Cayden Cailean

Jakuri's page

Organized Play Member. 27 posts (709 including aliases). 1 review. No lists. No wishlists. 31 Organized Play characters. 8 aliases.


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Lantern Lodge

Imp GM 5 / Corgi Wrangler 2

Looks like I'm out on this one--tried messaging the GM over the last week but heard back for the first time today. This looks to be too quickly paced for my tastes anyways.

Good luck with your adventure, people.

Lantern Lodge

Owen K. C. Stephens wrote:
baggageboy wrote:
I believe the clause about saving throws of the item means any saving throw the item make such as to avoid a spell's effect are increased, not that the item has a higher DC.
Correct.

Thank you for the clarification!

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Grenades:
Grenades are thrown weapons that detonate in an explosive radius when they reach the target. A grenade’s listing on Table 7–7: Grenades shows its explosion radius. Some grenades have additional effects, such as blinded or entangled, that apply only to creatures in the explosion radius that fail a Reflex save against the grenade. The DC of the save is equal to 10 + half the grenade’s item level + your Dexterity modifier. Any penalty you take to your attack roll also applies to this save DC.

bombard-grenade expert:
You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).

crafting (emphasis added):
Crafting items requires you to have access to tools and a workshop or similar space. Most starships have an appropriate area set aside, and such space can be rented at the same price as lodgings in major cities (with the size of the lodging being equivalent to the size of the workshop, which limits the size of items that can be constructed and how many people can work on a single item at one time). Creating an item normally has a base time of 4 hours. If your number of ranks in the appropriate skill to craft an item exceeds that item’s level by 5 or more, you can craft that item in half the base time. If your ranks exceed the item level by 10 or more, you can create the item in one quarter the base time. Objects larger than a Medium creature take twice as long to craft for each size category larger. To create an item, you must have UPBs with a total value equal to the price of the item to be created. At the GM’s discretion, you can scavenge similar items for parts, allowing 10% of the scavenged item’s value to count toward the UPBs needed. Even magic and hybrid items are created using UPBs, as the Mysticism skill is used to form the materials into runes and specific implements for rituals utilized in the creation of magic devices. Custom-built equipment has a few advantages over massproduced items. If you have a skill that allows you to repair an item you crafted, you can do so in half the normal time. When determining the hardness, Hit Points, and saving throws of an item you have crafted, treat its item level as if it were 2 higher. (For more about calculating these values, see Breaking Objects on page 409.)

A grenade's DC is 10 + half the grenade's item level + Dex mod. Crafted items are treated as being 2 item levels higher than the original. If this is true, then the DC of crafted grenades should be higher than purchased ones. Is this correct?

As a follow-up, does this mean that all grenade-expert-made grenades should also have their DC's similarly increased?

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Steven Schopmeyer wrote:
Legality is not the only item that can be audited. (It's likely the only one that determines if you can sit at the table, but not the only item.)

The only times I've audited a character were to determine that they did the math correctly. Yes--I doubt that you're swinging for +17/+17 when two-weapon fighting at lvl 9. No--it's not evil to ask why. Yes--you're supposed to apply that -2 penalty. Yes--you need to apply that every time you full-attack.

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Surprisingly, I have not played this with a lvl 2...mind if I jump in?

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Imp GM 5 / Corgi Wrangler 2

RIP recruitment thread

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Imp GM 5 / Corgi Wrangler 2

I have a multiple options and am willing to play whatever for party comp purposes. Options include Musketmaster 2, Swashbuckler 3, Bloodrager 4, bard 5, and a Rogue (unchained) 1.

Preference to play the bard or the rogue, backup w/ swashbuckler if it's looking like we need a combat person.

Lantern Lodge

I am going to assume from the wording of your question that you're having issues with the 'wounding' weapon enhancement. Wounding is basically an extra damage of bleed per successful attack on a given target. Since you're waiting for the GM's result on whether or not you hit, I would delay listing the wounding stacks until after the GM has confirmed you hit. Then you could just post using the dice command with just the current bleed value in the roll. Make sure to keep them separate for different targets.

Example 1: Walter Watson makes 3 attacks, 2 against target A and 1 against target B. All the attacks hit, deal damage, now it's time for wounding.

Target A Wounding: 1 + 1 = 2
Target B Wounding: 1 = 1

Example 2: Walter has just made the attacks from example 1 and targets A and B are bleeding accordingly. Walter makes 3 more attacks, 2 against A and one against B. This time only 1 attack hits A and 1 attack hits B. Wounding should look like this now

Target A Wounding: 2 + 1 = 3
Target B Wounding: 1 + 1 = 2

I'd expect table variation on how GM's want this, but just make sure to communicate to your GM that you are using a wounding weapon and that you'll need their help tracking the bleed damage you'll be dealing.

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Grats to Jack and Keith! Now Jack has the title to match the mutton chops!

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Imp GM 5 / Corgi Wrangler 2

My pleasure! Glad you enjoyed it, sorry again for any delays.

May all your hits be crits!

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You are on the button for inquisitor. Inquisitor spell DC's do not hold up over time and (from my experience) they are best suited for self buffs in the first few rounds of combat. Inquisitor will also slow down your path to signifer (casting 3rd lvls at 7) and you'll miss out on some of the higher level benefits (second judgment, less bane rounds, stalwart, etc.). Archery is VERY feat intensive, keep that in mind when you need to take warrior-priest as a feat at 7, forcing you to juggle between other ranged feats once BAB 6 opens up clustered shots and multishot for you at lvl 9. As a result, I do not recommend an archer inquisitor for this build.

Shaman, on the other hand, fits better with your plan. You would get 3rd level spells at lvl 5 and would be able to transition into your prestige class earlier. Misfortune is probably the most effective hex in the game (yeah I said it, cry your heart out slumber-nerds) especially when paired with accursed hex and cackle. Crowd control spells are going to be much more efficient on the shaman (sleep, hold person, deep slumber, blindness/deafness, wind wall, stinking cloud). You can also get cool flavor for your aquatic theme with fins to feet! Keep in mind that after lvl 4 you can switch to whatever spirit you want when preparing your spells.

Stat priority for a control shaman should be wis > dex/con > int/cha > str. Consider taking spell focus if you really want to bump your DC's. If you're skill hungry you can always take the skill point for favored class over the HP. With 12 int you'd be bumping yourself to 6 ranks/lvl (assuming FC bonus). If there are any skills you want max ranks in but won't need until later (*ahem* fly/escape artist) you can always consider buying an int ioun stone at higher levels.

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Drandle Dreng is the greatest treasure of the Pathfinder Society because he's basically Dr. Farnsworth.

"Good news, everyone! The kobolds beneath Absalom are fighting each other!

Surprisingly, I am not seeing enough hatred for Osprey in here.

a scenario:
"You need to pay for your own teleportation. I don't care if you are in the low subtier and spending prestige is the only option."

Lantern Lodge

The katana is an exotic weapon, so you're going to need proficiency first. It also isn't light, so you cannot finesse it with the weapon finesse feat.

You could use slashing grace to use it, but you're spending so much for the novelty of being a katana wielding swashbuckler that you're going to be far less effective than other PC's at your level. An ineffective combat specialist is the worst kind of combat specialist.

The katana is best suited for 2 hand use and str focused characters, due to the extra damage you can milk from power attack and the extended crit range.

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Serisan wrote:
This is not a game day. This is a convention. Compare that to this and tell me if you can tell the difference.

I'm happy to be drunk playing pathfinder in both of these pictures. I stand with all the Minnesotans posting in this thread--I love the community up here.

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Glories of the Past I and II have very deadly moments.

waltero wrote:

Someone always dies in King of the Storval Stairs.

Others which can be deadly - Waking Rune, Dalsine Affair, Darkest Vengeance.

Have played in three of these. Some thoughts:

Storval Stairs:
Definitely the most dangerous on the list. 2 prestige raises and 2 breath of lifes from separate sets of first aid gloves. Last encounter we only avoided a tpk because the BBEG rolled a nat 1 on his save vs a summoned ankylosaurus stun.

Waking Rune:
First encounter our warpriest ended up getting plane shifted. He now worships....someone else. Horrid wilting and some nasty save or sucks (some save and still sucks) were dealt with by a very prepared group of pathfinders.

Darkest Vengeance:
The machine was ridiculous and it seemed like an impossibility of dealing with it appropriately given the subtier. Final encounter expects PC's to deal with deeper darkness in a 1-5 at both subtiers.

Lantern Lodge

If you're going for lots of AC--take shield focus and greater shield focus. These will work well with TWF at 11 when you can take shield master to negate the TWF penalties when attacking with a shield. You'll probably want to get improved shield bash to keep your shield bonus when attacking with your shield and can follow that up with shield slam(which gives a step up equivalent if you successfully bull rush with your shield bash's rider).

The tower shield master archetype is a must if you want to use a tower shield.

You may want to consider exotic weapon proficiency(bastard sword) so you can wield a bastard sword with one hand instead of 2, making you deal 1d10 damage instead of the 1d8 you'd get with a longsword.

Be careful using a locked gauntlet and a heavy shield--you won't have either hand free if you need it.

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Sammy T wrote:
@Jakuri, this won't be FAQ'd because the rules are pretty straightforward and have been cited.

I don't care. It's a simple yes/no question and I don't want to call out the specific VC or take it to a higher up because I don't think this is worth "tattling" over. Getting this FAQ'd seems to be the least injurious way to go about solving this issue because I don't see the value in presenting a well-researched argument to a person who's already made up their mind.

It's a "I can explain it for you but I can't understand it for you" situation.

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Silbeg wrote:

FYI - a little added tidbit pointed out by MisterSlanky... in D&D grapple rules if you were grappled, you did not threaten.

This is a place where Pathfinder changed the rules.

Benefit of the doubt, here... it is possible probable the VC remembers those rules.

I giggled a bit.

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Sammy T wrote:
No FAQ needed. Direct your VC to this thread. If he doesn't agree, he's the one who has to prove that grappled condition DOESN'T allow flanking.

You don't know the VC. I tried to show him similar threads but he doesn't think they apply because there's no official ruling. Showing him this thread will not be sufficient and will require direct text from a valid PFS source or a FAQ.

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burkoJames wrote:
Jakuri wrote:
KingOfAnything wrote:

Yeah, looking back through the other threads, I found a reference to a published book:

Melee Tactics Toolbox, pg. 8 wrote:
Using the total defense action prevents you from attacking—including making attacks of opportunity—but you still threaten foes for the purposes of flanking.
If you threaten while being totally defensive, I think you threaten while grappling.

I was going to write a post correcting you but when I was previewing it I saw your updated post--glad you came around.

If anything, you have helped illustrate why we need a FAQ on this question.

Well, Id expect the result of a FAQ to be No FAQ Needed, as there doesn't seem to be a lot of disagreement on the RAW.

The quoted FAQ refers to total defense and threatening, a separate issue from the one discussed in this thread.

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KingOfAnything wrote:

Yeah, looking back through the other threads, I found a reference to a published book:

Melee Tactics Toolbox, pg. 8 wrote:
Using the total defense action prevents you from attacking—including making attacks of opportunity—but you still threaten foes for the purposes of flanking.
If you threaten while being totally defensive, I think you threaten while grappling.

I was going to write a post correcting you but when I was previewing it I saw your updated post--glad you came around.

If anything, you have helped illustrate why we need a FAQ on this question.

Lantern Lodge

wraithstrike wrote:

The VC is wrong. I would push it up thr chain if needed.

Later I'll try to give a breakdown on why he is wrong. I'm on my phone now.

PS: James doesn't like giving unofficial rulings anymore.

The VC argues that my interpretation is based on what he called "overly reliant on RAW" and offered nothing other than that to support his position. I'm usually a RAI guy but on this issue it doesn't seem that RAI conflicts with RAW. If my friend and I are distracting you and you grab me, nothing in the rules can stop me from drawing a dagger and putting it in your stomach.

Even if we assume that you cannot threaten if you cannot make an AoO, if you have already used your AoO (assuming no combat reflexes) you couldn't threaten. This causes all sorts of unnecessary consequences, like nobody ever wanting to make AoO's so that they wouldn't give up the ability to threaten and flank.

It comes down to the nature of AoO's and flanking. AoO's punish the mover/caster because of positioning. Flanking is a reward for positioning. One does not cancel the other.

EDIT: A letter

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I was at a PFS event a few months ago with a VC and based on the events of the scenario a discussion occurred on how the grapple condition works. The VC told me he'd look into the ruling but I haven't heard back from him so I figured I'd post here.

I'll be quoting from the PRD on rules. Let's start by looking at the grappled condition:

grappled condition wrote:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

So you gain the grappled condition and all that applies. So what can you do in combat?

combat rules wrote:
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Here are the rules on flanking:

combat rules wrote:

When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.

When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers' centers. If the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked.

Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking. Only a creature or character that threatens the defender can help an attacker get a flanking bonus. Creatures with a reach of 0 feet can't flank an opponent.

So what's the whole deal with this "threatened" thing?

combat rules wrote:
You threaten all squares into which you can make a melee attack, even when it is not your turn

Consider the following: You are in combat with an enemy and are flanking with an ally. Let's call the formation ABC, where B is the enemy and A and C are flanking. A is using a light, one handed weapon. B is a target that can be flanked. B successfully grapples A. Do A and C still receive their flank bonuses on attack rolls against B?

The VC argued that because you cannot make attacks of opportunity you cannot threaten surrounding squares. I disagree. Here's why:

The rules specify that a grappled character may make attacks with a light or one handed weapon, even against the enemy grappling them. Given that a grappled character may still make attacks on their round, it follows that anything in reach of their weapon would be considered threatened.

Let's go back to our ABC hypothetical. A and C should still receive their flanking bonuses on B because both are threatening. The rules on flanking and threatening base themselves on positioning and the ability to make an attack, not whether an attack of opportunity is a possibility.

Is the VC incorrect? Sorry for the long post I just want to help my lodge's rogues and outflankers get the bonuses they deserve.

tl;dr Can you still flank with an ally if something is grappling you?

EDIT: changed title and switched to a FAQ request on suggestion of a VL.

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One of Riddleport's primary temples is Cayden Cailean's "Publican House". It's basically a bar where everyone meets to get a good buzz, chum about, and perform various feats of strength. Might be able to check out some Riddleport splat books and learn more if that's something you're interested in.

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My puppy kept jumping up onto my character sheets.

Result.

edit: fixed link