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Hiruma Kai wrote:
That is a very good point that I missed entirely. I guess my dreams of mounting a giraffe are on hold for now... Could it be done as part of a double move? Or is that not a thing anymore? ![]()
Of course you could always use technomancy to solve your problems, but raw ability is awesome in my opinion. Getting back to the point, there is nothing to be ruled on, in my opinion, regarding whether a running jump is required. The wording is pretty straight forward. "Whenever you jump, double the height and distance you can
Whenever you jump... case closed sir. ![]()
I think the most important thing that Jet Dash gives you is the double the height and distance om jumps. The DC's for high jumps are 4 times the height, so a running jump to clear a 5 foot wall would be a DC 20 athletics check, or dc 40 if you don't have a running jump. Jet Dash effectively halves that. I like that thematically I could be running and jump on to the shoulders of a giraffe (about 11 feet at the shoulders, so DC 44). At first level, lets assume you have a 14 strength, a skill rank, a class skill bonus, that is a +7. If you rolled a 15 or better, that would give you a 22, or 5.5 feet. Jet dash doubles that to 11 feet. Congrats, you are now riding a giraffe. Sure, a 15 is high, but there are a million implications. Alternatively, you could take a standing jump atop a 5 foot crate with a 13+. Assuming you could take 10 for any reason, at first level you could take a standing long jump and clear a 8.5 foot gap, or running jump and clear 17 feet. In short, I love this feat for that alone, but I am sure it will also be handy to be able to run 50% faster than most, and not be flat footed while doing so. ![]()
I think Cevah hit on an important point. One one hand, if they take a 5' step and you enter the square they left, you will always be adjacent, therefor satisfying that part of the feat. However, unless you can perceive that ONLY a 5' step was taken, you can't move adjacent to the target,thus cannot use the feat. This, to me, means that unless you have the ability to perceive the exact movement of the opponent, you cannot use step up. ![]()
The 'Gnorc' are a rare crossbreed of gnomes and orcs, wholly disowned by both parent species. The processes of their creation is unknown, mostly by choice, but legend has it when a gnome tinkerer throws a craft tool in anger Nivi Rhombodazzle loses a bet to Dretha and the world is cursed with a new Gnorc. ![]()
Howdy! Just played this today and had a blast. I'm really interested in the Spoiler: but despite the chronicle sheet, there is no reference to it in the Campaign Clarifications. How do you obtain a prestige class that has a prerequisite you cannot legally take, in this case Scribe Scroll? Runeguard Prestige class, ![]()
Howdy! I'd like to build a PFS Shoanti bard (possibly a skald) and make use of the Totem Spear. Fluff wise it's a Shoanti tribal weapon, but it is listed as Exotic, which I understand. The problem is finding a way to be proficient with it prior to 3rd level due to the BAB requirement for EWP. None of the Shoanti Traits or Feats give proficiency with the weapon, and I've tried looking through all the resources I can find looking for a means of making it work, but I'm not having any luck. Are there other means to gain proficiency with an ancestral/racial weapon, or do I have to wait until 3rd? I appreciate any tips you could provide. ![]()
The only caveat to DRD1812's post is that ten foot reach weapons always threaten two squares away, as mention in the following note: Reach Weapons. Not that it is relevant to this discussion, but with the link provided for measuring distance and this errata note, it pretty much answers any question you may have about distances. Another resource for understanding measured distances for ranged attacks is to see how the spell templates are arranged. You begin to get a good understanding of how everything works. ![]()
_Ozy_ wrote:
Take that up with the OP. If you don't know what the reference is or cannot find it, then don't join the conversation. I'm pretty sure that is standard etiquette. ![]()
So True Crystalline then. Natural Armor and Armor are different bonuses. As written, Natural Armor, Dodge, Dexterity, and Shield bonuses will still apply. If you want to end an argument with your GM quickly, don't use a 14 year old 3rd party resource to try to cheese the game. If I were your DM, I'd swarm you with goblins rogues until you roll a natural 1. Then rule no other weapons of that material exist anymore because "True crystalline weaponry is rare in the extreme." ![]()
I really like the flavor of the Holy Gun. Just the thought of having a reliquary musket or pistol to pass judgement and smite the evil doers. I'd like to think you wouldn't have to use it much, and would do so with hesitation, because looking down the barrel of that might give you just the push you need to reevaluate your life choices. ![]()
Howdy, I am submitting Domsa, I have an alias ready, but not updated. Crunch:
Domsa Half-elf (Half Drow) sorcerer (wildblooded) 6 (Pathfinder RPG Ultimate Magic 70) CG Medium humanoid (elf, human) Init +4; Senses darkvision 60 ft., low-light vision; Perception +18 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 10 (+4 Dex) hp 41 (6d6+9) Fort +4 (+2 racial bonus to resist poison and disesases, mundane and magical), Ref +7, Will +11 (+2 vs. channeled negative enrgy and inflict spells) Resist acid 5, cold 5, negative energy 5 -------------------- Offense -------------------- Speed 30 ft. Ranged darkwood light crossbow +8 (1d8/19-20) Spell-Like Abilities (CL 6th; concentration +6) . . 3/day—acid splash Sorcerer Spell-Like Abilities (CL 6th; concentration +11) . . 8/day—heavenly fire (1d4+3 divine energy) Sorcerer (Wildblooded) Spells Known (CL 6th; concentration +11) . . 3rd (4/day)—haste . . 2nd (6/day)—arrow eruption[APG], glitterdust (DC 18), resist energy, stone discus[ACG] . . 1st (8/day)—bless, gravity bow[APG], grease, liberating command[UC], mage armor, shield, snowball (DC 17) . . 0 (at will)—breeze[UM], daze (DC 15), detect magic, detect poison, mending, prestidigitation, read magic . . Bloodline Empyreal -------------------- Statistics -------------------- Str 8, Dex 18, Con 12, Int 11, Wis 20, Cha 11 Base Atk +3; CMB +2; CMD 16 Feats Eschew Materials, Point-Blank Shot, Precise Shot, Skill Focus (Perception), Spell Focus (conjuration), Varisian Tattoo[ISWG] Traits reckless, seeker Skills Acrobatics +14, Heal +7, Perception +18 Languages Common, Elven SQ elf blood, illustrious urbanite, poison use, thinblood resilience Combat Gear lesser extend metamagic rod, scroll of hold portal, invisibility, knock, protection from evil, web (CL 4th), wind wall; Other Gear darkwood light crossbow, belt of incredible dexterity +2, cloak of resistance +1, dark life ring, handy haversack, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], soap, trail rations (5), waterskin, 967 gp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Elf Blood Half-elves count as both elves and humans for any effect related to race. Empyreal Your heavenly power derives from insight rather than force of personality. Associated Bloodline: Celestial. Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Backstory: I'm not the best writer, sorry. Trying to get better at Role-Playing versus Roll-Playing if you know what I mean. Domsa grew up as the unfortunate result of her Drow mother taking too much interest in Varisian politics. Her childhood was spent being tortured, cast-upon, and in relative slavery to her half brothers and sisters. In addition to being a thin-blood, she lacks the beauty and force of personality of her drow parentage. Unkept black hair an gray skin aside, her scars are her only distinguishing features. As she grew to maturity, she found her ability with force of will to effect the world around her. Whats more, her particular talents seemed to harm her siblings despite their inherent resistances to magic. This won her the reprieve needed to escape her family home and seek refuge in human cities. Despite her odd appearance, she found no immediate hostility in Varisia. This was certainly a relief, but she desired to continue learning the magics that saved her life, if not her livelihood. Varisia, she found, was full of those with an understanding of magic, and when she learned the value of magical tattoos, she could not wait to earn one. After tutelage of an old mage Korma, she was able to refine and safely use her magics to the point that she was granted the right to have a Varisian Tattoo. Though she did spend some considerable time attempting to find out her her father is, she feared it would bring her in close proximity to her old family, and decided to adventure instead. She still looks over her shoulder constantly, and is more reckless than a wise relatively soft woman should be, she is happy to continue growing as a person, finding herself, and helping her companions. ![]()
1. The cost would be the difference between a +1 shield and a +2 shield, which is 5,000 GP. 2. Your shield slam damage only gets half your strength modifier I believe for being off-hand, per two-weapon fighting. You also only get half the power attack bonus, so it would be 1d8+5. Consider though that a shield bash when used to sword in board is NOT a light weapon, it is one-handed, so your penalties are as follows, depending on if you have TWF feat: Circumstances Primary Hand Off Hand
If you are trying to power attack on top of that, you have a total penalty of -8 -12 or -6 -6. 3. I disagree with Gallant in principle, but he may be right as RAW. But you would have to not have a weapon in your main hand. ![]()
I submit Gripple Spotback. Background is in the works, but concept is field medic dabbling in very minor arcane magic. Crunch: Gripple Spotback Grippli fighter (child of acavna and amaznen) 1 (Pathfinder Player Companion: Arcane Anthology 10, Pathfinder RPG Bestiary 2 149) NG Small humanoid (grippli) Init +3; Senses darkvision 60 ft.; Perception +2 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size) hp 12 (1d10+2) Fort +3, Ref +3, Will +2 -------------------- Offense -------------------- Speed 30 ft., climb 20 ft. Melee rapier +3 (1d4+1/18-20) Ranged light crossbow +5 (1d6/19-20) -------------------- Statistics -------------------- Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 12 Base Atk +1; CMB +1; CMD 14 Feats Additional Traits Traits devoted healer, frontier healer, reckless, scholar of the analects Skills Acrobatics +7, Climb +8, Diplomacy +3, Heal +9, Intimidate +3, Knowledge (arcana) +5, Linguistics +5, Spellcraft +5; Racial Modifiers +2 Diplomacy, +2 Intimidate Languages Azlanti, Boggard, Common, Grippli SQ eldritch lore, jumper[ARG] Combat Gear healer's kit; Other Gear wooden armor[APG], crossbow bolts (20), light crossbow, rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 34 gp -------------------- Special Abilities -------------------- Climb (20 feet) You have a Climb speed. Darkvision (60 feet) You can see in the dark (black and white only). Eldritch Lore Increase skill points to 4/level, and gain additional class skills. Jumper You always are considered to have a running start when jumping. ![]()
I'm submitting Damieth Altranee, Hallowed Necromancer of Pharasma (Wizard). Crunch:
Damieth Altranee Male elf necromancer 7 (Pathfinder RPG Horror Adventures 74) N Medium humanoid (elf) Init +6; Senses darkvision 60 ft., low-light vision; Perception +1 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) hp 46 (7d6+14) Fort +3, Ref +6, Will +6; +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels -------------------- Offense -------------------- Speed 30 ft. Ranged darkwood longbow +8 (1d8/×3) Spell-Like Abilities (CL 7th; concentration +9) . . 3/day—touch of fatigue (DC 12) Necromancer (Hallowed Necromancer) Spells Prepared (CL 7th; concentration +13) . . 4th—boneshatter (2, DC 20), enervation . . 3rd—haste (2), communal resist energy[UC], vampiric touch . . 2nd—scorching ray (2), spectral hand, suppress charms and compulsions, touch of idiocy . . 1st—feather fall, hold portal, magic missile (x2), shield (2), unlock flesh (DC 17) . . 0 (at will)—message, prestidigitation, read magic . . Opposition Schools Divination, Illusion -------------------- Statistics -------------------- Str 11, Dex 18, Con 12, Int 18, Wis 12, Cha 10 Base Atk +3; CMB +3; CMD 17 Feats Greater Spell Focus (necromancy), Point-Blank Shot, Precise Shot, Spell Focus (necromancy), Turn Undead, Varisian Tattoo[ISWG] Traits chance savior, desperate focus Skills Appraise +8, Fly +12, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +14, Spellcraft +10 Languages Ancient Osiriani, Azlanti, Celestial, Common, Elven, Gnome, Goblin, Jistka, Kelish, Sylvan, Thassilonian, Varisian, Vudrani SQ arcane bond (arcane bond), blightborn, deathbane (1 round), positive touch, power over undead Combat Gear lesser empower metamagic rod, lesser intensified metamagic rod[APG]; Other Gear darkwood longbow, arcane bond, bracers of armor +3, handy haversack, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 74 gp -------------------- Special Abilities -------------------- Arcane Bond (Arcane Bond) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Blightborn +2 to save vs. necromancy, curses, and temp negative levels. Darkvision (60 feet) You can see in the dark (black and white only). Deathbane (1 round) (Su) +1DC when affecting undead & cure spells are maximized when damaging undead Divination You must spend 2 slots to cast spells from the Divination school. Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school. Illusion You must spend 2 slots to cast spells from the Illusion school. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Positive Touch (7/day) (Su) Spontaneously cast necromancy spells as cure spells that can only damage the undead Precise Shot You don't get -4 to hit when shooting or throwing into melee. Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC. Turn Undead (DC 13) (Su) Receive Command Undead or Turn Undead as a bonus feat. Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level. Background: Appearance description: Elf goth? Is that a thing? Dark hair, plain features, pale complexion. Otherwise, pretty unremarkable. Personality: Instead of the normal elf arrogance, Damieth is more of the 'this is serious and we should treat it as such' type. He has a hard time relaxing or making small talk, but he does try to be cordial. How'd he get here? Damieth, despite elves long life span, has an obsession with death. He found literature teaching of Pharasma's afterlife and hatred for undead. While he has many years before he can be judged by Pharasma personally, he hopes to destroy as many undead as possible. His conclusion in his studies, while not explicitly stated in Pharasma dogma, is that undeath delays Pharasma's judgement, or in some way 'pauses' the afterlife the soul was given. The good deserve to have it, and the bad deserve to suffer it. This is how Damieth came to learn about death, yet opposing undeath. Upon hearing of the Professors passing and rumors about restless dead, Damieth headed to the source. Pharasma's judgement demands it. ![]()
Can we not start with sneaking up and stealthing our own part members? I know its fairly innocuous at the moment, and impractical since we are all together and leaving a public place, but I'd rather nip that in the bud right now. The wizard was given the paper, he had the ability to understand it with and without magic, and he can tell us what he found when and if he wants to. ![]()
If you're concerned a warpriest isn't healy enough, I could look back cleric. But a cleric with no archetypes can be a bit boring. The concept I have for him would work with either class really, I think, so what I will do is rerun the concept as a cleric and let the group decide which is more useful. There really is no doubt that the cleric is the best healer in the game. I've never played a warpriest and thought it would be fun, I'd be happier with warpriest if they had any feat support at all. I haven't found anything for increasing or modifying fervor or blessings.
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