Aldern Foxglove

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Organized Play Member. 79 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.




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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.


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 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.


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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.


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.


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 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?


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

_________________________


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.


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?


Me and a friend will start the 2nd part of AoA and will create new characters as we both died in the last part. We have a fire sourcerer and a cleric in the party.

We want to be "brothers" or "friends" from a same clan that fight always in tandem with a lot of synergy.

We will start at level 5. ¿Do you have some ideas?

Examples:
________________

Champion / Warrior + Rogue. Focusing on flanking

Control monk + warrior or Rogue.

Barbarian - Bard (buffing)

Double warrior
________________

Feel free to go in detail with feats or builds or just throw some ideas.


In the group a Giant Barbarian was in the top of a watchtower (6 meters high) killing an archer. The enemy miniboss (warrior) flanked the Sourcerer of the party under that tower.

In his turn the Barbarian killed the archer with his first action and then he said: with my next 2 actions I jump in to the enemy (he was adjacent to him but of course 6m higher) and atack with the waraxe while I am falling.

GM: you will get fall damage.

Barbarian: I know, but he will get even more when my waraxe impacts on his head.

¿How do you manage that?


I always played melee strong champions in PF1: Monk, Warrior, Battle Cleric, Warrior, etc.

In PF2 we already have the party (4): Giant Barbarian, Necromancy Sorurcerer, Paladin and bard (me).

I will play a Bard and I already have the concept of my character and I am in love with it.

It's a Umbral Gnome (for dark vision) that have a rave familiar. My stats are
Str 8 // Dex 16 // Con 12 // Int 14 // Wis 10 // Cha 18

My background is about politics, he is a guy that get everything he wants using his speech, deception, diplomacy or even using intimidation. He is also good on thievery and stealth actions, however he is not a great warrior. His little bird is always in his shoulder, and they are really good friends.

In combat:
He will try to avoid combat but in case somebody comes close he have a whip and he will try to trip (with dexterity, in my table we can do it).
He will support his team with spells or smart tactics.

I need advice on the Muse (Maestro or Polymath) and also on the feats and spells. I am really hype to be the face of the group but at the same time I want to be useful and not be just the guy that talks. I have no
experience with this kind of classes.

Some suggestions?


When I read the ROUGH RIDER I wanted to play a druid goblin with a goblin dog as his aninmal companion

Rough Rider:
"You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use" Command an Animal on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion’s steed ally."

Is there a posiblity to get a goblin dog? or this feat can be only used situecional if you find one?


Umbral (dark vision) Gnome. Thief Rogue

8 Str 18 Dex 10 Con 8 Int 12 Wis 18 Char

Ancestry feat: Animal accomplice (bird)
Skill feat: Pick Pocket (background)

Class feat: Nimble dodge.

Weapon:
Crossbow
Shortsword
Dagger

Armor: unarmor

Skills: All the Cha/Dex skill + others.

My plan is to be an assassin with a lot of damage and very good on social interactions: Intimidating, Diplomacy, dedception, thivery, etc.
His familiar will be a bird magically bonded to him. He will help the gnome to flank, listen conversations for him, bring him little objects, create distractions, etc.

¿Do someone have some suggestions to make this character better?

¿Best weapons?
¿Level 2 feats or multiclass options?
¿Witch skil should I improve?


I am runing a dwarf barbarian with giant instinct that wear a really big waraxe.
He is not a charismatic dude. He don't talk a lot, he follows his leader without thinking a lot and he have an overprotection instinct on his party members.

We are having troubles becouse in social encounters when I try to protect someone becouse of my prsonality I am using intimidetion checks, and becouse of my stats (Cha 8) the checks are super low.

Examples:
My lider is in negotations with people in the bridge that want us to pay if we want to cross. My lider said ·we wont pay, you have not rights to do it·.
The guys in the bridge say: "Pay or go away little rat" (is a goblin).
I join the conversation and say: "repeat it again and considere yourself dead".
My DM ask for intimidation check and it always goes bad. The guy is not scared and I have to attack him (becouse of my personality)

An other exemple.

My lider ask me to stay in a door and not let anyone enter. Someone comes and I tell you can't pass, and I block the door with my body and my waraxe. My GM ask for intimidation check. Goes bad.

We are talking with the GM that don't make sense that we can not use Constituion or Strength for intimidate. But at the same time if I use the Strength for intimidate my class is to broken.

Do you GM considere to use Str or Con for intimidate but only for social encounters and rolplay. ¿But not in combat to give enemys negative effects?


Ancestry: Dwarf (dark vision, 10hp, good scores)
Heritage: Ancient-Blooded Dwarf
Ancestry feat: Dwarven weapon familiarity (dwarf waraxe)
Background: Con + Str
Skills: Athletics, Survival, Medicine, Nature + (background)

Stats
Str +4, Des +1, Con +3, Int +0, Wis +2, Cha -1

Weapon: Dwarf waraxe
Armor: Chain armor

Class:
Instinct: GIANT

Class Feat
1: Sudden charge [one-action]
2: SECOND WIND
4: SWIPE [two-action]
6: GIANT’S STATURE [one-action]
8: ATTACK OF OPPORTUNITY [reaction] (level 6)
10: COME AND GET ME [one-action]
12: TITAN’S STATURE
14: GIANT’S LUNGE [one-action]
16: WHIRLWIND STRIKE [three-action]
18: RECKLESS ABANDON [free-action]
20: QUAKING STOMP [one-action]

I am not sure what to take as general/skill feats. About feats I don't know if 2nd is good. ¿Do you think is this the most optimal way?


I am so hype with this instint. I am creating a Dwarf half-orc that will get biger every time. But I have doubts about how to min-max this concept.

This is the dmg increase of your weapon when u get bigger.
1d4 ➞ 1d6 ➞ 1d8 ➞ 1d10 ➞ 1d12
if the dmg is 1d12 it wont increase more.

I am having problems with the weapon selection. Seems that to optimice it I should have low dmg weapon with really good utility to make it super OP when I increase my size.

¿What is the best weapon that I can use?

Level 1: Size increase 1
Level 6: Size Increase 2
Level 12: Size increase 3

¿Glaive?
¿Falchion?
¿is it completly pointless to have a huge greataxe?


If you want to play a Barbarian is better to be a Fighter. ¿Why?

You are expert in your weapon(IMPORTANT). You have attack of opportunity (IMPORTANT). Shield Block (situational) and you can wear all types of armor (situational).

Lvl 2 you can take Barbarian multiclass (Rage + Instinct)
Lvl 6 you take Instinct ability.

Basically you have everything important from Barbarian plus better proficiency + attack of opportunity.

¿Am I missing something?


is there somewhere in the book how to make monsters as NPC. ¿Teaflings or Drows from bestiary?