Captain Elreth

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Organized Play Member. 12 posts. No reviews. No lists. No wishlists. 8 Organized Play characters. 1 alias.


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Sczarni

2 people marked this as FAQ candidate. 4 people marked this as a favorite.
James Risner wrote:

Things that are confusing about Overrun:

  • Overrun during a charge is in addition to or in place of the melee attack.
  • Overrun with Charge Through allows you to charge through someone else if you make the Overrun.
  • How does this work with Elephant Stomp?

I GM PFS a lot here in Washington, DC. After reading all the feats and rage powers meant to bolster Overrun and/or Charging, here is read as intended in my opinion, and this is how I play my Armored Hulk (he uses all of this except Elephant Stomp, as I have the book for Spiked Destroyer but not Elephant Stomp). The only exception is I have been nerfing myself by forgetting to take the charge attack (single melee attack) on my charge target when overrunning it. I've been focused on the AOOs from the feats. I will start including that!

1) Charging features an attack at the end of the movement. One overrun attempt is also allowed as part of the charge, on the target of the charge. You could take your charge attack first if desired. (So you can make a charge attack and keep going if you are successful in your overrun)
2) 'Charge through' gives an additional overrun attempt but only on an enemy in the charge lane, before arriving at the target of your charge, with no penalties, as a free action. This allows the actual charge attack and possibly additional overrun to be completed as above.
3) 'Elephant stomp' let's you make an attack as a swift action on the enemy you just knocked prone with an overrun at any point during your round, but your movement stops immediately.
4) 'Vicious stomp' let's you make an attack as an AOO against an enemy that goes prone
5) 'Greater overrun' let's you make an AOO against an enemy you successfully overrun (whether they go prone or not)
6)'Spiked destroyer' let's you make an attack as a swift action against an opponent successfully overran, knocked prone or not.
7) 'Overbearing onslaught' rage power allows additional overrun attempts on additional creatures at successive -2 (doesn't have to be in a straight line, can't be used to overrun creatures before your charge target, can be used after overrunning your charge target).

As an example of something cool using all this: with a little baddy between me and the BBEG, I overrun little baddy, overrun the BBEG (without the -2 from Overbearing Onslaught), and assuming my rolls are high enough during the round, I will have taken 6 attacks (1 swift, 4 AOO, 1 regular melee) and knocked both prone.

If the baddies aren't in a straight line, I use Overbearing Onslaught.

Sczarni 1/5

1 person marked this as a favorite.

What about retraining to Core? Does it make sense to allow a non-Core character to be able to retrain to Core? What if the character in question is already Core but has played non-Core scenarios?

Sczarni

WhipShire wrote:
Thomas Long 175 wrote:

@Whipshire.

Just to point out none of the shaman archetypes get wildshape until level 6.

You are correct... my bad.

Is there an official ruling on this? The way it reads is that the shaman archetypes receive wild shape as normal, and at level 6 the wild shape is modified per the archetype (+2 lvl for eagle shape, -2 level for other shapes).

Sczarni 1/5

I am interested, is there a Warhorn signup for this?

Sczarni 1/5

downerbeautiful wrote:
BandanaBandit15 wrote:
Do you have room for 1 more? I have a level 2 Ninja, I am familiar with Roll20.

I pm'd you with a response.

To summarize: The tables are full, but you're welcome/invited to queue.

thanks!

Sczarni 1/5

downerbeautiful wrote:

A friend of mine wants to power level, so here's the deal.

I've got two three hour 1-5 slots on Wednesday. These are tables of four people with sign-up on Warhorn. I'd like players to know their characters and have macros set up in advance. It's a hard start time, and a hard end time, so there's no room for tardiness or fumbling tactics (which goes for me as well).

Here's the Frozen Fingers blurb:
Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.

Written by Craig Shackleton

Do you have room for 1 more? I have a level 2 Ninja, I am familiar with Roll20.

Sczarni 1/5

In the future I could run. However I haven't played this scenario yet, also haven't run on Roll20 yet. So, would need a little spin up time.

Sczarni 1/5

June Soler wrote:

Pathfinder Society Scenario #5–11: Library of the Lion

A Pathfinder Society Scenario designed for levels 1–5.

Game's Full

Current Roster:
1. Ethan Shaw
2. Alex McGuire
3. Charlie Edmond
4. Robby Adams
5. Richard Davis
6. Stuart Levesque

Alternates:
1. John Ehrhart
2.

Sczarni

The Skirnir archetype cannot use Spell Combat until level 8. It's pretty clear. However, there is nothing preventing her from casting spells as usual with a light shield or buckler in one hand and a weapon in the other. Same as any caster. Don't forget she also doesn't have any spell failure chance when using a shield. She functions sort of like a cleric as far as how she can use shields and cast spells.

She gains spell combat at level 8, but only when using her bonded shield. She loses her shield bonus though when using spell combat (unless its a buckler). [She wouldn't lose her shield bonus to AC when casting a spell normally]. At 19th level, she retains her shield bonus to AC when using spell combat.

Sczarni 1/5

Crafting should be allowed but should be based on the prestige point system.

Sczarni

So are there any other d10 or better weapons that could be wielded one handed with a feat (like the bastard sword)?

Sczarni

Guys, none of you are addressing her melee abilities. She fights with two daggers very well. Her confessor dominate ability is a last resort. Clearly, she can not have a wizard BAB, or she wouldnt be effective in melee. And since she does not cast other spells, I am thinking her confessor
ability is not a spell (like Dominate) but is instead a class feature or perhaps even due to a secret magic item.

John