KainPen's page

1,246 posts. Alias of Joshua Matherne.




I could not find anything, but is it intended or maybe forgotten about that the new alchemy items get added to list of options Perpetual Infusions based on research field. Like the new Alchemical Bombs for Bomber or Any of the new Mutagen for the Mutagenist. Looking at the new Toxicologist research field it notes common trait items for it's options. Should this apply to the other research fields also. It would prevent need for errata later other book beside these 2 and future proof this ability.


Are a lot of these Stat Blocks incorrect for creatures? I am trying to program Chapter 2 in to a virtual table top and I am coding it in. I notice some creatures are getting extra damage from no where. Like a Charau-ka butcher in a sense has striking rune for debris throwing ability. But it is not mention any where, or why it does more the base Charau-ka with the same ability. There is also just random +3 damage past str mod score on all damage of that creature. I know, it supposed to be little more free form with monster creation with pathfinder 2nd edition. It make sense with natural attacks for creature, but when they are using the same equipment as PC, that equipment should function the same. There is also and Alchemist built like a pc stat block that is getting bonus damage +3 on all it's weapons, even Crossbow that not supposed to get that kind of bonus damage. It make me wonder if it is a mistake. The consistence of the +3 extra damage on creatures status block in the chapter, make me think it someone accidentally had their calculator add 3 to the stat blocks.


Hey everyone, I am working on re-building my own races, That I building using race builders guide book from 1st edition. I am wondering how to balance them out and re-building them. I have not been playing 2ed long, my group still on ashes chapter 1 and just hit level 4. Just from what I have seen so far, these things are not nearly as powerful as they used to be. What do you think fair trade off
for the following would be.

Reach with out everyone getting AoO's does not seem to be as big as advantage anymore. I mean it still an advantage but with out AoO and Combat reflexes. Ether from size or natural attack that has reach trait like and ooze pseudopod. is it a Big bonus what should the trade off be?

Size biggest thing I see you get out of being large is reach and the ability to carry more bulk. But Large equipment does cost more stuff and eat more bulk. Weapon damage seem to be limited to 1d12 being the max, so no more double the dice. So for Large Greatsword you would get no bonus, It is already maxed out. but large great club would be increased to 1d12. So I am not seeing huge advantage here either? what would be good trade off?

Elemental Trait - Since elemental, native outside is no longer sub type making you immune to spells. I am not seeing huge advantage by having this trait anymore if anything it may make you more vulnerable in theory as things that effect that trait now effect you? I have not looked at all the spell and stuff to see how big of an impact.

My Original races was Large alligator men that had ties to elemental plane of fire. they were 12RP. So they had vulnerability to cold, resistance to fire 5 before. with a swim speed. +4 to Str -4 Dex and int, +2 Wis. they had Weapon Familiarity and weapon Deficiency -1 to attack with cretin weapons and 1d8 natural bite attack due to size.

The other was Alien looking humanoid with elongated claws (they had reach with only these) that had ties to elemental plane of air. It was 12RP points, Also but was they had lot of buff and bonus to Electricity based stuff. But have vulnerability to Acid and cold. +2 to dex and Cha

A lot of these races stuff can be placed in to race feats, now with 2ed edition. Allows me to balance more stuff out over time.

But really unsure of what to do with Size, Reach and elemental resistances and vulnerabilities There are example of some of the stuff already existing so I know I can balance on those things.


I was looking through the conversation guide yesterday and I noticed they recommend an archetype or two from play test documents to be used in place of classes or missing archetype from 1st edition. I did not get to play the play test when it was active. But it made me wonder, if there is any more content from it beside the mention archetype, that would be valid for use the official release. Would any of it be game breaking with the way the system is setup now.


Does anyone think it would have any major effect if these were removed? If removed should they be replaced with something else?


Move this if I some how put it in the wrong Thread.

Does anyone know when the expected final release of the 2ed edition is supposed to happen? I know the play test is coming to a close soon. I have not gotten to test anything. Due to not being GM of our group at this point in time. But It is getting close to the time for me to start setting up my next campaign. I use a Virtual Table Top for my games. So it is a lot of work, to program all the encounters creatures ect. I heard about 2nd edition play test as I was starting this process. I decided to hold off to see how the play test is going and get any idea of what 2nd edition would look like. Then decided to write the game with the with either 1st with Unchained rule setting or 2nd edition would be, I did not want to have to program all the rules, monsters and encounters, for one system, then have to re-do them in another. Especially if the VTT has pre-configured monster pack I can buy. The game we are playing is moving a lot faster then I expected, even with us taking month break of not playing sometimes. I don't want to do double the work. The game is going to be designed to take few years to finish the campaign at the rate we play.

So my questions are for suggestion on what to do or other ideas. This is not direct at Dev team, but if they have any idea suggestions or answer are welcome.

When is 2nd edition estimated release?

Should I just base it around final draft of Play test then adjust to full 2nd edition when it comes out or should I use a different draft?

Do you think removing hero points and resonance point from the new resonance test be detrimental unbalancing to any draft version. They feel like extra book keeping from my current reading of the play test. I hate the idea of having to track something else.

Should I design my game around 1st ed. unchained action economy, consolidated skill and automatic bonus progression? which is my original plan. before hearing about 2nd ed?

If so, Since not all 1st edition feats, working with unchained cleanly. Do you all think it would be a good idea to use Play test versions of those feats to fit the unchained action economy since designed around similar action economy?

I really like the idea of using playtest character creation of ability boost based on background to generate ability scores. Do you think this would be a problem with my 1st edition setup?

Any other suggestion of house rules or maybe conversions for either idea you think would be helpful between any version.


Anyone know if the play test will have suggestions for converting current running games\monsters\PC class and archetype? The recent blog post mentioned testing custom games. This test comes at a bad time for my group. As we are middle of custom game. More then likely won't finish it for almost another year. I am not the GM currently so, I can't just say game stop or pause. We are going to test this out system and another adventure. The current GM may be willing to mod his game out if he has away of converting everything he has already written.


Not sure if this should be in rules section or advice because it about unchained custom rules option. Feel free to move this to appropriated section.

How does INT increasing items effect unchained consolidated skills rule set. in normal rule set, They are tied to a skill and give you max ranks in said skill. Which makes sense to less book keeping and an int increase normally gives you 1 skill rank per mod +. But in unchained Consolidated skill you only get 1/2 your mod in + skill ranks

So do int increasing items with this rule set,
A still give max ranks tied to set skill like they used
B do they give you half skill points tied to x skill
C just increase half skill points

It be nice if the writer of this rule set can give their opinion on the how they should function, but I am open to see what others think should happen. Especially those for those that are using already these rules. As I am running a lot of unchained rules in my game. This has not come up yet, but it could very well in the near future as my group are starting to get to the point where they have multi stat increase items. here have a few pieces of treasure coming up that will have this type of increase.


how would you guys build it? Are there any parasite or symbiotic based monsters you can may use leadership to acquire it, it so it can cast it own spells or preform it's own functions?

It was thinking Maybe tumor familiar, but it does not really fit, is there away to get it with out being alchemist? Maybe combine it with improved familiar to have it take more then an animal shape?


Hi, Everyone, I am looking to get two new players in my group for my Pathfinder way of the wicked AP. I had post about this last year on meetup website and someone on there joined, played with my group for a little while, but we end up having to take a brake for a few weeks and swapped to new gm and game. I never heard from the guy again. Guessing he did not fit in when our group, or game ect. Which is normal It is hard for me to find players that fit in with our group and game style. Which is why I try to let everyone know everything about the game and what to expect before handed.

But if anyone is interested, We need very experienced players with a fair system mastery. That don't mind a mostly hack and slash style game or group. I am looking for one committed person that will really try to play every game and another that will come when they can. If i can get two committed person the even better. We play every other Saturday, usually from 4pm to 9pm some times game goes later. we play one week in chalmette and the other week of the month in Kenner area. Also I run my games from D20pro virtual table top. I used to run the whole thing out of it, to keep the game running fast system, but it add time to GM work on the back end of the game. All rolls ect where all done in the system but I am changing that a bit. Be since the newer version has some new features I really want to focus on and take time on the back end. Everyone will be allow to roll their own dice at the table and the program will be mostly a visual aid. Also you are welcome to bring a laptop or ect and run the program fully if you see fit. Since one of the new feature is players are allowed to edit their characters in it. It does not have to be done on the back side anymore.

Since unchained book in pathfinder came out I have also adjust my game to use unchained action economy system, consolidated and Background skills, inherent magic item system, So you don't have to worry about the big 6 any more. Variate Muli Class system I will be testing on Cohort's and allow one more player to test out. Also due to the large number of optional rules I am running, I have custom character sheets for players to use that are in PDF format and form fallible. the Campaign as I stated before is one that was already in play, we are coming back to it after almost a year break. So you will be coming in at 10th level and at the start of Book 3 our of the 6. Another reason I am looking for very experienced players.

There are limited class and books I allow but the list will be in player packet I will provide you

Current players characters are
Variant multi class Sorcerer/Wizard
Brawler/Rouge normal multi class
I don't remember if he he is phalanx fighter or pole arm fighter.
and an Anti Paladin.

Their are 3 cohorts in use also. This AP has a ton of Cohorts to pick up so leader ship is welcome and recommed feat to pick up.
Cleric
Bard
Half-Fiend oger fighter

1st game session will more then likely be sometime in July 2016. We need to finish current game we are playing 1st. If anyone is interested feel free to contact me on here.


ok Not sure if this should be advice or Rules form but starting here.

My character at lower level acquired a cursed, +1 Cursed axe, the curse is simple that I can't get rid of the weapon. Because I think it is the greatest weapon of all time. Which was fine by me, It not my weapon of choice and lose out on weapon focus feat. but it function as normal +1 axe. So no really lose and I could always improve the weapon. But in recent game, our character where captured and beaten unconscious and take prisoner. This means someone else took my cursed axe. So it is no longer in my possession. So my questions are I now free of the curse and is the person that took it from me now cursed instead, or am I still cursed and the weapon just finds it way back to me to everyday? Could turn this curse in to a big positive be useful if I wake up in a cell and I have my weapon. lol What do the rule support, in this matter?


Subject says it all. what do you think?


Check out the new D20pro kick starter. I backed it and can't wait to see what these guys come up with next for improvements. The Virtual Table Top, or VTT has as it always been open to any game but was limited to only d20 rules so you had to work with in them. Looks like they are trying to open it up more to the community and allow self development so if you wanted edit the system for a white wolf game that uses only d10 tens you can develop it your self and put it on market place for others to get. D20 Pro is also now owned by Mesa Mundi Inc. I checked out their site these guys make water proof Touch screen and panels. looks like the aim is to get d20 pro working with touch screen technology, so your player could run the app on maybe tablets phones, as well as P.Cs and the touch screens Mesa makes. I seen a you tube video of the guys run D20pro on a Mesa touch screen panel Table made by Geek Chic at the conventions. It looks awesome, The kick starter video talks about some of the stuff they are trying to do and shows some demos of it, There is also a demo of new and improved fog of war system D20pro guys have been working on. Check it out support if you want.

I know from my person experiencing d20 pro and VTT as whole has speed up my combat section of games dramatically instead of 2 to 4 encounters in a 4 hour game session at mid levels, I get 4 to 7 done at high levels now. I seen people on these boards even talk about 1 encounter takes several game session. image doing 4 of those in one session. VTT improved the game speed a that much. Never having to hand draw maps again saves a ton of time. So check it out, you got nothing to lose.

Kickstarter


ok Game system we all start with strait 14s in every score and can take points out of them and put them where ever. So long as we don't go over the score of an 18 before racial bonus kick in. Campaign is Curse of Crimson throne no spoilers please. DM has told us it is mostly a urban campaign. This is what I got so for tell me what you think and if I should change anything. For weapons I am thinking Armor Spikes and Shield, back up Bow

Level 1 urban Ranger
Str 14 +2 from race = 16
Dex 15
Con 14
Int 12
Wis 14
Cha 15

Favored Classes Ranger/Fighter (Have not picked bonus yet)

Bonus Feat from Race Skill Focus Survival
1st level feat Arcane Talent: Read Magic (3 times a day caster level 1)

Back Ground Traits Reckless (combat) and Dangerously Curious (Magic)

Favored Enemy Human
Track and Wild Empathy

Skills
Acrobatic 7
Disable Device 6
KN Local 5
Perception 8
Stealth 6
Survival 9
Use Magic Device 7

Level 2 Urban Ranger
Favored Classes Ranger/Fighter(Have not picked bonus yet)

Combat style Weapon and Shield, Improved Shield Bash

Skills
Acrobatic 8
Disable Device 7
KN Local 6
Perception 9
Stealth 7
Survival 10
Use Magic Device 8

Level 3 Urban Ranger
Favored Classes Ranger/Fighter(Have not picked bonus yet)

Trap Finding and Favored Community (Suggestion?)
Feat Eldrich Heritage Orc (Touch of Rage)

Skills
Acrobatic 9
Disable Device 8
KN Local 7
Perception 10
Stealth 8
Survival 11
Use Magic Device 9

Level 4 Urban Ranger 3/ Fighter Brawler 1
Favored Classes Ranger/Fighter (Have not picked bonus yet)

Increase Cha to 16
Bonus Feat Power Attack

Skills
Acrobatic 10
Disable Device 8
KN Local 7
Perception 10
Stealth 8
Survival 12
Use Magic Device 11

Level 5 Urban Ranger 4/ Fighter Brawler 1
Favored Classes Ranger/Fighter (Have not picked bonus yet)
Feat Arcane Strike

Hunters Bond (hunting companions)
Skills
Acrobatic 10
Disable Device 10
KN Local 7
Perception 12
Stealth 10
Survival 13
Use Magic Device 11

Level 6 Urban Ranger 4/ Fighter Brawler 2
Favored Classes Ranger/Fighter (Have not picked bonus yet)

Bonus feat Two Weapon Fighting
Close Control +1 Bull rush drag reposition and cmd vs those
Bravery +1 saves vs fear

Acrobatic 10
Disable Device 10
KN Local 9
Perception 12
Stealth 10
Survival 14
Use Magic Device 11

Level 7 Urban Ranger 5/ Fighter Brawler 2
Favored Classes Ranger/Fighter (Have not picked bonus yet)
2nd Favored Enemy Evil out siders ( not sure if the other +2 should be put on human or Evil outsider as this is the last of these I will get)

Feat: Shield Slam

Acrobatic 11
Disable Device 11
KN Local 10
Perception 13
Stealth 11
Survival 15
Use Magic Device 12

Level 8 Urban Ranger 6/ Fighter Brawler 2
Favored Classes Ranger/Fighter (Have not picked bonus yet)

Ability Pont Str 17
Combat style Weapon and Shield, Shield Master

Acrobatic 12
Disable Device 12
KN Local 11
Perception 14
Stealth 12
Survival 16
Use Magic Device 13

Level 9 Urban Ranger 6/ Fighter Brawler 3(Fighter from here on out)
Favored Classes Ranger/Fighter (Have not picked bonus yet)

Close Combatant +1 to hit +3 damage with shield and armor spikes
Feat: Improved Bull Rush
Skill increase not sure any more

Level 10 Urban Ranger 6/ Fighter Brawler 4
Favored Classes Ranger/Fighter (Have not picked bonus yet)

Bonus Feat: Greater Bull Rush

Level 11 Urban Ranger 6/ Fighter Brawler 5
Favored Classes Ranger/Fighter (Have not picked bonus yet)

Feat: Improved Eldritch Heritage: Strength of the Beast +2 to str

Level 12 Urban Ranger 6/ Fighter Brawler 6
Favored Classes Ranger/Fighter (Have not picked bonus yet)
Ability Score STR now base of 18 +2 from feat

Bonus Feat: Disruptive
Close Control now is +2

Level 13 Urban Ranger 6/ Fighter Brawler 7
Favored Classes Ranger/Fighter (Have not picked bonus yet)

Close Combatant +2 to hit +4 damage with shield and armor spikes

Menacing Stance enemies adjacent to me not take a -1 to attack roll and -4 penalty on concentration checks

Feat Improved Eldritch Heritage: Fearless: immune to fear +2 natural armor

Level 14 Urban Ranger 6/ Fighter Brawler 8
Favored Classes Ranger/Fighter (Have not picked bonus yet)

Bonus Feat: not sure what to take

Level 15 Urban Ranger 6/ Fighter Brawler 9
Favored Classes Ranger/Fighter (Have not picked bonus yet)
+2 more to str from feat now str = 22
Feat: not sure what to take

Level 16 Urban Ranger 6/ Fighter Brawler 10
Favored Classes Ranger/Fighter (Have not picked bonus yet)
Ability point in to cha raising to 17 need for next level feat.
Bonus Feat: Spell Breaker

Level 17 Urban Ranger 6/ Fighter Brawler 11
Favored Classes Ranger/Fighter (Have not picked bonus yet)
+2 str from feat now str of 24

Feat: Greater Eldritch Heritage: Power of Giants become large +6 to str, +4 Con and natural armor -2 dex size bonus for 17 mins a day 1 min uses

Close Combatant +3 to hit +5 damage with shield and armor spikes

Menacing Stance enemies adjacent to me not take a -2 to attack roll and -5 penalty on concentration checks

I doubt I get any higher level than that if I did figure not sure what I would level as Brawler another +1 to bull rush and 2 more feat

Urban ranger would get me evasion and a 2nd favored community and push thru and swift tracker and lot more skill points but nothing that is game changing at this point. Any suggestion.


How does a potion made permanent via eternal potion react with dispel magic or anti magic field? Are they dispelled for a turn then restart when out of field? Or do you treat them as they where made permanent via permanency spell? Or are they completely dispelled and the Alchemist would have to drink another potion to regain the effects?

As a GM I am kind of thinking RAI is permanent is actual supposed to be increases duration to no duration or infinite as you still have to use extend potion ability which only effect potions duration. But raw use permanent.

I ask because I remember reading some where that monsters with constant ability that get dispelled can reactive it as some kind of action the following round. Because it is also an at will ability. but potion are not at will ability they must be consumed it also requires a use of extend potion ability. So how do you reactivate something you can't will back or cast.


Hey everyone I am looking for some suggestions in a very high level game, 15 to level 22 and two mythic teirs. I have made special artifact items for all my players. For the Alchemist in my group I am thinking of doing a chest of wonders with many good things instead with a few things that may grant him temporary powers some of classic movie monsters. like a mutagen that also give him temporary used of were wolf template at night. But I am also thinking of adding in a Miniature flesh golem that when magic gem is placed in side the head it activate to a full size Frankenstein style monster to aid the Alchemist that functions as a cohort. I am trying to figure out what the leader ship score should be for such a creature. What do you all think.


How would these feat work together?

Let’s Say I have a character with sneak attack and these feats.

on the surprise round he is next to target attacks, hits the target with power attack, Courgon smash lets me intimidate as free action. If I cause that target to be shaken. and Take my 2nd swing from hell cat pounce. Is his he flat footed because shatter defenses make him so because the shaken condition or does the hell cat pounce the target is not flat-footed against this second attack win out. This is a case of Specific vs Specific.

trying to build a slayer for play test and was thinking it may go good together but i am not sure how that works together.


is a Hell Knight Commanders Discern Lies spell like ability acquired at level 2 arcane or divine?

The FAQ does not list witch or any of the other classes, Just the core as guide lines "sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger"

So since a witch is arcane and cast like a wizard does it fall there or does it fall under the divine.

I was curious because I was thinking of taking arcane strike as my one of my 18th to 20th level feats.


Can you take this feat more then once each time gaining access to a new bloodline? The wording the feat does not list you can but it is slightly odd by saying This bloodline cannot be one you already having. Meaning you could have more then one?


Ok I need some help fixing my hell knight Planing on 10 levels hell Knight and fighter. I looking I am going to be retraining some of my levels soon to get even 5/5 levels but also looking for advice in the later levels. Looking to get retrain leadership as I my cohort is a wizard crafting cohort the dm made. I don't care for the way he is leveling the cohort. I am just not feeling it anymore and thinking a cohort may be more trouble then it is worth. I was originally planing on trying to get a dragon Cohort as a mount later and retraning some feats to mounted combat feats. I am not tied down to any weapon, my weapon 1st weapon group is heavy blades currently. But I do have an +1 adaptive dark wood composite short bow I use for ranged attacks from time to time. I did have a +1 Nodachi but it gain intelligence through harrowing deck of many things. But I had to get rid of it as it was just messing me up way to much.

I also have Immune electricity and Vulnerable to cold thanks to deck
I had +1 full plate that gain intelligence from deck also that had some cool features but I had to get rid of that as did me no good since most of hell knights power require him to be in hell knight armor. Which i finally got made in mithril.

I am also always consider to be Flank thanks to deck. I figure just put fortification on armor to help counter any sneak attack damage I may get because of that.

here build

Lawful Evil
Race Fremen(Like in Dune) Desert Campaign Custom Race DM made
Scores where rolled Race got +2 to str, wis, and cha, -2 int
STR 16+2 from Belt total 18
Dex 16
Con 14
Int 16
Wis 13
Cha 15

Class (Current) Favored Fighter
Fighter 8/Hell Knight 1 (will be level 2 next encounter or 2)

Feats
1st: Power Attack
Fighter Bonus 1: Furious Focus
Fighter Bonus 2: Cornugon Smash (Retrained from Shield of swings at level 8)
3rd: Skill Focus Intimidate
Fighter Bonus 4: Dodge (open to retraining)
5th: Combat Reflexes
Fighter Bonus 6: Mobility (open to retraining)
7th: Leadership (planing on retraining)
Fighter Bonus: 8 Spring Attack (open to retraining)
9th: Intimidating Prowess

Planed feats:(open to changing these out with the exception of level 11)
11th: Dreadful Carnage
13th: Iron will
15th: Lighting Reflexes
17th: Persuasive

Hell Knight Plans
Order is God Claw

Disciplines
1 Pentamic Faith (travel Domain)
2 Fearsomness
3 Vigilance

Force of will
1 Compulsion
2 open
3 open

All Books are allowed


How would you build Chiun, the Master of Sinanju?


Me and my group have been playing pathfinder for about year now, and we have not gotten a chance to really look at the style feats. One the players always plays like a fighter no matter what he class he has. Well he is playing a small monk because the way his ability scores came up. Was really decent for MAD style character. So we suggested a monk since he did not want to use weapons or deal with buying armor anymore. (A lot of his stuff got sunder or destroyed in the last game I GMed it kind of turned him off one buying equipment. only tomes that raise ability scores)
they where
STR 16
Dex 18
Con 18
INT 12
WIS 16
CHA 4 (lol we rolled dice 4d6 drop lowest)

I suggested a Martial Artist Monk to this player since it is more like a fighter where he can just run up hit things and do damage and he can be any aliment which fits his play style better. Well in a recent game we ran in to Harrowing Deck of Many things and he happen to draw the card that swaps ability scores and add 2 to them. Well the player has been getting his butt kicked and almost died 3 or 4 times in the last few games, because he has not been upgrading gear in the hopes of buying book tomes which are just not cost effective long term. So he deiced to swap the dex and con to get more hp and more ac so he may get killed less. he did not realize wisdom and str would have been better choices for him. with wisdom raise the effects of monk ability and AC and str for his hit and damage.

So now his Scores are
STR 16
Dex 22
Con 22
INT 12
WIS 16
CHA 4

I Suggested he take weapon finesse now that his scores are this way to raise his attack roll and get amulet of mighty fist with Agile on it.
His Current feats are
Monk Bonus
Combat Reflexes
Dodge
Mobility

Regular feats are
Toughness
Power Attack
Weapon Focus unarmed strike

Racial Bonus Improved Initiative

Any suggestion of Style feats maybe he should pick up or other feats to help optimize him best as possible as the DM for this game tends to make his own monsters and they tend to be optimized and make the game a lot harder then it should be (The Player is not looking to multiclass.)


2 people marked this as FAQ candidate.

I was wondering do set price magic weapon and armor ablities like energy resistance slick and adpative ect. count as a +1 toward the max of +10 on the item? Example I have +5 Heavy forification armor, can I still add slick or energy resistance to it.

I ask because in CRB there no assoicated + to the ablities just a GP value, but ultiamte equipment has them them listed under set +2 attriubte stats such as slick costing 3.750gp is under the +2 armor special ability table.


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

This is to FAQ inherant bonus with tomes.
as the Prices of tomes suggest stackablity to the max of +5.
5 +1 books cost the same as a +5 book
2 +2 books and 1 +1 book cost the same as +5 book
2 +2 books = the same price as +4 books.
Them not being stackable make all books below +5 a waste not worth keeping ever or even using. Just sell and buy the +5 one or craft your own or cast wish 5 times in a row.
If they are not stackable then price should reflect that. As it does with weapon, rings, and belt ect. All reflect that to get better then +1 you pay more then orginal price again. This is the only Item I think of that breaks this pricing mold.


I came accross this looking for a weapon I may want to buy for my hell knight later down the line.

Dragon's Doom is a +2 Dragon Bane Halberd, that glows when dragons are within 100ft away. 3 times per day it can also ingore dragons DR as a free action. Is this a mistake? As the weapon is already magic and can go through Dragons dr anyway? Does dragons require +x weapon again to go thru dr?


How many items are effected when the wearing roll a natural 1 for save from area effect spell. such as fireball or Firestorm? What about dragons breath?


I planing makeing a bounty hunter/batman type HellKnight
Game is HomeBrew, World is Home Brew, (My character will be frist hell knight on this world but we are going to stick to the order rules listed in Class) Race is going to be new custom Race, I am not sure What my scores are going to be but the race gets +2str, Wis and Cha, -2 Int. It a desert Campagin and the race has endure elemenets as constant ablity and can create food or water onces per day.
Alighment is going to be Lawful Neutral

This is what I got so far I just wondering if I should go with different feats or ablities or Maybe I should get them in different order

Fighter 1 Feat Power Attack and Furious Focus
Fighter 2 Feat Enforcer (I want this guy to strike fear in those he huntsdown or those that get in his way. Some times you can bring in your target alive.)
Fighter 3 Feat Skill Focus Intimidate
Fighter 4 Feat Bludgeoner (reinforce enforce feat, was also thinking of going unarmed strike and grapple unsure was thinkg teleporting to a flying dragon and grappling him later ablity)
Fighter 5 feat Quick Draw
Fighter 6 feat Disruptive (for those pesky caster I will be teleporting to later ablity)
Hell Knight 1 Feat Cornugon Smash(renforcing the fear) order of GodClaw
Hell Knight 2 hell knight ablitys
Hell Knight 3 Discipline Pentamic Faith Domain Travel Feat Endurance (so I can sleep in my armor)Will save increase for Charm I was thinking
Hell Knight 4 hell knight ablity
Hell Knight 5 feat Dreadful Carnage (reforces fear to all)
Hell Knight 6 Discipline Fearsomeness (fear become stronger)
Hell Knight 7 feat Iron will(don't really know what to pick here open to suggestions)
Hell Knight 8 Full speed in armor, Travel domains ablity to teleport
Hell Knight 9 Discipline Vigilance cause seeing thru door before you open them is useful. and feat Lighting reflexes (don't really know what to pick here open to suggestions)
Hell Knight 10 hell knight stuff
Fighter 7 feat Persuasive (futher fear buff maybe I should take it sooner)Also thinking may take this fighter level sooner so I get full speed in armor sooner
Fighter 8 feat Combat Reflexe
figher 9 improved Initiaive
fighter 10 Spell Breaker

Any suggestion are welcome also, if maybe level dips in other classes. I do want to stay away from two weapon fighing or limiting my self to one weapon.


1 person marked this as FAQ candidate.

I am working on building a Hell Knight Character, but I had a few questions about Pentamic Faith Dicipline and uses per day.

Lets say Level 3 Hell Knight with Pentamic Faith- Picks Travel domain.
It says to treat my Hell Knight Level as Cleric level for powers they get. It does not say about uses per day.

So that means I would get the Agile Feet power. Agile Feet power says I can do this can do this number of times per day = 3 + wisdom mod. But Hell knight power says Diciplines say he can only use a dicipline 1 once per day?

So does get get to do this 3+ wisdom or 1 per day

Now when it reachs hell Knight level 8 it has two uses of Diciplines per day. and would gain access to Dimensional Hop Travel domain power.

This says the power can be used to teleport 10ft per level a days as move action and must be used in 5ft increments. 80 total feat.

If these are limited to times per day as Diciplines Do i get two uses of each power or do I have two uses of Dicipline and have to pick which power I use.

the rules mention exception with Pentamic faith, but the they way it is worded sounds as if just can't get the Discipline if you are not of the order that has it. Not uses per day.


Does Fighter Armor Training stack with Hell Knight Armor ablity. Thus Level 10 HellKnight/7 Fighter in hell knight Armor move at full speed/ and have armor check penalty reduced by 5 and max dex increased by 5?


Ok last Game session my group Had to fight 4 vrocks in a semi collapsed tower. 140ft above ground level. I we new to pathfinder, and figure we could use some exercise on combat maneuvers. I intend to use the spell in that manner only. A huge argument started over the rules of this spell. and the spot I could preform the bull rush from. I was trying to bull rush the dwarf from the side in my diagram. I had already push the sorcerer down off the ledge. The cleric proceeded to grab him since he had a ring of feather fall. it was going to be dam near impossible to bull rush this dwarf off edge. But I was going to try it any way. My fighter steps in and started to argue I can't because point origin of the spell would have only option is to bull rush strait basically in to spot label 1. I am aiming for spot x. My argument was I can start the spell as if the Vrock moved in an L pattern and preformed the maneuver but instead of moving I have the hole range of the spell as movement. need to say this took up a lot of time. I said fine forget it I am just going to violent thrust him off the edge targeted square X AC 5 with dwarf as weapon. So I did the same thing to him and the fighter. since they both have poor will saves. I forgot the dwarf had a ring of feather fall so he gets lucky fighter not so much. My players where still curious about this and asked me to post about it.

So my question is can the dwarf be bull rushed in to spot x with this spell or spot 1 only

V= Vrock
M= Monk
D= Dwarf barbarian
F= Fighter
C= cleric
S= Sorcerer/Rouge
]= Solid wall
|= ledge
`= space holder
Encounter setup when argument started.
``v
]```v
]f```|
`]m```|
`]``d|x
]```1|
`````|
``R`|C/S(60ft down)


Just want everyone to double check my math and get some ideas

I upgraded 2nd darkness to pathfinder core for my group and we are chapter the game is High Magic and high Ability scores. I have also made custom Relic are artifact items for my group. (All monsters have been upgrade by given more class levels or increase there Crs in other ways. Or increase numbers. Most of my group have found their Artifact and this will justify their temporary mythic powers. I will remove the powers as the play test comes to a close.

So not all my pcs will be mythic yet. I am only going to start them at teir 1. Figure it will be good test of how mythic and non mythic pc handle, mix of situations.

They are nearing the end of Chapter 3 of the AP so from here on out are spoilers

2nd Darkness:
I upgraded Razor Horn to a young adult Green dragon and I just added Agile temp to it for the test.

Young Adult Green Dragon/Agile CR 11/MR1

XP 19,200
LE Huge dragon (air)
Init +20 and 0; Senses dragon senses; Perception +22
Aura frightful presence (150 ft., DC 18)

DEFENSE
AC 26, touch 8, flat-footed 24 (+16 natural, -2 size,+2 dodge)
hp 146 (13d12+52+10 Mythic)
Fort +12, Ref +8, Will +12
DR 5/magic; Immune acid, paralysis, sleep, SR 22
Evasion

OFFENSE
Speed 70 ft., fly 230 ft. (poor), swim 70 ft.
Melee bite +18 (2d8+10/19-20), 2 claws +18 (2d6+7/19-20), 2 wings +13 (1d8+3), tail slap +13 (2d6+10)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks
Breath weapon (50-ft. cone, DC 20, 10d6 acid), crush (Small creatures, DC 20, 2d8+10)
Dual Initiative (the creature acts twice each round, once on its initiative count and again at its initiative count – 20, this still counts as only one round for durations and other effects).
Spell-Like Abilities (CL 13th; concentration +15)
At will—charm person (DC 13), entangle (DC 13)

Spells Known (CL 3rd; concentration +5)
1st (6/day)—shield, silent image (DC 13), summon monster I
0 (at will)—dancing lights, detect magic, ghost sound, mage hand, prestidigitation

STATISTICS
Str 25, Dex 10, Con 19, Int 14, Wis 15, Cha 14
Base Atk +13; CMB +22; CMD 34 (38 vs. trip)
Feats Alertness, Cleave, Great Cleave, Improved Critical (bite), Improved Critical (claws), Iron Will, Power Attack
Skills Fly +8, Knowledge (arcane) +18, Knowledge (nature) +18, Perception +22, Spellcraft +18, Stealth +8, Survival +18, Swim +31; Racial Modifiers +8 Swim
Languages Common, Draconic, Elven
SQ water breathing, woodland stride

SPECIAL ABILITIES

Water Breathing (Ex)
A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Woodland Stride (Ex)
A very young or older green dragon can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.

The Assassin Arkaxis has the next Artifact so I will not adjust him any more then I have. I already changed him to 5/5 Rouge/Assassin and turned him into noble drow. So he will not need to be adjust.

The BEGG of this chapter Nolveniss normal encounter is just him and familiar. I upgraded to included some 4 drow solders as his protection. So the BEGG does not go down in 1 round. Should I remove the solders and add a 3 or 4 mythic Tiers to him or only 2 Tiers and keep the solders?


How much do you think Shock Lizard eggs would be worth to PC maybe trying selling them.


I still going through a lot of archetypes but tell if any others do anything strange like this. All the fighter ones I saw replace this for that at the same level. There is never any level jump or it is complete replacement of classed feature not a partial.

Dragoon still gets armor training 1 and armor mastery. That makes no sense how one becomes a master of wearing armor without any of the others.

You get banner at level 9 to replace the excess weapon training since you are limited to one group(this fits with other archetypes I have seen so far), but it does not increase in power at the same intervals as weapon training. It leaves a strange uneven level bonus. You get the next bonus at the same time you get bravery increase and the last one same time you get armory mastery. The weapon training that they replace happens at level 13 and 17.

Also why are limited to only one weapon, for spinning lance skill should this not be like the other two lance skill useable with any weapon, or at lease spear group. The other two do not mention lance other than in the title. Banner skill is limited to just a lance as does weapon mastery. But shouldn’t this be any spear weapon? I get it use the lance cause it optimum for mount combat which brings me to leaping lance

Leaping lance??? If these guys are mounted specialist using lances why the hell would they leap off their mount unless the mount was going to fall on them because it was dying? Why would you dismount take greater ac loss for a +2 to attack roll only to be in a weaker position the next round. Because you lose any shield bonus because the lance has to be used in two hands and the ability to x3 damage. Yes you get to keep all your mount feats for the charge. You can do this by just staying on the mount. You still have the advance of your entire mount feat the round after. All this archetypes ability’s and strengths are mostly depend on being mounted why would they ever give that up by choice.


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Ok everyone, Need some ideas on a Spear build. I am thinking of doing dragoon or Pole Master archetype but I am unsure if GM is going to allow archetypes. So need back up plan of base fighter or in case I just don't want to do any of the archetype.

I don't care for the Dragoon's last two abilities, I just don't see the use for them. while they are very cook for certain instances. I just seem them as rare instance. I can even think of a time where I faced someone else mounted besides a pc at end game to use Piercing lance. By the time you get leaping lance why would you get off your mount. by then you think you would have trample and ride by attack, why would you jump off?

Only thing I don't like about the Pole Master is the -4 penalty on CMB and attack for shifting to hefted weapon.

I was thinking quick Draw as a must have so I could full attack with short spears for distance. before charging or being useful against flying foes.

I really like the step up chain of feats could make for real nasty threat to spell casters. any other Ideas or suggestions.


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ok One of my players decided to animate a few undead. I went to go apply the template from I was little confused on some things
Skeleton, Hill Giant for Example does the natural Armor Class bonus become +2 or is it increased from +9 to +11

would the hill giant the be able to slam 2 times and claw 2 times since it gains claw attacks? but one of those at -5 or can it just do one or the other?

"Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks." Does this mean the Giant would keep rock throwing ability but lose rock catching? or does it lose both of these. what are some examples of extraordinary special qualities that they keep.

This same thing is used with Zombies so does this mean a Wyvern Zombie would keep poison and rake or lose it as.

Also Does said Wyvern Zombie instantly gain 2 hit dice as the template states? or Can the creator keep them 2 hit dice lower?


ok going to rack a few of your brains. I am running 2nd darkness and was wondering if any one has updated status for these monsters or good swap out monster ideas set. The Moldering Emperor and Muck Lions?

Here comes the real brain racking part it for all the old timers. you young-ins would have never seen some of these monsters before. After that adventure path is dune I am going to take my group on a tower of a an old AD&D 2nd edition adventure my uncle wrote for very high level. It was my first d&d game, and now I get to convert the adventure to pathfinder and run it for his son. but here a list of old 2nd monsters I need help replacing or bring over.

Greyhawk Dragon
Beholder
Thessalmonster
UmberHulk
Yugoloth Guardian
yellow Dragon
Red Abishai
brown dragon
Gargantua(humanoid)
Steel Dragon
Giant Fire Lizards
HORGAR
HATORI
All other monsters have exact swap out or easy change. if some one these are in a book tell me which one so I can find the stats.


One of my players took Leader ship and I told him he may look for a cohort when he enter town. Since he play a Sea fairing failed pirate. I plan on give him a young Imperial Dragon, Sea. But he does not met the level requirement for such a cohort. So I was going to have the Dragon use some deception by have a it poly morph ability as semi permit through a magic ring the creature wears. Any suggest on a class the dragon would be good at faking so when my player thinks his cohort is leveling up. It really just use more of it natural ability that it is keeping hidden. It will not reveal what it really is until reaches the level requirement for the creature.