Search Posts
So I have been planning a urban city game for a long time now. I had originally designed the game using mostly 3.5 rules (I am using the pathfinder feat progression since I always thought it is a much better progression and is only 2 more feats that the 3.5). The game would start around lvl 5-7 and probably end somewhere in the mid teens. Now the reason I was using 3.5 was because I felt that PCs in Pathfinder have a lot more powerful abilities than their 3.5 counterparts. But with the recent release of Intrigue and a player who thinks the game would be better in pathfinder I figured I would ask the paizo hivemind their opinions. So the real question would be the following; are pathfinder PCs too powerful to be contained within a single city urban adventure?
So I am curious what ways there are for increasing miss chance. I found moonlight stalker master but the feat investment is a bit extreme. Specifically I am looking for a way to increase the miss chance from the barbarian power spirtit totem if there is a way to increase the power itself. Thank you all in advance.
So back in 3.5 I had a Raptoran that focused on massive damage charges from above with fly-by attack and power attack. I am thinking of maybe duplicating the build style for an up and coming "Skulls and Shackles" game. So I am looking for any advice on race, feats, class archetypes, etc. that could enable this style of build. Thank you all in advance.
For reference first Black Powder Bravado:
Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse. Parry and Riposte:
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses...... Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. 1.So can I use the trait to reroll a parry? 2. Can I use the trait to reroll a riposte?
So I was wondering if there was any way to get more attacks a round with a rapier without TWF or haste? Want to replicate the archetype of the rapier fighter who hits hundreds of time a second you see in some movies/animation. Anyone have any recomendations? I prefer magic items, spells, feats over class abilities unless the class abilities are easily dipped into.
So I have noticed a few people posting about using Hex Vulnerability wands to great affect. My question is what people would price an item with it on continuously for party healing and buffing purposes? Based on the rules it should be $2,000 for a slotted item or $4,000 for non-slotted. Is this a reasonable price or do people feel that an additional amount should be added?
So there is a which in our party who is a cartomancer. With the ability to deliver touch spells the card does not do any damage but the player also wants to put conductive (+1 enhancement that allows the delivery of supernatural abilities through the weapon) on the deck as well. The question is two part: If not using it to deliver a touch spell could a witch still do choose to do no damage? If a is no, can you choose to do less damage (for example only deal 1 damage from the damage die)?
So, while trying to build a swashbuckler/duelist, I came across the Dueling Cape feat: Dueling Cape:
As a move action, you can wrap a cape that you're wearing around your arm (removing it if necessary), and treat it as a buckler. If you are using the cape in this way, and an opponent misses you with a melee attack, as an immediate action you can spend 1 panache point to release your cape from your arm and entangle your foe in it. The foe can free it by using a full-round action to escape or by destroying the cape; a typical cape has hardness 1 and 3 hit points. You can use this feat with items similar in shape and weight to a cape, such as a cloak or a curtain.
But I have a couple of questions regarding it: 1. Can I use the feat and the Duelist Precise strike ability? For reference it has the limitation of: "When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield." 2. Can I enhance it like a shield? 3. Is there any special capes that would make this even better?
So I am trying to build a swashbuckler/duelist focusing on parry. I wanted to also use Crane Style if possible to add even more but I am bit confused on the rules interactions. So I am looking for: 1.any advice on building a parry focused swashbuckler,
As always thanks in advance for any assistance.
Going to be switching back to D20 after several years of GMing L5R Roll and Keep system to GM. In my upcoming game I am going to have a couple sneak attack players and at least one crit build. So with that in mind how do you describe the difference between a sneak attack and a critical attack? In theory they are both hitting a vital spot to do more damage. Any suggestions or examples are appreciated.
So one of our party members in our carrion crown game is a Trip and Reposition Fighter with the Phalanx Soldier archetype with a faulchard and tower shield. The rest of the party is a witch healer/buffer/debuffer, a summoner focusing on a pouncing edilon and an half orc grenadier alchemist (me!). So now that the info is out of the way, the fighter is looking for something to do for the next 4-5 lvls left in the adventure. He would like a bit more damage and/or some interesting martial abilities (like a samurai order of the flame as an example of ). Does anyone have any suggestions?
"I used to be an adventurer but then I took an arrow to the knee". This would be try if it weren't for a large variety of healing, magic and mundane, to get people back on their feet and very little (at least there was in 3.x not sure in Pathfinder) ways of dealing any sort of long term injury like a lost arm or leg. SO my question to people is if anyone knows of a GOOD permanent wound( scars, missing limbs, bum knee, etc.) system for D20? It can be 3rd party, homebrew, or from a non pathfinder system as long as it makes sense in a fantasy d20 system. I appreciate the help in advance!
So, as the title suggests, I have a few questions concerning the Cartomancer Witch and questions about ammunition... 1. Is drawing cards for Deadly Dealer is a move action or a free action? 2. If the card is used to deliver a touch spell do magical enhancements on the card go off even though it does not do damage? 3. Can I use the ammunition(aka cards) as a melee weapon? If yes, can I enchant it as a melee weapon (like spell storing)?
So I understand that CR is based on PCs having stats based on 15pt buy. I saw a post a while back for 3.5 that recommended to increase the monster stats based on the point buy that the PCs had. The recommendation was to calculate the average point buy (in case of rolled stats) and then if 30+ to increase all the monster stats by +2. If over 40+ to increase all stats by +4. Is this recommendation still valid for pathfinder?
Is there any feat, class ability, etc. that lets you either throw a weapon or use another ranged attack as PART of the charge then switch to a melee to finish the charge? (Not sure if pounce works but if it does I don't think the character could access it...) Hurling Charge from Miniatures Handbook would be similar to what I am looking for but want something from Pathfinder as the DM does not allow 3.x material in the game.
So I am looking at the Quarterstaff of Vaulting... Quarterstaff of Vaulting:
This +1/+1 darkwood quarterstaff grants superior balance and acrobatic skill. It glows with a faint green-yellow radiance when in use and can extend to nearly double its length, though only when being used to perform acrobatic feats. The wielder gains a +5 competence bonus on Acrobatics checks and can move at full speed without penalty when using Acrobatics to move on narrow surfaces or uneven ground. When making a high jump while wielding the quarterstaff of vaulting, the Acrobatics DC is equal to 3 times the height to be reached instead of 4. In addition, with a successful DC 25 Acrobatics check, the wielder can use the staff to vault over an opponent's head in place of taking a 5-foot step. She can only use this ability on creatures no more than one size category larger than her, and must end her movement in the nearest adjacent square on the opposite side of the creature. If this square is unavailable, she cannot use this ability. This movement does not provoke attacks of opportunity. The bolded part is the important part here. I am hoping there is a way I can trick the Quarterstaff into thinking my PC is larger then it really is (I would love to just vault over a Colossal creature!). Any suggestions?
So my character got trapped in a fairy realm and did the whole came out 20 years older thing. So now my carefully made stats are all messed up. So I wanted an item that would fix this which I thought the best way way would be to do a +1 to all my stats but use a non enhancement bonus so it will stack with my existing and future stat bonus items. Can anyone tell me the pricing formula for this?
Are there any rules for indirect fire for thrown items? For example: throwing alchemical fire over a small wall or down a hole. The reason I ask is because I am playing a grenadier alchemist with a summoner in the party who likes to create pits and wanted a way to toss a bomb down the hole without getting to the edge and risk falling down myself.
As everyone here knows, most Area Effect damage spells allow a Reflex save for Half damage. Also that Evasion allows a successful save to deal no damage. So I am curious how people see this effect in their mind when their character dodges the fireball or dragon's breath. Now the reason I am asking is that I am playing a monk with a ninja in the party (without evasion) who keeps getting set on fire by AoE. Since we will be hitting lvl 8 soon and I know, as player and character, that ninja can get evasion I was going to offer to train him. The issue is that I am having difficulties thinking exactly how Evasion really works in the first place (how do you dodge a 20ft radius of a fireball when you are right in the middle of it!?!) in order to train him and was hoping the above would give me some ideas. Any suggestions are also welcome.
So the fighter in the group is playing a phalanx master using a tower shield and fauchard. Another players is playing an alchemist and has the infusion discovery. The fighter wanted to be able to use a spring wrist sheaf with a enlarge person infusion and be able to jug it down. The issue is that, as far as we understand, he could not hold the infusion if he had has weapon and tower shield out since he would not have a hand free. This would mean he would have to spend the first round buffing and not moving since it would be swift draw the potion, standard drink the potion and move draw his weapon. He is a reposition/tripper and would like to be able to also move into a better position in the first round as well. Any recommendations (or rules) that would help this issue?
Ok so I have a lvl 6 monk with +1 Bracers of Armor using the Variant Rule of DR as Armor. From what I understand my bonuses should look like this: DR 2/adamantine= +1 DR from having 5lvls and +1 from bracers of armor. Adamantine since bracers of armor should count as magical armor. +1 Defense= Bracers of Armor should count as magical armor and you add magical enhancement from armor to your defense as well. Is this correct?
So I am plying a quiggon monk with the hydraulic torrent ability. I was wondering if there was a calculation or longer list of item break DCs (besides the base table in PFSRD) so that I could quickly check/calculate if i wanted to break down something. An example would be a mast or hull on a ship or a wood, steel or stone bridge....
Ok so thanks to the Dueling FG enhancement you can apply bonuses to Dirty trick combat maneuver as long as you use the weapon to perform the combat maneuver ( Topic Here). So the topic of this thread is inventive ways to use your weapon (specify weapon type or specific weapon please!) to perform a Dirty Trick (the conditions are blinded, dazzled, deafened, entangled, shaken, or sickened). Blinded: slashing weapons can cut the eyebrow to make blood in the eyes. Blind someone with reflective sources with light. Dazzled: not sure actually.... Deafened: blunt object to temple. slam a weapon against sometime to make loud noise. Entangled: polearm or rope based weapon up tangled in limbs. Shaken: not sure actually... Sickened: nut shot. And I know people can do better then this (looking at your blackbloodtroll).
Ok as far as I know you can not use a weapon in conjuntion with the Dirty trick manuever. But the Dueling (FG) says the following (personal bold): Dueling-FG:
Dueling-FG
Description
So if the above sentence is correct what weapons can be used with dirty trick? And are they limited to only one condition (hit someone someplace sensitive for staggered) or can use them for other conditions (put out eyes for blinded)? Also in a side note does anyone know why the PFSRD removed Dueling FG from their list?
Ok so for my next game I am making a master of many styles monk that is using Dragon style and the 4 Elemental Fist style. Upon creating this character my friend told me I was making the Avatar (Last Airbender not blue jungle cat people) and upon realizing that I was, I decided to go all out and do my best to create the Avatar. I have found ways to mimic fire, water and air between the style feats themselves and magical items. The issue I have arrived at is earth. First my DM will not allow the Shaitan style Earthblast to be a solid lye like formation that stays in place...I already asked. So my options are either a magical item or replace the three style feats (and I have a free floating feat as well still) with something else that does allow me to mimic the properties I need. I don't have to be able to do it limitless times per day but I would like 3/day minimum. Any suggestions?
The most bought item for a character is the backpack (and its cousin the Handy Haversack). You have all this stuff that you never know when it comes in handy from alchemist fire to fishhook and string. My issue is that for many of my characters I can not picture them with this big backpack on their shoulders, specially my wizards and monks. This also applies to the more sophisticated characters that might have some sort of noble-like or plain pompous background (yes social rogues/bards I am looking at you!). Although I can picture them having it when traveling but not at all when it comes to fighting or city exploring (you leave your backpack in your room! Its half the point of getting a room!) SO my questions to people are if anyone else has this problem or am I just crazy? And what suggestions do you have to fix it?
I was wondering if someone could help me with pricing a Hurricane Staff but using Hydraulic Torrent instead of Gust of Wind. The only issue is that Hydraulic Torrent is one lvl higher then gust of wind (lvl 2 vs lvl 3) and does seem to have slightly more powerful capacity. So taking these things into account can anyone give me some pricing ideas on this...well actually if someone has a good name for this staff that would be cool too.
So I was inspired by an older thread ( CMB thread. ) that had people post the highest possible CMB by lvl 12. Most of the builds were trip builds using dueling and weapon training to increase the CMB based on trip weapons. I was curious how high it could be done for the maneuvers that do not get the benefit of weapon enhancements/training such as bull rush, grapple or dirty trick. Assumptions:
In an upcoming game there are two different characters using natural weapons and combat maneuvers (one is a grappler and the other is using dirty trick). My question is if the enhancement bonus from AoMF would apply to CMB (or CMD) for these characters using these maneuvers. The grappler is using Hamatula Grasp if that affects the ruling at all.
|