Merm7th's page

Organized Play Member. 257 posts (258 including aliases). No reviews. No lists. No wishlists. 17 Organized Play characters.



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Colette Brunel wrote:
KingOfAnything wrote:
Trade offs are more interesting. Keep the prereq at 16.
The tradeoffs are uneven. An alchemist, for example, has to make a minimal investment to become a wizard, whereas a cleric (e.g. a cleric of Nethys) must pony up Intelligence 16, when a cleric's class features are already split between Wisdom and Charisma.

Tradeoffs should be uneven. It's easier for a competitive athlete to pick up another sport then mechanical engineering, just like it's easier for mechanical engineer to pick up audio engineering rather than competitive sports.


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Worst for beginners would be brawler. You have all qualifiable combat feats at your fingertips on the fly whenever needed from lvl 1.


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Zarius wrote:

Allow me, since Paizo hasn't defined it themselves, to direct you to the definition of "insubstantial"

https://www.merriam-webster.com/dictionary/insubstantial

Piazo gives it different definitions. In gaseous form, insubstantial can pass through small holes. In ethereal jaunt, "As an insubstantial creature, you can move through solid objects, including living creatures".


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Snowlilly wrote:
Louise Bishop wrote:

I really think Blind-Fight is sorely Underrated.

I typically play full casters but Have been playing (and enjoying) a brawler. I have used Martial Flexibility to pick up Blind-fight and it has been great. I have landed more attacks thanks to the feat. The class really got me thinking about a Hunter that uses Fogs and a companion that has scent and Blind-fight. Using Fogs to gain Mischance (an extra layer of defense) and to cripple my enemies at the same time. Might make it a BBEG for a homebrew I am trying to write.

I love the Blind-Fight line of feats.

My magus abuses the hell out of them by combining with spells that shut down vision.

A particularly effective tactic vs enemy spellcasters and enemies with a lot of SLAs.

Extremely effective against Mirror Image. Instead of dealing with the odds of the images (66%-92% miss), just close your eyes and roll twice for your 50% miss.


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Hello all,

I created a xenomorph template I planned to put up yesterday for alien day, but work has been crazy. Anywho, in darkhorse's alien comics there is a lab created xenomorph that is intelligent. It is depicted wielding a pulse rifle and smoking a cigar. My creation is similar in that it is a xenomorph breed that eschews the hive mentality for the intelligence comparable to its host. It was created in a lab by predators to be domesticated and used for training. Buried for centuries in the hull of a crashed ship, the eggs lie dormant, awakening once discovered.

Let me know what you think. Advice and criticism appreciated.

Xenomorph (CR+2)
Xenomorph is an inherited template that can be added to any medium or large corporeal creature. A Xenomorph uses the creatures base stats except as noted here.
Challenge Rating
Same as base creature +2
AL
Any Lawful
Type
The creatures type changes to aberration. Do not recalculate class Hit Dice, BAB, or saves.
Senses
Blind, Blindsight 10’, Blindsense 120’
Armor Class
Natural armor improves by +6
Hit Dice
Change all racial hit dice to d8s. Class hit dice are unaffected
Defensive Abilities
DR 10/P&B, acid immunity, resistance to cold 10, electricity 10. Poison immunity.
Weaknesses
Xenomorphs have an instinctual fear of fire. When ongoing fire is in line of sight, within its blindsense range, the xenomorph must succeed in a will save DC 15+caster lvl or be shaken. A xenomorph can not approach ongoing flame unless is succeeds in a will save DC 15+caster lvl. When within the area of an instantaneous fire effect she must succeed a will save DC 15+ lvl or be frightened for 1 round.

A xenomorphs blindsight and blindsense is a combination of scent, heat sense, echolocation using its hiss, and sensing bioelectric fields. Therefore she must hiss to sense objects in her surroundings, which imposes a -10 penalty on all stealth checks. When hunting most will either stalk in loud areas, or silently wait to ambush any that enter her blindsight range.

Due to the limitations of her senses, she always has a 20% miss chance against undead, elementals (except fire), and other non-organic creatures.
Speed
As the base creature +10.
Attacks
The xenomorph gains two claw attacks, and a tail attack with reach. Both are primary attacks.
The xenomorph gains a bite attack that receives one and a half strength modifier and is bludgeoning. This bite attack can only be used as part of a grapple.
All of a xenomorphs natural attacks deal damage as a creature one step larger.
Special Qualities (Ex)
Acid Blood (Ex) When the xenomorph takes damage from a physical attack, it releases a 10’cone of acid towards the source of the attack. This deals 1d6 acid damage for 1d4 rounds to all witin the cone. A reflex save of 10 + damage dealt halves this and it only lasts 1 round.
Spider climb (Ex) A xenomorph can move along ceilings and walls as if under the effects of the spider climb spell.
Dormancy (Ex) A xenomorph goes into a state of suspended animation when it has no access to food, water, or air.
Ability Scores
Str+4, Dex +4, Con +2, Wis+2.
Skills
Xenomorphs gain a +6 stealth check when in dark or low light areas, a +4 on intimidation checks, and a +6 on survival checks.
Feats
Xenomorphs gain Improved Grapple and Toughness as bonus feats.


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I'm a fan of the utility of the Ooculist. They are a good balance of spell, martial and skill monkey. Depending on your implament array, you can sling AoEs, curses, charms, trans, divinations... you're not too shabby hitting things, and you int based so you have plenty of skill points and most knowledge are class.


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I can't see making an occultist with Necromancy not being one of its first three implaments. It just so powerful and versatile. Best focus powers are necromantic servant and spellbound puppet. A skeleton with two claw attacks, your bab, and half your level to damage, and half your hit points. A familiar you don't gave to worry about losing. Have multiple sculls for different creatures. Give it the protector archetype and it's boosting your AC and eventually taking half your damage and negating hits. Both last 10 minutes per lvl. If your a melee occultist give the skeleton an amulet of menacing. If you have Abjuration cast node of blasting on its crappy broken scimitar. The first creature it hits takes an additional 5d6 and will saves vs staggered for a minute. The servants eventually return to full hp for a point and a swift action, gain burning or fast zombie, splits when destroyed, and lasts hours.

Necroccultist is pretty great too. The two drawbacks are at first level your two implaments have to be necromancy and blood biography replaces object reading. You gain a bunch of necromancy wizard spells. Siphon might, bone shatter, cast shadow projection on your disposable familiar and have it fly through walls dispensing 1d6 strength damaging touch attacks. The necroccultist's life drain is pretty solid too. 1d4 level drain with no save and free hit points.


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If you count as your own ally for teamwork feats, just take escape route and never provoke from moving.


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So how do you fix a character to deal with these changes? My brawling armor has jumped 12,000gp. I saved up for the armor and bought it as soon as I could. Had it been more expensive when I bought it, I would had continued saving. Can I sell all the other stuff I bought at full price to buy the armor or are brawling armor users just screwed?


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Gobrious Blijek wrote:
Is there official ruling anywhere to support Haste and Rapidshot Stack?

Not that I know of, but there is absolutely nothing in the rules that would lead one to believe they don't stack.

Rapid shot is a feat that allows you to shoot more quickly at the expense of accuracy.

Haste is a spell that makes you faster, but doesn't stack with magic items based on haste, such as a speed weapon or boots of speed. For they are similar effects.

Any non-haste spell or ability that doesn't stack with haste will say as much in the description.


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I say as far as this spell goes, you can not vocalize a scream when silenced. It specifically calls out the vocalization of pain, not going through the motions. It might be the sounds or telepathy of agony that counters the effect. It's magic, not physics. I had someone insist that freedom of movement cast on someone swimming causes them falling damage as they fall to the bottom of the river due to the removal of resistance.


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I think there should be more in game repercussions for non-combat successes and failures. Maybe it would be cool to have a npc sport agent that gives you support based on good intel.

You discovered the the big bad is a fan of scorpions, I can give your team poison resistance.

You discovered their are fire elementals, here is fire resistance 5 for the party, but it comes with cold vulnerability. Bad intel and it's ice elementals.

I like when there is a good balance of investigation/research, puzzle, and fighting.

I think purely investigation/research scenarios should have some physical aspect. The barbarian hacks through the door saving the son of Mr. Important from a burning shop giving future diplomacy bonuses, or penalties for failure. I don't mind combatless scenarios, but I hate watching frustrated fighters with nothing to contribute.


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So I have a character with a two level dip into brawler so she has brawlers flurry...

Spoiler:
a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature.

...can she use it as a prerequisite to get improved two weapon fighting while flurring?


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So I have a rogue wielding a whip and was wondering what positions would allow his allies to provide a flanking bonus.

a1 a2 a3 a4 a5 a6 a7 a8
b1 Cl Br b4 b5 b6 b7 b8
c1 Fr EE c4 c5 c6 c7 c8
d1 d2 d3 d4 d5 d6 d7 d8
e1 e2 e3 e4 e5 e6 e7 e8
h1 h2 h3 h4 h5 h6 h7 h8

As far as I can tell, with the enemy (EE)...

The fighter(Fr) would provide a flanking bunus if the rogue was at...
c4, b5, c5, d5, b6, c6, d6

The cleric(Cl) would provide a flanking bunus if the rogue was at...
d4, e5

The barbarian(Br) would provide a flanking bunus if the rogue was at...
d3, e2, e3, e4, h2, h3, h4

Am I correct?


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My current favorite character, I've been told on several occasions it the most terrifying thing ever.

Lilith Wren is a small framed human female verminous hunter. She has a giant mantis animal companion. From first level she had the mantis as a mount via Undersized Mount and Ant Haul (now replaced by Muleback Cords). She wears wooden armor carved to look insect-like. While mounted which is always, it is hard to tell where Lilith end and the mantis begins, like a 7 foot, six legged, 4 armed, bug. I even carved her lance to look like an insect appendage.

"From the most secluded woods to the bustling metropolis. From the most immaculate kitchens to the most vile of sewers. Vermin are everywhere."

She sees humans as vermin and likes to remind the party of that fact whenever they do anything vermin-like. Such as swarming over corpses savaging for treasure.


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The real question is, can you defeat obscuring mist or fog cloud by making it invisible?


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In 3.5 I had a wizard with a cat familiar I had permanently polymorphed into a halfling. Got him a riding cat. When sh*t got real, "(tenser's)transformation" on my halfling familiar.


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kinevon wrote:
Mike Lindner wrote:
James Krolak wrote:


Bead of Newt Prevention
1,000gp, UE pg282
Negates failed save vs hostile polymorph effect, consumed when triggered. Useful at higher levels when you might encounter a Baleful Polymorph.
Sure, this might seem great but there's nothing like a story of being turned into a squirrel.
Unless it is the story of how, just when the evile spellcaster thought he had turned you into a squirrel, it turned out you weren't. Ba-da-doom!

Played a game where our raging (barbarian or bloodrager) charged the big boss and missed. Following round was squirreled and made the save, keeping his class buffs. Entered the casters square and proceeded to crit on two of his four attacks and dealt in the area of 60 points of damage. Nothing like a high level caster getting his ass kicked by a squirrel.


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Played a game once where we traveled to a research outpost that the society lost contact with. Once we arrived we were informed they were having issues with some fey. Our druid responds, "Oh, first world problems."


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I'm currently playing a human verminous hunter with a mantis mount. I took the undersized mount feat and ant haul as one of my first lvl spell so it could fly while carrying me. Before I got to second level I ditched the spell choice and got a wand of ant haul for 2pp. The mantis has the shoulder slot feat and is now wearing muleback cords. Just reached 3 lvl and gave it evolved companion reach. I charge with a lance from 10' up and we both get an attack. Once there I get my lance stab and the mantis gets two attacks. If I drop the target the mantis can get a single attack at +4 at it lunge range of 20'. We are both medium and rarely has the mantis been barred entry. By the time it progresses to large I will be able to cast reduce animal.


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Every PFS game I have played has started with, "Introduce yourselves." People give descriptions ranging from name, rank, and serial, to full backgrounds. Questions are always asked if the description is too simple. Most people are coming to the table with well designed and/or flavored characters and want to share them.

My latest character is a human, female, verminous hunter. She has a giant mantis companion she uses as a mount (undersized mount). She has the craft: woodcarving skill. The wooden armor she and her mount wear have been carved to look like exaggerated insect features. While mounted we look like a freakish dire mantis with 8 legs and 4 arms. Kind of makes an impression.