-lethal damage, is it intended that they regain Panache?

Clearly, the rules for non-lethal damage is that you 'add up' from 0 to reduce a creature's "effective" hit points. The creature is not "reduce(d)... to 0 or fewer hit points". However, I'm not sure if it was intended that the ability not interact with non-lethal damage or if that was oversight.


I agree with Zwordsman exactly. (Necroooooo...)

Dodging Panache is a triggered ability. Opportune Parry and Riposte is an ability that you can use to counter another creatures action. The only restriction would be that you'd be limited to the Parry portion, as your Immediate action is used up.

You would have to do all of this before knowing what the enemy rolled.


Actually Dodging Panache fails at stopping most Full Attacks, as the attacker can simply 5-foot step any time between attacks. The only situations it works in are Pounce or if the enemy 5-foot stepped to reach you in the first place.

There are a couple strategies that help make it useful, such as 5-foot stepping away after your final attack, or Dodging into concealment.


**Necro**

Selgard wrote:

My biggest gripe about is that, unless I'm misreading it, you can't make it into a dome any longer.. and I really loved that effect.

Caught out in the open and a dragon or horde of whatevers or avalanche is coming? Dome of Force- yes please.

Now its "wall of easily walked around". Blech.

(not that I didn't use it to totally halt and damage a ship that was chasing us once.. but that was a singular event that i don't really miss.. it was just fun to do once :0 )

-S

You're looking for Emergency Force Sphere.

http://www.d20pfsrd.com/magic/all-spells/e/emergency-force-sphere/

Another question, is there anything that says you can or can't have corners in your Wall of Force?


I'd like to go back to Hedwick's post, what motivation do the PC's have to actually go through the Sections H through K (Bleeding Forest and Bonetown/Smoking Marsh/Sacrificial Cave)?

They seem wildly out out of the way of most other sections, except B seems to want you to go through the Bleeding Forest (unless they travel from A) which would be pretty early for many players. (probably hitting it at level 4 instead of 5, which is a big level in many ways).

Particularly Bonetown-Sacrificial Cave almost has no way for the PC's to stumble into it despite having some really neat aspects. There doesn't seem to be any arrows pointing for the players to search the areas specifically.

The only justification I can see is if Nal-Shakar can only be accessed by following the northern rivers south. Even then, more cautious adventurers would take one look at either location and been like... "Well, we could do that, or we can go where there's stuff we need to do..."

Combining skims and actually reading, I've gone over the AP 5 times and still wonder if I'll even get to use those maps.


Falacata's are the best weapon for DPR calculations concerned with critting. Both 19-20/x3 (before) and 17-20/x3 (after Imp Crit/Keen) provide a better average than 18-20/x2(15-20/x2) and 20/x4(19-20/x4). Additionally, it will feel better to crit more (and with less overkill) than the x4 while also having more impactful attacks than a high threat range weapon.

Both a Magus (probably Kensai) for spell crits and a Vanilla Fighter with Power Attack and TWF feats make for great damage output builds. If you want the fun of critting but want to have better survivabilty, there is the Falcata Swashbuckler archetype.


A note in favor of not allowing ship-to-creature combat, I had a Star Wars: Force and Destiny game that went to garbage within 2 weeks of one of our characters deciding their Fighter ship weaponry was the appropriate response to every location there were known enemies. Outside of hostage situations, the weaponry obliterated everything (especially the creatures) with great prejudice... and that scale wasn't even 10x.

The one dungeon that *was* a hostage situation was a stealth mission followed by a bombing... and then the campaign was over.

So yeah... ship/person combat is a bad idea when the scale is off at all.


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Darche Schneider wrote:

Makeshift Scrapper Rogue Archtype.

1) You give up trapfinding for Catch off Guard and Throw Anything.
2) At later levels it gives you Imp. Weapon Mastery

I'd then use Arrows as the improvised weapon with Chairbeaker.

Since they're ammo, drawing them is pretty easy. You can throw them for damage, or you can stab with them. Breaking them isn't a problem either, as one gold piece would give you 20 of them.

Since they're actually weapons too, you could get them with all kinds of extra effects too.

Adamantine, Cold Iron, Silver, etc

The question comes when you start using ones like blunt or incinerator arrows

This was going to be my suggestion, minus the use of arrows. That seems a bit munchkin when you could RP your character picking up literally anything (or having an iconic improvised weapon like a forge hammer or cast iron skillet(s))

The archetype/feat combo is great for rogues; Disarm someone and they're always flat-footed to you (barring Improved Unarmed Strikes or natural attacks).


graystone wrote:
Yep, with that Str and Cha are you only dump stats. I wouldn't advise a Str bigger than what you need to carry your equipment for that build. Since you'll be swimming in skill points [int class + rogue skill points] you can always take profession [porter] as a DC 15 check allows you to "Increase carrying capacity for 8 hours as if Strength were 2 higher". Just get Wis + skill ranks = 5 and a take 10 [or take 20 is you have the time] and you'll save 2 points of Str for other stats. ;)

Off topic, where is there information about other uses of the Profession skill like your example with Porter?


Mergy wrote:
Robespierre wrote:
Hayato Ken wrote:
Robespierre wrote:
Just reflavor the synthesist summoner. Think of how easy it would be to justify the eidolon as the monk's spirit, divine power, etc.

Ah come on, why does always someone have to show up and bring either alchemists or synthesist summoners and also rogue flaming for bards in?

Halfling monks do enough damage and offer real great playing oportunities.

By now i think being able to deal too much damage on one hit or in one round effectively destroys the game and makes it boring!!!!!!!!!!

I´m way more for cool moves and maneuvers, daring deeds and unexpected turns. Its way better.

Do you know why people suggest those classes? Because they are better at their job. Who bloody cares what the name of the class is on the character sheet? Are you that shallow to think I was just suggesting the summoner because it's mechanically better? I was suggesting it because of its versatility and its ability to be flavored just like a monk. The summoner can be attuned to mystical power more so then the monk at any point. Why would you play a mechanically weaker character when you could play a character that's more competent. You know that it's also not fun to die just because your character started out bad right of the gate correct? Then you should also understand why a 20ft movement, -2 to strength, and a race named halfling wouldn't be a good idea for a monk character. Why are you playing a chaotic race that could be called a quarterling when you could be playing a summoner with much more flavor and capability? The summoner has more customization, better abilities, and melee power it wouldn't be sensible to play a monk. The game isn't ruined just because the summoner can deal more damage then the monk. The game is ruined when you start to tunnel vision yourself by classes. As for you last statement it doesn't seem relevant to anything and has nothing backing it. Good luck with your rogues and melee monks.
+1

-1

Hayato has a right to an opinion too. Just because Synth Summoner is better at almost everything doesn't mean you shouldn't play a class you want to. Besides, I have yet to find an actual game where Synth was even aloud. I like the idea of re-skinning classes if it fits better, but no need to throw so much flame at being called out for changing the topic.


Austin Morgan wrote:

...And their speed is reduced, something a Monk relies on.

You can get 30ft speed with them with the alternate racial trait Fleet of Foot (gives up Sure-Footed, +2 Acrobatics and Climb)


Majuba wrote:
harmor wrote:

Notice in the list of feats is `Improved Initiative` and then wasn't sure if they go on my turn or not.

This might get interesting when your Animal Companion is your mount.

Ask your DM before you pick the feat :) My Druid's DM does not allow separate initiative, which is fine (only slightly annoying that my +0 dex hinders the cat's +3).

On the flip side, *you* taking Improved Initiative affects you both.

When I GM (and admittedly, I do so with less experienced players) I always 'take control' of the AC unless it's a mount.

When unmounted, I do what their Handle Animal checks would indicate for them to the extent of the Tricks they've learned. It's too easy for the players to think of the animal as another PC. If the player hasn't acted, I generally have them Delay unless they or their PC have been attacked.

If a character is mounted, they act at the same time and with direct control so I don't step in in that case.


MurphysParadox wrote:
You get the first one: +6/+6/+1.

Seconded.


Don't forget that it *is* just a sapling... its possible that it hasn't developed enough to speak (even Treant) yet... maybe.


The fact that it's not a disarm (and therefor easier to do successfully) is offset by the fact that it's a Full-Round Action that costs a resource (albeit a refillable one) instead of a single strike that could be part of a normal Full Attack. You're giving up the opportunity to do damage in favor of making an opponent drop their weapon.


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An extension of this, what if your party is ambushed while you're at camp, laying down, but have some sort of flight still active (either a long duration flight that hasn't worn off or racial flight)?


I'm with Melkiador and Fourshadow on this one. I don't think Sonic is/should be linked to one of the Kineticist elements because it's *not* an element. It's a sub-division of damage you can use to avoid hitting as much Resistance (looking at you, Mythic Call Lightning) similar to how half of Flame Strike is 'holy power' (not positive energy, but 'radiant' to use a more modernly coined term) damage. Sure, things are more likely to resist Sonic than radiant because some things simply don't have sensitivity to sound.

Any loud thing *could* cause Sonic damage. I don't consider it an element that a Kineticist could operate on, except *maybe* if you made an archetype around it similar to the Blood Kineticist. If that were the case, I'd attach it to air, personally, because air is the *easiest* way to control vibrations to 'throw sound at creatures'.


A bit of a dark horse, (and certainly not beating out some of the builds here) Inspired Blade Swashbucklers:

Full BAB (4 Swings)
Swift Action Fight Defensively (-2 hit, 1 Swing at full BAB)
Haste (1 Swing)
Weapon Training: +5 hit, +6 damage
Improve Critical, +1 Threat range with Rapier, Autoconfirm
Fencing Grace (to make them more SAD than MAD)

Full Attack:
40ish/40ish/40ish/35ish/30ish/25ish
(1d6+20ish)14-20/x3 +40 precision each

average crits= 26*4+26*3*2= 260 +240 = 500
all crits= 26*6*3= 468 +240 precision = 688

This was using a fairly simple build I made in-game with some of the feats going toward quality of life (such as constant flight). Theorycrafting weapons, I'd give it a Burst special ability and Thundering (+1d6/ +2d8+2d10 on crit) for an additional 216 average crits, 360 all crits.

I'm confident someone could do better, and it lacks the ability to Full Attack from further than 10ft away, unlike the Pounce Barb/Archers, etc. I only posted because I feel like they're underestimated because of their limit to a single weapon. The same character has 50+AC as well, and moderate or better saves. A very well rounded build to be able to push out over 7-800 reliably (no Mythic).


BadBird wrote:
lemeres wrote:
Well...swashbucklers can intimidate as a swift action while attacking anyway. It is the menacing swordplay ability- it just needs you to have at least 1 panche point. Cornugon smash would only free up their swift action (which admittedly has some value, since swashbucklers have a lot of swift action abilities)
That's the thing. Sure, you can use Menacing Swordplay; you're just sacrificing the ability to use the riposte part of parry and riposte or charmed life or dodging panache or doubled precise strike or Hurtful which is the other great reason to use Power Attack or... well anyhow, maybe don't use Menacing Swordplay.

For the record, your Immediate action uses your *next* turn's Swift, so you get to use Menacing (or another ability) if you haven't Reposted since your previous turn. Generally better to Riposte if you can, but you may not have the opportunity (didn't get attacked, missed the Parry, etc).


My GM had a slightly different approach, he subdivided typical creature statistics into 10 sections:

Senses: Vision, Scent, ETC..
AC: Armor Class weakness or strengths. This includes CMD.
Saves: Weak or Strong Saves
Immunities and Resistances
Weaknesses: DR, Vulnerability, Regeneration
Attacks: Strong attacks / Grab / Trip / Constrict / Rend
Special Attacks: Breath weapons, Auras, Gazes ETC..
Spell-Like Abilities
Languages and Skills
Lore: Ecology, Organization, ETC..

Making the DC is the creature's name and subtype(s), each additional 5 is one of the 10. It makes it basically impossible to know everything about any one creature, but easy enough to get the information you need. If you think about it, how likely are you to know *everything* about a creature? Do you know everything about squirrels and deer?

The other players expanded on the idea and instead roll d10s to determine randomly which knowledge(s) their character has from the list.


Being stunned isn't being helpless, its more akin to stumbling around, severely dazed (it's caused by physical attacks, usually).

Think about every boxing movie ever where they're coming to the climax and it goes into slow motion because the main character or nemesis just took a cross to the chin and loses *most* of the ability to defend themself. They're not helpless, they can push the other person away... but they're not doing much else.


Yeah the Bardic proficiency specifies that it can cast in Light Armor without ASF, and the Favored class bonus doesn't indicate that it somehow allows you to also apply that.

You could continue to take the Favored Class bonus to reach up to 20% less spell failure. Combined with Mithral armor, you could easily drop it to 0.

In summary, a Fighter 1 Bard 1 can't run around in Heavy armor with no ASF.


I'm voting to FAQ this... the duality of perception and large difference in power between the two make me *really* hope Paizo could give an actual answer.


James Jacobs wrote:
Ifusaso wrote:

I feel like this should be sent to be FAQ'd or errata'd.

What's the intended function of Monk/Brawler's Dwarf Favored Class Bonus:

"Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0)."?

Does this
- Reduce the hardness for the unarmed strike but not other things?
- Permanently/Instantly reduce the Hardness once?
- Permanently/Instantly reduce the Hardness each time an object is stuck?
- Something else?

If the damage is permanent/instant, is it reversible?

If you feel it should be FAQed, please post the ques/tion in an appropriate rules forum. Posting here won't get it FAQed at all.

Sorry! Completely missed the off-topic tag the first time I loaded this thread.

Alternate question: Who the better duelist? Inigo Montoya or Will Turner?


I feel like this should be sent to be FAQ'd or errata'd.

What's the intended function of Monk/Brawler's Dwarf Favored Class Bonus:

"Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0)."?

Does this
- Reduce the hardness for the unarmed strike but not other things?
- Permanently/Instantly reduce the Hardness once?
- Permanently/Instantly reduce the Hardness each time an object is stuck?
- Something else?

If the damage is permanent/instant, is it reversible?


Technically you could, since SoH doesn't specify how hidden objects are, but you'd be hard pressed to find a GM that doesn't fiat it. They're there to ensure that both the rules and logic are applied.