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I've been playing with the idea of taking the various feats from the Core and APG and breaking them into 3 tiers.

Tier 1 feats would be high valued feats such as Spring attack. These feats would cost a feat slot and be treated as normal.

Tier 2 would be feats that are good but not great or always needed such as weapon focus. These feats would cost 1/2 a feat and two of these could be taken in a feat slot.

Tier 3 would be feats that often are not taken such as alert or athletic. These feats would cost 1/3 of a feat slot and 3 could be taken per feat slot. You could also take a tier 2 and a tier 3 in place of a feat slot.

I want to try this in order to encourage players to expand their feat selection. Has anyone tried anything like this?


There is a lot of disagreement about how to properly handle this and we could use some insight.

The 2-handed weapon fighter rolled a natural 20 and confirmed the critical with a 18. He has critical focus, disarming strike, and bleeding critical.

His confirmation disarms the big bad (via disarming strike) but does the critical also confer 2d6 bleed (via bleeding critical) and the 2x damage (falchion)?

Or is Disarming strike considered a critical feat and thus unable to stack with Bleeding critical?

Also If you apply the 2d6 bleed do you also apply the 2x damage associated with a normal critical?


I'm playing a level 12 half-orc (1 monk (master of many styles)/ 5 sorcerer (Gold dragon bloodline)/ 6 Dragon Disciple) in a long running campaign.

I am wondering if I could use Feral combat training along with Dragon style and Dragon Ferocity to deliver beefed up claw attacks? I know it's a huge investment (4 feats) for relatively little return but this is not a campaign that requires optimization.

Feral Combat Training wrote:

Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon.

Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite.

Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.

If this isn't an option is there anyway to make this happen?


The spell says Duration concentration + 1 round/level.

Does this mean that I need to maintain concentration in order to maintain the spell?
Or is it that My concentration Which is 16 is added to my level which is 10 so that the spell lasts 26 rounds?

If I am maintaining my concentration can I cast other spells?


Does a menacing weapon, outflank, and disorientating maneuver all stack? If a rogue used disorientation maneuver to move into flank, wielding a menacing weapon, and with the feat outflank (with a party member with who has outflank) what would his bonus be?

Is: +2 flanking, +2 menacing, + 2 outflank, +2 disorientation maneuver = +8 correct?

*Edited for words


Scenario:
-The rogue and the party's Fighter both have Outflank and Combat Reflexes.
-They are flanking the Big Bad.
-The fighter attacks and hits the big bad.
-It's now the rogue's turn.
-The Rogue rolls a natural 20 and confirms.
-The Fighter takes his Attack of Opportunity and rolls a natural 20 and he confirms.
-The fighter argues that because he has outflank this should trigger another attack of opportunity.
-The Dm amused by the situation says sure.
-The rogue takes his Attack of Opportunity and rolls a natural 20 and confirms.
-The rogue argues that the fighter now gets another attack of opportunity and the DM completely dumbfounded agrees.
-The fighter rolls a 19 and again confirms.
-The table erupts into chaos.
-The rogue takes another Attack of opportunity and rolls a three.

This happened earlier tonight and the DM just went along with it because it was the last fight of the night and several of us were packing up to go home. However, I would really like to get a ruling on this so that if it ever happens again we know what to do.

Is this an endless loop?
How many attacks should have been triggered?


I made the mistake of allowing my players to special order weapons and now I am regretting it. Could someone please help me with how much these items cost.

+2 short sword, 1x a day shield of faith , 1x a day silence.

By my math:
+2 short sword = 8,130 gp (Cl 6)
shield of faith - 1 x 6cl x 2,000 gp = 12,000 gp
silence - 2 x 6cl x 2,000 gp = 24,000 gp
total = 44,130 gp

Is this right? My player said that I should multiple by 1.5 but I am not sure what he is talking about.


"Why bother with classes?" Said my new DM.

The new homebrew that was proposed to me suggested that we use Pathfinders core mechanics and the original base classes but we allow "augmentation" of those classes. So rather than all of that "multiclassing nonsense" and crazy "archetype stacking" you can simply purchase abilities from other classes. You want sneak attack or access to spells you simply use experience points to buy those abilities (they are watered down in most cases) while maintaining your original class. It sounded a bit too video gamish for me but I am wondering if anyone has played anything like this.

Thus far abilities that were up for purchase were:
sneak attack, rage, cleric spells (very limited number), channel, arcane spells (limited), inspire, favored enemy...

Personally, I don't that I would enjoy the game. I mean I have played games where you can design and "augment" your character in almost anyway you want but never in a pathfinder/DnD setting. How might this work? Could it work?

Thoughts? The game if we agree to play it would start in 2 weeks. I think that at the moment this is a very big IF...


I had a design idea. Two characters that work together in combat and rely on each other to set up ideal battle conditions. Ideally, I like a rogue or ninja and a fighter who work in concert to destroy their opponents. However if you have any other ideas let me know.

Any idea on what teamwork feats or feats in generally might work really well together. Looking over the teamwork feats I am generally underwhelmed but perhaps someone else has attempted this.

Any ideas would be helpful.


We ran into a bit of confusion last night and I would really appreciate any input that you all might offer.

A 13th level sorcerer holds his action so that he can fire off 2 lightning bolts when the PCs open the door. One of the lightning bolts is a quickened lightning bolt.

The door opens and the sorcerer fires his standard lightning bolt.

1. Can the PC wizard who has already taken a move action to open the door casts a quickened dispell magic and cancel the lightning bolt?

2. Can the sorcerers second quickened lightning bolt be canceled with a regular dispell magic?

3. Can the sorcerer even cast a quickened lightning bolt since he held his action?


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Can a witch use a hex while grappled? If so is there a concentration check?


Can anyone tell me if there is a dungeon or campaign that is golem or construct focused? I couldn't find an AP or older campaign in my collection and thought someone on here might know of one.


Many many years ago (in game play) my players encountered a group of Drow nobles. Battle ensued and the end result was that the Drow were all slaughtered. One was questioned first and the Drow noble offered amnesty to the party if she were freed... She was killed with a "Burn in the Abyss you Dark-hearted scum" type quip.

Fast forward 6 years game play time. In almost every encounter my players have had in the past several months they have seen shadowy figures watching them. They know these spies to be Drow but are not sure what to make of it.

While the party is out on an adventure the Drow have made their move. Killing, attacking, burning, and generally destroying everything that the Party holds dear. Friends, relatives, known acquaintances, the bar that they own and operated have all be targeted with various degrees of success. (I rolled some random numbers for what lived, died, was maimed, etc.)

So the question becomes what do I challenge my party with? What would a Drow hit squad look like if they were crafted to deal with the following party:
- Magus
- Barbarian (Just big and mean)
- Witch (Scarred)
- Monk (master of many styles)
- Cleric (buffer/heal stick)

All the players are 13th level.

Note: All of my players are cool and seemingly excited about the idea of going up against characters that are designed to challenge them. We've spoken about it at length and they all thought it would make for a great story arch. I am not looking for specific builds but thoughts on what character class would be best to deal with each of the players...

Game Space Beta Tester

I thought I might create a thread to help people find games or open groups. Please post below if you are a player looking for a Gamespace adventure or a GM hosting a game.

GMs please include the link your game and time it starts.


Some disagreement at my table I would like a ruling from the faceless masses.

Can you legally make a Wild Stalker/Shapeshifter Ranger?
I was under the impression that this was not allowed, although the synergy would be fantastic.


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I'm running a low level, low magic game and was wondering if allowing my players to buy combat feats (ie pay to train with masters for combat feats) would be a good idea. It's a small 3 person party that is less than optimized so I thought giving them a combat feat might be a viable option.

any suggestions?


I was wondering what advice anyone could give on running this AP in pathfinder with only 2-3 players. At the moment the party consists of:
a Rogue
a Barbarian
a Magus

Should I allow them to build superheroes (30 pt buy)?
Should I introduce an NPC Ban Dade the Cleric who will help them along?

All I read on the message boards is how this campaign is a "Meat grinder" I just want to make sure that players are able to rise to the occasion and have the opportunity to succeed with out me changing the story all that much.


My wizard is was caught in black tentacles and we are trying to determine the DC for my concentration check. I'm trying to cast dim. Door.

So it's (10 + CMB + 4th level spell).

We can all agree on that...

But the question is do we add a +5 the the black tentacles 25 CMD because the wizard is all ready grappled?


I had an entire character concept based on Erastil, but it turns out that the God of Hunting, Farming, and Trade does not have trade as one of his Domains. Is this an error on the prd?


If you are prone can you flank an opponent? My Dm allowed it but I couldn't help but feel that I was breaking a rule somewhere.

Last session my inquisitor was knocked down by the BBEG. However, rather than take an AoO for getting up I attacked from the ground. I figured the +4 from outflank would negate the -4 for being prone.


Do you need to know the exact type of monster you are fighting to use the bane ability?

Example: I am fighting a creature I've never encountered before and am sure of the creatures race. Can I use the bane ability since I don't know what exactly I bane?


I'm currently playing a Half-Orc Inquisitor. I went with the Rage domain and am wielding a bastard sword. Last night I was out putting damage in the mid-50s at level 11 with each hit. Is this right?

My Dm asked me to check my math but for the life of me I can't see any mistakes...

Modifiers
Str: 20 (+5)
Bane: +2,+2d6 damage
Judgement of destruction: +4 damage
Power attacking two handed: +9
magical bastard sword: +1
Precise strike: +1d6
Destructive Smite
Rage: +2

Action Economy
Round 1: Activate judgements (Swift)
Round 2: Bane (Swift)
Round 3: Destructive smite (Standard), Rage (Free action)

Break down of attacks
Round 1: Activate judgement of destruction, power attack with magical bastard sword +1, 2 handed swing.

Damage = 1d10 + 21

Round 2: Activate Bane, Move into flanking, Power attack with magical bastard sword +1, 2 handed Swing

Damage = 1d10 + 23 + 3d6

Round 3: Rage, Destructive smite, Power attack with magical bastard sword +1, 2 handed swing

Damage = 1d10 + 30 + 3d6

Am I doing something wrong? I'm thinking maybe I can't rage while these other spells are active but...


If you are playing in my campaign stop reading now....

***************************************

I have an idea for an encounter. My level 10 heroes are just about to enter an Evil Dojo filled with monks of various levels. The Master of the Dojo who is lawful Evil will offer the party an opportunity to leave with their lives if they can defeat him and his men.

The Dojo itself is just a single large room and the master will clap his hands and 3 or 4 monks will then attack the party members. Every time they defeat the last challengers the Master will send a higher level challenge at them. I've been watching a lot of kung-fu/samurai movies.

I picture it like this. They walk in. The room is filled with monks they line the walls and sit on the rafters. The Master stands on a small platform and congratulates the party on making it this far. The master then offers them a drink and an opportunity to rest. Then he says they must prove themselves in combat or die trying. If they agree he begins the test and sends his white belts (CR 2), then his yellow belts (CR4), orange (CR6), green (CR 8), Purple (Cr9) brown (CR 10) and finally himself (CR 13).

The question becomes. How do I design this encounter to be level appropriate? Does the staggered waves of battle ensure that the CR of the combat never becomes overwhelming for the players? Or is this just a sure fired way to blow all of the parties resources and TPK them?


I am having a hard time with the solo tactics of the inquisitor. In particular I am looking at the Allied Spellcaster ability.

Am I reading this right? As long as I stand next to a spellcaster I gain a +2 to overcome SR and if they have the same spell memorized I get +4.

What about the outflanked and paired opportunist ability?
So I am flanking a ogre with my fighter buddy. I gain a +4. If I crit the ogre my fighter buddy gets an AoO. But since I also have paired opportunist I get an AoO since he took an AoO and now my AoO is at a +4 which may or maynot stack with the flanking... Do you really get to make Ogre pudding or am I reading into and thinking about this too much.


A few questions about this divine power.

Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

How long does it take to activate?
Is it a standard action?
Can it be used to break a grapple?
Does this apply to attack and damage rolls?


What is the point of origin for a hydraulic push? Does it come from the caster or does it originate anywhere in the area of the spell?


So I recently took off my DM hat and decided to play a character I had no real experience with. After speaking with the new Dm I decided to go with a Halfling Sorcerer with the Verdent bloodline. I thought the bloodline could be fun but now I'm at a complete loss for spells or feats. I did a quick search of the verdent bloodline on the boards and got 5 hits. Apparently no one has much to say about this bloodline. Let's just say I'm a bit out of my element.

Luckily however I rolled amazing stats.
str: 11 (-2 racial mod)
dex: 18 (+2 racial mod)
Con: 14
int: 13
wis: 15
char: 1 (+2 racial mod & +1 fourth level)

Anyway I have a few questions does anyone have any suggestions for must have spells? I'm 4th level.

Would true strike work with the the verdent's tanglevine ability?

Tanglevine:
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.

Sorcerers are a bit feat starved is there anything you can't do with out?

Ultimately I'd like to provide support to my fellow players than deal outright damage or cast save or die spells. I see the character as a bit of a trouble maker and trickster.


Just a quick question. In the Ettin stat block is says:

Melee 2 flails +12/+7 (2d6+6)
Ranged 2 javelins +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks superior two-weapon fighting

So does this mean that he gets two attacks at +12/+7 or that he gets two attacks with each weapon at +12/+7 for a total of 4 attacks?

I have a feeling it's 4 but just want to make sure so that I don't needlessly trounce my players.


I've been thinking about making a touch based caster. Someone who can get into combat and deliver touch based spells. I love the flair but can't seem to get the mechanics of it down. Has anyone built anything like this. I was hoping to be able to casts at least 4th level spells.


I recently purchased the Ultimate Magic book and I read over the Words of Power section. My gut reaction was "heck no", however after reading it over I really like the flavor it could provide. I think this might be especially true to sorcerers or other spontaneous casters (bards). Does it fit a certain class or archetype better than others?
Anyway, I was wondering:
Who uses the words of power casting system?
Why you use it?
What you think about it?


What happens if you roll a natural 1 on a trip or disarm?


In a recent game we ran into a problem with the AoO rules and I was hoping that we could get some feed back from the masses.

We had just cornered the BBEG. Silence was cast and he was not up to the task of Melee fighting to the death. He had his back up against a wall and was surrounded with all possible escape points cut off. In an attempt to get away he tried to use his standard action and Acrobatics to move through our clerics space. Unfortunately he failed and ended up right back where he started. So do we all get the AoO?

----------------------
Wall
----------------------
X O X
X X X

X=players
0= BBEG

As his move action he attempted to move through the clerics space again and again failed. Do those of us with Combat reflexes get a second attack?


Can a duelist use riposte against a grapple, a bull-rush, or a trip? Aside from attacking from afar what can be done to someone with the riposte ability?


Hey,
I'm looking to join a new group. Was in two groups but one of them just fell apart. I'm on the far Northside of Chicago (Edgewater by the lake) but willing to travel.

I'm a 30 something gamer. Playing on and off for 20+ years. Let me know if you have an empty chair at your table. I tend to like a bit more role-playing in my games but can hack and slash with the best of them.


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Does anyone else listen to music during their games?

Do you have any album or suggestions on where to get music?
I would prefer streaming music but all suggestions are welcome.

On a whim I went to Pandora and typed in Basil Poledouris (Conan composer). So far nothing but pure role-playing gold has come up:
1. Conan the Barbarian: wheel of pain
2. Batman Dark knight
3. Braveheart
4. Aliens Film
5. Lord of the rings


I've recently started to explore the Monk and I have to say I'm having a blast with the class. However, I have some questions:

1. Can elemental fist or punishing kick be used during a flurry of blows?

2. Can they be used together in the same flurry?

3. Many of the monk of the sacred mountain abilities require that "the monk starts and ends his turn in the same space". If I were to spring attack and return to my starting position would I lose the bonuses?

4. If I flurry with shurikens what is my to hit? Monk level + dex?

Thanks.


This came up in play and unfortunately it was never really resolved. The question is:

1. If a monk wishes to use his jump ability to attack a creature ~20 ft up can he jump up and make a single attack?

2. Would the creature get an AoO?

3. Would there be any negatives to his attack?

My gut reaction is: 1. Yes, 2. not on the way up but yes on the way down, 3. no.


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If a wizard were to cast Shrink Item and attempt to touch a hill giants club would the hill giant get an AoO?

Just to be clear the Wizard cast the spell using combat casting sucessfully, but is the act of trying to touch the club AoO worthy?


I have a group of 5 players who are in the midst of an old school D&D campaign that I am modifying for Pathfinder. I am looking for ways to make their encounter with 2 hostile Wizards and their pet velociraptors interesting and challenging but not impossible. Both wizards are slated to be evokers.

Any Ideas?


I've just created a Monk/Sorcerer who specializes in touch spells for a new campaign. However, the question arose can he make unarmed strikes while holding a touch spell, and gain the effects of both the spell and the unarmed strike damage?

I don't see why he wouldn't be able to discharge the spell when he makes his flurry of blows attack or a standard karate chop. If I am reading this correctly the spell should go off when contact is made, there is no real discussion of type of contact. Any ideas?


If I cast Expeditious retreat on myself and have haste caste on me by the groups wizard what is my movement rate? Do the two effects stack?


Is there any way to get an attack of opportunity while using a Bow?

I mistakenly assumed that point blank shot would allow you take AoOs but that just isn't the case. Is there a feat out there or some rule I am just missing that would allow an AoO while holding a bow?

Would you be able to punch out bare handed with out dropping the bow? Just looking for ideas.


If you are invisible and you cast a spell (for this example lets say fireball) when do you become visible?

Do you appear as you begin casting or do you appear right as your spell goes off?


I have a couple of question.
1. If you cast a pit trap and a large creature falls in do they effectively take up the entire pit?

2.What were to happen if another creature were to fall into the pit?

3. If you drop a flaming sphere into the hole can it miss the ogre? Would you apply any penalties to the ogre's dodging the sphere?

4. Does the second creature fall on top of the first large creature or do you use the squeeze rules?

5. Do they immediately grapple?

We had this scenario occur a few weeks back and there was a lot of head scratching. I think my GM handled it admirably but I was wondering how everyone else might have handled it. An ogre had fallen into the hole then the next round while the ogre was trying to climb out our ranger who was trying to drop lamp oil on the ogre's head fell in after him.


Personally, I don't see the point in cheating. I'm not trying to "beat the game" or win. I'm just playing through the life of a character and if he happens to fall in a battle swarmed by kobolds so be it. But, I know cheating happens. I've seen people fudge rolls or try to bank a roll. I've seen people snatch up dice as soon as they hit the table and proclaim "18" but tonight I saw something utterly improbable.

In a game lasting no more than 4.5 hours I saw a single player (newish to our group) roll a 20 on 10-11 different occasions. At first I thought it luck but the more I thought about it the more suspicious I became. Even our GM said something along the lines of "why don't you just roll another 20 finish this thing."

I want to say something to the player or at the very least bring my concerns to the gm but I have no real proof other than statistics. I thought perhaps he was using one of those d20 without a 1 but I saw the 1 on the dice so either it's weighted or he was just really lucky.

Do I wait to see if this becomes the norm?
My friend was saying I should ask to use his dice when I roll. To see if it feels weighted or how he reacts to the request.
Should I even care?

Has anyone dealt with this?


I'm hoping to run Return to the Temple of Elemental Evil. From what I understand this is not just a rehash of the original but a legitimate sequel. If it's half the fun as the original we should have a blast going from 4th-14th level.

Anyway, I was hoping I could get some input on how this particular campaign converts. Has anyone tried converting this over to Pathfinder? Is there anything I should pay particular attention to?


We are having a bit of a disagreement on the use of Overhand chop. Our fighter is using the APG with the Two-Handed weapon build.
Can it be used with other feats such as Power attack?

If so what does the damage look like?

3rd level fighter.
strength 20
falchion

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