Cleric of Brigh

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I always assumed that the movement from a bull rush must be in the same direction as the charge, but an adventure I'm running has me questioning that.
The encounter takes place on a bridge. PC's from the middle, monster on the end. The text says that the monster charges the PC's attempts bull rush them off the bridge, but that would require the PC to fly off the bridge in a diagonal.

Can you make a charge attack/bull rush and push an opponent on a diagonal tangent from the charge direction?

Thank you!


Thank you all for your advice. This helped me in my session this weekend.


Thank you!


In the AP, it simply states that, "a creature slain by the Lopper's incorporeal touch is always decapitated."

What does, "slain" mean here? Below zero HP, or below -CON HP?

I don't want to chop off someone's head prematurely.

Thanks!


Hello All,

As a GM I've always found movement between battle encounters (without initiative) to be a bit awkward (example, dungeon crawling, etc.). Often someone just ends up pushing all the minis into a room or down the hall. Sometimes a player hesitantly moves their mini somewhere while looking up at the other players and GM, like, "is this okay?"

Both of these situations becomes particularly weird (from a mechanical standpoint) when there are traps/haunts located in certain squares.

How do you handle PC movement between battles?


Flavor over function. Always!

Play a concept, not a set of mechanics that pump out X damage/round. That's super lame, especially for the GM when you one-shot every enemy...and especially for the other players who rolled a lower initiative...and especially for yourself whom you're cheating out of any creative play.

Besides, in high levels it doesn't make that much difference anyway. Kinda the same way a d8 weapon is comparable to a 2d6 weapon once you add on 10 levels of feats and class abilities.

That being said, it doesn't get much more flavorful than the Feral Gnasher barbarian arch for Goblins: A wild, lockjaw, ankle-biting horror that latches on to you and then proceeds to beat you with a club (or whatever is laying around with Impromptu Armament/Catch Off-Guard). lol! I haven't had a chance to build and play one yet, but it's next on my list. Small races are awesome and can be terrifying martial characters!


Super fun! Well done.
Perhaps add a minus two to Int to balance out the plusses to Str and Con. Kangaroos don't have the best reputation for intelligence. It would work fine with Monk and I don't really see a kangaroo being the best spellcasters.


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I still don't understand why the vivisectionist is banned. I just don't see it as evil. I dissect things at work all the time. It's all about discovery. The only thing I can figure out is that it was banned before the rogue went unchained. Prior to that, it was essentially a better rogue with extracts.


Again, google-fu failed me on this one. So, feel free to post a link if it's already been discussed.

I love rolling d20's! Preferably, a handful of them. Please help me come up with a character that gives me every opportunity as early as possible to grab my favorite five, six, or more d20's at once.

Preferably, the most d20's at the earliest levels possible (I don't want to wait forever before I gain the ability).

Preferably, no companion or familiar to worry about.

Preferably, not a summoner.

Doesn't necessarily need to be combat focused (but I don't really see any other way).

I don't really care if every die roll is like -8 to hit. I just wanna roll!

The only thing I could really come up with is some sort of natural attack focused character, but not sure how to get it above 3ish attacks without going synthesis summoner.

Let's have fun with this. Thanks!


Well, darn. Thank you to everyone for contributing to this thread. Looks like I'll be saving some gold and not rolling four d20's any time soon. I guess I'll spend the feat on Fencing Grace instead.


BTW, thank you for helping me here.


But isn't a standard action shorter than a full round attack? It stands to reason that two standards would fit in a full. Also, I don't see any words about full attack in the SRD description of TWF.


The source doesn't elaborate what the errata is that was mentioned. Also, aren't most attacks (like with a sword, etc.) a standard attack? What's the difference?

The TWF feat doesn't seem to mention standard attack vs. full attack or anything of the like.


Hello All,

I have a PFS Swashbuckler/Bard build and he's all about flavor (nautical theme - sings sea shanties/dirty limericks etc.).

I spent my first two feats to be able to use a double barrel pistol (it's usually my first action after which I drop it and switch to the rapier, so I'm not concerned with reloading).

I just leveled up and can choose an extra feat and have the money to get a second double barrel pistol. I'd love to spend my first move rolling four d20's against touch AC even at severe minuses (again, just for fun and flavor).

What feat should I choose to do this and how will it effect the rolls? I was thinking Two Weapon Fighting seemed the most logical. It looks to me that I could fire all four barrels at -8 each. -4 for TWF and -4 for firing both barrels on each gun. Correct? Is this the way to go about it?

Thoughts? Thank you in advance!


Maybe go swashbuckler if your DM will let you take the Mouser archetype. With high dex, you can boost stealth. Dip rogue for SA.


I believe you are then forced to move at least half your movement speed (30 feet in the case).


Awesome! Thank you.


Hello all,

Hoping to get an official ruling on this. There are many actions in PF that are considered move actions that don't involve actually moving. How is this handled while flying?

The other day, I was playing my Alchemist, flying (potion), and wanted to make an Alchemical Weapon (arrow), prior to firing it. Making the alchemical weapon is considered a move action, but while flying you're essentially forced to move which would take the place of the move action.

I handled this by attempting a hover check, pending failure I'd move (fly) rather than make the Alchemical Weapon. However, I succeeded the hover check roll, then proceeded to make the weapon as my move action, and fire it as a standard. Was this handled correctly?

Thanks!


Neat! Thanks for the scoop. I'll check it out.


I love the little fairy women idea with a nice diplomacy mod, though it doesn't appear to speak common...?


Very interesting. I was thinking about going true Neutral, but I have no problem adding a pinch if Chaos in there for Urggy. ;).

Looks like I have some more research to do. All my characters have been atheists up to this point.

Edit:
Also, lol! Whore Queens???! Haha! Definitely more research to do. Haha!

Edit again..:
Looks like I can be Neutral. Urggy is NE and I need to be within one alignment away.


Very good point. Though, it specifically mentions the summoning options from that adventure path in the Additional Resources. Hmm..


Good point about the perks of the Skeleton Summoner Feat, though the question still stands. Can I summon Bloody Human Skeletons with the normal Summon Monster 1 spell (without anything extra)?


Hello All,

I'm working on building a gothy-necromancy sorcerer PFS character who summons skeletons (just having fun here ;) ).

Point 1:
On the SRD in the Summon Monster 1 spell, it lists Bloody Human Skeletons as an alternative summoning option. (The option seems legal for PFS as it is listed in the Additional Resources and I have AP47).

Point 2:
There is a Summon Skeleton Feat that just summons regular human skeletons which are slighter weaker than the bloody variety.

Question:
It would seem that something is broken here. Can I summon Bloody Human Skeletons without burning a Feat?

Thanks for your help!


Great question. I had that thought myself. It makes more sense for personal spells be potions than touch spells. Though, I want my fly potion. So, I guess I can't complain.


Thanks guys!

Slim, that Falling Objects ruling is very much appreciated. Looks like it's better to throw anyway. Awesome!

I'm pretty sure I'll be the only one at my level flying next week. I can't wait to be a super hero!


Hello All,

My google-fu is failing me on this one. I just leveled up to 4 with my PFS Alchemist, am taking Alchemical Allocation, and purchasing a Fly potion so I can Bwahaha!-it on the enemies with my bombs from above.

My question is about how exactly the mechanics work on throwing things and calculating distance (range/range increments) while flying.

Can I fly directly over the BBEG and simply, "drop" the bomb on him from above? If I'm 15 feet overhead, is it still a 15 foot throw (under the 20 foot range increment)?

How about any combination of distance and height? Say, five feet away (directly next to the enemy), ten feet up? How about ten feet away, ten feet up?

Are there any bonuses or penalties applied?

Thanks in advance, and..... Bwahaha! ;D


Dang. Okay. Thank you for the clarification!


Hello All,

I'm playing an Alchemist in PFS and seem to run into undead nearly every session. I'm tired of using my gold to replenish my Holy Water supply (of couse, the one splash weapon I can't craft at 1/3 cost) after every session. So, I'm considering taking the Ectoplasmic Bomb discovery next level up (I'll be lvl 4).

USG wrote:
The alchemist can infuse her bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to faerie fire.

The description is confusing. It says it damages incorporeal but only describes how it affects undead (not necessarily damaging them).

Am I confusing incorporeal and undead? I'm assuming they are treated differently. Certainly, a ghost is different than a ghoul.

Thank you!


Covert Operator wrote:
Mr. Microscope wrote:
oldsaxhleel wrote:

Any of my characters who can use one keep a CL 7 wand of magic missile with a dozen or so charges on hand for incorporeal creatures

Ooh. Sounds handy. How much is one of those wands at CL7? (forgive me, I'm still a PFS noob). My Alchemist would just have to roll for UMD to use it right?

750 gp * 1 spell level * 7 caster level = 5250 gp with 50 charges

I don't consider it worth it at all unless your GM will give you partially charged wands. That staff costs as much as Nethys's Great, Mighty and Overpowered +1 Quarterstaff that can cast CL3 magic missiles at will.

Hmm..interesting. Thanks for the cost and alternative heads-up! ;)


Gisher wrote:


Yes, use UMD.

Thank you.


Taenia wrote:
In PFS you cannot normally purchase wands of higher caster level. However, you can find them in certain scenarios which allow you to purchase wands of higher caster level or with fewer charges.

Ah..of course. Thank you.


Declindgrunt wrote:
I'm playing in a mummies mask game and after a room filling with water but not all the way because it was in very first tomb (we were lvl 1) I've had a scroll of control water ready because I'm sure there will be a very real version of that trap in the future

Interesting spell. Could make for some comical events.


oldsaxhleel wrote:

Any of my characters who can use one keep a CL 7 wand of magic missile with a dozen or so charges on hand for incorporeal creatures

Ooh. Sounds handy. How much is one of those wands at CL7? (forgive me, I'm still a PFS noob). My Alchemist would just have to roll for UMD to use it right?


Avoron wrote:

Or is there?

lol! Yeah, there are some pretty grim roads alchemists can travel. I know that tumor familliar is popular, but I just can't get over the gross-factor of that one. I played a pregen game the other day and one of the pick-ups on the chronicle sheet was a Grim Lantern. I about flipped in my chair upon reading the description out loud to the table. WTH!? Are neutral or good aligned characters even allowed to handle such a thing?


Gotta pick me up one of those gaseous form potions. The Dream Journal is really interesting too. Thank you for the ideas!
BTW, my current character is an Alchemist, so no guilt for you. ;)


I'm bringing this thread back from the grave for Halloween!

I'm particularly interested in PFS friendly items.

Share your thoughts. What's your favorite, "oh, $#it!" item?


I just started playing PFS a few weeks ago and found this thread tonight.
Five years old...Still awesome! Bumped for love!


DesolateHarmony wrote:

Some items from the Additional Resources--Advanced Race Guide:

In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play.

Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

Goblins: all alternate racial traits, goblin discoveries, favored class options, archetypes, equipment, feats, magic items, and spells except vomit twin are legal for play.

D'oh! Looks like my Accelerant is out. At least I can still use the Bomb Launchers though..

Thanks for all the help guys! I just got back into rolling dice after a long time and feel so lucky to have stumbled into PFS play. I'm having a blast! (pun intended) ;)


FLite wrote:
Unstable Accelerant is not PFS legal. It is from the hobgolin section of the Advanced Race Guide.

I thought all Equipment from the ARG was legal as long as it doesn't say it's restricted to a specific race... ??

Bomb Launcher is also a Goblin item... legal??


Doctor Drokk wrote:

If you spend your 500gp or so from your first successful adventure crafting alchemical gear then you're probably going to have enough toys to last you a few levels already, if my experience is any guide. You might consider also upgrading your armour and weapons to masterwork quality, and spend 2PP on a wand of cure light wounds.

I spent a portion of my early gold expanding my repertoire of extracts with various scrolls, potions and a formula alembic.

A caveat: I'm a melee alchemist with a level of unbreakable fighter. If you're primarily a bomber you may have different priorities.

Yep, I'm planning to STOCK. UP. !!!

In addition to a few extras I couldn't afford with my initial 150g (cestus for instant melee, spring loaded wrist sheeths (to pair with a Wand of Cure Light Wounds) and some Holy Water, I'm getting to craft the following:
Alkali Flasks x3 (cause why buy acid when you can buy bases!?)
Tanglefoot Bags x3
Liquid Ice x3 (Who needs the Cold Bombs (below level 3) with these!)
Bottled Lightning x3
(yes..I'm ready for pretty much any element vulnerability)
Pellet Grenades x3 (maybe x6) (what good is Alchemist Fire compared to 3d6 damage with 10 foot radius!? does INT mod count too? are all targets hit?)

I'm also getting:
Unstable Accellerant x6 (I have 6 bombs/day, so...)
and
Bomb Launchers x6 (cause 30feet is better than 20)

Question: Can I stack Unstable Accellerant and Bomb Launcher to 1 bomb?

Boomer the Mad wrote:
Another tip: In order to avoid worrying about rounding the costs, many players with alchemists simply buy items in groups of three. So 3 alchemist's fire for 20 gp, 3 acid flasks for 10 gp, etc.

That's the plan. Seems like a nice way to do things. I'm a bomber too.


Awesome!!!
Thanks for the tip!

Got anything on the bomb launchers? EDT: NVMD, found it in the book: DC25..

I feel a little guilty getting all this stuff at lvl 1. My dude is almost too uber..


Thank you!

To elaborate on your answer to question 1:

Can I then, in theory make anything with DC up to 20 (taking 10, adding +10 mod)?

What do I do for other items with higher DC's? Do I have to roll in front of a GM?

Also, as a side note, I can't find a DC for Bomb Launchers. Do I just buy them at cost (10g each)?


Hello All,

I'm an Alchemist
Just played first successful society game.
Have gold.
Want to buy Alchemical Weapons...

Questions:

1. I know that you have to make a craft DC check to successfully craft, but seeing as how there is an undetermined amount of time between scenarios, am I allowed to just take 20 on all those rolls and add my craft: alchemy skill mod +10 to make anything with a DC up to 30?

2. Can I make an unlimited amount of Alchemical stuff doing this (granted I have enough gold)?

3. Is the cost always 1/3 listed?

Google and Paizo searches reveal conflicting info..
Please, don't just give me a link to the crafting rules...

Thanks!