Jhavhul

Kalumin's page

11 posts. No reviews. No lists. No wishlists.


RSS


Hey, I'm looking for a group in St. Paul. I have experience as a player, and very little experience as a DM. I'm willing to do either, though. Optimally, I'd like to play a game with Dreamscarred Press Path of War or Psionics allowed.


This appears to be a houserule. Training a horse for war seems to teach it tricks

Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.

Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes 3 weeks.


yes, although that may be limited.

The rules say:
Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use.

Also, You Bastard would get the racial bonuses of the cat, so it could also be stealthy and climb.


In all honesty, though. They probably meant for it to last one minute per level, as spending another point should increase the time, and disguising yourself is something that you'll probably need for more than rounds per level.


It seems someone made a boo-boo. I don't see anything saying it is exploits have a general time limit unless otherwise noted, so no. If you spend one point, it lasts forever, I guess. Have fun with your new face.


I am hesitant to answer this because there is much about the Final Embrace line that makes me uncomfortable. If I were to rule it, Grab's description says you need to hit with the indicated attack, which makes me believe you need to specify what attack is the one that gets grab.

I mean, the feat says you just get it, which I suppose means you could apply it to all of your natural attacks. Hell, you could apply it to any attack you make! I, however, think it was meant for one natural attack. There was a thread in which the creator of the feat chimed in, saying the feat was originally made for fighters with serpentine bodies, so I'm guessing it was meant to be for a tail slap or something, but given how it was written, it could be argued either way. "What was meant was X" versus "But that's not how it was written" fights are really up to GMs in the end.

For the witch, I would make you pick claws, bite, or hair.


I think I would go with B, depending on which does more damage? Anaconda's Coils has no size limit, which is the normal situation, so while your Grab is restricted to creatures your size or smaller (which is normal, the only benefit you get from this feat is access to a grab and a CMB boost due to grab), constrict from the coils is not. The constrict from the feat is restricted, however, so if your unarmed damage is higher than the 1d6 from coils and the enemy is your size or smaller, you should use the FE constrict. Anything bigger would use the AC constrict.

It's kinda poorly worded. The feat really should be changed to reflect errata, and possibly to take into account things that can already constrict.
- The constrict should not be limited by size, as normal.
- The feat should say it simply gives a grab, since grab normally works as per the "benefit" section.
- The feat could possibly enhance constrict if you already have it. That would get rid of the questions about what happens if I qualify with AC, get the feat, therefor gaining a constrict, then remove AC.


Hello! I'm playing a brawler (strangler) that has anaconda's coils to qualify for final embrace to do fun things with nonlethal damage. I read the entry for Final Embrace:

Prerequisite: Str 13, Int 3; naga, serpentfolk, or creature that has the constrict special attack; base attack bonus +3.

Benefit: You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size.

Normal: You can grab and constrict creatures one size smaller than you.

Now, the feat says I gain grab and constrict, a constrict which has limits that are different from the one I get from Anaconda's Coils:

The wearer gains a +2 enhancement bonus to Strength and a +2 competence bonus on grapple combat maneuver checks. Treat the enhancement bonus to Strength as temporary ability bonus for the first 24 hours the belt is worn. In addition, the belt grants the wearer the constrict ability for 1d6 points of damage plus the wearer’s Strength modifier.

Does this mean I have two constricts, or does one supersede the other? One is 1d6 with no size limit, the other is 1d3(my unarmed damage) on a creature my size category or smaller.

That seems overpowered when you take into account Final Embrace Master. I would get an attack roll, two double damage constricts, and my sneak attack damage.


Fruian Thistlefoot wrote:

Strange is right id lean shaman but

I would start with your core rule book classes. Trust me on this...you should start simple.

I recommend ranger. You will get spells...so you get practice casting alittle bit of spells. You get melee or ranged combat practice. And you get a animal companion so you get practice with pets.

The only non core rulebook feat I recommend is boon companion at level 5.

I recommend going ranged so you get practice with both melee (pet) and ranged combat. After your campaign you will have a strong grasp of the rules and fundamentals of pathfinder combat.

Your groups minions will offer plenty of front lines and flank partners for the rogue. Just stand in the back and shoot away.

Alright, that sounds good. I'll look into the ranger and the druid and see which one looks more up my alley. I have a problem of biting off more than I can chew a lot of the times, so I'm glad there are more experienced players out there to set me on the right path again. Thanks all of you for the advice!


I'll look into Druid. We don't have a point buy system, so if I can roll well, having both Wis and Cha isn't too tough.

GM says no guns, unfortunately, so no shooting stuff.

Yeah, the rogue is the backstabber while the necromancer's two Owlbears, one Orc, two Dire Boars, and Giant Tarantula smack the enemies around. I should definitely be a buffer.

I actually read the Forge Combat article yesterday! My main problem is not so much that I don't know what role I should play (I'm definitely more of the Arm, given we have the rogue and Giant Tarantula for hammering and the myriad bloody skeletons work to keep the enemy whacking away at resources that are regained at the end of battle) as it is not knowing what spells to take and how to properly build the class.

My experience in spellcasting is minimal. I made a level 3 half-orc sorcerer that was used for one session. I find spellcasting more interesting than my current build, a spirited charge Divine Commander with a Griffon mount (my second character I've ever made. I now see the error of relying on one tactic in battles that can be very varied in nature).

I guess what I'm really asking is the level of effectiveness of the Shaman (and druid, which could work well for flavor) at being an Arm and some advice on spells and builds that would aid me in being an effective arm. I would be buffing the rogue and the undead and keeping conditions off of them. We've been nauseated a few times and that really cut into our battle effectiveness.


So, I'm a noob to Pathfinder and Tabletop gaming in general. I have been looking at information on the new Shaman class and the Arcanist, and I like the flavor of the classes, but I'm not sure how helpful they would be to the campaign I'm being invited to join.

The campaign is already level 8, and there are two other players, a dhampir necromancer with some minions and a half-orc rogue.

Which one of these classes would be more helpful in such a group? How do I build these classes? All advice is greatly appreciated. I just want to have fun while adding to our battle effectiveness.