Shalelu Andosana

Lythe Featherblade's page

Organized Play Member. 237 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




I'm curious if and how you would know if any of the damage you deal lands.

I know heal skill could let you know how healthy something is, I'm trying to figure out something an arcane caster would use to know if fireball lightning etc actually did damage or not. Is it a skill check? Would it be obvious if something was partially or fully immune to a damage type?


While I'm enjoying my current character and have (barely) managed to keep him alive, I've been toying with the idea of a crane riposte build for quite some time now.

The only hitch is we play with ultra low wealth (think NPC wealth tables), so relying on magic items to be fully functional isn't worth it.

We lose enough characters that a support character that doesn't add to combat will eventually face a situation where they can save the day if they could only deal some damage, but if they can't contribute to the hurt the party will wipe. (last session we were down to the cleric with her 1d6 rapier and no str bonus, her summons that wasn't much better, 2 downed and 1 dead character).

I'm enjoying my magus a lot right now but just couldn't fit in anything else for crane riposte. It generally works well (hexcrafter for extra curing, bladebound for a 'free' decent magic weapon, 57 average damage on a hit when I nova (weapon+shocking grasp) at level 9.

So I'm aiming for a build at level 10, 20 point buy, core races, any Pathfinder published material, and 10K gold. We already have a paladin and that class hasn't really appealed to me. Campaign is Carrion Crown.


I'm in a campaign that will likely see underwater combat soon. My fire spell is clearly out.

Per DM ruling, electric spells become AoE (as we found out when I shocking grasp'd a wet kraken that was grappling several party members). While RAW doesn't specificly support this I can see the logic behind it and DMs can modify spell function for aqueous terrain if they wish (as stated in aqueous terrain section).

So I'm curious if there is a precident for acid spells under water. More specifically, I have the elemental spell (acid) feat and can convert my shocking grasps and fireballs to acid. Is there any reason why these shouldn't function as 'normal' when cast underwater then? (assuming water breathing etc.)


Playing a Magus in Carrion Crown, and just hit level 9 (built around shocking grasp/fireball). Elemental spell is on the list for some energy diversification, trying to figure out if cold or acid are better, as I'm expecting a fair number of undead. Did a quick browse of the bestiary for undead to see immunities but there is stuff immune to either, though some stuff is actually vulnerable to cold. No idea what is coming up in the module though (and don't want too much spoiled).

Advice?


I'm building a Magus, and the one thing I've noticed is a lack of ways of escaping grapple. With the delayed spell progression Dimension Door is a ways away, and I can't think of any reliable way to get out of a grapple otherwise.

Low wealth, so costly items are definitely out (I've seen the greased armor enchantment).

I'm short on feats as it is, and escape artist isn't a class skill so even with 5 dex bonus it would be a lot of skill points for just a poor chance of escaping (especially considering skyrocketing monster CMDs).

If I had a feat my best thought so far is Still Spell (for spontaneous empowered shocking grasps, just roast whatever is grappling me), a metamagic rod is pricey but I don't see the mechanics of being able to use it easily when I'm already in a grapple. But I already have had to pass on many other feats that I want to take

Are there any easy ways that I've missed?


1 person marked this as a favorite.

As far as I can tell Infernal Healing is evil because of the component required. If you do away with the component, is it still evil?

Components V, S, M (1 drop of devil blood or 1 dose of unholy water)


The description for Gust of Wind says the gust emenates from the caster.

Does that mean you can include yourself in the stream, such as for removing a swarm from yourself? Or can you only benefit from Gust this way when someone else casts it?


What is with all these different abilities that allow you to reroll a save (or other roll) before the actual result is revealed?

Am I missing something? Or is it on the assumption that you may calculate your result (roll + modifiers) but before you are given the DC you are meant to beat?


1 person marked this as FAQ candidate.

If I read tumble correctly, you can enter an opponent's space.

My reason for asking this is for this spell

Bladed Dash:
When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images behind you. This movement does not provoke attacks of opportunity. You may make a single melee attack at your highest base attack bonus against any one creature you are adjacent to at any point along this 30 feet. You gain a circumstance bonus on your attack roll equal to your Intelligence or Charisma modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square. If no such space is available along the trajectory, the spell fails. Despite the name, the spell works with any melee weapon.

It states you must end in an unoccupied space, but makes no mention of spaces in between. Moving through friendly space is already allowed.

RAW would allow you to move in any direction, there is no mention about up, down, through walls, over pits etc.

RAI I'd guess it is intended to respect the limitiations of normal movement (remaining on ground, observing solid objects like walls).

What it still leaves open is things like being grappled, moving through (or out of) black tentacles, etc.

Simplest use though is considering you're already limited to a straight line, and it has mention of not ending in an occupied space, it seems like a good way to get past opponents. Not passing through occupied space would make it pretty limited.

Thoughts?


If you are fighting defensively as a standard or full round action, does the fighting modify your action or does it determine your action?

Would a magus be able to use a spell (with a melee attack component), or would he be able to dual wield (weapon plus magic)?

Looking at the ruling, it's not clear if fighting defensively is like a spring attack that replaces your action, or like a power attack that modifiers your action (with the restriction that you have to attack and can't just do other stuff).


Party is playing Carrion Crown, and I'm looking for ideas for a new character that is very defensive but still effective. (defensive I'd say involves good AC and saves).

Party has a summoner(synthesist), ranger, and druid (via skype, may not always be there), and will have a paladin (other player that died last night)

Group plays low wealth, so at level 8 I'm getting NPC starting wealth (6,000 gold). Loot we've found so far has been poor, so wealth wise I won't be much if any behind the curve of the rest of the party. If a build relies on specific magic items, then it won't work for this campaign.

Without spoiling Carrion Crown, from what I understand is there will be lots of undead and few large or larger sized enemies.

I was a witch until I died, staying in the back does not constitute a good defense, as I was down in 2 rounds when a BBEG turned on me (and I even dropped down a hole to try and survive.. yes I had invis (see note on undead) and flight (there isn't always room to stay out of reach)).

I don't mind a crane riposte build, that's kind of what I've been looking at, though something that can cast could be very useful in this kind of campaign.

25 point buy, core races only, but any printed pathfinder rule is ok.


I'm trying to diversify my witch, and am looking at my regular (and improved) familiar.

It seems most of the highly rated improved familiars are size tiny, and can't flank, or even attack without provoking an AoO?

For a squishy familiar with half the hitpoints of an already squishy caster, that seems kind of risky, even with some of the nice immunities or damage resistances. Is improved familiar even worthwhile beyond helping your living spellbook survive?

And more specifically, I really like the voidworm. My main question is, the change shape ability, is that exactly like the spell, with benefits and duration, or is it merely limited to the same shapes as the spell, without the limited duration but also without the benefits?

Also is the voidworm's flight magical or wing based? Can it still fly when morphed to a non-flying creature, or does it retain its flying capabilities when morphed into a worse flyer?


My group generally sticks to adventure paths, and somehow it seems even when we find decent items, we're always way behind the recommended wealth by level chart.

I'm wondering how to actually approach the wealth the game is designed for me to have, without taking mega time outs from the adventure path to do a years worth of crafting and selling for instance, or other time intensive money making schemes.

As an example, the party is just hitting level 8 in Carrion Crown. Going through my inventory, I have about 6k gold worth of items (including spell scrolls bought and learned), and I haven't really gone through consumables to drain my coffers. If I count unusable loot that was sold at half price, then the most my character has seen is still under 8K.

For an adventure path that is supposed to take characters to much higher levels and supply their general needs, am I missing something critical? Or are the adventure paths really written loot poor that you have to scrounge like a miser just to have even 1 level appropriate item?

We're also on the medium xp path, and likely to switch to the slow xp path soon. The last adventure path (RotRL) was similar for wealth.


I play a witch, and constantly use the spell Threefold Aspect to appear older and gain 4 int and wis. The spell lasts for 24 hours, and with few exceptions I remain old all the time. My character also recasts this spell at sundown, so when I rest and prepare spells, there is no interruption where I briefly lose the extra int for when the spell drops and needs to be recast.

I am trying to figure out how temporary int and extra spell slots work.

I am assuming I can utilize those slots while I have that int, provided I have that int while I do my 8 hours rest. I'm also assuming that that I need to have that int when I actualy cast the spells from those specific slots.

What I don't know is what happens to those slots when I temporarily drop that int..
1)I can't cast spells from those slots until I regain the int
2)I lose the spells from those slots even after I regain the int

Also, I'm wondering how that int works for skill points
1)Do I put temporary ranks into skills permanently, and only gain those ranks when I have that extra int?
2)Do I decide what skills I want ranks in every time I turn old, lose them when I turn young, and can decide to put ranks into other skills the next time I turn old? (unlikely and seems overpowered)
3)Do I gain no benefit to skills (other than stat bonus on knowledge)


Aside from certain eastern armors that lack dex caps, is the newest top dexer light armor the eel hide mithril studded leather?

Eel hide drops ACP by 1 and raises dex cap by 1.
Mithral drops ACP by 3 and raises dex cap by 2.

From discussions and descriptions, studded leather is much more flexible than leather armor, and eel hide is more flexible than regular leather but still providing the same protection.

Also studded leather has a significant amount of mithral, instead of just simple mithril studs, so has enough metal to qualify for mithral armor.

So you get an armor with 3 armor bonus, a max dex of 8, no ACP, and the added benefit of 2/- vs electric damage.

For a high dexer, it's equivalent to the mithral breastplate that doesn't require the medium armor feat. You have half the weight, 1 less ACP, and a higher touch (but lower flat-footed) AC. Your max (AC plus max dex bonus) is the same (11).

Cost wise you are looking at 25(base)+1000(mithral)+1200(eel hide) so 2225 gold, barely more than half the price of a mithral breastplate (4200).


I know you can use a standard action to get a 2nd move action.

Does the same apply for getting another swift action?

Logically swift actions are fairly fast, faster than move or standard actions. If I wanted to take 2 or 3 swift actions, could I sacrifice move actions (which definitely take longer) to do so?

A good example would be a monk activating more than 1 combat style in a round.


I noticed a few of the materials don't list if/when/what bonuses apply for shields when logically you'd think they would.

I.E. fire forged steel, would you apply the armor bonus, the weapon bonus, or neither?

Logically I'd say the benefit, if any, for say a fire forged large shield should be at least as effective as light armor. RAW, it seems shields seem to be forgotten half the time.


Was just reading over some wording, and came to the following RAW conclusions:

1)A ninja with monk levels doesn't need 4 monk levels in order to count monk levels towards a ki pool.
2)A ninja that wants to use wisdom as the ki determening stat needs at least 4 monk levels (or 3 if ki mystic archtype).

Explanation
1) the wording specifies classes that give ki pools, without specifying that you have to be far enough in that class to have gotten the ki pool. Compared to Improved Uncanny Dodge, where the wording specifically states that you need Uncanny Dodge from a different class in order to count those class levels.

2)"The choice of which score is used is determined when the second class ability is gained".

While they are subtle points, resulting in minor bonuses of ki when splashing monk, even 1 or 2 points of ki can make a difference.


6 people marked this as FAQ candidate.

Swift aid lets you aid another as a swift action, but only gives +1 instead of +2.

Helpful halfling lets you give a +4 bonus instead of a +2 for aid another.

by RAW, the way they are worded makes them incompatible, as Helpful replaces a +2, swift aid doesn't give a +2, and neither mentions adding/subtracting or doubling/dividing to get the modified values.

Has there been any rulings made in the past as to how (if at all) they could stack?


Rogues (or classes with similar abilities) are the only ones that can disable magical traps.

What I have seen no mention of is how rogues find the magical traps in the first place. Do they need detect magic, or is dealing with magical traps something they can do even as a complete mundane?


Playing around on a ninja/monk combo, odds are it would enter a campaign at level 9+, so building to there for the fun of it

Monk/ninja human

str 12
dex 17(+2)
con 14
int 12
wis 14
cha 8

heart of slums replaces skilled - +2 stealth/sleigh of hand
traits - accellerated drinker, dangerously curious (+1UMD)

monk master of many styles, drunken master (3), Ninja (6)

1 M dodge, crane style, crane riposte
2 N
3 M Snake Style, Snake Fang
4 M
5 N Vanishing TRick, weapon finesse
6 N
7 N Crane Wing, Mirror Image
8 N
9 N Combat Reflexes, _____

Now, the way I read it drunken master gets a ki pool at 3 (even if it's only drunken ki), ninja levels stack with levels in any class that grants ki pool for total pool, so wouldn't need 4th monk level for the full ki pool count. Between snake style and crane, vanishing trick and mirror image, plus lots of extra drunken ki, this can weave in and out of combat, get into flanking, and deal decent sneak attacks. While it won't win the DPS charts, it's more intended to be lots of fun.

Thoughts on the build, tweaks maybe? a 4th monk level for instance would be useful for that 1 AC, plus having unarmed count as magic could be handy for snake fang AoO's and removing ki pool ambiguity, but delays ninja tricks by a level.

thoughts for next ninja trick include fast stealth, hidden weapons or forgotten trick (drunken ki works great for this), and lunge is in consideration for maybe level 11


1 person marked this as FAQ candidate.

Dervish Dance:
Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Martial Versatility:
Benefit: Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.

So.. I realize this may not be intended to be used this way, but could you for instance use Martial Versatility to use Dervish Dance with other weapons, like a katana, bastard sword, or temple sword (monk)? It is a Combat feat, it applies to a specific weapon, and the wording is open enough that it doesn't specify the feat needs the option to apply more than one weapon.


"Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet"

"Unless otherwise noted, using a hex is a standard action "

I am trying to figure out the exact mechanics of this.

Intuitively, I read this to mean that if I want to do something with my hair, I don't have to spend any actions activating the hair. The duration would start the moment I made the hair do something (such as attack).

Now the question I have is... if I don't have my hair deployed (extended), can I still make attacks of opportunity with it? If I still have duration left, do I threaten the area around me with my hair? (seeing as length can be changed instantly, and there is no standard action to activate)

I guess it comes down to how 'instant' works in the game.


2 people marked this as a favorite.

The title says it all

http://www.wimp.com/levelarcher/

this video shows how


I'm looking to see how people implement the spell Invisibility.

I am playing with people who have always played with the following interpretation:

If you are invisible (not improved), and you are struck in melee, the spell ends.

I'm looking to see if anyone else plays like that, or what the RAW and RAI interpretations of invisibility are. Is this maybe a holdover from version 2? I've read the pathfinder (and identical 3.5 rules) forwards and backwards and can't figure out a way to get that particular interpretation myself, unless you use mangle the mechanics for Ghost Sound (interaction allows will save for disbelief) and apply that to invisibility.


I'm wondering how the rules would apply for a permanent disguise. At 50gp for 10 uses it's a pretty steep price.

For example a half-elf that would want to hide his elven heritage, or someone who wants to hide their true gender. Books tend to be full of people who keep a disguise like this up for months or years, and they aren't necessarily bards or rogues, nor are they rich spending vast sums of money to keep up the disguise.

secondly, what would consider 'drawing attention' to something like this? For hiding elven hertitage, I'd assume someone watching you in twilight might notice that you aren't as nightblind as other humans, other than that (or like the example of a city guard scrutinizing travellers), what would cause a check vs your disguise?


2 people marked this as FAQ candidate.

Wind Sight (Ex):
: You ignore penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action, you can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). You can use this ability a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

Just curious if the range at 7th level is the range of clairaudience and clairvoyance, or if it is still the 100 foot distance from the level 1 effect. Seems like the text could be interpreted either way.


Another thread got me thinking about big, single hit damage, wonderin if my math was right here (even if not quite PFS legal).

Level 12, ranger 11 (guide), barbarian 1
17 starting strength before racial mods, 22 str at level 12
Tiefling variant from Council of thieves, one that gives 2 str, and the special ability that gives you oversized limbs, allowing you to use large weapons without penalty (I know it's a random table, that's why this thread is called silly damage)

Heirloom Weapon trait, and a Huge bastard sword (from your demonic ancestor perhaps). Damages.. 1d10 regular, 2d8 large, 3d8 huge?

Now add a potion of enlarge person (weapon larger, +2 str, -1ab) and cast the spell Lead blades (weapon 1 size larger again). Almost seems a formula of add 50% every time you go up, so 2d8 (large) would go to 3d8 (huge), ~3d12 (huge+1, enlarge), then ~6d8 (huge +2, lead blades)?

Feats of note: power attack, furious focus, vital strike, greater vital strike, weapon focus

Gear of note.. +6 str item, +3 weapon, haste item.

So... on a single hit (greater vital strike, rage, instant enemy) you'd be 34 str (22 base, 6 item, 2 enlarge, 4 rage), +12 AB from str, +18 damage from str
ranger instant enemy for +6/+6
Furious focus power attack, no AB loss on first hit, +12 damage
total AB is 32, (12 BAB, 12 str, -2 oversized weapon, +1 weapon focus, +1 heirloom weapon, -1 enlarge, +6 instant enemy, +3 weapon)
total damage is 18d8+39 for 120 average (57-173 range)(18str, 6 FE, 3 weapon, 12 greater vital strike)

Full round attack instead of vital strike
AB progression is 32, 28(haste, furious focus doesn't apply), 23, 18
Damage per hit is 6d8+39, 66 average, with damage dice like that it definitely looks like the vital strike way is how you want to go without haste, unless you are facing low AC creatures, at which point you could be looking at 198 average damage normal and 264 damage hasted.

Any place I went wrong on the math, and any improvements on this?


Looking at the tiefling building options, and I'm wondering about the value of the Fiendish Heritage feat.

For a roleplay oriented campaign it matters little, as mechanics are mere crutches and the loss of a feat is less of an issue. But for the average game that tends to be more stat oriented, why would someone wanting to play say a cleric, pick a race where they might not get a wis bonus (or even might get a wis penalty)? Alternately (using Fiendish Heritage), why would they pick a race that has no real advantages over other races, but gets hit with the disadvantage of no usable feat at 1st level? Most character generation methods allow you to arrange your rolled stats to fit your character, and even point buy lets you get a controlled, predictable output, so this randomness (or feat cost to eliminate it) doesn't make sense.

And with the chart to pick a trait, I've done practice rolling just to judge the value, and rolling once or thrice matters little, character changing traits came up extremely rarely.

While some traits are pretty powerful if allowed to pick outright (heirloom weapon, oversized arms and a huge bastard sword, suddenly you're doing 3d8 base damage at a mere -1 to hit, or alternately an extra +2 to your prime casting stat as a caster), I don't feel that 3 rolls on the chart gives you enough of an advantage over 1 to justify the feat. If I were to DM with the variants allowed, I'd just say pick your variant, roll once for your trait (treat it as flavour, don't expect it to be a significant part of your character's mechanics), and don't bother with the feat.


Wondering if there is a good guide to oracles yet, using the search has been very sparse.

Looking to see if anyone has advice on builds, combat seems obvious (that's the only one I've found via search, with a reach weapon), though I'm also very curious about the wind oracle, as well as any others that might be interesting. 25 point buy, up to level 12, and races can be anything published by pathfinder (tieflings definitely seem to fit the class well, especially the variants in Council of Thieves). A brief guide to cleric spells would definitely be appreciated with this.

Thanks


Just curious how scent works vs invisible and concealed creatures.

While the rules are specific about location,

Quote:
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

it says nothing on how this would apply to miss chances, grappling or attacking an invisible enemy that scent has located for instance.


Joined a higher level campaign a while back, think it was around level 9 (my higherst character to date was level 7 back in the days of 2.0). Was given a concept for character by DM, but even with good stats and freedom to build I was unable to make it anything other than mediocre. Character also started with nothing more than basic starting gear. Eventually died in an ambush a few sessions later.

Made another character. DM planned a place for the introduction, party went a different route, DM assigned a backup character. Played temp character (Awakened flesh golem) with promise to be able to play whatever I wanted after surviving (think party was level 10 or 11 now). After 2 sessions figured out all the rules and we realized I had a lot less ways of healing than we had assumed and should already be very very dead. DM let 'current' hp stand, but we soon entered the BBEG fight (involving many spells and area damage) with me at 26 hp, no way of healing, (level 11/12 ish) and the announcement that the next person to fall would take over DMing... I missed the session but the outcome didn't need high level divination spells to predict.

DM'd a bit, first 'filler', then back to the module we were on, but realized the module involved too much magic and I was way out of my depth (first time DM'ing, long hiatus playing since before 3.0 came out, never played casters at all, high level campaign). DM had had a good break though and was happy enough to take over again.

Made a new character... old character wouldn't have been very effective in party, new planned magus character veto'd (until final version gets published), and my rolled stats were considered too high, so I had to point buy, scramble for a new idea, and started with a +1 weapon, +1 armor and nothing else (not even mundane gear). This time got character introduced to party in short order, but has yet to mesh well with it. Starting base level 12, party is almost at 13.

Session 1 - got a single melee hit in. Ended rest of fight grappled and helpless (reread grappling rules after session, learned of all the wonderful options I could have had), got mauled and hit by 'friendly' fire (which did almost half the damage I took), went from 111 to 14 hp. Biggest contribution was by staying back and preventing an evil double from spawning and attacking the party.

Session 2 - healed up to 55 hp, failed a spell save in first round of combat and was (killed) reduced to -9 hp. Got healed slightly, stumbled away and missed the fight entirely (and some much needed gear which nobody else needed that just ended up in the bottom of a backpack). Also missed out half the xp for encounter due to cowering in the back with low health. Got 2 hits in on the next combat but enemies managed to flee.

Session 3 - got 2 hits (and killing blows) in for combat and then failed a charm save that a natural 20 wouldn't even have made, then got a permanent negative level as the eventual consequence (DM being nice vs having to make a new character, otherwise he was following the module we're on). Watched rest of party level to 13. Alternative to my 'sacrifice' (party was aware of charm) was a combat that very likely would have wiped the party.

Hoping my luck turns around soon...


Just curious on rules concerning climbing/clinging to/riding creatures bigger than you. Considering it's not really a grapple - you aren't immobilizing the creature, and a halfling would realistically never be able to grapple a dragon (CMB vs CMD would be nuts), but it's a different matter when you consider Bruenor on the dragon's back (Drizzt books), a monk clinging to the back of a giant or Legolas climbing the war elephant (well not quite that cheesy, but you get the idea).


Imagine this... you're peacefully minding your own business (and slaves), in your isolated and hidden fortress, you've got an amiable agreement with your local hobgoblin clan, and the hordes of ravenous undead keep most everyone else away. The current crew of hire-swords seem to be working out, you still have a moderate number of slaves healthy enough to work, and your research and training seem to be progressing decently....

When out of the blue 3 lantern archerons come by, destroy the slave you left out as an example to others (undead after a wight wandered by, struggling feebly in his chains, what better example than that from a slave too weak to work?) then make a nuisance of themselves until you and your fellow brothers blast them out of existence.

Archerons don't wander this mortal plane without reason, and when you look outside, you see 3 or 4 capable looking men (some in armor, 1 fairly injured), and a hill giant (also bearing injuries) escorting over a dozen people in rags with makeshift clothes and various ill-fitting hobgoblin gear, just over a hundred yards away. The capable ones in the bunch seem to argue a bit and gesture directly at where you are (even though your fortress is hidden by magic, and you regret not memorizing Scrying, eavesdropping would be so nice right now)... then the whole bunch starts to move on with the apparent intention of not leaving any slaves to replace the example they deprived you of. Oh.. and leading them is a pretty bloody hobgoblin that seems to be afraid of every little shadow and flinches at every sound it hears.

So.. what would you do?

This is where our last session left off, and while I did have a plotline that involved the PCs sneaking into the fortress, one made a mistake earlier that let the mooks overwhelm him, so the party is a bit more beat up than planned and decided to return later to deal with this. While I have an alternate course of action planned (which I won't mention as at least 1 player reads these forums), I'd love to learn how other DMs would continue this.


New to casters and clerics, I've been asked to take over running our group for a bit(to give the main DM a bit of a break and some playing time)...

Now to balance encounters I have to take into account the characters in the group, and the biggest, nastiest tank happens to be the cleric. My main question is, how can a cleric become as tough as he is?

While I don't have the rundown on the character (and we won't be meeting for at least a week), I'd love to know how a cleric can be built tough, or if it's a misinterpretation of rules (the group used to play 3.5 a lot).

The cleric in question is level 11, very likely pure cleric, evil, follows a god of war, wears full plate and uses a 2-handed sword. The campaign has been very light on usable magic items so there are good odds AC coming from magic items/armor is in the 0 to +2 range. The base AC is 27, and buffed the cleric goes up to 30 (I'd casually asked about this before I was DM, and hadn't inquired further). So assuming armor (base 9), dex (1), dodge (1), that's 21 AC, and up to 6 almost constant AC from cleric buffs/abilities, and 3 more AC from a buff that was added just before a recent battle. Any insight as to where and how this extra AC would be coming from?


I'm trying to get out of the same old grove of light melee characters, looking for a fun alternative without going full caster. Target level is 12, but I don't want a character to dead-end shortly after.

On a brainstorm came up with summoner (9) Arcane Archer (3)..
Pros: 3/4 BAB arcane caster class that can wear light armor and cast spells combined with a prestige class that continues spell abilities
Cons: summoners are very much tied to their summons, and capping a summon at level 9 (or 3+ levels below actual level) will hurt it, possibly bringing it from overpowered to no better than a ranger companion, plus summoner spells aren't that great combined with an AA.

But the idea is there, light physical combat combined with light magic, and maybe a step away from the norm.

Any thoughts on that particular class combo, or any other odd builds?


Hoping to have input for an item I designed.

The quickdraw quiver is similar to an ordinary quiver, except all the stitching is on the outside, and the inside is completely smooth, possibly oiled, with a slightly narrower opening at the top that flares out a little. It is designed to hold a single net, and allows you to use the quickdraw feat to smoothly draw the net as a free action when throwing.

from PFC
"A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so."

The quiver stores the net folded properly for throwing. A proficient user requires 2 minutes to store a net properly (ever pack a parachute?). A non-proficient user requires 5 minutes and the net has a 50% chance of not opening when deployed. A loose net can be stuffed into the quiver as a full round action but can not be deployed after unless 1 minute is spent untangling it (3 for non-proficient users). This does not include the time needed to repack it into the quiver.


Working on a scout, primarily ranged. Subrace grippli (size small, move 30 climb 30, NPC's use darts, nets, short swords)

Going to level 8 scout then swapping to horizon walker. Looking for a build up to level 11 (which is where the group is currently at)

rolled stats, after racial mods and 2 level up bonuses(-2, +2, 0, +2, +2, -2)16,20,15,18,17,6

Currently:
1 Point blank shot
2 (rogue) fast stealth
3 Precise shot
4 (rogue) combat trick - quickdraw
5 deadly aim
6 (rogue) bleeding attack
7 endurance (for horizon walker)
8 (rogue) sniper's eye (skirmisher) 1 sneak attack if 10+ foot move before attack
9 Skill Focus Stealth
11 Hellcat stealth, (terrain dominance - astral, dimension door 6 times/day)

traits:
Rough and Ready - grippli NPC's use nets, this trait will justify using an exotic weapon without the feat
Strong arm, subtle wrist - +10 range on thrown if 10foot movement first - goes hand in hand with darts (grippli preferred weapon) and scout(skirmisher) ability

Campaign background - low magic, and replacement characters get very little magic etc (nothing like the charts in the books). Going to angle for an item that prevents dehydration (being an amphibian and all), a ring of feather falling (climber) and an ammunition generator (darts), hopefully with better than mundane ammo.

Current party has many heavy hitters - greatsword battlecleric, hill giant, summoner+eidolon, half-orc inquisitor. My character replaces whoever dies next (and they become DM), and I don't plan on competing as a big hitter. I'm generally a light melee player, and in a magic light campaign my AC will suck.

Thoughts so far -
dodge - couldn't fit it in. I know my AC sucks

mobility/shot on the run - couldn't fit it in. Hoping skill focus stealth + hellcat stealth is a good alternative. Thoughts on that?

quickdraw+darts - while inferior to shortbow, allows ranged attacks while climbing, and with strong arm,subtle wrist base range of 30 is perfect for sneak attacks. Am still planning on carrying a shortbow for greater range when needed.

Sniper's eye (sneak attack possible vs enemy with concealment) vs finesse rogue? 2 AB difference, and I don't plan to be in melee much

feat progression overall... decent? The concept is utility and staying away from the heavy hitting enemies, with the occasional decent hit to help out where needed, without trying to outdo the heavy hitters (and getting squished in the process)

2 weapon fighting or rapid shot - are the extra attacks really worth it? If so, how would I fit this in?

level 12 stat - con 15->16 (hp, fort save), or wis 17->18 (will save, perception, 1 more dimension door)


Stabilize effectively stops bleeding. As a heal check it's a DC 15 check when used on another person. All the descriptions tend to include 'dying'.

My question - considering stopping a bleeding effect also tends to be a DC 15 heal check, wouldn't it be logical to be able to use a stabilize effect (such as the spell) to stop someone's bleeding while they are still above 0 hp?


I'm looking to see how feather falling affects actions while you are falling

-if you use ranged weapons, do you have any modifiers due to your movement? considering you aren't actively moving, and it's a controlled descent (not requiring you to maintain balance or an aerodynamic form)?

-Would you use the levitate rule:
"A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1."

-Does pathfinder have an elevation bonus, and if so, how does it work, and would it apply here?

-Would the horizon walker ability have any effect for levitation or feather falling?
"Astral Plane: The horizon walker’s fly speed increases by +30 feet on planes with no gravity or subjective gravity."

--assuming no base fly ability, does levitation count for meeting the requirement of it being an area of no subjective gravity
---if the fly speed does apply now, would it give you the stability in mid-air to avoid the cumulative attack penalties?

--when feather falling, would this allow you to affect horizontal movement (for partial or for full value), as this doesn't fight gravity either
---if so, how would this affect a maneuver for jumping down onto or past someone and attacking them

-If under the fly spell, would the planewalker ability speed increase stack with what the fly spell gives you normally?


I've read in other threads that dimension door is a short range, precise teleport spell.

My quesion is, do you only control location, or can you control orientation as well? (per spell: You always arrive at exactly the spot desired)

The example would be you are trying to get behind an enemy... so if you dimension doored behind the enemy(quote: whether by simply visualizing the area or by stating direction)by visualizing facing his back, does that mean you can appear facing his back irrelevant of your prior orientation?

To take it a step further and put it into perspective - I'm building a character that can dimension door, but has weak damage output. The party has heavy tanks. Per dimension door I can take along other willing creatures. I'm trying to figure out if I have to do positioning before using dimension door or if the spell allows this positioning (putting the tank behind the enemy facing the enemy's back and me behind the tank).

A=me
F=fighter
E=enemy
a=me after dimension door
f=fighter after dimension door
< or > indicates orientations

A>F>...........<E (before dimension door)
...............<E<f<a (after dimension door)

As far as I can figure out, any creature brought with you is not prevented from acting.. "After using this spell, you can't take any other actions until your next turn" They didn't use the spell, so their concentration isn't required to complete the teleportation. At the latest they'd act on their next turn, optimally they could have a readied action (strike at the enemy when he appears in front of you) which would see no different than being stationary and waiting for a blinking enemy to appear before you with a readied action.


4 people marked this as FAQ candidate.

Taken from horizon walker abilities -

At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures.

now if I click on 'native' in the above it links to a definition of 'native'

This subtype is applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. creatures with this subtype are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep.

is that linking incorrect, would a horizon walker gain FE bonuses to creatures other than just outsiders, and if so, is there an easy way to determine which creatures this would apply to (i.e. using the encounter table for areas in the back of the bestiary)?


I've recently joined an existing campaign, and as I'm still fairly new to Pathfinder, am looking for building advice. The campaign happens to be a small party (I'm the 4th member) fighting giants and other nasties, the party just hit level 11, and I've always favoured light melee characters.

What I'm wondering about is building something suitable for a low magic campaign. My previous character just died, and I'm on a temporary character until the party can 'find' my new character (new characters subject to DM approval, specifically they have to fit into the campaign location).

My current build plan is a level 9 tiefling 1 barbarian 5 fighter 3 rogue (for now, may be higher depending on party level by the time they find me), with well rolled stats (unmodified 17 17 16 15 15 8) built around mobility (40 movement, spring attack and vital strike, decent stealth even in medium armor and fast stealth, weapon specialization longsword, 23 AC, 14 AB, 1d8+7 damage). My main concern is my AC isn't much higher than a starting character (no magical items really), and I haven't really seen the party gain an abundance of magical gear while playing my previous char (a random +2 weapon and a wand or a staff). So in a campaign where the enemies can easily have 19 AB and everyone seems to end up tanking at some point, am I missing something major for building a melee?

Build plans currently revolve around fighter levels with a sprinkling of rogue (2 fighter 1 rogue next)(AC goes to 24 at level 12), improved vital strike at 11, and a tossup of improved crit longsword at 10 or shield focus for that 1 more AC.

Notes - this character is essentially built, minor tweaks are ok, but if I swap to a completely different character I'd wager I'll be re-rolling stats too.