MDCityNIGHT's page

Organized Play Member. 61 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS

1 to 50 of 61 << first < prev | 1 | 2 | next > last >>

So when you feint, which is a standard action, in combat, I assume that you go prone which is a standard action to get up and an attack of opportunity because the enemy in which you feinted against is denied his dexterity bonus but is still not flat footed. This seems pretty pointless especially how the feats for the maneuver is requires high INT when the ability score to increase your bluff is CHA.


Shadowborn wrote:
The PRD wrote:
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

. So they can cast any of the level 0 spells they know at any time, without consuming any spell slots? Also a quick question, do meta magic feats require you to have an empty spell slot in the level in which the spell will be changed to for the feat?


Why do Summoners not have any level 0 spell slots to prepare their spells.? http://paizo.com/prd/advanced/baseClasses/summoner.html


Im thinking that I may do it like this, For every point you have in the craft skill you gain 150 SP per day of work. So if you have 10 points in it you can work 1500 SP per day. Seems pretty balanced to me. I don't want my PC's pumping out mundane items too much.


aboniks wrote:

Yeah, pretty much.

This is why I houserule mundane crafting checks to bring them in line with magical crafting checks, time-wise. (1000gp = 1 day at my table)

wow that's insane though lol. Mundane items aren't nearly as expensive as magical ones.


I'm making this forum post to reassure myself that I correctly understand how unrealistically long crafting takes. I am trying to make Black adder venom which has a craft DC of 12. The price in SP is 1,200 so if I make the DC every week by matching it, it will take a little longer than 8 weeks? that really doesn't seem right.


I am currently making a goblin rogue and I am quickly realizing that they are incredibly powerful for combat situations. I was looking at the alternative racial traits and I noticed that you can get a natural bite attack for 1d4 damage in place of a +4 bonus to stealth and ride. Would this bite attack deal sneak attack damage when using a full round attack while I am able to deal sneak attack damage with manufactured weapons?


In the Core Rulebook, it stated that "Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment." Is the Stealth check and Perception check made when they are first able to sense the rogue? Is it an every round check? I am confused as to when you need to make the check.


Create Mr. Pitt wrote:
What do you want your background to be? That's part of the fun of the game. Adventurers leave their home for a violent life on the road. Why would you do that? What's your motivation? Ever know someone you don't understand at all? Figure out their motivations and trying playing with that. There's no hard and fast rules, but the backstory is a great opportunity to start exploring your character.

I have all of those thoughts already in my head but now I just need names of places that are an actual part of the game


bump


So I am currently making an elf ranger who worships the deity Ketephys. He will be an archer, and he is CG. I am not into the lore of pathfinder yet but I would love to start getting into it so I need a good background for my character for the campaign, reign of winter. please help me out but do not spoil the campaign for me please! :)


If anyone knows of a single source that has all of the information on mounts, riding them, and training them, I would greatly appreciate it if you would refer me to that source.


So I recently got my Pathfinder RPG: Beastiary 2 box and I am in love with some of the pawns but I only have 1 copy of them. Is there a cheaper way, rather than buying the box again, to buy/make or obtain more pawns?


Claxon wrote:

If you are already fatigued for some reason then doing something that would cause you to be fatigued instead exhausts you.

Quote:
Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Quote:
Exhausted: An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

is there any worse condition other than exhausted when talking about fatigued?


If you get fatigued from hustling too much and fatigued from forced marching, do you become exhausted?


Paladin of Baha-who? wrote:
If they're high enough level to survive on the plane of fire, shouldn't one of them have create food and drink or something? Failing that, they could find some rocks, cast Stone to flesh and then cook said flesh on the readily available heat sources.

we are high enough level to survive the plane of fire but only because we have a paladin who can cast resist energy. We have no arcane casters at all because my entire group decided to be completely melee characters.


So I currently GM for a group who has found themselves in the Plane of Fire. I feel that I have a firm grasp on everything except for one thing. What kinds of animals live in the Plane of Fire that can be used as food?


I love http://charactersheets.minotaur.cc/ character sheets but it really bothers me how they do not have all of the skills listed on their sheets. Why is this? and how would I enable them if that is even possible?


Thank you so much for all this detailed information Claxon!


I currently have a fighter using spiked gauntlets from his Scale Mail armor, and using a spiked light steel shield. Would it be possible to carry and use on command, a 2 handed spear? what sort of penalties would he have to take?


Do movement speed reductions caused by over encumbrance stack with movement speed penalties from armor or do you just use the highest reduction out of the two?


Antipaladins gain an ability called Touch of Corruption which is much like lay on hands but instead it deals damage. This ability is a standard action but if you full round attack with it can you use it more than once?


Durngrun Stonebreaker wrote:

Seems legit.

Greater overrun gives an AoO if opponent is knocked prone.
If the AoO is a Shield Slam, then free Bull Rush.
Greater Bull Rush even provokes another AoO.

Well the arguement I made was that for the AoO you only get a single attack action so you can only use your main hand to attack since its your MAIN hand ya no?


bump for help!


So my fighter PC has the following relevant feats, Greater Overrun, Greater Bullrush, Improved Overrun, Improved Bullrush, and Shield Slam. What he did was charge through an enemy unit that was approaching the back line with overrun then since the enemy was knocked prone he used his shield to attack and successfully give him a free bullrush attempt. Is this at all legal?


I am looking for a class that can hold the front line all by himself and still have about 2 skill ranks per level without using the favored class bonus for an additional skill rank. I have looked into fighters and I like them but I don't want to butcher my INT to make them effective. Paladins are nice but once again I have to butcher my INT for more important stats. Please help me!


Are you able to perform combat maneuvers on an enemy who provokes an AoO against you?


This combat maneuver confuses me because it seems a lot like the bull rush combat maneuver but the core rule book doesn't go into as much detail like they do for bull rush. So my question is, if there is an enemy behind the target of your overrun, where you would be placed if you successfully overran him, what happens?


Glutton wrote:

Burn overlaps but doesn't stack, heres an example.

Fire elemental hits frank with two slams

Frank rolls saves versus Burn twice.

Frank fails both times.

DM rolls 1d4 for the first one, gets a 2

DM rolls again, gets a 3.

Frank burns for 3 rounds. For normal damage.

this is exactly what i was looking for thank you so much!


bump for help


If a creature with this special ability hit the same enemy with two or more natural attacks would the target hit suffer from burn effects multiple times and have to make multiple saves?


After reading all of these posts I have decided to not allow him to roll Fort saves (thank you Rynjin) for poisons he drinks.


I have a PC in a group that i GM for that is quite reckless. It is actually a lot of fun to see how he will react to new situations but if we ever find a vial with anything in it, he will immediately drink it. Now if he drinks a poison am I suppose to tell him that he just drank a poison? Do I even let him roll a Will save?


If you attempt to sunder a piece of armor that an opponent is wearing, do you have to make an AC check to attack the armor?


Their only form of basic attacks is 2 slams +2 (2d8+9). For a standard attack action does it attempt to hit an opponent with one or two slams?


I think I remember seeing a feat a while ago that gave 5 extra feet of movement and you could continue to get the feat to get more and more speed. Does this exist?


If you use the spell True Strike to attack an enemy, will it also give you a crit? Also can you confirm a crit with True Strike?


This is a rules question. In my mind a damage roll is every time you roll a dice for damage. Say you have a Great sword compared to a Great axe. You have a STR mod of +4 and Overhand Chop. The Greatsword deals 2d6+8 and the Great axe deals 1d12+8 but would the Greatsword deal that +8 damage twice because two damage dice are being rolled?


I like classes that go boom. I also love melee classes that go boom because I like high risk, high reward situations. With that being said, I was looking into the Two-handed fighter archetype and found Overhand Chop. I understand that at level 3 your single attack actions or charges with a two-handed weapon become 1/2 STR mod stronger but it reads, "he adds double his Strength bonus on damage rolls." To me this implies that this STR bonus applies to each individual damage roll of a single weapon and not just a weapon attack.


I am trying to craft a Belt of Mighty Constitution +4. I have all of the prerequisites. If I devoted the maximum time possible (excluding sleeping) how long would it take and what is the max amount of time that I can spend per day working on a Belt of Mighty Constitution +4?


This is all great information everyone thank you so much! I have been reading into the Gunslinger class and more specifically the Musket man archetype. It seems fun and looks like it has potential to do massive amounts of damage especially if I can get a hold of larger weapons to trade hit for more damage.


Count Coltello wrote:
When ever you would have downtime like when you bard is studying or rogue stealing in between adventures when your suppose to be sleeping (but if you don't sleep there are penalties)

this entire "downtime" aspect confuses me. How much down time do you have in-between adventures when directly correlated to real time? How much sleep do you need? 8 hours a day?


bump for help!


I feel like I understand Crafting a decent amount but the one thing that I don't understand is when do you do it? It says that you can make progress on what you are crafting once a day. Do I get to make progress on the crafting in between adventures?


Ok but I'm asking if your damage mod applies for each weapon hit or for each damage die that the weapon has?


Do you apply your STR mod to melee attacks for every weapon strike or every damage die? For example, would a medium Greatsword, being wielded by someone with a STR mod of +4 deal a total of 2d6+2 damage or 2d6+1 damage?


I prefer mundane because spells seem unreliable to me since you have a daily amount of them. Thank you revaar!


I am looking for a build/class that can act as a ranged glass cannon. Please leave your feedback!


Cao Phen wrote:
Heading to the Advice subforum would be a good start.

"General Discussion"


I am looking for a build/class that can act as a ranged glass cannon. Please leave your feedback!

About Dúron

Male Elf Conjurer (Teleportation) 1
NG Medium Humanoid (Elf)
Init +5; Senses Low-Light Vision; Perception +3
Hero Points 1
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
total hp 7 (1d6+1) current hp 7
Fort +0, Ref +3, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Ranged Shortbow +3 (1d6/x3)
Melee Dagger -2 (1d4-2/19-20)
Spells Prepared (CL 1st, +3 ranged; Opposition Schools Necromancy, Enchantment)
1st—protection from evil, magic missile, grease (DC 16), mage armor
0—detect magic, disrupt undead
SA Shift 8/day
--------------------
STATISTICS
--------------------
Str 7, Dex 16, Con 10, Int 20, Wis 12, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Point Blank Shot, Scribe Scroll
Traits Warrior of Old, Focused Mind
Trained Skills Knowledge (Arcana) +9, Knowledge (Duneoneering) +9, Knowledge (History) +9, Knowledge (Planes) +9, Knowledge (Religion) +9, Linguistics +9, Spellcraft +9, Spellcraft (for identifying) +11
Untrained Skills Perception +3
SQ Low-Light Vision, Elven Immunities, Elven Magic, Weapon Familiarity, Keen Senses, Arcane Bond (ring), Summoner's Charm
Languages Common, Elven, Celestial, Draconic, Sylvan, Gnome, Orc, Abyssal
Combat Gear shortbow (2 lb), dagger (1 lb); Other Gear travelling spellbook (1 lb), spell component pouch (2 lb), scholar's outfit (6 lb), 23 gp]
Spellbook 0—all; 1st—magic missile, mage armor, sleep, grease, protection from evil, silent image, color spray, feather fall
Carried Weight 12 lb (Light Load: 23 lb)
--------------------
SPECIAL ABILITIES
--------------------
Arcane Bond (Sp) Bonded item: Ring. Once per day Duron can cast any spell in his spellbook, even if it is not prepared. Cannot be used to cast spells from opposition schools.
Summoner's Charm (Su) Summoning spells' durations are increased by 1/2 Duron's Wizard level (1 round)
Shift (8/day) (Su) Swift action; can teleport up to 5 feet to a visible space without provoking an attack of opportunity.

Background:
Lamashtan 17th, 3807

The war had been long and hard, but finally they were making some progress.

Dúron Avantara stood alone on top of a small hill overlooking the ruined battlefield. The night before he had led his small contingent of Elves dispatched from Kyonin to join the Shining Crusade in a battle against an army of Belkzen Orcs. The Crusade had been victorious once again, but at a great cost - thiry-three Elves lost their lives last night. A small number to a man, but a tragedy to an Elf. Dúron knew that this job would not be easy when he agreed to it; there was a great deal of opposition to his expedition from the beginning. He was denounced by many on the Winter Council for risking Elven blood to fight for Humans and Dwarves against a whispered evil across the Great Lake; but he knew he was right and the Queen had agreed with him. She knew as he did that if the Whispering Tyrant was not defeated that his evil would spread across Avistan and come to Kyonin soon enough. Despite the Queen's support, Dúron was only able to gather together a small force to join the Crusade, but they had made their mark and would continue to fight until the dread lich had been defeated and the land was safe again. Before he left, the Queen of the Elves herself had summoned him to her chambers and blessed his mission, giving him a finely crafted silver ring as a symbol of her blessing, telling him that it would keep him safe in the time of his direst need.

Calistril 9th, 3823

'He killed her. He killed a God!'

His forces were scattered, only a handful of Elves from his command remained and they were battling for their lives against a horde of Orcs, their backs to the walls. The battle had been going so well; the Crusade had broken through the gates of Gallowspire itself, led by the warrior goddess Arazni, summoned by General Iomedae and the Knights of Ozem to strike a final blow against the Tyrant. The goddess-herald of Aroden had ascended the spire alone shortly after the gate was breached and everyone thought that the day had been won - until Arazni's charred remains had fallen from the sky. With their leader dead and the Tyrant having taken the field to lead his armies, the Crusade panicked and fell into retreat. Unfortunately, the Kyonin expedition had been on the far side of the spire when the order had been called and was surrounded on all sides. Dúron could have teleported himself to safety, but he fought on, hovering above the last remaining Elves and sending rays of flame and bolts of lightning into the Orcish ranks, keeping them at bay.

Suddenly, the Orcs fell back and a shadow seemed to pass over the battlefield. Thinking this could be his chance to save him men, Dúron gave the order to advance towards the gates, but found his command to be caught in his throat as a voice rose up from behind him, speaking in a low steady tone, each word spoken with a malevolence Dúron had never thought to exist, "So, son of Kyonin. You think yourself brave for defending your men to the last?"

Finding himself moving by no will of his own, Dúron turned to face his accuser, none other than the Whispering Tyrant himself, the dread-lich king who had slapped aside the life of a living goddess minutes ago, Tar-Baphon, the lord of Gallowspire. "You have saved no one, foolish Elf. Your men will die. However, I have a more amusing fate in mind for yourself. I know much of your people, Kyonin-son. I know that you believe that this life is but one in a series of lives that you will live before reaching your higher destiny. But there will be no more lives for you." With a cruel smile, Tar-Baphon reached out a bony claw, laying his hand on Dúron's chest. The last thing that Dúron heard was the screams of his men on the ground below and the last thing he saw was the ancient lich's still-smiling face.

Erastus 28th, 4704

881 years had passed since Dúron Avantara had cast eyes on the world. Much had happened in this time; the Shining Crusade had completed its quest, the lich-king had been sealed way, the God Aroden had passed... But nothing had changed for Dúron. When Tar-Baphon had touched Duron's body, the Elf had disappeared from the surface world and had been imprisoned beneath the earth in a stasis apart from time. Until something went wrong. The magic that held Dúron began to fade. He was sustained for some years by the magical energies that permeated his being, but soon nearly all of his power had faded away. Finally on a cool summer night his sleep was broken as a great tremor rocked the land.

Dúron awoke suddenly with no awareness of who, what, or where he was. He was buried alive miles beneath the surface of the earth. As his body gasped for its first breath of air in nearly nine centuries, he quickly found that he was suffocating. Panicking, he clawed at the cieling of his grave, but to no avail; the stone was hard and thick and he was buried deep. As his life slipped away as suddenly as it had returned to him, he grasped a hold of the silver ring on his right hand. With desparation for escape flashing through his mind, his tomb was lit up by a bright light as the ring began to glow. Nearly blinded by the brightness, Dúron turned his head away quickly and slammed his skull into the stone, knocking him unconcious.

He awoke the next morning to the warmth of the sun's rays on his face and the coolness of the grass beneath him. Sitting up and rubbing his aching head, he realized that he had no idea what just happened. Looking down at the ring on his hand, no longer pulsing with inner light, he remembered a name. "Dúron. That's my name!" he shouted aloud. Standing up, he began to walk.

After travelling for several days, Dúron came to the gates of the city of Caliphas. Coming into town he was greeted as a nobleman due to his fine robes and jewelry, many of which were once magical items before their power was drained away. Once in town, he sold off all of his possessions aside from his silver ring and made a modest life for himself in the city. He took to studying the arcane arts, drawn by a natural longing for magic. He also studied history extensively, learning that Elves like himself are long-lived and hoping to find some hint to his identity within the writings of the past hundred years. He read about the more ancient history of the realm as well, but more as an academic pursuit and has never suspected that Dúron Avantara, the Elven Archmage of lore could have any connection with himself aside from simply being an ancient namesake.

Vital Statistics:

Age 162 (1050)
Height 6'6"
Weight 148
Hair Black
Eyes Black
Deity None
Birthdate Unknown (7 Abadius 3660)