Paladin

Matthew Hancock's page

Goblin Squad Member. Organized Play Member. 56 posts (515 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 1 alias.


*

1 person marked this as a favorite.

Society play returns to the University of Guelph in Southern Ontario April 14th and 16th. This is the first time since Covid shut us all down. Don't worry if everything looks full we're adding new slots.

All games are Pathfinder 2nd edition.

We already have 18 sessions and growing.

Sign up is here: http://www.gryphcon.org/

Please reply below if you are interested in GMing or running something else (like Starfinder).

Thanks!


3 people marked this as a favorite.

I love this. It is very useful for when players are scanning a source for spells that does not contain any setting specific information (i.e. the PRD). They don't know that it's a dwarf only spell, or that it was created by a necromancer and is known only by a handful of people. They only know that it's listed as a spell.

Now the rarity can be listed and even without the realm specific information the player knows that it won't be easily available.


1 person marked this as a favorite.

My son wanted me to try and duplicate Reinhardt from Overwatch and I've come up with the following:

Dwarf Fighter (Seigebreaker/Foehammer)

This covers the rocket charge and "Hammer Down" abilities. Seigebreaker allows for damaging bullrushes (and overruns) and Foehammer allows for striking the ground and knocking people prone (by 13th level). I was thinking of getting an Animated Shield to cover his shield, and maybe the body guard feats.

His primary weapon would be a Dwarven Long Hammer.

Stats

S- 16
D- 12
C- 18
I- 10
W- 12
Ch- 6

I'm looking for feat advice (and any other suggestions) past 7th (to 15th).

Feats

1st Power Attack
2nd Taken
3rd Improved Bullrush
4th Disruptive
5th Improved Overrun
6th Greater Overrun
7th Greater Bullrush

At 7th, the character can initiate a bull rush, which does (STR+2+armor enhancement bonus) damage. The bull rush also provokes from all of my allies. At the end of the bull rush he can attempt an overrun that does (STR+2+armor enhancement bonus) damage. The overrun , and can knock the opponent prone, which would provoke an attack of opportunity.

And, if the target is still standing, he'd get a free trip attempt (Hammer to the Ground Foehammer ability).

By 11th, he could do all this after a successful attack (as a standard action), as well as attempt to disorient the target:

Disorienting Blow (Ex)

At 8th level, as an immediate action, a siegebreaker can distract a foe he just hit with an attack or combat maneuver, imposing a –2 penalty on the foe's attack rolls, caster level checks, or skill checks for 1 round. The foe can negate this penalty with a successful Fortitude save (DC = 10 + 1/2 the siegebreaker's fighter level + his Strength modifier). At 14th level, the penalty increases to –4.

This ability replaces the bonus feat gained at 8th level.

Thoughts?


1 person marked this as a favorite.
Chess Pwn wrote:
What's the point here? Crafting armor mundanely with the skill still takes like months or years for the good stuff.

It's a Kingmaker campaign, we routinely have breaks of 5 months (sometimes more). We've got the time.

Being able to hit a DC of 40 means the armorer could build a set of Bulette Full Plate in just over 5 months. Which we can then sell.

Check the Unchained Crafting rules here:

Also, no 3rd party rules. Just Pathfinder.


1 person marked this as a favorite.

I'm trying to create an NPC Armorer to see how high I could get his craft without magic. My goal is to get one who can make DC 40 taking 10.

We're using the alternate crafting rules from Pathfinder Unchained.

I made a dwarf (15 point build), I didn't want to twink him too much so didn't go super crazy on his Int (I have to be reasonable for the GM to allow it):

dwarf lvl 8

S - 12
D - 10
C - 14
I - 14+2=16 (stat boost from levels)
W - 14
Ch - 12

Craft Armor - 8 (base)+3 (int)+3 (class skill)+3 (Skill Focus)+2 (Master Craftsman)+2 (Craftsman Racial ability)+2 (Masterwork tools)=23+6 (2 skilled aid another's using a Masterwork forge)=29

Feats:
Skill Focus
Master Craftsman

Alternate Racial ability:
Craftsman

Any thoughts on how to get one more (non-magical) +1?

If I can't find any other way to get a +1 I'll spend the points getting him the 18 int.

Note: No traits allowed because this is an NPC.


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

According to Rob McCreary (the writer of the feat) Elephant Stomp does knock the opponent down:

"You make an overrun attack as normal. The feat does nothing unless your combat maneuver check exceeds your opponent's CMD by 5 or more. At that point, the opponent is knocked prone as normal, but you stop (rather than moving through the opponent's space) and can make an immediate unarmed or natural weapon attack against the prone opponent.

Without the feat, the opponent is knocked prone, you move through his space, and you don't get an immediate attack. Likewise, simply moving up and attacking the opponent doesn't knock them prone."

link

The feat implies that the target is knocked over through the use of the "and" as in "moving through your opponent's space AND knocking her prone". As written the feat doesn't specifically say you don't knock prone, you just don't move through and knock prone. You still exceeded by 5 so you still knock prone, except now you stop and knock prone, then take a free attack.

So the feat should read something like "When you overrun an opponent and your maneuver check exceeds your opponent's CMD by 5 or more, instead of moving through your opponent's space, you may stop in the space directly in front of the opponent (or the nearest adjacent space), [b]knock them prone[b], and make one attack with an unarmed strike or a natural weapon against that opponent as an immediate action."

Actually, Elephant Stomp, combined with Vicious Stomp means two attacks for one one overrun.

I'll look at the charging part later.


10 people marked this as a favorite.
Sin of Asmodeus wrote:

So, I recently was running a game, in which I had a succubus to play around with, and one of the characters ran up and grappled her.

On her turn I stated. Okay, we are grappled. We both have the grappled condition, with you being the grappler, so I um. Level drain you.

As it states, a succubus must be in a grapple to perform her Kiss / drain. Am I in the wrong for level draining the grappler who had me held up?

To actually answer the question (craziness I know) Pathfinder actually differentiates between grappler and grapply. So if the player started the grapple they could say they're making certain the Succubus' lips aren't coming anywhere near them as part of the grapple (they are in control).

The succubus could then attempt to reverse the grapple (become the grappler) and initiate the um... "act of passion" necessary to drain levels, as described in the Bestiary.


2 people marked this as a favorite.

It makes no sense to me that people would charge the purity value of the stone when they know what they could be used for. Also, few governments would allow these stones to be available on the open market, maybe Magnimar or Andoran, but any government that attempts to establish any form of control over its citizens would horde the gems. Especially any government that uses the death penalty ("that's the third time this month we've executed that guy!").

Because of this, I think it'd be interesting to add the following to a campaign:

1) Ditch the gold piece value. Once a diamond reaches 1000gp (or higher) it becomes a "Resurrection stone" (or "Raise stone" and "Resurrection stone" for the two spells, though I'm sure people could come up with better names). As for worth, what would you pay to bring your loved one back? However, see point 2.

2) The ruling government controls all stones of capable of restoring the dead. All mines are state controlled, it is illegal to possess such stones without a permit, and all Resurrections stones are to be immediately turned over when found.

The government rations the stones out to the nobility/churches, using control over the stones to maintain control over the country.

Players have to either suck up to the government, find the stones, steal them, or buy them from the black market (dangerous and VERY expensive).

How much cooler is it to find four Resurrection stones in a treasure trove than four 1000 gp diamonds?


1 person marked this as a favorite.

Just checking to see if any there are any new playtest openings?

He said VERY hopefully...


1 person marked this as a favorite.

I'm ok with the Paladin's smite evil overcoming a creatures inherent DR (though their ability to give it to everyone in the party is pretty nasty), it's when it overcomes something like Stoneskin or Adamantine armor that I have an issue. I mean, stoneskin suddenly doesn't work because a creature is evil? Adamantine armor is no longer adamantine because it's wearer is evil?

In fact the next time I run a campaign I'm probably going to limit it to the creatures inherent DR. It's still very powerful, and there aren't that many sources of outside DR.


1 person marked this as a favorite.
Wolfsnap wrote:

I'm trying to build a formidable 9th-level monk - basically trying to recreate someone like Tai Lung from Kung Fu Panda to use as a potential antagonist. I decided to try using the Maneuver Master archetype, but I ran into problems almost immediately:

The Maneuver Master seems like he would not be good acting on his own, but needs to be a support fighter. He makes for an insanely good grappler if you take the right feats (improved & Greater Grapple, Body Shield) and he can trip & disarm opponents like nobody's business. In fact, with Flurry of Maneuvers, he can disarm, then trip, then grapple you all in one full-round action.

The thing is, if I'm reading the "Flurry of maneuvers" description right, he can't combine maneuvers and strikes - he's either maneuvering you or damaging you, but he can't do both in the same round, unless I'm missing something. This presents a problem, since it seems to me that unless he can somehow use terrain to his advantage (throwing or repositioning you off a cliff or into a set of spikes or something) then he'll have a hard time actually hurting anyone, especially if he's threatened by multiple opponents. He'll be able to hold them off for a damn long time, but taking them down will have to be done mostly with Attacks of Opportunity.

So - am I missing something, or is he more a support archetype than someone who could be a big bad guy in his own right?

Next, I think I'll see what I can do with a Master of Many Styles.

Here's something I put together with an 11th level Monk, though you might be able to do it with a 9th, depends on the pre-req's for Vicious Stomp:

While working out a Manuever Master monk I realized I could do three manuevers and three AoO's to two opponents on one attack action.
A
X
B
-------------------
So Player X trips Opponent A (Improved Trip)
Which provokes an AoO (Greater Trip)
Player X slams Opponent A into Opponent B with a Bull Rush (Improved Ki Thow)
Opponent B is knocked prone adjacent to Player X (thanks to the wall behind him) provoking another AoO (Combat Reflexes and Vicious Stomp)
Opponent A lands prone in Opponent B's old square provoking another AoO (Combat Reflexes and Vicious Stomp)
Player X then locks in a swift action grapple on Opponent A (Binding Throw)

That's all on the first manuever. He could maintain the grapple for the next Manuever or two to do damage, or he could pin and do damage, or grapple for damage and then disarm one or both opponents.

The best thing is, if they stand up they provoke, and you can rinse and repeat on your next round.

Or picture readying to perform a flurry of manuever's as someone approaches you.

Trip, AoO, Ki throw and land, AoO, Grapple, all on the first manuever. Then you use the rest of your manuevers to disarm and pin him.

Tripped, grapples, disarmed, and pinned all in the same round.

I'd tap out...


1 person marked this as a favorite.

Who do I have to bribe, and what do I have to bribe them with to get my subscriptions sent out in the first batches.

I always (well, the last two releases anyway) seem to have my subscriptions sent out last.

I evidently do not have the patience to wait that long for my PDF.

So instead of correcting the flaw in my character, I've decided to remove it's source.

Names and dollar value's would be appreciated.


1 person marked this as a favorite.

I posted this before the Aldori Swordlord Archtype (which I'm not fond of) was released. It is a very versitile build (except at range, but he is a SWORDlord after all) that can switch from offense (power attack) to defense (Expertise), or both.

Straight fighter (no archtype) Takes the Sword Scion trait and the Heirloom weapon trait to start with:

- +1 to hit (trait bonus, you get it twice and it doesn't stack)
- A free masterwork weapon (Heirloom gives a masterwork for non-masterwork price, Sword Scion gives free regular price dueling sword)
- Free exotic-weapon proficiency (though if he loses the weapon, he's going to need to take exotic weapon proficiency pretty darn quick)

Stats of:

Str: 14
Dex: 18
Con: 12
Int: 13
Everything else at 10.

Use feats to increase damage and AC. You need a high + to hit because a lot of what you do reduces it.

1st level: Weapon Focus, Weapon Finesse, and Power attack
(+8 to hit with Heirloom dueling sword, -1 from power attack, damage of 1d8+6, ac of 18 with chain shirt)
2nd level: Dodge (Ac 19 w/ chain shirt)
3rd: Quick Draw (or later)
4th: Weapon Spec (damage 1d8+11)
5th: Combat Expertise (Ac 21 w/ chain shirt)
6th:
7th:
8th: Weapon Focus, Greater
9th: Improved Crit (could reverse order with Weapon Focus, Greater)
10th:
11th:
12th: Aldori Dueling Mastery +2(1)shield bonus, so +11 to ac from feats and starting dex)
13th: Weapon Spec Greater (damage 1d8+22 from feats and starting strength)

Feats to consider - Mobility, Spring attack, Lunge, Various Vital Strikes, Cleave, Step up, Toughness, Disarm, Various critical feats, Improved Inititive.

So at 13th level you can take a -10 to hit to increase damage by 12, and ac by 4 (with an extra +2 without cost). Your base to hit with starting masterwork weapon and starting stats at that level is 24.

Attack breakdown at 13th: +13 bab, +4 dex, +1 weapon focus, +1 greater weapon focus, +1 trait bonus, +1 masterwork, +3 Weapon Training

Damage breakdown at 13th: +2 weapon spec, +2 greater weapon spec, +3 two handed strength, +12 two handed power attack, +3 Weapon Training.


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

Does the save allowed against Calm Emotions also counter the spell and ability suppression that is part of the spell:

Calm Emotions

This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Emphasis mine. For example Does the bolded section work like an anti-magic sphere vs magic? As long as it's up those abilities are surpressed in the radius? If so, it makes the spell much more useful.

For example, a barbarian who makes his save can still attack but is his rage ability still surpressed? If he was raging before the spell is he exhausted during the surpression or is he ok as long as he keeps expending rage rounds?

I always assumed that once you made the save you were unaffected by anything, but rereading the second paragraph makes me wonder if the secondary ability just happens whether or not the save is made.

Thoughts?


1 person marked this as a favorite.

Here's a PrC I'm woking on for Golarian. It's an early draft, let me know what you think.

Initiate of the Black Hand

The Initiates of the Black Hand belong to an order of monks that seek to create the perfect fusion of man and firearm. The Order of the Black Hand was named after the black stains commonly possessed by those who craft gunpowder. Founded in the technological city state of Alkenstar the Order regards firearms as more than just a weapon, but a way of life. Believing that experience is the best teacher Initiates are encouraged to travel the world to seek new challenges.

Aware of the scorn placed upon their choice of weaponry, Initiates engage in an ongoing crusade to prove the truth that they adhere to; to show the rest of the world through their deeds that the firearm is the pinnacle of weaponry. Most initiates are intensely loyal to Alkenstar, and watch for any illegal or improper usage of firearms as part of their crusade.

To join the order prospective members need to locate an Initiate willing to train them and to swear an oath never to use their skills against Alkenstar. Violating that oath will bring down the wrath of the order; all members are instructed to hinder or harm oath-breakers in any way possible. Otherwise, Initiates rarely fight each other. If left with no choice, combat is rarely to the death.

Alignment: An Initiate of the Black Hand must be lawful.
Hit Die: d8
Requirements
To qualify to become an Initiate of the Black Hand characters must fulfill all the following criteria.
Base Attack Bonus: +4.
Skills: Craft: Firearms 2 ranks, Acrobatics 5 ranks.
Feats: Gunslinger, Exotic Weapon Proficiency: Firearms, Weapon Focus: Firearms.
Special: Must possess the Flurry of Blows ability.

Class Skills
The Initiate’s of the Black Hand class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.

Initiate of the Black Hand

1st - BAB +0, Fort +2, Ref +2, Will +2 - Precision Shooting, Monk Abilities
2nd - BAB +1, Fort +3, Ref +3, Will +3 - One with the Gun, Expert Handling
3rd - BAB +2, Fort +3, Ref +3, Will +3 - Speed Loader, Spatial Awareness
4th - BAB +3, Fort +4, Ref +4, Will +4 - Both Barrels
5th - BAB +3, Fort +4, Ref +4, Will +4 - Firearms Master

Class Features
All of the following are class features of the Initiate of the Black Hand prestige class.

Weapon and Armor Proficiency: Initiate’s of the Black Hand gain no proficiency with any weapon or armor.

Precision Shooting (Ex): An Initiate of the Black Hand’s aim with firearms becomes almost supernaturally precise. This has two effects; first she gains the equivalent of the Precise Shot feat except that it only applies to firearms. Second she gains the ability to strike precisely with firearms, adding her Initiate of the Black Hand level to her damage roll against foes within 30 feet. An Initiate of the Black Hand precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Monk Abilities: The Initiate of the Black Hand levels stack with Monk levels to determine AC, Flurry of Blow bonus, and Ki Pool levels and abilities. Firearms become a special weapon that can be used with Flurry of Blows and the Ki Strike ability.

One with the Gun (Ex): At 2nd level, an Initiate of the Black Hand adds 1d6 to her unarmed damage when attacking while holding a firearm. If unable to wield a firearm the damage is not applied. Any defensive effects that apply to melee weapons apply to the Initiate and the firearm separately (a Black Puddings acid ability damages the character and the firearm equally).

Expert Handling (Ex): At 2rd level, an Initiate of the Black Hand reduces her chance of a misfire by one (minimum 0). The chance is reduced by an additional 1 at 4th level.

Speed Loader (Ex): Starting at 3rd level, Initiates gain the equivalent of the Rapid Reload feat except that it applies to firearms rather than crossbows. Apply the feat to a second firearm at level 5.

Spatial Awareness (Ex): At 3nd level, Black Hand training teaches the Initiate the optimal stance to avoid potential ranged attacks. When the Initiate uses Flurry of Blows they gain 20% concealment for 1 round against ranged attacks. The concealment climbs to 50% at 5th level.

Both Barrels (Ex): At 4th level, an Initiate of the Black Hand is able to fire two weapons as a standard action. The Initiate of the Black Hand takes a –2 penalty on her attack roll. If the attack hits, both shots hit. Apply precision-based damage (such as sneak attack, or Precision Shooting) and critical hit damage only once for this attack. Damage bonuses from other sources, such as the Deadly Aim feat, or the Rangers hated foe ability, apply to each shot. Damage reduction and resistances apply separately to each shot. Exploding damage dice, if used, apply to both shots as well.

Firearms Master (Ex): By 5th level an Initiates can group multiple shots together so quickly and accurately that it feels like a single attack. When flurrying or using the Both Barrels ability all firearm damage is totaled before it is applied against DR. For example, if an Initiate strikes a creature with DR 10 for 8, 10 and 12 damage, the creature takes 20 damage (8+10+12-10) rather than the 2 it would normally take.


1 person marked this as a favorite.
Kirth Gersen wrote:
jwl wrote:
Imps are _tough_! Fast healing, DR, invisibility, etc. They can kill your average human without breaking a sweat. It's equivalent to having roving bands of werewolves roaming all over the city in the open with little to no opposition. I just find this situation to be very hard to believe.
I agree with your analysis; I'm planning on houseruling some sort of magic circle against evil effect over most of the city that keeps the imps out; a few alleys or unhallowed places will represent "gaps" in the coverage where the imps can sneak in and kill you. People will be terrified to take shortcuts through town, lest they enter a "gap" zone. And it would be illegal to cast an area dispel magic in the city, for obvious reasons.

If the imps actively went around killing people the authorities would have to make the effort to get rid of them. They're described as being pests not murderers. Pests can be lived with, killers have to be dealt with and Imps are smart enough to know that.

'sides I figure an imp would rather tempt than kill, maybe set up a few souls to improve their standing back home; and they'd rather cause trouble that can't be traced back to them. Maybe increasing a feud, or spreading lies.

They're also a way for characters to make a little money at lower levels (Who ya gonna call? Impbusters!).