Eranex

LordAwesome's page

Organized Play Member. 33 posts. No reviews. No lists. No wishlists. 14 Organized Play characters.


RSS


APG Faq wrote:

Gang Up: Does this feat (page 161) allow you to flank a foe with ranged weapons?

The Gang Up feat allows you to count as flanking so long as two of your allies are threatening your opponent. The feat makes no mention of ranged attacks being included, and since flanking specifically refers to melee attacks, ranged attacks do not benefit from this feat. (JMB, 8/13/10)

Thanks for bringing this crucial flaw to my attention. It seems flanking is only a melee thing. My bad, guys.

I'll have to work with the build a little bit more to optimize my -bang-for-buck with what few feats I have. Now I think we can branch out a little bit more and start thinking of feats that can meet the conditions required for sneak attack at range. Extra Discovery for Smoke Bomb maybe?

Now, I think the best two options (which aren't mutually exclusive) are:
1. Have a bunch of Smokesticks on hand for my familar to light up in my space. I will 5-foot sneak out every turn and take my one big shot.
2. Feint Partner with the familiar. The skill itself would "scale" slightly better than most monster's BAB for Feint DC, but it has a rather low Cha to get the successful Feint off.

There are flaws to be overcame with the 2 current methods. Crap with lifesense, smokevision, and other gnarly mobs can just ignore the first method, while rolling poorly with the other method is just as bad. With the second method, there are possible ways of overcoming the DC by boosting the Bluff check, but without item slots, it is kinda hard. Are there any other ways you guys can think of to either shore up the current weaknesses or create a new strength?


Shinoskay : Well, effectively listing everything I know about Pathfinder rules might take a while... *breaths in*

I guess I don't understand what you mean by "give" you ranged sneak attack. I understand that there are items and archetypes that make it easier to meet certain conditions required to gain a sneak attack, but, as far as I am aware, sneak attacking at range (up to 30ft) is a thing is the base rules of the class feature.

Mark Hoover 330 : This is some good stuff but perhaps I was too vague. Here is the build (subject to changes) and the character just reached 7th level.

Le Build:

Gnome Alchemist Bomber
Alchemist archetype: Grenadier (PFS Field Guide)
Rogue archetype: Underground Chemist

Str: 10-2 (8)
Dex: 15 (15)
Con: 10+2 (12)
Int: 18 (18)
Wis: 10 (10)
Cha: 7+2 (9)

Alt. Racial Traits:
Gift of Tongues (hatred, defensive training) 2 languages when you put rank into linguistics
Pyromaniac (gnome magic, illusion resistance) +1 lvl for bomb dmg (includes rogue)
Darkvision 60 (keen senses and lowlight)

Traits:
Alchemical Adept (+2 alchemy, don’t screw up by 5 or more)
Reactionary

1st
Alchemist 1
Alchemy, Bomb 1d6, Throw Anything, Mutagen, Point-Blank Shot (1st), Martial Weapon Proficiency: Light Hammer (bonus), Extra bombs (bonus)
2nd
Alchemist 2
Alchemical Weapon, Precise Bombs, Discovery: Explosive Bomb
3rd
Alchemist 3
Bomb 2d6, Swift Alchemy, Precise Shot (3rd)
4th
Alchemist 4
Discovery: Explosive Missile
5th
Rouge 1
Sneak Attack 1d6, Trapfinding, Extra Discovery: Tumor Familiar: Hedgehog (5th)
6th
Rogue 2
Chemical Weapon, Rogue Talent: Bomber
7th
Rogue 3
Sneak Attack 2d6, Trap Sense +1, Combat Expertise (7th)
8th
Rogue 4
Precise Splash Weapon, Uncanny Dodge
9th
Alchemist 5
Bomb 3d6, Gang Up (9th)
10th
Alchemist 6
Directed Blast, Discovery: Wings
11th
Alchemist 7
Bomb 4d6, Accomplished Sneak Attacker: 3d6 (11th)
12th
Alchemist 8
Discovery: Demolition Charge

Due to action-economy, the Ranged Feint doesn't exactly work, but the Feint Partner does. I do sorta enjoy the comical aspect of a Hedgehog rolling-up to a highway-man and shaking his toosh just for the poor fellow to be unaware of the tactical nuke rapidly approaching.

Unfortunately, the familiar only has one feat to retrain, so it would be hard to pump up its bluff with the one feat now being Feint Partner. I could give the little guy some slotless items. Now we are truly into the realm of hilarity.


Alright, so I've had a build for a while and overlooked a massive issue regarding getting sneak attacks off and it is a bit of a bummer. The build is a PFS Grenadier Alchemist + Underground Chemist Rogue and has a lot of actions taken up. Usually in combat, I have my move and standard taken up by Alchemical weaponing a crossbow bolt and then Explosive Missileing it. The problem I encountered was with a Sipping Jacket and didn't work for two-reasons: the wearer (which precludes my tumor familiar) has to pour the potion into jacket, and the action of pouring into can only be done once per day.

So, I've been sorting through some of the ways to gain ranged sneak attack. So far, I have come up with the following:

Deny the opponent's vision (Ex. Darkness Bomb, having superior darkvision, smoke/fog)

Deny the opponent their dexterity bonus to AC (Ex. Surprise round, win initiative)

Gain concealment (Ex. Stealth, Cover or better, Invisibility)

Niche item, feat, or effect that just makes it work. (Ex. Gang Up, Shadow Fletching)

The things I currently plan on doing are using the Gang Up feat at range with Sniper Goggles and/or having my familiar light a Smokestick every turn and have me 5-foot-sneak around.
Outside of that, do you guys have any ideas on how to gain ranged sneak attack?


You guys have brought up an interesting point regarding PF1 not getting nerfed anymore, so I am willing to share.

The boon was a multiple race boon, and the only good one on it was Ghoran. The idea was to be Ivern the Kind (formerly known as Ivern the Cruel before he was turned into a tree) from League of Legends. I wanted to do Stonelord because it has an actual earth elemental and Paladin can be played to be supporty.

I also have a build made up for the character to be an Unchained Summoner if the Stonelord concept just doesn't work. Does that help narrow the search focus? :)


I've been wanting to do a Stonelord build for a long time now, and I think I just have been nudged enough to do it. I just got a race boon for a really cool race (that isn't generally legal in society play) and have been inspired to make a Stonelord from the race. The problem is that the race in question is neither Dwarf nor Human (I'm looking at you, Racial Heritage). I am trying to keep the race and build generally vague as I have been haunted by Paizo hitting some of my builds with the nerf-faq-ratta stick, so I won't go into much detail.

Does anyone know how to make a Non-Dwarf, Non-Human Stonelord in Society play and have it be legal?


Firebug: Now that's something to consider...
It is an excellent idea. I would have to do it post fighter 3 if I were to do it, but I am suddenly antipoison now. I have newfound knowledge suggesting poison in PFS is just a bad idea.

From poison FAQ:
Any character with the Poison Use ability can purchase and use poisons. No other class may purchase poisons unless they appear on a Chronicle sheet. The following poisons from the Pathfinder Roleplaying Game Core Rulebook are available for purchase: black adder venom, bloodroot, giant wasp poison, greenblood oil, large scorpion venom, malyass root paste, Medium spider venom, nitharit, shadow essence, small centipede poison, terinav root.


Firebug: "Must. Resist. Urge. To. Multi class! Gahhhh!!!!!"

I love it. 1 Stat madness is something I love/hate. I once saw a nasty (totally legal) messy bloodrager build that could get strength to 96 with a whole bunch of stuff. Pertaining to this concept, Nikki isn't much of a drinker. I would argue she is a mean drunk though.

While I believe this is a gruesome concept, I want to remain full martial. I got to keep the feats for fighter and for the build to remain intact. I have it planned out 1-20. Now alchemist/barbarian is a dream everyone considers, it's just not this build.


Firebug: Grrrr, damn. Well, I appreciate the heads up here so I don't look like an idiot trying to buy them after every scenario.


Knight Magenta: Thank you! Exactly the type of thing I'm looking for. Also, did you read the primary effect? All I have to do is roll high and con damage, BAM! It doesn't require reworking the build at all, just a post level 3 item for free damage. Gnarly.


lemeres : Excellent Idea! Too bad this isn't an intimidate build or a build that gets a stun effect, else that would be a great!

Any ideas on bleed specific items or items a fighter might overlook? I know Gloves of Dueling and general items, but is there anything else?

John Compton: *girly squealing intensifies*
Thanks for dropping in, John.


KingOfAnything: Love that weapon. Just fantastic. Too bad PFS is a jerk-face with its items. In a perfect world I would have an Adamantine Chillheart's Daughter and get it Frost Burst. But, we can always dream.


Ryan Freire: Overhand Chop + Strength belt by 4th level.


Ryan Freire: That would take some reworking, though I see some nasty merit to it. Combining the two is just rude. Also, action economy isn't going to be our best. Still, appreciate the help. Got any ideas on what to buy? I think a black leather purse (handy haversack) is a good start. :D


Before I get into my question, I would like to point out how awesome the Divine Anthology is. Great stuff in there for martials and spell casters alike.

I'm looking for some help on items for a PFS fighter I plan to create. I know the obvious stuff but I just have an aching feeling that there are some specific items out there just for me.

So you guys have an idea what I'm working with...

Spoiler:

Emo Haemomaniac Cutter Girl, CN, Lamashtu
Nikki Slaer
Human

Str: 18 + 2 = 20
Dex: 12
Con: 12
Int: 8
Wis: 14
Cha: 7

Traits:
Deep Wounding (your bleed DC is now 20, magic cures as normal)
Berserker of the Society (+3 rounds of rage)
Indomitable Faith (+1 will) [BONUS TRAIT FROM 7-00 SUPER BOON]

Two-Handed Fighter
Good Ol' Barbarian

1st
Barbarian 1
Rage, Fast Movement, Lamashtu's Carving (Bonus human), Power Attack (1st)
2nd
Fighter 1
Weapon Focus: Falchion (Fighter 1)
3rd
Fighter 2
Shattering Strike: +1, Furious Focus (Fighter 2), Iron Will (3rd)
4th
Fighter 3
Overhand Chop
5th
Fighter 4
Dirty Fighting (Fighter 4), Toughness (5th)
6th
Fighter 5
Weapon Training: Heavy Blades: +1
7th
Fighter 6
Shattering Strike: +2, Combat Reflexes (Fighter 6), Improved Trip (7th)
8th
Fighter 7
Backswing
9th
Fighter 8
Greater Trip (Fighter 8), Improved Critical (9th)
10th
Fighter 9
Weapon Training: Heavy Blades: +2
11th
Fighter 10
Shattering Strike: +3, Vicious Stomp (Fighter 10), Scorpion Style (11th)
12th
Fighter 11
Piledriver
13th
Fighter 12
Gorgon's Fist (Fighter 12), Medusa's Wrath (13th)
14th
Fighter 13
Weapon Training: Heavy Blades: +3
15th
Fighter 14
Shattering Strike: +4, Greater Weapon Focus: Falchion (Fighter 14), Critical Focus (15th)
16th
Fighter 15
Greater Power Attack
17th
Fighter 16
Cornugon Smash (Fighter 16), Dreadful Carnage (17th)
18th
Fighter 17
Weapon Training: Heavy Blades: +4
19th
Fighter 18
Shattering Strike: +5, Staggering Critical (Fighter 18), Stunning Critical (19th)
20th
Fighter 19
Devastating Blow

TLDR, dis mah build, wut items?


I have since wrote a character background and it seems to be pretty good. Thanks for the help, DoubleBubble and Lune.


DoubleBubble:

Awesome idea! I think I might try out the "I hate Glabrezu and despise this part of me" idea.


I will note I thought of Primalist, mostly because it's just too good to pass up. However, it doesn't stack with Crossblooded. However,

Lune wrote:
The build doesn't so much matter (mostly since I have almost no build set in stone at this point) but I could use help with a background.


I recently joined a homegame and have a bunch of people from PFS who joined. Since I haven't done a mele-beasty type character in 8 years, I decided to do a bloodrager. The build doesn't so much matter (mostly since I have almost no build set in stone at this point) but I could use help with a background. The setting is around Belkzen, and my character is a Qlippoth Tiefling with Maw alternate racial trait and his first feat is Armor of the Pit. He is a Aberrant/Abyssal Xbloodrager who will be serving as the tank/mele DPS of the party.

I've looked through some books (Inner Sea World Guide, Blood of Fiends) and haven't found really what I'm looking for. The current idea is being an enslaved Qlippoth from the Abyss who killed his masters during a surface raid just outside the Worldwound. He has hated his demonic slavers since childhood and wants his Abyss (swamp hehe) back. He heard in the Abyss from his Qlippoth "family" that the mortals sin and sin feeds the demons who occupy their world. He also heard that there are different races of mortals who tend to sin more, and has heard a bit about Belkzen. After his escape, he plans to go to Belkzen and quench his thirst for sinful Orc blood.

Ideas?


bummpity bump


I recently joined a homegame and have a bunch of people from PFS who joined. Since I haven't done a mele-beasty type character in 8 years, I decided to do a bloodrager. The build doesn't so much matter (mostly since I have almost no build set in stone at this point) but I could use help with a background. The setting is around Belkzen, and my character is a Qlippoth Tiefling with Maw alternate racial trait and his first feat is Armor of the Pit. He is a Aberrant/Abyssal Xbloodrager who will be serving as the tank/mele DPS of the party.

I've looked through some books (Inner Sea World Guide, Blood of Fiends) and haven't found really what I'm looking for. The current idea is being an enslaved Qlippoth from the Abyss who killed his masters during a surface raid just outside the Worldwound. He has hated his demonic slavers since childhood and wants his Abyss (swamp hehe) back. He heard in the Abyss from his Qlippoth "family" that the mortals sin and sin feeds the demons who occupy their world. He also heard that there are different races of mortals who tend to sin more, and has heard a bit about Belkzen. After his escape, he plans to go to Belkzen and quench his thirst for sinful Orc blood.

Ideas?


Zwordsman wrote:

haph hazardly written. Hopefully legible. Ended up with a bit more time before my appointment

About the plan:

Hum. I don’t know if you really need Rogue talent Bomber and/or extra bombs. Also I don’t’ think in general you need or really want Bomber. It will only do 2d6 damage, no INT, and only INT uses per day. I really feel like these both aren’t terribly useful. But of the two; Extra bombs is likely more useful.

Pyromaniac helps with the damage. The bombs from alchemist would all be 1d6 higher and same for the rogue bombs. I also plan on taking the gnome favored class bonus for more bombs.


Gulthor wrote:

A couple points:

You couldn't use the Grandier's Alchemical Weapon ability on a bomb (since it doesn't exist prior to the action you use to attack with it), but since you're using it with Explosive Missile anyway, just use it on the ammunition instead.

The other big one is whether or not you can use a tangleburn bag with a hybridization funnel - most will say no.

Now, that said, if you're going the crossbow route, Rapid Reload into Crossbow Mastery opens up the opportunity to use a Launching Crossbow...

I'm sorry. I meant to place the hybrid onto the bolt and not the bomb due to action economy and it not yet existing. Thanks for the feedback. I don't want to go to a table and look stupid.


bump

Anyone?


1 person marked this as a favorite.

Here's what I have:

Str: 10-2 (8)
Dex: 15 (15)
Con: 10+2 (12)
Int: 18 (18)
Wis: 10 (10)
Cha: 7+2 (9)

Alt. Racial Traits:
Gift of Tongues (hatred, defensive training)
Pyromaniac (gnome magic, illusion resistance) +1 lvl for bomb dmg (includes rogue)

Traits:
Alchemical Adept (+2 alchemy, dont fk up by 5 or more)
Reactionary

1st
Alchemist
Alchemy, Bomb 1d6, Throw Anything, Chameleon Mutagen, Point-Blank Shot (1st)
2nd
Alchemist
Alchemical Weapon, Precise Bombs, Discovery: Explosive Bomb
3rd
Alchemist
Bomb 2d6, Swift Alchemy, Precise Shot (3rd)
4th
Alchemist
Discovery: Explosive Missile
5th
Rouge
Sneak Attack 1d6, Trapfinding, Ricochet Splash Weapon
6th
Rogue
Chemical Weapon, Rogue Talent: Bomber
7th
Rogue
Sneak Attack 2d6, Trap Sense +1, Extra Bombs
8th
Rogue
Precise Splash Weapon, Uncanny Dodge
9th
Alchemist
Bomb 3d6, Extra Discovery: Bore Bomb
10th
Alchemist
Directed Blast, Discovery: Wings
11th
Alchemist
Bomb 4d6, Iron Will
12th
Alchemist
Discovery: Frost Bomb

Plan:
Hybridization funnel tangleburn bag and acid flask precombat. Imbue the hybrid into your bomb using your Grenadier ability as a move action. Place your bomb on your crossbow bolt using Explosive Missile as a standard action (Weapon of choice being Heavy Underwater Crossbow) and fire! You need not spend an action to reload due to Explosive Missile. Also, the weapon should have the Conductive ability, so you can spend 3 uses of bomb (2 must be of same type) and effectively get 2 bombs off in one attack. The bolt damage, magic damage from bow, bomb damage from Conductive, bomb damage from Alchemical Weapon, damage from the hybrid tangleburn/acid flask and potentially sneak attack damage.

Note:
The Conductive ability allows you to say whether or not you want to imbue the ability until you “strike the opponent.” (official wording: When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. ) This means you can see if you hit, then do even more damage!

I realize bows are just better than crossbows (generally) and for thematic purposes of being small size and a gnome, I decided to go with a crossbow to not deal with the strength issues and just go for raw damage. I'm just here looking for general advice. Items, alchemical stuff, vague feats/discoveries that would be thematic and effective.

Also, I based this character off Gaetan 'The Mole' Moliere from the 2001 film, Atlantis.


Hey, fellow gamers. It's Lune's son here. Just to clarify, here is how I recall the combat going down:

Several shots fired by archer gnoll.

[3 Rounds of Cavalier and barb sprinting up on his horse]

Barbarian (father) starts wrecking the door.

I attempt to climb/jump my way onto the wall, and then onto the tower.

With all my movement being spent, I was at the very rim of the tower.

[Barb continues hitting door while rest of party is sprinting there way to the fortress]

I then attempted to Acrobatics up onto the tower, but I also made a check to the Archer's CMD for no AOO, and I failed. He tripped me and I fell

[Rest of party catches up, Barb hits door again, large sized hyena tries to disarm the barb {through barred door} and fails]

Alch fire gets thrown a few times, horse moves and and HOOVE CRITS, for a mighty 9 or 10 dmg. The rouge with his keen scimitar crits and wiffs. Bard does what bards do. Barb does what barb does.

My honor guard cavalier moves in and Aids the barbs attack.

More Alch fire, and I decide to move my cavalier near the tower's latter to bottle-neck the archer and a few of the other mobs.

Horse get hit. Barb gets hit. Rouge hits with 1 scimitar. Gnolls and hyenas keep hitting and a few wiffs.

The boss gnoll moves up to me and crits me with great axe, makeing my character (the tank) nearly go down to DEAD. Approximately 3 hp away from death.

Horse wiffs, barb wiffs, bard heals me back to consiousness, and we begin to go downhill from there.

I then began to follow the bard around asking for divine magic to heal me (in character)

A gnoll grunt AOOs me because I didnt even think to use Acrobatics to avoid. He hit me, I died.

More of the gnolls wrecking, and then end of that combat. We got destroyed.

After the horse got eaten apparently and I was dead, I just sorta watched and tryed to keep focused at the table. I wasnt too put down at the table until the GM said "You know yall were up against CR 7s?"

My gears finally began to work in my head. It now made sense why we just got our butts kicked. Lvl 4 melees against Cr 7 and 8 gnolls with class lvls. Thats just filthy.

After the discussion at the table about raise deads and restoration, the GM went to HQ and spoke with a few people (specificly Tonya).
He was aware of his mistake now due it just being pointed out by one of the players. He was seeking a solution and so was the table, we just didnt know exactly what to do. My father attempted to contact one of our VCs and the VC didnt respond. WE later found out that it would do no good mentioning our near TPK to HQ or any VOs because we would get the same response or something that would equate to: "Stuff like that just happens."

Now, with the new found info on the scenario I'm pretty annoyed. It's the GM's responsibility to ensure the rules are being followed by him and (in some cases) the party members. They had the upper hand since initiative was rolled, though punches were not being pulled. If the order was to not kill any of the PCs then why did the GM have the boss gnoll order a gnoll grunt to go CDG my mount? I have a feeling the GMs may have been poorly experienced and I can get that. In fact, my first scenario in which I am going to run is in a few days. Though I feel there should be some ways of retconing this unforutnate situation.


Andy Ferguson wrote:
Ride By Attack wrote:
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Spirited Charge wrote:
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
darth_borehd wrote:
The mount is doing the charging and the barbarian is getting the bonus from the mount, not the other way around.

Head Explode!!!

Lance charge+crit+spirited charge= HOW MANY DICE DO I ROLL?


Guru-Meditation wrote:

As a small creature, simply get a medium riding animal, like a friendly Bernese Mountain Dog, or some other fluffy slobbering hairmountain.

You then use the mount's speed instead your own "lame" one. /pun out. ;-) Everywhere your medium sized groupmates can go, your mount can go too. This is the biggest drawback with Large mounts like horses.

If you want to go deeper in this direction the Nature Oracle can get an Animal Companion. then your mount would also have good combat-relevant stats.

Thanks a lot. This is in PFS BTW. I did end up buying a war trained pony (45g) and it helps a bit. For 45g, really valuable.


I forgot to add something. Also excluding travel cleric and barb due to levels messing up revelation progression.


Ok, so heres the build and concept.

Gnomish life oracle

Str: 13
Dex: 11
Con: 18
Int: 7
Wis: 7
Cha: 18

Traits:
Sacred Touch
Reactionary

Feats:
toughness
fey foundling
divine protection
fast healer
selective channeling

1st
Oracle 1
Lame, Orisons, Revelation: Life Link, Fey Foundling (1st)
2nd
Fighter 1
Endurance (bonus), Diehard (bonus)
3rd
Oracle 2
Mystery Spell: Detect Undead, Toughness (3rd)
4th
Oracle 3
Revelation: Channel
5th
Oracle 4
Mystery Spell: Lesser Restoration, Divine Protection (5th)
6th
Oracle 5

7th
Oracle 6
Mystery Spell: Neutralize Poison, Selective Channeling (7th)
8th
Oracle 7
Revelation: Energy Body
9th
Oracle 8
Mystery Spell: Restoration, Fast Healer (9th)
10th
Oracle 9

11th
Oracle 10
Mystery Spell: Breath of Life, Extra Channel (11th)
12th
Oracle 11
Revelation: Spirit Boost

So its a bit wordy and such but my main focus is how to not be stuck at 10ft movement (gnome+lame+armor=suck)

I am just looking for suggestions on how to go faster, excluding the obvious. Ex. Boots of striding, longstrider potions, mithril.


You knew what was up all along, didn't you? xD


Not really trying to be sarcastic, there was some genuine confusion at the table. They thought i was incorrect about there be infinite duration and no CD on animal focus when used on animal companion and they thought I couldn't have it on my self with duration and animal with no duration.


Thanks a lot guys, I was making a halfling hunter in PFS so there was alot of confusion at the table not with this specific subject, but about the "infinite duration and no cooldown of animal focus on animal companion."


Druid is the parent class of HUNTER, and they gain the bonus language of Druidic. I have searched in the ACG and on the Pfsrd, but cannot seem to find anything on bonus languages. The way it appears is that Hunters do not have any additional languages, but that just doesn't seem right. Druid is it's PARENT class. It makes just too much sense for Hunters to not have it, or even have their own language. So, as it is right now, Hunters don't have extra languages. If anyone has any info on it, please, let me know.