Aldern Foxglove

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HumbleGamer wrote:

If it's just for once ( a peculiar situation which just happened), I see no issues in letting the sniper go first ( they have to roll anyway on the next round, to properly place themselves in the initiative tracker).

If players demand to do this all the time, everybody rolls for initiative and that's it.

I think that every time he have a chance a sniper gunslinger will try to be the one starting a combat.


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How a GM should aproach the following situation:

There is a meeting between the party and the enemy. Both are discuting in a "peacefull" way.

There is a sniper gunslinger hiding in the roof, nobody noticed him.

The plan of the party was to distract everybody to give a chance to the gunslinger to one shot the boss of the enemys before the combat starts.

I have differents options to aprach this:

1) After the first shot we use inatiative order.

2) After the first shot we use inatiative but gunslinger will have only 2 actions on his turn.

3) Everyone uses initiative, if the gunslinger is not spoted he is just first.


I am creating a character for Pathfinder Society and I want to know how this is intended to work. I asume it works this way: you usually need 2 hands free to climb, thanks of combat climber you need only 1 and becouse of Tailed Goblin you can climb only with your tail. But it's not that clear, so I want to know if there is something oficial.

Rules:

Tailed Goblin:
You have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

Combat Climber:
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

Climb (action):
Requirements You have both hands free.
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.


I am planing a Gunslinger sith investigator multiclass. My goal is to be able to shoot enmy when I am sure I can hit. I want to know if the next strat is allowed.

I sneak into a position where I can see an enemy. I sneak and I jus use device stratagem until I get a crit, if it’s not. I just keep my position and wait next turn. Of course this is planed with my teammates, that are also hiding far away until they hear my shot.


One of my players character just dies in a battle while he had Ghoul fever (stage 1). The cause of the dead is becouse he just bleed to the dead.

After that my players took his body to Otari and made a public ceremony to honor him. All his equipment is resting with him, so bad people can try to open the tomb and steal from the cadaver.

I was thinking on make this character become into Ghoul. When a thief open his tomb he just attack him and scapes. I think players will loves this but I don’t think that it make sense be ouse, as far as I know, to become a Ghoul you have to die becouse of ghoul fever in the last stage.


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I didn't read the whole post, but Wizard is the class I got more fun playing. I felt strong and a key part of my party. I focused on ilusions and utility with Spell Substitution.


I really like how this combo works.

So, the first thing we must do is be in a good position out of danger.

Once we are there we open our turn with:
1a- Devise a Stratagem (lvl4)

2a- Sniper's Aim (lvl6) if you need a +2 to hit/crit
2a- Vital shot (lvl9) good option to open a fight for persitent damage
2a- Called Shot (lvl10) if we want an specific hit (I like it vs flying creatures)
1a- Flesh Wound (lvl12) if we know we will fail, we still do some damage
2a- Headshot (lvl14) here we go creazy, if we know it's a crit here we go.

We always can shot an other enemy if we knew the shot will fail. It is interesting to always end the turn with the weapon loaded in case we fish a crit in next turn.

Extra combos:
We are in a place out of enemy vision when we have a lot of time and we are not discovered. We use "Devise a Stratagem" every 6 seconds but we don't shoot until we fish a crit. When we do we shoot to start the fight.

¿What's the best weapon for this concept?
I like Jezail or Arquebus


I like the Inventor with Weapon innovationbut there is something that I don't know if it's intended or maybe I am missing something.

You have to slect intelligence as class hability, but you must attack with STR or DEX, it means that he will always fight with -1 compared with every other character or -2 if u compare with Fighter or GUslinger.

¿Do he have something to compensate this like Investigator does, or am I missing something?


Yesterday I had a player (ranger) that decided to throw his Warhammer to the enemy (10ft).

He said that he don't suffer any range penality becouse hunter pray mark ignores first range increment penalty.

¿How should this work RAW?

¿What's the dice damage of the weapon? ¿Can he add his STR to damage? ¿What's the proficinecy?

Thanks!


¿If a fighter that choose "Hammer" for his highest proficiency is using a shifting rune does he lose his "Fighting Weapon Mastery"?

Shifting Rune: https://2e.aonprd.com/Equipment.aspx?ID=302


I am building an investigator with Crossbow. The plan is that he have a familiar with manual dexterity and independent that can reload it for him without action cost.


I have an idea of a character concept that fights with 2 weapons. This is the core of the build, but I don't know if this is posible.

Ranger (Flurry)

The combo is:
Double slice + Twin takedawn(from dual weapon warrior dedication).

So you attack your pray with 0/0/-4/-4 penalty

Is this legal?


We are having a big discution abut this.

Traditions arcane
Cast Three Actions
material, somatic, verbal
Range 30 feet
Duration sustained up to 1 minute

Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is –1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.


Wizard by far but only in the right context.

To be able to enjoy this class (master of utility, flexibility and social sstrategy) you need 3 things.

- A good scouter to get information and plan ahead. A party that likes an slow play style and non combat ways to solve situations.

- A good master that is expert in the game, with a lof of experience to DM around the amazing things you can do.

- Experience as a players, deep knowledge about rules and understand that you don't play wizard to destroy combats, that's not your role.


I will take a look at that and give you feedback, but I don't have time this week.


Salamileg wrote:

At the start of the campaign, he saw the party as tools to get what he wanted. But over time, he's grown to care incredibly deeply about the other members of the party and would do nearly anything for them.

And the thing is, he's still evil. He's still willing to do horrible things to get what he wants (hell, next week the party is going to attempt to assassinate his older brother), but he's a much more interesting character than if his view on the party never changed.

This make the roleplay rich and players will remember this after years. I sound like a really fun party to play with.


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I am playing Age os Ashes (4th book) and my Bard died.

My new character is an Assassin Rogue, he is from Mediogalti Island and his god is Achaekek (Legal Evil).

He joined the party becouse he have a contrat. He have a name and a mision, find and kill this "man". The only thing I know is that he is part of the enemys of the party.

My rogue have an strict conduct code, he is a profesional. He don't care about pain, he is cold and lethal but he respect his party and fight with them side by side (even they still don't trust him).

In the party there are a good Paladin, Druid and Fighter. This is not a problem, my Rogue is smart and he knows how a Paladin acts, so he will always hide when have to do a bad thing.

I am geting a lot of fun and also my party and GM with this character. The travel and adventure is so rich in roleplay and is by far the best character I had in a lot of years. Here I want to share some advices for people that want to play an evil character with a good party.

1- Talk with the GM, set up a good background and a reason to join the party. This reason must be something usefull for you but also for the others. It' also good to talk with your party off game and tell them that your character is evil becouse of how he grew and his origins but that you will still cooparate with them.

2- Your party are you friends or teammates. It's not PvP, it's not good vs bad. You both share a road and an objective. You can care and protect them specially if you are lawfull evil (I recomend).

3- Be sure that your party have fun, involve them in your history and if they try to stop you in something let them do it. Don't put the good characters in a situation when it's either you or the "good" (specially if it's a Paladin). If you want to do evil acts, do it with stealth and deception (I am crazy good on that).

4- Don't destroy your GM campaign, follow the adventure and inside this adventure you will have oportunitys to make evil acts.

5- I suggest to be lawfull evil with some strict codes that you will ALWAYS follow. Share it with your party. In my case:
- If I promise something I will never fail.
- If I accept a contract it's do or die.
- If I join a party with an objective I won't betray them, and I won't
accept contracts vs them.
- I have full respect vs lawfull people, even if they are good. I just
respect people with codess and honor. Like the Paladin. I actually admire
him.

At the end of the day your gooal as a player is to have a lot of fun and make the GM and your party live a deeper adventure with a diferent prespective.

For GM: ¿Do you allow this kind of characterss?
For everyone: ¿Do you have experience with situations like this?

PD: Sorry for my english, it's not my first lenguage and I am learning.


Blave wrote:
Hammerspace wrote:
But the breatdth feat would only give a level 1 spell until you get the expert spellcasting feat at level 12. Not really sure if it's worth a feat before that.

Well, I didn't say take it immediately. I was more thinking of something like:

level 2: Sorcerer Dedication - 2 cantrips (or whatever spellcasting class you like)
level 4: Cantrip Expansion - 4 cantrips
level 6: Basic Spellcasting - 4 cantrips, 2 spells
level 8: Eldritch Archer Dedication - 5 cantrips, 3 spells
level 10: Eldritch Archer Spellcasting - 5 cantrips, 6 spells
level 12: Expert Sorcerer casting - 5 cantrips, 7 spells
level 14: Expert EA casting - 5 cantrips, 10 spells
level 16: Bloodline Breadth - 5 cantrips, 16 spells
level 18: Master Sorcerer casting - 5 cantrips, 18 spells
level 20: Master EA casting - 5 cantrips, 22 spells

This grants you a very good number of spells to throw at your enemies and/or use for buffing. With the right tradition (Arcane or Primal), your cantrips alone can cover nearly any elemental weakness.

This is a VERY magic-heavy version of the EA, of course. You still got your 1st level fighter feat (or two of them via Natural Ambition) and both combat flexibility feats. Also legendary bow proficiency, of course.

-----------------------------

A whole nother kind of EA I've considered is ranger-based, getting as many different special arrow attacks as possible. Precision Edge, Hunted Shot, Enchanting Arrow, Piercing Shot, Eldritch Shot, Seeker Arror, Phase Arrow, Arrow of Death, and so on. Just give yourself huge flexibility to react to all kinds of situations.

You are not allowed to take Eldrich archer until you have 3 feats of your dedication.


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My GM ask for a 1 action medicine check when we ask how hurt is the enemy.


I suggest you to go Ranger if he wants to fight melee and ranged.


Just go fighter and take Eldrich Archer at level 6.

Don't worry for your wasted feats level 2. You don't want to delay you Eldrich Archer feats.


Arachnofiend wrote:
I'm not a huge fan of this build just because I think it's kinda awkward from a character standpoint to not have any casting integrated into your rotation for five levels and then for it to suddenly be the core of your fighting style but that's a fluff problem, not a crunch one.

My solution on this is that my fighter is trained on arcana and every morning he is spending time trying to cast and studying. He is a halfing tiffling and he is convinced and he feels the magic inside, but for some reason he is not able to cast.

I will role my fighter trying to cast spells in combat, and every time he finds a sorcerer or a wizard I will be fascinated and trying to talk with them to learn.

It will be very epic at level 6 when I will shoot my first magic arrow and it won't feel wonky.


I really like Eldrich Archer concept but I really don't know how to build it.

First of all I think going for a martial class is the right choice.

The most important thing is accuracity, becouse we will shot only 1 arrow/turn. Fighter is the best option for this.

There are some options that seems good too like Investiagator, Ranger o Rogue.

__________________

The second important thing is if it's worth to multiclass into a caster delaying 2 levels Eldrich Archer dedication feats.

__________________

Last but not least spells selection.

I like arcane:

Cantrip:
Telekinetic proyectile
1: Hydraulic push (I like to be able to make people fall from the high)
2: Acidd arrow
3: Shocking grasp (H+2)
4: Invisivility (H+2) So enemys are flat-footed to us


A lot of times when I create a character I like to build it with a friend, so we share our personal past and we have sinergy and work as a duo.

This post if created with the intention of giving ideas or experiences with combinations of 2 characters.

Giant barbarian + Healer cleric:

This was one of my favourites combos, and it's really simple. The Barbarian have a lof of HP and low AC. He is a crazy beast that hits really strong while his best friend takes cares of his hp and to calm emotions of need. Both have devotion for the same God and they take care of each other.

Bard + Rogue:

Bard is the face and the rogue is the scouter. The bard provides the rogue with invisivility and utility spells to do better his job. Out of combat it's really fun to play if both ar cahotic and law brakers.

In combat the Bard provides flatfooted conditions to the enemy with invisibility 4th level or the combo of frightened (Dirge of Doom) + Dread Striker.


Tarondor wrote:
PochiPooom wrote:

Really good guide!

I think cavalier rogue is very good with ruffian

1- Gang up = perma flat-footed (so sneak attack)
2- Great speed + good action economy (when mature animal companion u can even move or strike w/o expending an action)
3- Opportune Backstab recction for free attack everytime your mount hits.

Okay, but how do you see a rogue/cavalier actually being used in play? The horse kinda puts a crimp on the sneaky, and they're difficult to maneuver when you're climbing a wall.

In my case I created a Goblin riding a wolf.


Really good guide!

I think cavalier rogue is very good with ruffian

1- Gang up = perma flat-footed (so sneak attack)
2- Great speed + good action economy (when mature animal companion u can even move or strike w/o expending an action)
3- Opportune Backstab recction for free attack everytime your mount hits.


I did a lot of LoL characters too:

Vi
Kled
Lee Sin
Ashe
Vayne
Braum
Brand
Zed
Talon
Soraka
Olaf
Draven
Darius
Sejuani
Shaco


For sure I allow this. I can't wait for the natural 20!


Sudden bolt (lvl 2):

You call down a small bolt of lightning on the target, dealing 4d12 electricity damage.
Basic reflex

https://2e.aonprd.com/Spells.aspx?ID=639

I am running a low level campain where my players just hit level 3. I told them they can use all the official books feats, spells, etc. Most of them use pathbuilder 2e.

This spell seems way better than the other spells of the same level and it has the uncommon trait.

Do you think I should allow that or is it OP?

Thanks a lot!


I played a Dwarf Barbarian in Age of Ashes with really low AC. I had 0 problems to survive but I had a dedicated healer that was insane.

As I had a lot of HP I was geting crit a lot but I had no problem to survive as I was hiting really hard and enemys die fast too.


If he want to go melee I suggest:

STR 10
DEX 16
CON 12
INT 10
WIS 12
CHA 18

Take whip as weapon, get good on atheltics and use his whip and spells for battle control (he can use DEX for it). He can also rise the shield if need.

So he can:

Attack
Spell

Attack
Cantrip
Rise shield

Spell
Rise shiled


Wow!

I just wake up and see all of this responses with great ideas. I really like some of this options.

When I say that I like strong damage means that I want to be able to hit hard as investigator, I am not expecting to do as much damage as fighter or barbarian.

Thank's a lot!


I really like investigator and it's my favourite class concept.

I like high tactical roles with a lot of decision making options during a combat and strong damage.

What archetype should I take for improving my damage? and what class?

- Assassin: I love the concept and the level 12 "Assassination".

- Archer: Crossbow terror and quick shot to be able to shot the when I get a succes.

- Beast master: I can comand animal if I don't hit the enemy.

- Poisoner: So I can apply poisons if I know I can shoot.

Maybe I have good multiclass options that are interesting.


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I am building an Eldritch Archer fighter and for level 2 there is not a good class feat for it (assisting shot but I don't like it).

I am taking half-elf as ancestry, so I can have access to some cantrips. At level 1 I want to take "Shield" spell.

AGGRESSIVE BLOCK

Trigger: You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.

You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved.

Am I allowed to do this?


Martialmasters wrote:

By level 6 my investigator Eldritch Archer can do a 3 action attack with a bow for 2d6(bow)+2d6(precision)+3d6(telikenetic projectile) for a average of 24.5 damage, that you can know beforehand if it will hit. And if you can get your cantrip to key off your intelligence. Add 4. Making it 28.5.

Key note. That's with a ranged weapon. No need to move into position. And can target weaknesses with a good portion of the damage given the devise stratagem with known weaknesses feat.

That's something I created too but it have some down sides IMO:

First of all, you only can do this if Devise a Stratagem is a free action.

2, enemy is not flat footed so you have less chances to hit. you only have 1 hit / round.

Teliknetic projectile shoudn't work IMO. An arrow is not unattended object. Not sure about this last one.


SuperBidi wrote:

Animal Companions don't gain Reach while growing to Large.

Appart from that, the rest is fine. It's nice, yes. But nothing OP.

I didn't know that!

Then the spear build is not that strong.

Prob is better to go with an other animal and weapon. But the concept is the same


Weapon: spear (1d8 + reach) - Sneak attack with Ruffian rogue
Armor: Hide or Breastplate

STR 18 (+1) At level 5 make () increse
DEX 12 (+2)
CON 14 (+2)
INT 10
WIS 14 (+2)
CHA 10
//human (easy to adapt to other ancestry with voluntary flaw)

Class Feats:

1 - Nimbus dodge (reaction)

2 - Cavalier: Riding drake (support: 1d4 everytime you attack)

4 - Mature animal companion: Drake can attack/stride without animal comand. He grows to large so he have reach.

6 - Gang up (you will sneak attack while mounted with reach)

COMBOS:

1) Comand Animal: stride + support
+ 2 attacks

2) Comand Animal: Breath weapon
+ 2 attacks

Attack:
Spear +15 + "flat footed"

Damage x hit
2d8+5
+ 2d6
+ 1d4 (fire)
Avg: 21

_________________________


It also con be nice to combo with investigator feat. So if you know the hit will impact you go with this strong attack


Rogue beastmaster

Gang up feat (flank if an ally is thratening the enemy) for permanently sneak stacks.

Combo = comand animal + 2 attacks.


This make a great combo with ASSASSINATE (lvl 12 feat)

As you are unoticed by the enemy means that you can roll dices until you hit the crit (avarage of 30" x natural 20).

It also combo really well with "ANARCHIC" rune and deadly weapon.

Exemple aplications:

Crossbow or compositve crossbow for stealth sniper (you can oneshot enemys from far away).

Invisibility + mele attack.

With half elf at lvl 9 you can take investigator multiclass for free, so level 10 you get this feat and lvl 12 assassinate if you want to do this combo with a rogue, ranger, warrior, monk, etc.


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Ultimate sniper:

Ranger precision
Half elf - multiclass Investigator + Assassin combo

1 - X
2- Assassin
4- X
6- Sneak attack
8 - X
10 - Investigator stratagem (you take investigator multiclass from half elf ancestry)
12- Assassination (POWER SPYKE)

Hide from the enemy (stealth or invi), hunt pray (ranger) + hunt for dead (assassin). You must be in a spot where you can be for a long time.

Every turn you try Devise a Stratagem (investigator) until you hit with a crit. Then you shot:

Composite longbow with the best runes and amonition. (Anarchy rune)

Damage:

(Normal bow damage + STR ) x2 + runes
+ deadly trait of the bow

+ sneak attack dmg
+ Devise Stratagem dmg
+ precision hunter dmg
+ 6d6 assassination damage


Can Thief Rogues add Dex to dmg when using monk wolf/tigger stances?


"Rogue monks are incredibly effective because stances grant some of the best agile finesse attacks and flurry gives more sneak attacks."

This is what the book says about Rogue/Monks. So I think that the intention was that they can use dex for damage and u can use fist as a weapon for sneak attacks


So if I use the monk stance I can't use my Dex for damage? Ar fist not counting as weapons?

For multiclass to monk do I need Str 14 and Dex 14 or only one?


Is this posible?

I am planning on rogue/ monk wolf style character but I don't find a way to be able to increase my fists attacks acuracity.


This is very useful guys. I was actually looking on monk multiclasing and I really like wolf stand. But i can't get proficiency higher than trained. ¿Is there a way? Do natural attacks count as simple weapons?


I swap the ancestry to human half-orc with dark vision.

My scores at lvl 5 are:
10 STR
19 DEX
14 CON
10 INT
14 WIS
18 CHA

Feats:
1 You are next
2 "IDK what to take" (maybe quik drow to swap between range and mele)
4 Dread Strike
___ future___
6 Twist the knife
8 Opportune Backstab

Combat strategy:

I play in tandem with a "Gnome flickmace" Fighter with "Intimidate Strike"

So I have this options for sneak attack:
- Flanking
- Prone enemys (if Fighter critical hit)
- Frightened enemys (if Fighter hits becouse of his feat)

Weapon:
Here is where I am a bit lost:
I really like the critical effect of knife but the damage is low.
I can use the lvl 5 ancestry feat to take proficiency in the weapon I want if it's needed.
options: Dagger (I like becouse of crítical effect and throw)
Rapier (a lot of damage on critical hits)
Dogslicer (a lot of damage on normal hits)
Filcher’s fork (a lot of good traits)

Considerations
I don't need more "flat-footed options"


Goblin Rogue Thief - Unbrakable goblin
- (L1)Very Sneaky, (L5)GOBLIN SCUTTLE

Dark vision (we play with dynamic lights so dark vision is a must for a rogue)

Inicial Scores

10 STR
18 DEX + (level 5 upgrades)
14 CON +
10 INT
10 WIS +
16 CHA +

Weapon:
Dague
Short Sword
ShortBow

Skills (in order to increase)
Stealth - Intimidate - Thivary - Deception - Acrobatics - Atheletics...

Feats

L1 Trap Finder / Nimbus dodge
L2 Mobility
L4 Poison Weapon
L6 Twist de Knife
L8 Opportune Backstab

General feats:
Fleet (+5 speed)

Skill feats:
Still have to decide

Objedctive:
I want to do a lot of damage and I will also be the scouter and face for the group. The party have a sourcerer, healer/tank cleric and a warrior (that will play in tandem with me LF flanks and giving protection).
How can I min-max the rogue? There is a multiclass worth to take?
Did I do some wrong decisions?


POISON WEAPON [one-action] FEAT 4

Requirements You are wielding a piercing or slashing weapon and have a free hand. You apply a poison to the required weapon.

If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.

Special: During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.

¿Wich kind of poison can I create?
¿How long is the duration?
¿Do the enemy have to do a fortitude save?

I don't understand how this feat works.


TWIST THE KNIFE [one-action] FEAT 6 ROGUE
Requirements: Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target.

After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.

is this percistent damage acumulative if you can do this more times in the combat?

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