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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I've played 1st through 3.5 and a lot of PFS and some pathfinder home games. I know the system well but I don't know much of the variant rules or there, so something similar might already exist.
In fantasy movies and games some of the most epic and memorable moments are when the the heroes are owning the battlefield, one shooting everyone they come across as they wade into the masses.
You start on the battlefield with a goal, reach the tent of the rivals commander, destroy the enemies supplies, capture a valuable target, or something similar, but you are surrounded by grunts.
Combat is run like normal with the following exceptions...
The party chose their initiative order.
Movement, casting, and ranged attacks don't provoke.
Each character's movement is reduced by 40 feet.
At the beginning of each character turn, she uses the lowest movement penalty of any ally within 10 feet. She may gift any portion of her AC to another within 10 feet until the beginning of her next turn.
You attack a flat DC based armor class. All hits kill. Every 5 kills decrease your movement penalty by 5 feet. Confirmed crits count as a number of extra kills equal to the weapons crit multiplier. The enemy will begin to give you a wider birth as they witness your prowess.
Characters with combat reflexes or another ability that provides extra AoOs get one extra attack at their full BAB.
All squares are occupied. AoEs kill a number of enemies equal to half of the squares covered (burning hands=3, fireball=22). You are always adjacent to enemies to hit.
At the end of their turn each character takes a DC based damag each round minus they're AC.
Encountering an actual threat starts normal initiative and combat. If the battlefield target is not reached, battlefield is resumed once the threatis eliminated.
Sorry if this is stupid, I'm stuck at a very slow conference and the idea just popped into my head. It's not well thought out or tested, and I'm sure there are issues I've missed, but it feels like it could be an interesting setup.
Spellbound Puppet is an Occultist necromancy focus power that allows you to use a bone to create a flesh puppet that serves as a familiar equal to a familiar of a wizard your level. It lasts 10 minutes per lvl and is a fleshy construct.
Would a dhampir be able to take Vampiric Companion and have the spellbound puppet be undead?
When mounted, you are considered to be occupying all the squares of the mount. How does that interact with attacking adjacent and area spells centered on me.
If I'm on a colossal dragon and whirlwind attack, I potentially hit everyone adjacent to the dragon?
If I'm on that same colossal dragon and cast antimagic field which is a 10 foot radius emenation, centered on me, would it affect the entire dragon plus 10 feet out?
So I have a 2nd level bloodrager and at 3rd he'll take a lvl in rogue taking Accomplished Sneak Attacker as his 3rd lvl feat. This should work fine giving me 2d6 precision damage as the feat says "...Your number of sneak attack dice cannot exceed half your character level (rounded up)."
What happens if I take Snakebite Striker Brawler at 4th lvl giving me a additional sneak attack die. Does the feat stop functioning?
Correct me if I'm wrong. You gain no Reputation your first SFS game because you have no faction because you need the Fame from that first game to buy the "Faction" Champion boon.
At the end of your second game, receiving 2 fame for each, you will have 2 fame and 2 reputation.
Is this true, or do you start with a free faction?
Jump Jets- ...You can fly up to 30 feet... or you can fly up to 20 feet straight up...
Sky Jockey- When you are using a device to fly (including magic items, but not spells or natural flight), your fly speed increases by 10 feet.
How do these interact? Does the specifics of the feat (increase by 10 feet) override the limits of the Jump Jets, or do the specifics of the Jump Jets (up to 30 and 20 feet) override the feat?
If the feat does supersede the item, do both speeds increased by 10, giving you 40 and 30?
I'm new to the system about 3 games in and I'm trying to get a handle on how the starship combat works. I've been playing society games.
AC is supposed to be 10 + pilot ranks + armor bonus + size +...
Under ship descriptions it just gives AC not the armor bonus. Is the number their giving supposed to be the armor bonus or is it the calculated AC without the piloting rank added yet?
Same with TL.
So it's a -4 against non-humanoids, and a -8 against creatures with animal intelligence (1-2).
Obviously feinting a dragon is a -4 for being non-humanoid.
Feinting a human under the effects of feeblemind gives me a -8.
If I feint a dog, is it a -12 for being both non-humanoid and of animal intelligence?
Spell combat requires your off hand to be free for casting and you to be wielding a light or one-handed. In another thread I was informed I cannot initiate spell combat if I am not wielding a weapon, even if I plan to draw a weapon as a free action after the spell is cast, and the casting hand remains free the whole round. If this is true and I need to be wielding a weapon, what happens if it is the other way around. What I plan to use spell combat and choose to attack first but in the process I loose my weapon? Can I no longer cast a spell because I no longer wield a weapon?
I have a 12th lvl Kensai Magus focusing on whipping and tripping. He has the requisite whip feats and improved and greater trip.
With the Iaijutsu class feature I can draw my weapon as a free action in order to make an attack of opportunity.
Let me know if you think this scenario would work...
I'm in a situation where multiple opponents are within 15', or can be with a 5' step and my becoming large. I am unarmed but am holding a rod of toppling.
I cast monstrous physique 2 as a part of spell combat, becoming a large 4 armed gargoyle.
I then cast a quickened magic missile, being sure to hit all the enemies within 15', utilizing the toppling rod. The creatures are damaged and I get a trip attempt against each with a +23 CMB. Some go down. With greater trip they provoke.
I use Iaijutsu to draw my whip as a free action and attack the provokers. With combat and superior reflexes I get lots of AoOs.
I then get my normal spell combat attacks attacks with the whip.
So I have an artifact that casts a third level spell (major image) once per day. The item has a CL 25.
Is it true it casts the spell at 25th level with the appropriate area and range, but with a weak save DC of 15?
With a continuous stream of new classes, archetypes, spells, and feets. What lesser known combos do you like?
I'm a fan of the occultist class. One of my favorite combos utilizes necromantic servant and node of blasting. Node of blasting is an abjuration spell meant to be a trap. When cast on an object, it does 6d6 damage and staggers for one minute any creature with a mind that touches it. The skeletal necromantic servant, which lasts at least 40 minutes by the time you can cast NOB, comes into play with a broken scimitar. Cast it on the scimitar and your mindless skeleton now wields the trap as a weapon. It still has a claw if you don't want it to trigger on an unworthy foe. If you're expecting to go against natural attackers or monks, cast one on its armor as well.
Can I use Martial Flexibility outside of combat? If so, how perceivable is it? If I try to give myself Power Attack or Improved Initiative during negotiations does it trigger initiative?
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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.
Most mammals will roughhouse without intent to do harm. Most animals will fight others of its kind aggressively with intent to harm but not to kill when fighting over territory or reproductive rights. Cat's will attack/play with smaller prey non-lethally, usually to death, but not to straight out kill. Animals fighting non-lethally is pretty common. Why can't they be trained to do it on command?
Can you deliver more then one of the shadow's strength touch attacks a round if you are under the effects of the haste spell?
Can I use unliving rage on a zombie or skeleton created with animate dead? The spell targets willing undead and I'm unsure if mindless undead can be willing.
Greetings all. I have an animate dead question. When I use the spell to create a zombie the creature gains the zombie template and gains bonus hit dice based on its size. Does this bonus count when determining the number of hit dice I can control?
Example... a Dire Wolf is large and has 5 hit dice. When animated into a zombie it gains 2 bonus hit dice for being large. Does it count as 5HD or 7HD when determining the number of hit dice of creatures I can affect with the spell(caster lvl x 2)? Does it count as 5 or 7 when determining the total number of hit dice I can control (caster lvl x 4)?
Does a Reliquarian get the additional focus power at first level or only the one base focus power.
Quote: Diminished Focus Power (Su): A reliquarian learns only the base focus power from one implement school at 1st level. She gains additional focus powers as normal. This ability alters focus powers. Does a Reliquarian get actual Orisons from divine spell lists or is it just that the normal implement knacks are now considered orisons.
Quote: Orisons: A reliquarian gains one orison, or 0-level divine spell, each time she selects an implement school (including when she again selects a school that she has already learned to use.) These orisons otherwise behave as an occultist’s knacks. This ability replaces knacks.
So I have a rouge who wields brilliant energy whips. If he knows there are enemies on the other side of a wall or door using tremor boots and attacks them through said wall or door, does he do sneak attack damage? Not sure if concealment or cover applies if he knows where the target is and the weapon ignores the wall/door.
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Paranormal Scholar (Ex):
A supernaturalist gains Psychic Sensitivity as a bonus feat and adds Diplomacy, Knowledge (arcana), and Sense Motive as class skills.
At 3rd level and every 3 levels thereafter, she can select a spell from the psychic class's spell list and add it to her druid spell list, and is able to prepare and cast it as a druid spell.
This replaces nature sense, trackless step, and resist nature's lure.
This is replacing a 1st, 3rd, and 4th lvl druid abilities. When do you get these? Obviously the bonus spell is gained at 3rd, but at what level do you get the class skills and the Psychic Sensitivity?
Any way to get a plant companion without being a treesinger druid and an elf. Just not a fan of the elf for this build. Looking for either a the plant companion from a non-treesinger source or a way for a treesinger to not be an elf.
I noticed that object possession has no saves and no "see text" for attended objects. What happens if I possess an enemies weapon or armor?
In the case of the weapon, would the character be grappling me and thus also have the grappled condition and be unable to attack with the weapon?
What would be the result of possessing worn armor?
In pfs, do the ability bonuses have to match or can a have a dex+4/con+2 belt of physical might for 22,000gp?
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So I have a character with a two level dip into brawler so she has brawlers flurry...
...can she use it as a prerequisite to get improved two weapon fighting while flurring?
So I have a dual wielder worth a pair of short swords who wears deliquescent gloves. Can I deliver a touch attack with the gloved hand if it is holding a short sword?
So I am playing a wizard of the school of necromancy and was just informed of the existence of the spell lipstitch. It's awesome. If I search for a list of necromancy spells it is not there. If I look at the list of wizard spells on pfrsd it is not there. I only find it in the long list of all spells. Is there any list of all wizard spell or even better all wizard necromancy spells I can find?
Let's say I have a zombie human and I want him to pass as a living human. Disguise Other runs off the Disguise Self rules and states that you alter its appearance but you can not change the creature type. Disguise Other won't work because the creature type is undead. Any ideas. I would eventually want a magical object that would have a zombie look like a living version of itself. What spell would the object be based on, and what would you estimate the cost to be.
As another option, would Gentle Repose on a fresh corpse before Animate Dead allow it to pass for living?
So if I have a monk of the for winds 1/brawler 4, would his elemental damage be 2d6 for having 5 effective levels in monk?
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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?
Can you wear both. They are worn on different slots and have slightly different effects but ate keyed of the same spell.
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Would deliquescent gloves work with flame blade and produce flame?
Deliquescent gloves-...The wearer's melee touch attacks with that hand deal 1d6 points of acid damage. If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability.
Flame blade-A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar.
As for produce flame, I know it would work along with the melee touch attack, but would it work when thrown. ...Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack.
Can brawling be applied to mithral breastplate?
The brawling ability can be applied only to light armor.
Breastplate is medium and "Most mithral armors are one category lighter than normal for purposes of movement and other limitations...medium armors are treated as light..." Does other limitations include the limitation of what abilities it can be given?
Can a verminous hunter with vermin empathy change the initial attitude of a swarm?
Let's say a wildblooded sorcerer has the warped bloodline associated with the aberrant bloodline, can he choose the aberrant bloodrager bloodline and keep warped for sorcerer?
Can you Surprise Shift and 5 foot step in the same round?
Surprise Shift
The ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
5-foot step
You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.
Surprise shift says it doesn't count as a 5-foot step, to get around the can't take more then one 5-foot step rule, but it still is movement and 5-foot step says you can't take it in the same round you move any distance.
I have a rules question but it is specifically for PFS.
I have a whip magus with quick reposition. A barbarian goes before me and charges the baddie. Next it's my turn and I plan to reposition the barbarian back a few squares out of the way of my fireball. Can the barbarian intentionally lower his CMD? It seems he should be able to lose the Str and Dex bonus as he is not avoiding the hit or resisting the maneuver. To the extreme, and even more likely not PFS legal, if he intentionally puts his arm in the path of the whip and uses his strength to aid in this reposition, could he add his Dex and Str to my reposition roll?
Let's say my character is on the ground and wants to move one diagonal on the two dimensional pane but also move 5' up. It is an adjacent square but it is also 2 diognals. How far is it? How would further movement be calculated traveling diagonally on the map and up at 45 degrees?
Let's say I have a weapon with 10' reach and I'm adjacent to a horse with a rider in the following set up...
□Hh□
□HH□
□□□C
Can my character attack the lower case h square of the horse? Since the horse's rider occupies it's space can I attack the rider. If the rider had a reach weapon, could it atrack my character from the lower case h square of its mount, or must it attack from its closest square?
Let's say a mantis companion successfully lands is free grab with its attack. It's wearing muleback cords so it can easily lift most medium or small creatures. Let's say he gets 60' up, and with the bombard trick, successfully drops him on another opponent. What's the result? Do they both take the full fall damage? Do they split it? Does the dropped take fall damage and the target something else?
Is there any way to a 1st level arcane spell to a hunter's druid/ranger spell list?
Is there any way to give a hunters animal companion reach in pfs? Spell, magic item, feat?
Can an animal companion use an Amulet of Mighty Fists:flaming?
So I have a hunter with a mantis companion. At 7th lvl it gains mandibles:1d6 secondary attack against a grabbed target. At 9th lvl it gains multiattack:An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.
So does the mantis get the secondary mandible attack without the secondary attack penalty, or does it get an additional claw attack because the mandibles are only usable following a successful grapple?
I'm playing a verminous hunter with a mantis mount. Mostly I stay above the reach of the melee and charge with my lance. I'm strength based with a 0 dexterity mod. My current 1st lvl spells are produce flame, ray of sickening, mudball, and the free summon natures ally 1. I've chosen offensive spells with different effects that are ranged touch to compensate for my poor dex. Now that I'm third level I get another spell to choose. I'm keeping pre-fight buffs and protection to scrolls because of my limited # of spells. I want another useful in combat spell but can't seem to find one I like. Any suggestions?
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