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Pathfinder Roleplaying Game Superscriber. Organized Play Member. 155 posts. 1 review. No lists. 1 wishlist.


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Sovereign Court

Pathfinder Roleplaying Game Superscriber

A question if I may,

Will this book be utilising the new Core rules or PF2E?

Regards

Prux

Sovereign Court

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Pathfinder Roleplaying Game Superscriber
Captain Morgan wrote:
Mammoth Daddy wrote:

After a harrowing life living as a Pathfinder-wizard-Templar among the knights of Mendev, you’ve decided (like many young people of your age and heritage) that you really just want to go out into wilderness and “find yourself” among the ‘noble savages’ of the RotML.

Unexpectedly…the Mammoth Lords were not only willing to take you in, but proved to have a much, much deeper societal structure than you were prepared for- and they are NOT interested in learning any of that ‘progress’ you had hoped to impart.

The truth is- you’re also starting to doubt some of that self-same ‘progress’ anyway, and maybe that’s kinda the point of your personal mission of self-discovery. In any case, the Broken Tusk Tribe has already agreed to share with you their ways, and allow you to record that knowledge whilst continuing any “non-meddling”, magical research.

In return, you will one day act as their liaison with the Pathfinder Society- working to bring to the Society whatever knowledge the Tusks are willing to share ‘in exchange’ for whatever outside knowledge the Tusks are willing to receive. Fair enough. But so far the only subjects this crazy old man seems interested in concern nature; religion; Demonology; current news across Golarian; and boring historical trivia. A few examples you ask? Sarenrae; the released and forgotten Elemental Lords; Old Sarkoris; the rise of Irrisen; closing of the WorldWound; a friendlier Hold of Belkezin; and the return of Tar-Baphon…

**yawn**

But it’s not so bad. The Tusks for the most part leave you alone to scribble notes in your Tapir-hide tome(s), and you’ve kept yourself busy planning/Macgyvering a gigantic, waterproof ‘saddlebag’ -in anticipation of your own mammoth one day- to magically protect all your books, scrolls, and ‘other necessary comforts’ you might need.

Some days, you honestly have serious doubts about your decision. You’re still unused to the hard labour and harsh elements, flora, and fauna you’ve so far subjected yourself to.

...

That's sensational !

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Captain Morgan wrote:
Prux wrote:

Good Evening,

I'm in a group that is about to start Quest for the Frozen Flame, and I was thinking about running a Wizard

If anyone has any advice on how to build one for this AP, it would be greatly appreciated.

Regards

Prux

I think the biggest question is why do you want to play one in the first place? How do you plan to reconcile the classically educated wizard default with the tribal backdrop? Scribbling in a spell book is just a weird vibe. Not to say you shouldn't, but I don't know how to advise on a build without overcoming that conceptual hurdle, and I imagine you have already come up with a reason.

Beyond that, I'd recommend focusing on Crafting as your primary skill, especially if your group isn't playing with the Automatic Bonus Progression. Someone will need the Magical Crafting feat in that case. I believe that the game also calls for more Society checks than you might think at first. The Broken Tusk following and the Mammoth Lords are still societies, even if they aren't what we associate with nobility and an urban backdrop. The snare focused archetype also seems like a good one here.

I've played a Rogue and a Cleric in PF2E thus far and wanted to try a Wizard for something different.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Good Evening,

I'm in a group that is about to start Quest for the Frozen Flame, and I was thinking about running a Wizard

If anyone has any advice on how to build one for this AP, it would be greatly appreciated.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Onkonk wrote:
Making one of your weapons a Wounding weapon could be pretty nice.

I like that one, thanks Onkonk

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Taja the Barbarian wrote:

Goggles of Night is always a decent option.

Sleeves of Storage and/or Bag of Holding can be helpful.

Mainly, you should probably be looking for anything that boosts the skills you commonly use (you have stealth and acrobatics covered already, of course).

A few great options here, thanks Taja.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Captain Morgan wrote:
Perpdepog wrote:
Out of curiosity, why have you got two +1 striking weapons if you also have doubling rings?
By level 10 they've probably found a few spare +1 striking weapons. Though at this point getting one of them upgraded to +2 greater striking wouldn't be crazy.

A greater striking would be terrific, however we're only in a level 7 city and haven't found a crafter to do it.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Perpdepog wrote:
Out of curiosity, why have you got two +1 striking weapons if you also have doubling rings?

I found the +1 striking dagger and added it.

I could probably sell the rune now that you mention it Mate.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Good Evening,

I am running a Half Elven Rogue in the Age of Ashes AP. I've just hit 10th level and have 1,500gp to spend on magic items in a level 7 city.

I was wondering if anyone had any suggestions for what magic items I should try to purchase?

I currently have:

+1 striking dagger
+1 striking rapier
Striking shortbow
Boots of Elvenkind
Cloak of Elvenkind
Doubling rings
Dragons eye charm
Monkey pin
Rod of wonder
Antidote Greater
+1 resilient leather armour.

Any advice would be much appreciated.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I think that I'll stick with the Cloistered Cleric and adopt some of the suggestions here. Thanks for the advice everyone, it's very much appreciated.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

That's some terrific advice there Ubertron_X, thanks very much.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

We have a Rogue, Fighter, Champion and Storm Druid.

I think that I'll stay with the Cloistered Cleric and tweak it to include your suggestions above.

Thanks for the advice mate, it's very much appreciated.

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Blave wrote:

Well, what exactly do you want to do?

Your stats basically mean your a pure caster/healbot.

A simple fix would be Adapted Cantrip to get Electric Arc as your go-to attack spell. Alternatively, change Directed Channel to Reach Spell so you can cast Chill Touch at range.

Ray of Enfeeblement is a rather weak spell since it requires an attack roll and allows a save. I'd switch that out for another spell. In general, you might want to focus more on buffs/debuffs than offensive spells. The Divine spell list isn't terrible, but still probably the weakest when it comes to dealing damage.

If you want even more support, you could get bard dedication and inspire Courage at level 8.

Alternatively, Familiar Master Dedication with the familiar conduit feat can give your spells much more range, which can help to use certain spells more easily while still keeping a save distance from the enemy.

Other than that, I'm not sure you can do much without switching your bild around quite a bit. You could get more strength and try to melee or more Dex and use a bow via Archer Dedication.

Hi Blave,

Thanks for responding to my post. I think I'm just frustrated by the lack of offensive capability. I've been playing RPG's for over 35 years and I'm struggling with how much the Cleric has changed in PF2E.

A full rebuild isn't out of the question as the GM is generous up until 5th level. I'm missing the melee action so I probably should have gone with the War Priest from the start.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

I'm running a 4th Human Cloistered Cleric of Sarenrae in the Extinction Curse, and I've got to say that I'm not really enjoying it, primarily because it seems to be so ineffective. It pretty much stays at the back of the party and heals the other characters.

My GM allows players to tweak characters up to 5th level, so I'm after a bit of advice on how I can make this more effective.

My current build is as follows:

Str - 10
Dex - 12
Con - 12
Int - 10
Wis - 18
Cha - 16

Ancestry feats - Natural ambition (domain initiate)
Domain Fire & Healing

Background - Barker, Group coercion

Class feats - Directed Channel & Healing hands

General feats - Battle medicine & ward medic

Skill feats - Continual recovery & quick identification.

Spells
0
Daze, detect magic, divine lance, guidance, light
1
Burning hands, fear, Ray of enfeeblement
2
Sound burst x 2, sudden blight.

Focus points 2
Fire ray, Healer's blessing.

Any advice on what I can do to make this a more effective in general game play would be very much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Thanks for the advice everyone, it’s very much appreciated.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Good Evening,

I'm after a Rogue build for the Age of Ashes AP, which I'm starting in a couple of weeks.

I've only played Plaguestone in Second Edition and I was running a War Priest, so this will be the first Rogue that I've built.

I'm thinking of maybe a Half Elf with the Thief Racket. I want to use the AP backgrounds and was considering Local Scion.

I'm not into archer type builds.

Any advice/guidance would be much appreciated.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Thanks for the advice, it's very much appreciated.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

I am running a 9th level Paladin (Oath of Vengeance), and I'm looking for suggestions on what magic items I should target for purchase or trade.

Regards

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

I'm looking for suggested fighter builds for Return of the Runelords.

It's a 20 point build with Paizo books only.

Our party currently consists of a Catfolk Wizard and a Human Inquisitor.

Any recommendations would be much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Chromantic Durgon <3 wrote:

Clone and prismatic wall might also be worth consideration.

As for suggestions for a second class it might be useful to know your party composition, I agree druid might be a good option, obviously Sorcerer cast from the same list so could probably replicate your MMO potential with increased success depending on what you do.

Psychics and witches are both intelligence based casters that might. Be an interesting change of pace.

We have a Fighter, an archer, a cleric and a wizard/rogue.

I've been playing the Wizard since 1st level.

As it's Giantslayer, I was thinking of something exotic race wise, like a half giant or some such.

Sovereign Court

Pathfinder Roleplaying Game Superscriber
avr wrote:

Maze, Mind Blank and Moment of Prescience are some obvious 8th level spells to go for.

Assuming you've still got to fill battlefield control and some heavy-duty magical utility as a role, your options are a bit limited. Full casters only for a start. Maybe a druid? A feyspeaker druid gets some extra utility. The Panther or Eagle domains might be useful.

Thank you AVR

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

So after a hiatus of a few years, our gaming group is heading away this Friday for a full weekend of Pathfinder.

We're currently in Book 5 of Giantslayer and we have to take spare characters with us in case of deaths.

I'm currently running a 13th level Conjurer and am hoping for two things.

One - any advice on what 8th level spells I should take in the unlikeliy case that we hit 15th at some point.

Two - A backup character in case my Wizard snuffs it. It's a 20 point build that would come in at 13th/14th level.

Any 'out of the box' ideas would be welcomed.

Thanks in advance.

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I actually took Opposition School, and now have Necromancy. I haven't been able to edit the original post.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,
This is a follow on from a previous post where I asked advice about 6th levels spells.

I'm running a Human Conjurer (Teleport) that's just hit 13th level Human Conjurer (Teleport).

I'm playing in the Giantslayer AP.

I'm after advice on what 7th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.
I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.
My opposition schools are necromancy and enchantment.
My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Dragon Breath
Invisibility, Greater
Secure Shelter
Stoneskin

Wizard 5
Teleport
Overland flight
Fire snake
Permanency
Stoneskin communal

Wizard 6
Chains of Light
Disintegrate

Any advice would be appreciated.
Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

This is a follow on from a previous post where I asked advice about 5th levels spells.

I'm running a 10th level Human Conjurer (Teleport) and I'm close to leveling to 11th.

I'm after advice on what 5th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.

I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.

My opposition schools are necromancy and enchantment.

My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Dragon Breath
Invisibility, Greater
Secure Shelter
Stoneskin

Wizard 5
Teleport
Overland flight
Fire snake
Permanency
Stoneskin communal

Any advice would be appreciated.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I'm now a 10th level Conjurer with the following crating feats:

Rings, wands, wondrous items, arms and armour

I'm after suggestions on what I should be crafting for my party, which is comprised of:

Barbarian, dwarves fighter, arcane trickster, ranger and myself.

Thoughts?

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Spacelard wrote:

Can I ask why you think summon monster slows things down?

I play a Conjurer (Teleport) w/ Necro and Ench opposition, ha!
I always use summons to help out the party in a myriad of ways and don't find it slowing the game at all. However I am organised...

At one table a Druid was summoning, the player was disorganized beyond belief. They would spend ages flipping through the books to find stats, celestial templates, etc.

I have my favourite summons printed off at hand with the template and augment summon feat bits built in. Doesn't slow the game one bit.

Overland Flight is a game changer.

'However I am organised...'. Nice backhander.

Why I find it slows the game down, is that when a wizard casts this spell, they have to control all of the summons; Initiative, rolling attacks, saves etc. if you have multiple summons going it bogs down play. No reason other than that.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

This is a follow on from a previous post where I asked advice about 4th levels spells.

I'm running an 8th level Human Conjurer (Teleport) and I'm close to leveling to 9th.

I'm after advice on what 4th and 5th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.

I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.

My opposition schools are necromancy and enchantment.

My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Invisibility, Greater
Secure Shelter
Stoneskin

Any advice would be appreciated.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Fuzzy-Wuzzy wrote:
Prux wrote:

Hi Fuzzy,

The party consists of a Dwarven fighter, a Dwarven Cleric, a Ranger, A Rogue, a Barbarian and a Wizard (me). We are all level 8, nearly 9, and are currently in the 3rd book of the Giantslayer AP.

The Moon Circlet looks interesting, but my caster level will be 9th when I take craft wondrous items and that requires a caster level of 15th to make it.

I really like the idea of the Handy Haversack.

Prux.

You don't need to match the CL of the item in order to make it (despite the APG stating otherwise) unless it specifically says so in the Requirements line. Otherwise, its CL comes into crafting only in that the base DC to make the item is 5 + its CL.

Do you have the Giant Hunter's Handbook player companion? If not, you can find the wondrous items it introduces here.

If you want the others to be able to use your wands (that aren't on their spell lists), consider making some Wand Key Rings (3,000) (a wondrous item not a ring). You'll have to skip the "10 ranks UMD" requirement, but that just costs you +5 DC.

Well that certainly opens up the options a lot, thanks for clarifying that for me.

Sovereign Court

Pathfinder Roleplaying Game Superscriber
avr wrote:

The big six are armor, weapon, headband of +mental stat/belt of +physical stat as appropriate, cloak of resistance, amulet of natural armor, ring of protection. Obviously CWI can't make all of those. They're the most cost-effective usually.

Goggles of night have no duration. The darkvision spell does, and has the advantage over the goggles of costing nothing.

Hi AVR,

Thanks for the advice.

I was more thinking of making them for the party, that way I'd free up spell slots for other spells.

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Fuzzy-Wuzzy wrote:

How much money do you / your friends have to pump into this? What classes & strategies are the characters using, and what magic items do they have already? What weaknesses do they have that need to be shored up, other than darkness? A monk would probably appreciate a Monk's Robe (13,000) if they're not using the body slot already, for instance.

You might want to search for "darkvision" in Magic Items at the Archives of Nethys to find other possibilities besides the Goggles of Night. Not all of the 37 items found will be suitable, and many will be too expensive, but some are better for some purposes---for instance, an arcane caster might prefer a Moon Circlet (20,000).

Zainale's suggestion (which you can't use as rings are not wondrous items) reminds me that I'm quite fond of the Bracelet of Friends (19,000). Very appropriate for a teleporter. I'm also a sucker for Luckstones (20,000).

Amulets of Mighty Fists (4,000--100,000) are always popular with monks, other unarmed warriors, and animal companions.

Do you have enough Handy Haversacks (2,000) and/or Bags of Holding (2,500--10,000) already? If not, make some, they're great.

Nobody ever regrets carrying a couple of...

Hi Fuzzy,

The party consists of a Dwarven fighter, a Dwarven Cleric, a Ranger, A Rogue, a Barbarian and a Wizard (me). We are all level 8, nearly 9, and are currently in the 3rd book of the Giantslayer AP.

The Moon Circlet looks interesting, but my caster level will be 9th when I take craft wondrous items and that requires a caster level of 15th to make it.

I really like the idea of the Handy Haversack.

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber
avr wrote:

Lady-J's right, the big six are the most efficient places to spend your cash.

Eyes of the Eagle are also good; possibly better than Goggles of Night considering the duration on the Darkvision spell by this level.

Other items you might like are gloves of elvenkind or spellguard bracers, to cast spells safely; fog-cutting lenses or a goz mask, to see thru the fog that you can create; and sandals of quick reaction, to help you in surprise rounds.

Hi AVR,

You mentioned the 'big six', yet I can only count four belts, headbands, amulet, cloaks, what are the other two?

Also, from what I have read, Goggles of Night don't have a duration?

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber
zainale wrote:

friend finding maybe? Rings of Friend-Finding

http://www.d20pfsrd.com/magic-items/rings/rings-of-friend-finding/

HI Zainale,

I'm looking at craft wondrous item, not craft ring.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

I'm running an 8th level Conjurer (teleportation) that is about to hit 9th level. I took craft wand as my previous feat and am going to take craft wondrous item next.

Can anyone provide me with some tips on what wondrous magic items I should craft? I'm thinking of Goggles of Night as we have three humans in the party (myself included).

I welcome any other suggestions.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

There's some really great advice here, thanks everyone.

I'll call on you all again if I make it to 9th level and need advice on which 5th level spells to take!

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

I'm running a 7th level Human Conjurer (Teleport) and I'm close to leveling to 8th.

I'm after advice on what 3rd and 4th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.

I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.

My opposition schools are necromancy and enchantment.

My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Invisibility, Greater
Secure Shelter
Stoneskin

Any suggestions on what spells I should use moving forward would be much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber
avr wrote:

It allows you to apply the effect of the Disruptive Spell metamagic feat to a spell of 3rd level or less that you cast, 3 times per day.

Disruptive Spell forces a person affected by the metamagiced spell to make a concentration check to use a spell or similar for 1 round after being affected. It's not usually a big deal because 1) If you can affect them with a spell you can often apply worse effects than an extra concentration check and 2) the concentration check isn't one of the hardest ones.

I was trying to figure out how useful it can be but couldn't. Thanks for the feedback.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Can anyone explain to me what the benefits of a lesser disruptive metamagic rod is? I don't understand how it works.

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber
BigDTBone wrote:
Prux wrote:

Hi All,

I'm about to start an all day Giant Slayers session and I need a spare character in case mine dies (at the GM's request), and have no time to build one. Does anyone out there have a pre-made 6th level wizard that I can steal? Preferably in a hero lab file.

Thanks in advance.

Prux

No, but I can put something together for you quickly. What are your character generation rules?

A 20 point build basic wizard. email address is russandtaryn@bigpond.com

Thanks Mate.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Hi All,

I'm about to start an all day Giant Slayers session and I need a spare character in case mine dies (at the GM's request), and have no time to build one. Does anyone out there have a pre-made 6th level wizard that I can steal? Preferably in a hero lab file.

Thanks in advance.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Thanks all.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Can anyone please explain to me the best way to use a 'Demand' Spell?

One of the monsters in my campaign has it and I can't see any logical way to use it as it doesn't really seem to be useful.

Regards

Prux.

Demand

The gadget spec URL could not be found
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 8, witch 8; Domain charm 8, nobility 8; Subdomain torture 8

EFFECT
Saving Throw Will partial; Spell Resistance yes

DESCRIPTION
This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

The demand's message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately.

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Piccolo wrote:

I'd honestly recommend a Elf Evoker with the Admixture school, which allows you to change the element damage from one kind to another. This means you can really nail Frost and Fire giants to the proverbial wall. Do not have Enchantment as an opposition school; giants have crappy Will saves.

Second, since giants can hit really hard, try to max out your AC with item creation feats (Wondrous Item, Arms & Armor), and upping your hp. The former of course also helps out the party. You can maximize your time by grabbing a Ring of Sustenance, which allows you to sleep for only 2 hours, giving lots of extra time for crafting.

Quick tip: Have everyone take Stealth Synergy at 3rd level. The reason why will become painfully obvious in The Hill Giant's Pledge (2nd adventure) and also later on.

Ask the player of the Rogue to contact me personally. I have a Rogue build that maximizes sneak attack damage.

What races are the other PC's? I recommend Orc for the Fighter, Aasimar for the Cleric, and Goblin for the Rogue. If you take an Elf with darkvision, all of the PC's will be able to see in the dark, which means you will likely get a bonus from the DM on Stealth rolls since nobody is carrying a source of light.

Great advice on 'Stealth Synergy' we're going to look into that. Also, my mate that is running the rogue is going to contact you.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Can a wizard use a spell to coup de grace someone?

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Thanks Mate, turns out that I didn't even get to use it. A four hour battle with Cadrilkasta the Blue Dragon rounded off The Shattered Stars 'Into the Nightmare Rift', ended with the great Wyrms death. We had a really good session.

Sovereign Court

Pathfinder Roleplaying Game Superscriber
The Archive wrote:
PRD wrote:

Crush (Ex): A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon's Strength bonus.

Tail Sweep (Ex): This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

1. No. There's absolutely nothing in the Tail Sweep ability to indicate that.

2. The dragon, assuming normal action economy, cannot attack the crushed creatures. The dragon must use its actions to maintain the pin with a combat maneuver check. This prevents your typical dragon from attacking the crushed creatures. An atypical dragon could attack the crushed creatures if it had an ability that allowed it do do so. For example, if the dragon had something that granted it extra standard actions, it could use one to attack them.

Although, if a dragon crushed on the first turn, it could attack the...

I was more coming from the perspective where the dragon has landed on one opponent and crushed him, then maintained the crush while attacking those around it.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

The party make up is stock standard Wizard, Cleric, Fighter and Rogue.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Surely if a Dragon uses its tail sweep attack those that fail the DC reflex are knocked prone?

Also, if a Dragon uses 'Crush' can it still attack targets while crushing the poor unfortunate it's sitting on?

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I'm about to start the Giantslayer Adventure Path and was thinking about running a Wizard.

I could really do with some advice as I've pretty much been GM'ing for about 4 years and am a little out of touch with character generation.

Our GM has given us a 20 point build to start with.

I like to have fun with my characters, they're generally Chaotic Good with a dash of madness and bravado, with delusions of grandeur thrown in for good measure.

Any tips would be much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I'm about to start the Giantslayer Adventure Path and was thinking about running a Wizard.

I could really do with some advice as I've pretty much been GM'ing for about 4 years and am a little out of touch with character generation.

Our GM has given us a 20 point build to start with.

I like to have fun with my characters, they're generally Chaotic Good with a dash of madness and bravado, with delusions of grandeur thrown in for good measure.

Any tips would be much appreciated.

Regards

Prux

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