LzardE's page
Organized Play Member. 14 posts. No reviews. 1 list. No wishlists. 2 Organized Play characters.
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So my group has just started a new journey. We are all doing 15 point buy, ouch. We have been doing either 20 points of rolls and all nice rolling. Party consists of a Nature Fang druid with bear and Bow. A Brawler and one of the new Bolt Ace Gunslingers. I picked last, so I picked a bard. We had zero party face or real spell caster or healer or buffer. So bard really fit the bill. I used the guide to buffer guide because it really captured what I am aiming for. I took the Flag Bearer feat and I am going for FotAk. I don't plan on taking the Master performer feats, I want the wondrous item feat. My question is I think I saw a feat that lets me protect my flag if it is ever attacked. Does anyone know that feats i'm talking about? I saw them somewhere and I would like to ponder on them but I forgot their names and I can't seem to find them. Help :D
So, I need help. Me and my group recently started a new campaign , an evil one. We have some really good things going for us, we all were pretty much given a Hat of Disguise. Being known criminals we need to hide who we are. Our current task is infiltrate a town and sabotage it for a horde of bugbears. We just did day one and one the other players got two captains to fight as duel and got both of them put of the picture. Good but i am the party face and I focused heavily into diplomacy and I don't feel i'm acting it out well or even using it well. I could use some help.
This is how it mainly goes when I do it. I use diplomacy to befriend them, ok, roll, Has +14 at lvl 3 so i almost auto pass.
When I use it i talk in techno jar-gen and I want to role play it more and I also want to get the full use out of my diplomacy that I can.
So, help, any advice?
So I was going to go ahead and buy the pdf so I could get the file when it first comes out. But the link is not there to be added. Is this normal? Or does it not become active until it is on the due date?
So I am currently making a half orc alchemist bomber. And a few questions came up when making it while using its favored class option.
Alchemist Add +1/2 to the alchemist's bomb damage.
From what I understand the damage this adds gets added to the splash damage from alchemist bombs. But I don't know if it adds to say a thrown alchemist fire. I am assuming it does not bit hoping it does?
I tried finding out about the splash damage but I only found alot of people agreeing that it does work that way but no one explaining why it does. I am guessing it is this part of the bomb text. "Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage)."
Is this correct?

FrodoOf9Fingers wrote: It can be worth it for a Kensai, though. Since it does wait for you to hit the creature, you'll know if it's a critical threat or not. Confirming critical threats are a joke for a Kensai, and with their ability to increase the critical multiplier that 2x int damage just became 6x int damage.
Want to really spice it up? Get your opponents flat footed vid shatter defenses. Then, at level 15, you'll be adding your intelligence to every attack versus that target. 3x int whenever you use Kirin Strike, and 9x int whenever you burn 2 arcane points on a critical strike. If you go into epics, level 22 you'll be dealing 12x your int in damage, thanks to the Kensai capstone ability. But even 6x your intelligence is more damage than the average intensified shocking grasp at level 11. It's a decent tradeoff in my opinion, but I don't think it's worth a two level dip for it.
I also get some really fun things to play with, stunning fist, wis to cmd and ac, evasion is sweet, and unarmed is a prerequisite to deflect arrows, my lvl 7 feat, maybe. Also +3 to all my saves.
So a little background on my character. I rolled fun point buy. 16, 16, 15, 15, 14, 13. I think that is 42 pounts. Anyways I decided to not make the standard sad class with this and made a super mad monk MoMS2/ magus Kensai Blade bound. And for MoMS I took kirin style and kirin strike. I am enjoying the build (ac from dex, int, and wis) but I am having problems with kirin style.
Problem 1, when I use kirin style to look at something as a swift action what knowledge am I using? Am I using the same knowledge that I would to identify something? Or am I just using my highest ranks? If I dont have dungeonering I can't use this style on oozes?
Problem 2, do I apply kirin strikes damage to a critical? It is untyped so I do not know what to do about it.
Also while I am here can I apply the strike on ray attacks? What about frostbite? If I touch attack frostbite non lethal is kirin strike lethal damage or non lethal?
So I'm making a kensai/MoMS build and I'm looking into what the dodge bonus affects and I come across this on d20. "dodge bonus improves Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects"
I was wondering where did this come from I didn't see it in the crb. Also is it true? Does dodge affect (some) reflex saves?

Googleshng wrote: BigNorseWolf wrote: Googleshng wrote: It's a little like worrying about the viability of high str, cha-dumping builds. If you aren't trying to make a dodgy fencer, why aren't you just making a fighter? well, at this point that's being done to theorycraft how good they are. If the BruteBuckler is better than the high cha high dex swashbuckler, then I think its safe to say something has gone wrong. Yeah, that I get. Cha definitely needs to mean more here, and I'm tempted to suggest they get a power at some point which forces them to add dex to damage instead of strength, just to nip weird abusive strength builds in the bud.
Speaking of nipping things in the bud, there's no way you could have a balanced swashbuckler with a bastard sword. You will not get the ability to combine precise strikes with two-handed strength bonuses, that feature exists as a replacement for the lost damage. So... we end up with this overly specific, wordy restriction against that, so you can hold an overly heavy sword in one hand. Maybe as some sort of archetype, but otherwise, I don't see it happening.
More testing results:
Apparently, as of this half-announced tweak, Debbie is allowed to keep her buckler, and damage undead. That's good to hear, because this playtest is about to bump into a giant pile of undead and will saves.
Level 4 is a pretty great benchmark for a regular fighter. Their power attack bonus increases, so that damage gap we just started closing got torn back open. We'll catch back up a bit over the next few, but this is a 3 steps forward 2 steps back sort of thing. All Debbie gets this level is a feat, which she is REALLY starting to wish could be power attack, but being 4 strength short, that's not happening any time soon, so heck with it. +1 Dex, and... Weird dealing with money at this level. Realistically I think I'd just be starting to save for stat boosters around this level. Dex and Cha to begin with, eventually in the very long run, the belt's going to be a... How in the world is Debs rapier 15+ crit already?
For a favorite class idea to come so close but to miss is sad. I have a few problems with swashbuckler. Start with the first, saves. Only one good save and then bravery. And don't really have the fighters feat pool to pay the taxes to now get mind raped and make major feat chains. At least not for us who don't play to max level.
Next is the -4 on parrying larger things. Make this really unusable to halfling and any small race.
How about buckler? Proficient in them as our only shield but use it is cripple your class?
Xaratherus wrote: You only cast the spell once during the creation, not once per day the creation takes; thus it should be a single prerequisite. Thus your DC should be 5 (base) + 9 (CL of item) + 5 (missing prerequisite spell) = 19. Can I can a link to where it says this? I want to be able to show my dm
So I have a question about crafting magic items. At level three can a wizard make a handy haversack? And what dc does he need to make to succeed in the check? I'm asking because my dm is saying since it will take two days to craft and I won't have secret chest that its +10 dc to the check because it is twice I won't be able to cast the spell on the item. Is this right? does that mean that a more costly item that take 5 days would be +25 dc if I don't have one spell? If you could tell me one way or the other and post a link in the books I would be grateful.
So I was thinking about how to make a halfling cavalier and be order of the paw. At righter levels so choices does a order of the paw have access to? Im thinking of something that can survive but isn't bigger than medium. So no dire wolves. I'm wondering because i Can't seem to find any.

One of the problems is they are noobish at RP, I might be a newb to pathfinder but I understand using a made up persona to RP as. They both seem to be going for petty evil and are pulling it off quite well. In character my guy rolled and is aged 16 so he is unworldly and I guess you could say this is his first real adventure. Also part of my back story has it that I know of a great evil that I am striving to correct for some of my past faults. Also we are clearing out bandits so Under paladin I can work with evil if I believe it is against a greater evil and atm my character does. The problem lies in the fact that we are all friends and under friendship we can be asshats to each other. Btw i don't know anything about the other chars besides a few bacis things, race/class/weapon. I'm paladin and at least they are RPing secretness right.
I didn't realize people would reply so fast at 2am. Ill check back sooner this time :P
I like your ideas for spring a trap, I will talk to me DM. I can't have them arrested saddly, since one of the two is related to the current regent.

Hi, I'm currently playing a paladin and this is my first campaigner. My team consists of 2 evil characters and 2 other neutral ones. My DM gave me a warning that the evil guys were planning to kill me and he wanted to give me a heads up because he thought it was warranted. My paladin is 15str, 10 dex, 12 con, 9 wis, 17 cha, 12 int. I'm sword and board human and i've got feats in shield focus and saving shield. team friendly skills. Atm my ac is 19. The problem is one is a ninja and the other is a Sam and the sam is level 1 with + 9 dmg. I don;t exspect them to make a move until at least level 5 and I will have 2 smites, one for each but that doesn't really help me as I expect the will be planning to sneak attack me. Is there anything I can do/buy to help when this happens? Like potions to help with ac or dmg? If we must fight I wish you finish them off so it won't happen again.
P.S. They won't be expecting me to be able to put up much of a fight and I believe my dm will alow me to make secret shopping dispensations so I can stock up on useful items without them being aware of it in game or irl.
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