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Goblin Squad Member. Organized Play Member. 87 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.




So reading through some posts I saw someone say basically the dragon disciple is not very good. While I don't have a build done for every aspect I can tell you that a dragon disciple with a focus on building your AC is excellent. I am playing a monk with crane style.

My relevant stats to this discussion
Dex(16) bonus +3
Wis(16) bonus +3
Feat taken Dodge

At level 1 AC = 17 Tch 17 FF 13
Fighting with crane style lvl 1 AC = 20 Tch 20 FF 13

At level 4 multi-class 1 lvl of Sorcerer take the spells mage armor(which usually lasts long enough between rest periods) and shield (takes 1 round usually lasts an encounter)

Potential AC level 4 = 25 Tch 17 FF 21
Potential AC level 4 crane style = 28 Tch 20 FF 21

At level 5 Dragon Disciple you start to get natural armor, you get strength bonuses (to make up for your lower to hit fighting defensively), bigger hit die more spells, Bite attack, con bonus, and so on

Now I understand you may be better off going straight monk in terms of class abilities and even possibly AC, but the point is that a Dragon Disciple is not Sub-Optimal. Do not ever out of hand reject a character idea because you think just from a glance that it is trash. It's about having fun and making strange ideas work for you. Pathfinder's comprehensive rules will fit almost anybody ideas for a play style and they don't have to be sub-optimal to do it.


Ahem, I told my player he could not use vital strike as part of full round action he told me that wasn't fair because manyshot was basically the same thing except you could.

Many shot is firing two arrows not rolling the weapons damage die twice but in a sense it is the same thing.

I know there was talk of errata to make vital strike usable for a full round attack down the road.

My question is has this happened yet?

I can see why vital strike is only meant to be used as a standard action it's not really because of vital strike itself it's more because of improved and greater.

You can take manyshot at base attack +6 as long as you have rapid shot and point blank shot. Rapid shot gives you one extra attack. Which means I'm essentially getting to roll my damage die 4 times at base attack bonus +6 granted I have to make 3 separate attack rolls to hit with all damage dice.

If I could vital strike with a full round action at +6 base attack bonus I would get 3 damage die or 4 if I use two weapons with 2 or 3 separate attack rolls. Vital strike as is I think you get 2 damage die rolls vs many shots 4.

At BAB +11 improved vital strike would give me 6 damage die rolls if used with a full round attack. Manyshot would give me 5. Vital strike as is I think you get 3 damage die rolls vs many shots 5.

At BAB +16 greater vital strike would give me 8 damage die rolls if used with a full round attack. Manyshot would give me 6. Vital strike as is I think you get 4 damage die rolls vs many shots 6.

Just thinking out loud my question was can you use vital strike with a full round attack yet. I'm thinking the answer is still no just wanted to make sure.


Can I having not acted yet move ten feet pick up an object and then take my remaining move? Im thinking no because i know you cannot take a move attack and then move again, but i cannot find a rule on it in the book. So to the boards!


Okay so bleed and burn both say pretty much the same thong which is
"A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn".

So if i get hit with a bleed/burn by a creature that goes before me on my turn that same round do i take bleed/burn dmg?


We are currently running the Skull & Shackles AP and last night I picked the wrong playlist for my bg music and clint eastwood came on. My players were like "Woah first pirates now cowboys?" Lol. Even though they were joking I think an Oldwest Outlaw/Cowboy adventure path in the mana wastes or somewhere like that would be cool who's with me?


So in this thread I may be posting several times to get full explaination also things I ask in this thread maybe answered in other threads if so please link but I ask that if you are attempting to answer my question please use my examples for your explaination it will be easier for me.

So Empower spell works like this to my understanding am I right or wrong?

Empowered Fireball cast by a 10th level SOR you would roll 15d6 and then lets I get a 30 on my damage so is my damage also increased by half like I actually do 45 damage or is it only the number of dice increased.


In the last session the party killed the evil arena beast master Walter. After Walter fell his golem proceeded to explode Walter's body disappeared leaving his gear behind. When Walter's companion ooze Geli was finally defeated the party was taken on a trip back in time. Geli had used one last spell to communicate his plight to the party. In an attempt to grant his loved one immortality he had crafted a potion. Not wanting to give this potion to his loved one untested he first used it on himself. It turned him into a gelatinous cube but he still retained his intellect and spellcasting ability, however there was a new ravenous hunger that overtook him. When his loved one came to check on him he devoured her. Mad with grief and hunger he went below the streets to the sewers devouring pests and anyone unlucky enough to cross his path. Numerous years of eating and eating caused him to lose his sanity. However, when he met the gnome Walter the hunger quieted Walter was able to communicate with him and he regained his sense of self. The party experienced all that as it unfolded from Geli's point of view and then came to their senses back in the arena.

The party currently consists of:
Zahir: a LE male Garundi human level 7 Skirmisher Ragner level 1 Verdant Sorcerer level 1 Arcane Archer
Jeevna: a LE female Chelaxian human level 9 magician bard
Righly: a NE male Varisian human level 7 Thassilonian Specialist (Gluttony) Wizard level 2 Undead Lord Cleric of Charon
Piper Fynche: a CN male Tian-La human level 8 Gunslinger level 1 Inner Sea Pirate
Zari: a once female now male LN half-elf level 5 Ninja level 1 Sword Saint Samurai level 3 Shadowdancer


So there is a necromancer in my party with create undead and he and another player have talked about and agreed that if he dies the necro shall raise him. As GM I am cool with this bc the rest of the party is as well.

Now I was thinking something like when he cast create undead to make whatever I step in and make the spell go a little differently and he actually creates an undead similar to the headless horseman.

My question what kind of undead do you guys think the Headless Horseman would be?


So it happened a player who was not a bard took 1 rank in all knowledges and every fight knowledge check knowledge check knowledge check. I understand thats why its there but come on it was being way over used. So simply I have changed the time it takes to make a knowledge check on a monster in combat to a full-round action to represent a character thinking hard and long about it since knowledges cover such a broad area. In hindsight I could've just made it use a standard action but this change has worked well for my group. It is rarely used now unless the party is having a difficult go at it or they're geniunely intrested in what something is and not just its weakness.


By now everyone at my table has purchased a core book and their little eyes get to wondering. They browse magic items for their characters then in-game they try to find them by rolling the 75% chance if its under the city's base value.

Last session I said this stops because your characters wouldn't know these items exsist. They I'm in the wrong what do you say?

I also informed them they could just ask around town for an item that may help them be better protected or one that will make their aim more true then rolling the 75% and if they get it I will tell them in game whats available for purchase.


Anybody have any ideas on how they would procede with something like this?


Last week a player got really upset with me when I disagreed with him on a ring of freedom of movement not being able to prevent him from being entraped by a creatures racial ability. Not posting this to get clarification on whether or not I was right or wrong as per the RAW personally I feel I was. What I am venting about is this: I believe very much that GMs and players have to work together to create a fun story and game. I'm not out to kill players and I usually side with rules that benfiet them. However, because of this they get cranky upset and childish when a ruling doesn't go in there favor. Ex: recently I've had a player switch to a different game night to game in another game with me so her character had to leave the party. She was a cleric of Erastil and became pregnant so her character decided to hang up her adventurers mantle and settle down. The party got upset with me when I didn't let them have her gear. The player was okay with it but really I couldn't see her character giving all of her stuff to the party because what if something happened and she needed to defend her family or some other such situation. After the game session I had a lengthy discussion with my palyers and have determined that really I've been going to easy on them. I brought up that one of my players I played with in a different game had a GM that had a very high player kill rate and did things that always screwed the party over but the player in question never threw such a fit with this GM bc he expected to get screwed over. So if your a GM who kills everyone and screws them over all the time no complaints. If your GM who has only one player death in a campaign that has lasted for over a year and you decide to make a call that the player doesn't agree with they pretty much put the game on hold throw a fit and give you attitude the rest of the night. BAH!

The player did apologize to me and admitted he overeacted so there really is no hard feelings this is just a general rant.


1 person marked this as FAQ candidate.

1.You can sunder on AOO

2.You can use vital strike or power attack on a sunder (sunder states as part of an attack action vital strike would be an attack action. also in power attack descripition it says -2 to attack or on a cmb roll.)

3.If you have multiple attacks due to a high BAB you still cannot sunder with all those attacks.(Using all those attacks is a full round action, sunder can only be used as part of an attack action. I believe an attack action is a standard action.)

4.This one I need help on: armor hit points is armor bonus x 5. So a chain shirt made out of steel should have hardness 10 and hit points 20. However under Steel it says hit points 30/in. of thickness. So the armor isn't an inch thick probably I get that. But my question is would an adamantine chain shirt still have the same hit points? I understand the hardness would be 20 instead of 10 but adamantine hp is 40/in. of thickness. Also if a weapon is made out of a different material does it have more hit points?

5.You can now sunder a magic weapon with a non magic weapon.(Per the fifth printing they've done away with the you have to have an enhancement bonus equal to or greater than to sunder.)

If anyone feels any of these are wrong and or would like to discuss it'd be much appreciated. Just list the number it pertains to then your comment.


So my player is a 7th lvl ranger with magic +2 composite longbow(+4 str bonus his strength bonus is only +3) as well as bracers of archery, greater. So when he uses his bow normally he is +13/+8 to hit and deals 1d8+6 dmg. Ok now if he is using manyshot, rapid shot, point blank shot, and deadly aim he becomes +10/+10/+5 and in damage he is 1d8+11. My question is does he get the 1d8+11 on his second arrow fired with manyshot or is all the other feat damage precision damage?


So I have a character in my group who uses a large bastard sword. This incurs a -2 penalty, I believe. He argues it doesn't because he's wielding it with two hands and if he were to wield it with one hand it would be a -2. We have been going with the -2 penalty but I just wanted to see what everyone else had to say about it.


Okay folks I know there has been lots of discussion on the spiked chain. In my personal opinion I agree with those who say that the spiked chain was nerfed. It by no means provides an invincible character, even using 3.5 rules. Because, most opponents generally carry some form of ranged weapon. To those who don't I do agree that the spiked chain would be semi-invincible. However you also have to consider the amount of spell casters. Imagine charming a spiked chain fighter and using them against us their allies. Not to mention the fact that in Pathfinder almost every monster in the bestiary has a ranged attack.