Gremlin, Vexgit

NIVEUS's page

Goblin Squad Member. Organized Play Member. 47 posts (63 including aliases). 1 review. 1 list. No wishlists. 11 Organized Play characters. 1 alias.


RSS

Shadow Lodge

The spells Cure light wounds etc. start with text saying they are channeling positive energy.

Shadow Lodge

I think it can be argued that All healing Spells in the Cure wounds tree would also be affected my the Feat each and every Cure Spell starts with "You Channel Positive Energy".

Shadow Lodge

Aldori Dueling blades can be Finnessed if you take the Aldori Dueling feat tree

Shadow Lodge 2/5

I got mine for Gming the Beginners Box here in Winnipeg, and aside from myself most of us that got it used it to make Tieflings.

Shadow Lodge 2/5

I have two Seekers soon to have a Third

Lantern Lodge: Alexander Edgewater III Magus 12

Taldor: Talia Edgewater Rogue 12 Fighter 3

Shadow Lodge 2/5

This sounds like fun and it is fairly close to me too I will have to give this some thought.

Shadow Lodge 2/5

That would be Awesome It would be Nice to be able to to a PFS home Game that has a solid Continuity

Shadow Lodge 2/5

Scott Young wrote:

I don't know, the 3d stuff is awesome, but for some scenarios, Kyle has inspired me to try the hand-drawn approach. Not sure I have the attention span to pull it off, though. (Hmm, now I get it - the answer is to wipe the party in the first encounter, so you don't have to make the other maps anyway!)

Amazing :) I wish I thought of that lol

We are very lucky to have Scott and Myron in Manitoba it just would not be the same without them.

Shadow Lodge 2/5

We Canadians are not that bad lol ;) Just ask Myron!

Shadow Lodge 2/5

You deserve it Myron, Way to go!!!!

Shadow Lodge

Liz Courts wrote:
Announced! Box image is a mock-up.

Awesome :)

Shadow Lodge 2/5

If it was left to the GM to have all the books He/She would be lugging around 100+ books, just so they could be prepared to deal with a player that is using an adventure path for its feats.

It is far more reasonable for the player to have the one resource they use for any given character. and asking it to be legal is 100% legit Paizo is a company and they should make money from their user base.

Piracy is a plague and it has harmed several industries and as a player I want paizo to stick around so I will buy the books and or Pdfs.

Shadow Lodge

If they do infact work like Channel Energy, then you would get two seperate pools of domain powers and each would be based on thier own individual classes.

Pros: multiple uses of abilities per each class

Cons: The level 8 domain powers will probably not be gained

if they work like Animal conpanions then they would have a single pool and the powers would be based on the total of classes that granted the domain

Pros: the level 8 domain powers will probably be gained

Cons: Only a single set of domain powers is gained

Shadow Lodge

59: You own more dice sets than you own books

60: You have had plans to remake one of your favorites characters from a previous edition for years but havent yet. At first it was due to the lack of feats and archtypes to properly make it, now it is due to your current charecter(s) being far to fun to stop playing.

Shadow Lodge

Tom Baumbach wrote:
It's B, unless there's some errata I'm not aware of, but A is entirely appropriate for a house rule (and quite reasonable, if you ask me).

That was what I figured and how I was going to run it.

But it bugs me; it makes no sense how Channel Energy is more unbalancing then Spells or Paladin auras

The plan was to go a 5/5/10 split Cleric/Paladin/Holy Vindicator

if built from the Paladin (Cha 18) Perspective you will give up 2 BaB and lose access 4th level spells and have fewer spells in general, and lose access to the Paladin special abilities; 5 uses of Smite Evil, 5 Mercies, the Auras of Justice, Resolve, Righteousness and Faith as well as the Holy champion on top of sacrificing 2 dice on your channel energy and losing 7 uses of lay on hands (3 channel energy) leaving you with a mere 6 uses of lay on hands. You gain 7 uses of channel energy but they are also 2 dice smaller. Giving you 10 Channel energy in total

if built from the Cleric (Cha 18) Perspective you will gain 3 BaB and lose access to 7th 8th and 9th level spells as well as drastically fewer spells in general sacrificing 2 dice on your channel energy. You gain 6 lay on hands (3 Channel Energy) but they are also 2 dice smaller. (10 channel energy total)

I can understand the concerns about level dipping just to gain several uses of Channel Energy, but when you have a class that is built around a core mechanic you should not punish the player for trying to get more uses of it

A simple addition to the entry would solve that and make the prestige class more attractive

Channel Energy (Su)
The vindicator’s class level stacks with levels in any other class that grants the channel energy ability. If she has more than one class that grants this ability she must choose the class that has the fewest dice. At 5th level the holy vindicator may combine her class levels to determine the total dice pool for Channel Energy.

Shadow Lodge

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

I took a look through the archives and this question was not answered that I could see.

Channel Energy (Su)
The vindicator’s class level stacks with levels in any other class that grants the channel energy ability.

Normally Channel Energy does not stack, and you keep track of the number of uses and dice separately. Does this ability allow them to stack? Or does it simply mean that Holy Vindicator levels count as both cleric and paladin levels and you continue to keep track of them separately as they both advance simultaneously?

Examples
Cleric 2/Paladin 4 with 16 cha would have 6 uses of Channel Energy for 1d6 from cleric and have 5 uses of lay on hands making it 2 uses of Channel Energy for 2d6 if he was then to take a level of Holy Vindicator would it be A) or B)

A) Cleric 2/Paladin 4/Holy Vindicator 1: with 16 cha would have 6 uses of Channel Energy for 4d6 (Cleric 2/Paladin/4 Holy Vindicator 1) and have 5 uses of lay on hands that he can expend to gain more Channel uses.

Why A makes sense: holy vindicator stacks with either cleric or paladin and one would assume that it would stack with itself.

B) Cleric 2/Paladin 4/Holy Vindicator 1: with 16 cha would have 6 uses of Channel Energy for 2d6 (2 cleric +1 Holy Vindicator) from the cleric side and have 5 uses of lay on hands making it 2 uses of Channel Energy for 3d6 (4 Paladin + 1 Holy Vindicator).

Why B does not make sense, If I have 3 classes with Channel energy and I keep track of each separately let’s say 4 paladin, 3 Cleric and 3 oracle of life and 10 Holy Vindicator my effective character level would be 40

why B makes sense

Shadow Lodge

Bobson wrote:


I'm not sure channel energy from the vindicator would stack with both classes. It's very unclear.

I agree that it is unclear lol but it says Holy vindicator levels stack with all other classes that grant Channel Energy

maybe I will search the faq for holy vindicator

Shadow Lodge

I would like to see this clarified as well. I am planning on running a Cleric/Palidin/Holy vindicator

Sacred Servant Palidan 4 with the protection domain (cleric 1 for domain)
Theologian Cleric 2 with the protection domain (cleric 4 for domain)

the rest holy vindicator incresing both channel energies

Shadow Lodge

Stynkk wrote:
NIVEUS wrote:
If you already have the Bow Ready then After the first AOO it is a Free action to Reload
Err? I'm not sure of your point here.

Barring the ruling that specifically states that you can not use Free Actions outside of your turn.

My point was that no where in the ammunition rules does it state that drawing an arrow has to be done before you fire the bow.

so providing you ready your bow and have it loaded before you make an attack multiple AOO are possible.

Ready(loaded)
[AOO #1 + Free action Draw]
Ready(loaded)
[AOO #2 + Free action Draw]
Ready(loaded)

etc...

But that assumes Free Action out of turn

Shadow Lodge

Cheapy wrote:
SKR confirmed in a. FAQ post that free actions can't be done out of turn.

Does that mean a good portion of Free actions should be immediates?

Shadow Lodge

What allows you to use a Weapon during a AOO?

Melee weapons Require to have them drawn and have available AOOs that round

Projectile Weapons require you to have the weapon loaded, and out and have available AOOs that round

If your Bow is loaded aka Nocked you can fire your bow correct?

Does this count as "Using your Bow"?

Shadow Lodge

Stynkk wrote:
NIVEUS wrote:
I Have a nocked arrow, make an AOO free action draw arrow and nock it allowing me to make further AOO as per Combat reflexses.

You can't draw arrows (or any weapon for that matter) outside of your turn - without some feat or class ability that allows you to explicitly do so.

If you could draw weapons as free actions, then an unarmed character with Quickdraw could draw a Longspear and hit a charging character with an AoO.

Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

Source WWW.D20PFSRD.com

If you already have the Bow Ready then After the first AOO it is a Free action to Reload

Shadow Lodge

Talonhawke wrote:
The difference being if you are needing to quickdraw the weapon their is no action going on to quickdraw it. No weapon No AoO unless you have IUS. I have an arrow nocked to make the 1st AoO with snap shot which gives me the action to trigger my free action.

If you are using your Free action to REload your weapon as opposed to PREload, you should be able to Qualify for multiple AOOs with a Bow.

I Have a nocked arrow, make an AOO free action draw arrow and nock it allowing me to make further AOO as per Combat reflexses.

Shadow Lodge

Qstor wrote:

Don't you use the horses strength modifier too with the lance too?

Mike

Only the level 8 cavalier power for the order of the Sword gets that.

Shadow Lodge

I think you guys are overlooking/underestimating the Spirit Boost Revelation from the Oracle of Life

Mass cure light wounds is a great pre battle stratagy

Shadow Lodge

If the Breast Plate was Mithral (mythral) etc... it would then be considred Light Armor and it would be fine.

What about sleeping in armor, if you can never get fatigued you will never reach exausted. does this effectivaly give the lame oracle the Endurance feat for free?

Shadow Lodge

I like that addition; it could also apply to weather.

Do the DCs seem appropriate?

Shadow Lodge

It seems like we are arguing the same point, that the rules as is are not appropriate to the situation and that the DM should modify them to fit

here is a quick table I came up with it needs work.

providing they have line of sight.

the DC to see a medium sized object 0-500 feet away DC 0

the DC to see a medium sized object 501-1000 feet away DC 10

the DC to see a medium sized object 1001-1500 Feet away DC 20

the DC to see a medium sized object 1501-2000 feet away DC 40

the DC to see a medium sized object 2001-2500 feet away DC 80

the DC to see a medium sized object 2501+ feet away DC 160

for each size catagory larger than medium treat the range as being 500 feet closer

for each size catagory smaller than medium treat the range as being 500 farther

so the DC to see a Castle from 2501+ feet away would be DC 0
but to notice the archers on the towers the DC is 160

Shadow Lodge

On a side note in any of your games as the DM ever made a wizard make a perception check to fire a fireball? What about Magic Missle

at level 20 Magic Missle has a range of 300 feet DC 30 check
at level 20 a Fireball has a range of 1200 feet DC 120 check

Shadow Lodge

as a player I would argue that there should be only opposing roles so unless the target is hiding I see him, the DC 0 would only come in if I wanted to identify him

my reasoning is even if I put everything into Perception as a half-elf

20 ranks, 2 racial, 2 sharp senses, 4 alertness, 6 skill focus, 1 Brightness seeker, 10 wisdom of 30, 20 hunters eye spell

850 feet maximum sight*

+20 favourable* +2 to the check ie 20 feet

+50 eagle Eye Feat* it actually ignores 5 of the DC ie 50 feet

for 920 feet, that is still 280 feet short of the maximum range of a Heavy Cross bow 120 x 10 or 1200

x2 with a spyglass for 1840

the existence of the distance enchantment support this position as there is no way in hell anyone could see something 2400 feet away as they would need a perception bonus of 220 or 110 with a spyglass. even maxxing perception the check falls 560 feet short of maximum range.

Shadow Lodge

Adamantine blanch can be permanently bonded to any material granting it the amazing resilience of Adamantine, however this process is very expensive and takes almost six (6) weeks to complete.

An object is submerged in a series of six (6) 100 pound baths of equal parts Nushadir and Acid for 24 hours per bath, each bath once used is rendered inert as the Acid and Nushander react to one another it cleans and prepares the Mythral armor for bonding, once clean the object is placed in a final bath made from eighty (80) pounds of Adamantine weapon blanch and one hundred (100) pounds of Alchemical solvent that dissolves any impurities in the Blanch leaving only Adamantine dust to which 1 Alkali Flask and 1 Alchemical Fire flask is added every eight (8) hours for five (5) weeks.

Cost 19815 (based on purchasing the alchemical reagents)

3000 gp worth of Nushandir (300 pounds)
3000 gp worth of Acid (300 pounds)
1575 gp worth of Alkali (105 pounds)
2240 gp worth of Alchemical Fire (105 pounds)
8000 gp worth of Weapon Blanch [Adamantine] (80 pounds)
2000 gp worth of Alchemical Solvent (100 pounds)

Making armor this way is more expensive than forging raw adamantine but it allows you to make existing armor much stronger. Adamantine bonded items count as both the base material and adamantine

Sample item

Adamantine Bonded Mithral Breastplate cost 24015 gp

Medium armor (counts as light)
+6 AC
+5 Dex bonus
ACP -1
ASF 15%
DR 2
Hardness 20
Weighs 15 pounds

Shadow Lodge

not that this is what the post was about but a quick thought on the Goggles

Sniper Goggles

The simplest solution to the Sniper Goggles stepping on the Sniper's toes is to allow them to incorperate the Deadly range bonus to the goggles within 30 foot property.

the 18 squares max is not game breaking especcialy when your average power gamer would probably skip sniper all together as with all the circumstances needed for a range sneak attack to work your average Two weapon Rogue will out perform a sniper

~Ryan

Shadow Lodge

Animal companions are already different from your run of the mill Animal and should be treated as such. the fact that you can increase a Companion's Int to 3+ might remove it from the Animal classification but it would not remove it from the Animal Companion classification and no where in the Druid Power does it State that it has to be an Animal.

what does that mean

they are no longer considered an animal

Charm animal will not work on a Companion with int 3+

Companions with int 3+ can learn any feat or skill they are capable of

Shadow Lodge

Thank you all for Commenting on this The issue seems to have been Resolved in my group with the wording of Spirited Charge as it refers to "You" not "Weapon"

I would still like a Clarification on it as it is confusing but no rule set is going to be 100% flawless

Shadow Lodge

Alexander Kilcoyne wrote:

Nothing in battle herald mentions increasing the effective level of either the smite evil ability or the challenge. Challenge is one of the things battle herald doesn't progress.

Smite evil specifically calls out as adding 'Paladin Level', or in your case Chevalier.

Challenge does the same for cavalier.

With your posted build, you will have smite evil as a level 3 Paladin, and challenge as a level 6 cavalier. Character level does not equal class level.

Alex

The Chevalier 3rd level ability wrote:

Smite Evil (Su)

Once per day, a chevalier can smite evil as if he were a paladin of his character level.

and you are right about the Challenge I saw that Banner and tactician stacked and assumed that challenge did to when I saw demanding challenge and assumed that it did stack as well my bad.

Shadow Lodge

Alexander Kilcoyne wrote:
Yes. But the combo is somewhat meh unless your playing Gestalt where it could be truly horrendous.

My build is as follows

6 Cavalier(Cockatrice), 1 Bard Arcane Duelist, 1 Chevalier

will take 2 more Chevalier and finish with 10 levels of Battle Herald

will Smite like a 20th level Pal and Challenge like a level 16 Cavalier of the order of the cockatrice

Shadow Lodge

Allright now for the Kicker

Does Smite Evil Stack with Challenge?

Shadow Lodge

That is what I was wondering where in the Core does it Specify what is and is not Weapon Damage?

and an official ruling on this would make this easier

Shadow Lodge

Dire Mongoose wrote:
NIVEUS wrote:

which implies that only additional dice damage is not multiplied on a crit or charge

IMHO, it has to be ruled this way or Mounted Combat (as in the stuff you do with that feat tree, not all combat that involves a mount) becomes completely non-viable, mechanically.

There's a lot of inherent limitations to the "I'ma charge something with my lance" style of combat as-is, even if it seems great when it has all of its ducks in a line.

The rules need to clarified

when both sides of the argument use Core and contradict each other something needs to be changed.

Do Smite and Challenge do Weapon Damage or Precision damage or untyped damage?

Do crits multiply everything but Bonus Dice damage as per multiplying damage?

or

do they only multiply Weapon Damage as per Equipment Qualities Criticals?

Shadow Lodge

Steven T. Helt wrote:

A x3 multiplier and a x3 multiplier is inded a x5 multiplier.

Smite damage is absolutely multiplied on a critical hit. It's not precision damage, it's extra damage much like Power Attack.

That is my opinion as well, but the Book is terrible at specifying what is or is not multiplied, under the Equipment qualities Section it states that only Weapon damage is multiplied, and it can be (and currently is being)argued that Smites are not Weapon Damage, but this is later Contradicted in the Combat Section under Multiplying Damage.

so we are at a Stalemate

Shadow Lodge

Allright I can see where this Confusion lies

my argument

From the SRD in the combat section wrote:

Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.

Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.

Exception: Extra damage dice over and above a weapon's normal damage are never multiplied

which implies that only additional dice damage is not multiplied on a crit or charge

Wizards Argument

from the SRD Equipment Section wrote:

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Extra damage over and above a weapon's normal damage is not multiplied when you score a critical hit.

×2: The weapon deals double damage on a critical hit.

×3: The weapon deals triple damage on a critical hit.

×3/×4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.

×4: The weapon deals quadruple damage on a critical hit.

19–20/×2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit.

18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit.

which implies that Smites are not multiplied on a Crit

which is correct they contridict eachother? this is why I wanted some Clarification lol

Shadow Lodge

1 person marked this as FAQ candidate.

Could we get a Paizo employee to confirm that Smites are multiplied on Crits and with lances?

Page 179 says they do but one of my fellow players is denying it

Shadow Lodge

is there a list of what is considered to be precision damage?

Shadow Lodge

3 people marked this as FAQ candidate.

I am currently having a disagreement with one of my fellow players regarding Lances and Smite/Challenge. Can I please have an official confirm that Smites and Challenges are Multiplied on Crits and charges with lances

My level 8 Cavalier/Bard/Chevalier Challenges a creature while charging with his Lance (he has Spirited Charge and Vital Strike)

normally my lance does 2d8 +5 while Charging (+2 str +2 Enhancement +1 Arcane Strike)

but while Charging it will do 3d8+15 +1d8 (or 1d8 +5)+ (1d8 +5)+ (1d8+5)+ (1d8)

but While Challenging I get +9 (6 from Cavalier +3 from Cockatrice)damage making it 3d8+42 +1d8 or (1d8 +5 +9)+(1d8 +5 +9)+(1d8 +5 +9)+ (1d8)

Also do Smite and Challenge Stack when on same target?

~Ryan

Shadow Lodge

are we aloud to post a rebuild of it here on the forums i am 99.9% sure that the complete scoundrel was not OGL

Shadow Lodge

Mr.Misfit wrote:
So, how to proceed then? Are there conversion rules or some guidelines for this?

as is the grey guard is good I would only suggest 1 of 2 changes either or maybe make it player choice

1) Better Spell Progression (every level)

2) Further development of the mount/weapon

and a slight clarifiaction on how the smite abilities stack

Smite Chaos adds Chaotic to the smite effect as well as adding demons (Chatoic Evil)

Justice blade will add all alignments to the smite effect as well as adding Devils (Lawful Evil)

other than that I think it is good to go

Shadow Lodge

I would Love for AE to get Reprinted I am running a game with 4 players and one book...

I found 1 book online for 45 bucks but it wont ship to Canada BOOOOurns