Sara

Meredith Nerissa's page

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I'm considering making a character with the Celebrity and/or Dandy archetype. What are some effective and fun builds you've had using these archetypes?


Anything that wouldn't normally be considered something used for combat. If you need something more specific, then a spell that doesn't normally require a saving throw or attack roll I suppose.


What are some creative examples of traditionally non-combat spells being used effectively in combat in PF2e?


It's super high level and Rare, but the cloning potion let's you cast two two-action spells per round for a full minute.

Short of one action spells, I don't think that's something we've seen before in 2e.


8 people marked this as a favorite.

Have you no respect for the status quo? No. Absolutely unequivocally not happening! If wizards were to be given Simple Weapon Proficiency then who would we Sorcerers look down upon?

Who would we kick around the playground then?

Respect the hierarchy!

;P


Megistone wrote:

I agree that you can stride in place, like on a treadmill.

Moving your legs that way should be enough action for Agitate; but I would rule that in cases like that you still provoke.

Unless you take the Moonwalker feat, in that case you are just awesome.

Moonwalker feat? I can't seem to find that in the rules anywhere. Source?

EDIT:

*Googles moonwalker*

Oh.

Just how old are you anyways? X'D


Such needless antagonism in this thread!


I can't seem to find my mom. Can you help me find her? Last I heard she was swimming through a rough neighborhood looking for Papa. I think she said it was called Jehyseel of Golarion. Do you know where that is?

She assured me she'd be back soon with Papa, and not to worry, that she'd be back in time for us to celebrate Faceless Day. She then gave me a draught to help me sleep.

Next thing I know, I'm here, surrounded by walkers, and can't find my way home! Please help. I'm getting scared.


A friend of mine told me there was a feat in that book that let you take a 5-foot step before EVERY attack in your full attack action, though you had to stay adjacent to your targeted foe the whole time.

I can't wait to get it for my rogue! Worrying about having to get into a flanking position will be a thing of the past!


Weirdo wrote:
Meredith Nerissa wrote:
Doesn't the price hike only really apply to slotted items? Neither weapons or rods are slotted items.
Held items are treated as slotted for pricing purposes because the number of held items you can use at one time is limited. It's more advantageous to have a weapon that also acts as a metamagic rod than to have a weapon and a separate metamagic rod, so a price increase is appropriate. True slotless items do not force these tradeoffs. There is no benefit to having an ioun stone with +2 Con and +2 Str compared to two ioun stones each with one of the two benefits.

That makes since I suppose, but where's the rule that actually says that?


Doesn't the price hike only really apply to slotted items? Neither weapons or rods are slotted items.


If you haven't already, please don't forget to FAQ the issue in this thread.


I'm curious to know this too. Anyone got an answer to this man's question?


I'm looking for beneficial spells with a long duration for my 10th-level sorcerer--things that I wouldn't normally have access to, but could cast thanks to paragon surge.


Do ongoing spell effects follow you into your new body, or do they remain with your old body? Do you get to choose? Would there be any difference between a beneficial spell cast by yourself, and a harmful spell cast by an enemy?


Can you take Improved Familiar at 1st level? The feat specifically says "when choosing a familiar, the creatures listed here are also available to you" meaning you could still use a normal familiar. The caster level requirement seems to only come in to play when you actually summon an improved familiar.

For example, a witch gets Improved Familiar at 1st level, Craft Wondrous Item at 3rd, and Master Alchemist at 5th. She uses a standard familiar until 3rd-level, at which point in time she swaps it for a fiendish familiar, then again at 5th for an elemental.

Would that work?


How does the Blood of Dragons class ability from the Dragon Disciple prestige class interact with the Eldritch Heritage (draconic) line of feats?


Bump. I'm curious to know the answer to this too.


Arcane Bond wrote:
...a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

My GM says that I can get the once per day free spell OR what amounts to a (future) free magic item because that's what the rules say here, but I'm not so sure. Is he right?


James Jacobs wrote:
Meredith Nerissa wrote:
James Jacobs wrote:
Meredith Nerissa wrote:
When using bolas to trip someone, should I add my Strength modifier or my Dexterity modifier to the combat maneuver check? Combat maneuver rules don't seem to account for ranged variants.
Unless a weapon or attack specifically says otherwise, you adjust your CMB check with your Strength, not your Dexterity.

Thank you so very much! Bolas are so queer, as the rules for them are quite vague. If it's not too much trouble, could you help clear up a few other things about them?

Do you have to hit with it before you can make the CMB check?

Does it deal damage and trip, or do you have to choose one or the other?

Does a small character really take a -1 size penalty to his CMB when using bolas?

Do you take range increment penalties on your CMB check when using them to trip?

Are you still limited to tripping a creature one size larger than you when throwing bolas? What if I were to use larger bolas?

Does using bolas to trip provoke attacks of opportunity?

Trip specifically says make a melee attack. How do I do that with bolas (a strictly ranged weapon)? Is tripping with bolas considered a melee or ranged attack?

Such an odd weapon! Quite simply, how are they meant to be used? Can you provide an example for us?

This is the point where I suggest that this is a better question to take to the rules forums so it can be FAQed and noticed easier by the design team.

I'll do just that. Thanks again!


9 people marked this as FAQ candidate. 1 person marked this as a favorite.
James Jacobs wrote:
Meredith Nerissa wrote:
James Jacobs wrote:
Meredith Nerissa wrote:
When using bolas to trip someone, should I add my Strength modifier or my Dexterity modifier to the combat maneuver check? Combat maneuver rules don't seem to account for ranged variants.
Unless a weapon or attack specifically says otherwise, you adjust your CMB check with your Strength, not your Dexterity.

Thank you so very much! Bolas are so queer, as the rules for them are quite vague. If it's not too much trouble, could you help clear up a few other things about them?

Do you have to hit with it before you can make the CMB check?

Does it deal damage and trip, or do you have to choose one or the other?

Does a small character really take a -1 size penalty to his CMB when using bolas?

Do you take range increment penalties on your CMB check when using them to trip?

Are you still limited to tripping a creature one size larger than you when throwing bolas? What if I were to use larger bolas?

Does using bolas to trip provoke attacks of opportunity?

Trip specifically says make a melee attack. How do I do that with bolas (a strictly ranged weapon)? Is tripping with bolas considered a melee or ranged attack?

Such an odd weapon! Quite simply, how are they meant to be used? Can you provide an example for us?

This is the point where I suggest that this is a better question to take to the rules forums so it can be FAQed and noticed easier by the design team.

So...er...discuss the topic and hit the FAQ button.


James Jacobs wrote:
Meredith Nerissa wrote:
When using bolas to trip someone, should I add my Strength modifier or my Dexterity modifier to the combat maneuver check? Combat maneuver rules don't seem to account for ranged variants.
Unless a weapon or attack specifically says otherwise, you adjust your CMB check with your Strength, not your Dexterity.

Thank you so very much! Bolas are so queer, as the rules for them are quite vague. If it's not too much trouble, could you help clear up a few other things about them?

Do you have to hit with it before you can make the CMB check?

Does it deal damage and trip, or do you have to choose one or the other?

Does a small character really take a -1 size penalty to his CMB when using bolas?

Do you take range increment penalties on your CMB check when using them to trip?

Are you still limited to tripping a creature one size larger than you when throwing bolas? What if I were to use larger bolas?

Does using bolas to trip provoke attacks of opportunity?

Trip specifically says make a melee attack. How do I do that with bolas (a strictly ranged weapon)? Is tripping with bolas considered a melee or ranged attack?

Such an odd weapon! Quite simply, how are they meant to be used? Can you provide an example for us?


When using bolas to trip someone, should I add my Strength modifier or my Dexterity modifier to the combat maneuver check? Combat maneuver rules don't seem to account for ranged variants.


What is system mastery exactly? The ability to min/max well? Or simply knowledge of the rules? One does not necessarily have anything to do with the other, you know.

I am currently playing this guy, for example. Everything I've ever read on these boards indicates that he is a TERRIBLE fighter.

---

Whirlwind attack? Do you enjoy getting surrounded and beaten to a pulp? You should be focus firing!

Spring Attack? Do you have any idea what that does to your DPR? You'll never kill anything that way.

No Weapon Focus or Weapon Specialization? Don't you know that the best defense is a good offense?

Only 20 AC, for a front line fighter, who apparently likes to get surrounded? How'd you ever get this far?

14 Intelligence? What are you going to do, read your enemies to death? You're a fighter! Act like one!

---

Whirlwind attack lets me attack as many as 32 different people, all at my highest attack bonus. Most of the time, it's more like 2-4, but that's still pretty awesome. The fact that I can trip AND disarm ALL of them gives my fighter some serious battlefield control.

Spring Attack means I not only excel at swarms of enemies, but I can really mess with singular big enemies whose damage potential comes from their ability to full attack. Reach? Not a problem for this guy.

WF/WS, really aren't as necessary as people think. Monsters didn't get a big upgrade from D&D to Pathfinder, but fighters DID. Abilities like Weapon Training make additional attack/damage bonuses from other sources a secondary concern.

The below average AC allows me to tank effectively. Yes, that's right, tank. I can draw enemies to me and away from my fellows quite readily, all the better to mess them up. They come at me head on instead of realizing that I am unhittable and trying to work their way around me. If I need it, I have Combat Expertise and fighting defensively to increase my AC.

My above average intelligence allows me to better learn about my foes and find out about their weaknesses. It also gives me a greater variety of skills which help keep me engaged with the story when we are not in combat. The increased opportunities for fun should be obvious here.

In short, despite everything everyone has ever said about the MANY trap options my character has, it nevertheless remains (1) the most fun I've ever had playing a fighter and (2) is one of the more broken fighter builds my fellow players have ever seen.

He's versatile, powerful, and fun.

Yet, people who don't know me would look at this character and probably think "what a newb!" She clearly hasn't mastered the system.

It's all perspective and play styles, really. A powerhouse in one game might be a flowermouse in another. Demonstrating system mastery to great effect in one group might only diminish everyone's fun in another.

Anyone touting "system mastery" are full of themselves. There's too much variety in this game for it to ever really be "mastered." You might be a "master" of your group, but never the game*.

*:
Depending on your definition of "system mastery" that is, which can be as varied as the roleplay groups themselves.


Posted in November 27, 2012.

James Jacobs wrote:
Keep in mind that blood money only really works if you cast a spell that has a casting time of 1 round or less, since the components created vanish after that time. So you can't combine this spell with raise dead or resurrection, both of which have a casting time of 1 minute. Nor can you do so with greater restoration, which has a casting time of 3 rounds.

Posted in December 16, 2012.

James Jacobs wrote:
When you cast blood money, you do so with a swift action. You create the needed components, and must then IMMEDIATELY (in the same round) cast the spell you want to use those components with. You don't need to finish casting the spell in the same round, though; once you start casting the spell, the components (and the prepared spell itself) are committed and used.

Er...which is it? Can you use blood money on spells with long casting times or can't you? If you can't then the spell doesn't strike me as being very good since most spells with costly components have long casting times.


Our ages range from 25 to 30.


None of us have access to the Faction Guide so that couldn't have been it.


blackbloodtroll wrote:

I don't see why this old build from before is of any importance.

The problem at hand, is a butthurt friend, and his petty vengeance.

My game is ongoing, and he is left attempting to play his character build, or some close variant of it (now a vanara monk/fighter last I checked). I suspect he is reminded of his "almost" awesomeness every time he plays it.


It was some kind of multiclassed monk trip build. Through several feats he could trip someone, then get an attack of opportunity for having tripped them, then get a free unarmed attack for them falling prone, then get another attack of opportunity when they stood up. There was more to it than that, but I think those were the basics.


He's my best friend. Not a best friend, the best friend. And yes, he can be aggressive.

Chris Kenney wrote:
Ah, right. Was he looking to use the Prestige system from org play? Those aren't 'feats' those are 'boons' for the record.

I think that was it. They were rules from the Pathfinder Society Field Guide if I'm not mistaken. I remember there being PP and Fame or some such, essentially stats that measured how popular you were within a given organization, some of which could be spent.

If I remember correctly, he wanted into the Lantern Lodge for the proficiency feat. It drew his attention because he could pick itup without having to spend a feat slot, multiclass, or anything else. All he needed was to "say" he was a member in good standing with the organization.

I'm not one to give out freebies, and I didn't want to incorporate the entire rule set either (not then, not with that much on my plate).

Was I so wrong for not going the extra mile?


I started hosting a new adventure path for my friends a while ago, and one of my prospective players created an awesome character concept with a brilliant mechanical build behind as well.

However, he fell one feat short of creating the perfect storm, the trifecta of awesome (or so he felt). So he scoured the rules, trying to find a way to squeeze in that one feat, having done much squeezing already.

Eventually, he found it. By joining the Lantern Lodge of the Pathfinder's Guild he could get his feat.

I told him no, and explained the reasons for it. I said that the oriental nature of the organization didn't really fit the theme I was looking for in my games (pirates) and that it was largely designed for Society play, not home games. Also, it would require me to learn and incorporate a whole new rule set (organizations) that would have little to no bearing or relevance on the campaign at hand. It would be a lot more work and a lot more headache just to get him his one feat--a feat he could eventually take at a later time anyways. What's worse, I had a lot on my plate already. I was looking at the daunting prospect of roleplaying over 20 NPCs at a time as well as having to learn and implement several other complex rule sets (such as vehicle combat, chases, and underwater environments/combat). All for my players' love of pirates. Having to also juggle a whole other rule set would only have served to distract me and bring down the game as a whole. So I said no.

A short time later, when said player was GMing his own campaign, I decided to make a lore master fighter because the archetype abilities complimented the build I was going for.

He said no. When I asked why that was, he said it didn't fit the feel of the game, but couldn't being himself to elaborate more than that. When I insisted, he came up with more excuses, saying things like the Pathfinder Organization wasn't prominent or well loved in Ustalov.

"Couldn't we just change the flavor of the archetype," I asked. "Maybe say he's not a Pathfinder, but a knight trained in strategy from a war college?"

He exploded, calling me a hypocrite and referencing the time when I wouldn't let him have organizational ties or mechanics for his character.

I tried to explain to him that he had the wrong impression, that it wasn't so much the organization that bothered me before as it was all the extra work that implementing the new rules would entail. I would have happily changed the flavor and let him have his feat if that was all it took, but no, it would have taken much more since there was an entire chapter of mechanics behind it. All. for. one. feat.

Eventually, I was able to talk him down and get my Lore Warden (though he had to be an ex-pathfinder, something I never wanted him to be in the first place), but then he dragged his feet with allowing my dueling flail. It has been some months later and it remains a sore topic for him. Whenever he hosts games he seems to go out of his way to say "no" to me on various issues, while also allowing other players (chiefly his wife) to play bizarre homebrew characters, like eastern bunnyfolk monks, in western themed games. He tries to come up with excuses for it, but most are feeble.

I am usually able to talk him into getting what I want (something I only attempt if I think he's just being an arse rather than having a legitimate reason for his ruling), but he continues to resist me on so many things, sometimes for no apparent reason.

Anyone have any advice on how I might go about resolving this highly passive-aggressive situation? Am I really being a hypocrite in some way?


Thank you. Another if you will:

When expanded, is an instant fortress a 30-foot tall tower, with an additional 10 feet underground for total dimensions of 20x20x40? Or is it a 20-foot tall tower with an additional 10 feet underground for a total of 20x20x30? It's not really clear in the item's description.


How would you run control water in your games, particularly in an area with little to no water?


Female Merfolk Sorcerer 11

Meredith simply tilts the cauldron and dumps the water out as part of her movement. That's the great thing about magical flight: you can fly upside down, upright, at an angle, whatever. Only moving from one square to another counts against you.


Female Merfolk Sorcerer 11

From the previous thread:

Meredith Nerissa wrote:

Meredith blasts Nicos with a fourth magic missile spell before flying up in her cauldron as far away from the inky blackness as she can get.

Magic Missile: 5d4 + 5 ⇒ (4, 2, 4, 1, 2) + 5 = 18

Same square, 30 feet high, out of the water and pressed against the ceiling

(I rolled 22 damage in the previous thread.)


Female Merfolk Sorcerer 11

Meredith blasts Nicos with a fourth magic missile spell before flying up in her cauldron as far away from the inky blackness as she can get.

Magic Missile: 5d4 + 5 ⇒ (4, 2, 3, 4, 4) + 5 = 22

Same square, 30 feet high, out of the water and pressed against the ceiling


Meredith has arrived.


Female Merfolk Sorcerer 11
Meredith Nerissa wrote:

Meredith blasts Nicos a third time.

Magic Missile: 5d4 + 5 ⇒ (3, 2, 1, 2, 3) + 5 = 16

"You can't win!"


Female Merfolk Sorcerer 11

Meredith blasts Nicos again.

Magic Missile: 5d4 + 5 ⇒ (3, 3, 2, 3, 3) + 5 = 19

"Stubborn, stubborn creature!"


Female Merfolk Sorcerer 11

Meredith blasts the annoying two-legs with magic missile.

5d4 + 5 ⇒ (1, 4, 3, 4, 2) + 5 = 19

"Stubborn creature!"


Female Merfolk Sorcerer 11

Meredith moves away from Nico, to N8, and casts control water, raising the water to the ceiling again and renewing the effect's duration.


Female Merfolk Sorcerer 11

Meredith pulls out a rope and begins tying it around the neck of her cauldron.

"We all float down here" she taunts.

END TURN


Female Merfolk Sorcerer 11

"Surrender two-legger. Serve us or die!"

Talking is a free action that can be taken out of turn.


Female Merfolk Sorcerer 11

Meredith swims in place, fighting the pull of the current (move action?) while holding onto her cauldron.

(She takes 10 and gets 22 for her Swim check.)

With a subsonic note, Meredith casts shatter upon the latticework around Nicos, hoping to flush him out of the tower to his death. Unless it is magical it is automatically sundered. If it is magical, it gets a save vs. DC 20.


Female Merfolk Sorcerer 11

"There you are! Trying to sneak a knife into my back were we?" yells Meredith, not seeming to care whether or not the drowning knight can even hear her. Her voice rings through water and air as though a multitude of people were speaking simultaneously.

Meredith swims to I-5 (takes 10 for 22 swim) and casts hideous laughter against Nicos, laughing all the while.

Nicos needs to make a DC 21 Will save or drown immediately. If he is climbing the pillar and has his head above the water line, he falls prone (into the water) and drowns anyways if he fails his save.


Female Merfolk Sorcerer 11

"I heard you before, Iron Two-legger. Come out where I can see you or prove yourself craven...

...no?

Then I'll flush you out!"

Meredith casts control water on the central pool, causing it to overflow and flood the entire room to a depth of 30 feet.

"Let's see how well you swim in your metal boots!"

It is worth noting that invisibility only provides concealment in water. Also, does the water wipe away the ink on his scrolls?


Female Merfolk Sorcerer 11

If it's my turn...

Having heard noises, but still not seeing anything, Meredith flies higher (30 feet now, still using pillar as cover) and casts see invisibility as a precaution, looking about for the source of the noise.

Does she see anything? What is the light level and the height of the ceiling?

Perception: 1d20 ⇒ 6


Female Merfolk Sorcerer 11

Meredith delays again, keeping an eye out for movement from behind the pillar, waiting for the mysterious chanter to show himself.


Female Merfolk Sorcerer 11

Hearing someone chanting, as if from a scroll, Meredith casts shield as a precaution and moves behind a nearby pillar (from B6 to C10) for cover, where she floats 15 feet off the ground.

Her AC is now 40.