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!


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?


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!


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!


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!


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!


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


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!


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!