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Organized Play Member. 126 posts. 1 review. No lists. 1 wishlist. 3 Organized Play characters.


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Shadow Lodge

My party used their halfling necromancer character as bait and sent them to be “rescued” by the Bellflowers. When the halfling pc was taken inside they assaulted the building. The wizard, the cleric, and the knight of the sepulcher all wound up dying because they chased a rogue down the tunnel with the brawler waiting one at a time rather than regrouping to move forward.

The necromancer and the gun tank both fled to get the hellknights after the other three died in the tunnel with the brawler. At that point I had the Bellflowers begin to teleport away themselves, the crop, and the corpses. When the two remaining PCs returned the house was abandoned and empty of all valuables. The Bellflowers even stole the corpses of the dead PCs so they couldn’t be questioned or raised without huge expense.

The party barely got the notice points to meet the queen but they will survive without the extra xp since I don’t use xp in my game.

Shadow Lodge

I still have the Happy Camper character sheets. Send me a PM with an email address and I'll send them over to you.

Shadow Lodge

I'd love a copy of this!

email address:
Chad9844@bears.unco.edu

Shadow Lodge

I recommend that you take a look at the Unfettered from Monte Cook's Arcana Unearthed. It sounds to me that it is very close to what is being asked for. If it was updated for Pathfinder I think it would be a perfect fit.

Shadow Lodge

I loved Arcana Unearthed by Monte Cook. It's an OGL product that was meant to act as an alternative to the players handbook. It's really easy to mix up the title with the 3.5 splat book Unearthed Arcana. They are entirely different.

Shadow Lodge

Ninja is an Archetype of rogue. That means that when you take levels of ninja you may choose 1/6th of a rogue talent as your favored class bonus. And since the rogue talent Ninja Trick exists there is no reason to have a different option for ninjas in this situation. So after the sixth time taking this favored class option you are able to choose the rogue talent Ninja Trick or any other rogue talent.

Shadow Lodge

If you take the fight defensively action on your turn, then drop the weapon you were fighting with as a free action do you still gain the AC bonus from fighting defensively or do you need to continue to wield the weapon to gain the AC bonus?

Shadow Lodge

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I'm just pointing out that verisimilitude is not part of the mechanics. If it was then fireball would 1) not exist 2) exert force from the explosion and 3) make a sonic boom from a sudden change in air pressure.

Shadow Lodge

I think it's odd that you ask about making an opponent flat footed to use a feet that requires you to have a feat which makes your opponent flat footed as long as they are shaken, frightened, or panicked, and you've hit them since the start of your last turn.

Shadow Lodge

Disarm + Catch Off Guard = flat-footed.

PRD wrote:

Catch Off-Guard (Combat)

Foes are surprised by your skilled use of unorthodox and improvised weapons.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Also:

PRD wrote:

Shatter Defenses (Combat)

Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

Shadow Lodge

Driver 325 yards wrote:
Look at this fast archery video You can see that her support of the bow in the off hand never changes. However, the shooting hand is only needed to fire and grabbed the arrow. There is no re-gripping or changing of grips

Try looking at this video instead. Notice how he is actually capable of firing the number of arrows in 6 seconds that your character is able to fire and your "quick archer" isn't? If you want to bring verisimilitude into this argument then we should be basing it off of his archery style since that's the style that can actually match the speed of combat in Pathfinder. His hands are never free, they are full of arrows.

Shadow Lodge

The Crane Style feat requires you to fight defensively with one hand free to even benefit from the Crane Wing feat when it is not your turn. So, during your turn you are either firing a bow (two-handed) or fighting defensively with one hand free (not firing a bow) in order to qualify to use crane wing against incoming attacks.

Shadow Lodge

Xaratherus wrote:


[edit]
Never mind, you found it yourself, heh.

My guess is that they would count as spontaneous only. A prepared spell caster has to have a source of preparation - a spellbook or familiar. A spell-like ability seems to have a more 'spontaneous' flavor to it.

If the bolded part is true then what do clerics, druids, paladins, and rangers need to have with them to prepare their spells?

Shadow Lodge

No. Nothing in the adopted trait says that it allows you to break the Trait rule regarding how many traits you can have from each category. Of course there is always the talk to your GM option if it's not PFS.

Shadow Lodge

I'm not concerned about these traits being stronger than normal traits simply because in my mind Mythic Adventures is playing with over powered mechanics anyway. Why not toss on a couple more?

Shadow Lodge

I also would like to chime in and say that I love the concept of these traits! I think you guys did a great job at tying the player into their campaign specific background without having any fore-knowledge of what each player wants to play.

Shadow Lodge

You appear to be mixing terms here. Weapon Focus only applies to a single type of weapon (Longbow, Longsword, Greatsword, Sap, etc.) A weapon group is clusters of weapons as detailed in the Fighter Weapon Training.

Does that clear things up for you?

Shadow Lodge

I know you don't want an answer to be a specific rage power but Body Bludgeon is my favorite class option. The idea of using an enemy like a baseball bat or a sack of potatoes is just too good to pass up.

Next in line is the Assassin/Master Spy death attack. I keep wanting to play a character that is Ranger 5/Assassin 5/Master Spy 10 that goes around the world trying to replace major world leaders for short periods of time.

Shadow Lodge

Energy resistance doesn't stack you only get the higher value. The rest of it would stack.

Shadow Lodge

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As we all know Profession: Burglar or Profession: Thief are the best professions for Master Craftsman. What can't you craft? Only things that can't be stolen.

Shadow Lodge

I would say reflavor and resize a Giant Frog. Give it the Wolf-in-sheep's-clothing reanimation ability and some kind of ability to perfectly recreate any sound it's heard before. It will already have the sticky tongue and swallow whole that way and it's always easier to increase CR than it is to lower it.

Shadow Lodge

What about just using a straight Seeker Oracle (from PFS: Field Guide)? They get trapfinding and as a primary divine caster they will be capable of keeping up with your healing needs. It's pretty easy to build one stealthy as well.

Also, it allows for you to focus more. As a battle oracle you would be more combat oriented, as a life oracle you could still have channel energy, etc.

Shadow Lodge

Thankfully doesn't Ultimate Campaign have revised crafting rules in it?

Shadow Lodge

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At my game last night we are exploring the darklands on behalf of a huge dwarven metropolis. We had trouble remembering the name of the Dwarf town and half the time we just call it Dwarfopolis. So the idea popped into my head to call it Dwarfstantinople. Any way, that led to the song by They Might Be Giants. I reworked the lyrics and felt I should post them on here in the hopes that someone more musically inclined than I am could put together a nice Youtube parody video.

Lyrics:
Elfstanbul was Dwarfstantinople
Now it's Elfstanbul, not Dwarfstantinople
Been a long time gone, Dwarfstantinople
Now it's Elvish delight on a moonlit night

Every gal in Dwarfstantinople
Lives in Elfstanbul, not Dwarfstantinople
So if you've a date in Dwarfstantinople
She'll be waiting in Elfstanbul

Even old New Orc was once New Halfling-Land
Why they changed it I can't say
People just liked it better that way

So take me back to Dwarfstantinople
No, you can't go back to Dwarfstantinople
Been a long time gone, Dwarfstantinople
Why did Dwarfstantinople get the works?
That's nobody's business but the Orcs

Elfstanbul (Elfstanbul)
Elfstanbul (Elfstanbul)

Even old New Orc was once New Halfling-Land
Why they changed it I can't say
People just liked it better that way

Elfstanbul was Dwarfstantinople
Now it's Elfstanbul, not Dwarfstantinople
Been a long time gone, Dwarfstantinople
Why did Dwarfstantinople get the works?
That's nobody's business but the Orcs

So take me back to Dwarfstantinople
No, you can't go back to Dawrfstantinople
Been a long time gone, Dwarfstantinople
Why did Dwarfstantinople get the works?
That's nobody's business but the Orcs

Elfstanbul

Shadow Lodge

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King_Of_The_Crossroads wrote:
Yeah, I saw that. However, it doesn't doesn't completely help, since you still can't craft rods or rings. Not to mention you have to have a billion and one craft skills to get an versatility out of the feat. I was hoping I had found a method of bypassing a crummy feat tax, but I guess it's back to the drawing board.

You don't need a Billion and one craft skills to get versatility. Just base it off of Profession (Thief) or Profession (Burglar). Then you can craft anything that can be stolen. It's funny and flavorful.

Rogue: "Hey fighter, check out this awesome sword"

Fighter: "This is really nice. Did you craft it yourself?"

Rogue: "Craft? Um... Yeah... Yeah, I crafted it myself. But on an unrelated note, I don't think you should ever try to sell that sword in this town."

Shadow Lodge

There is nothing in the text of the ability that allows you to ignore prerequisites. For an example of text that allows you to ignore prerequisites look at the monk bonus feats.

Shadow Lodge

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Deadmoon has it spot on. This is the reason I play these games.

Shadow Lodge

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I want a book like this with every ounce of my being.

Shadow Lodge

agentJay wrote:

Also one last thing, what is incorporeal special quality? When I looked up incorporeal subtype it says, "In addition, creatures with the incorporeal subtype gain the incorporeal special quality." No idea what that is and can't seem to find it.

From the PRD:

Incorporeal: Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.

It is found in the glossary

Shadow Lodge

I have an archer right now that has used poisons his entire career and always tastes his poisons to be sure they're still potent. Since he acquired his ring of sustenance all he has eaten is his poison. One day he finally snapped, woke up and chugged a vial of his poison.

It turned out that after years and years of consuming the poison he had turned himself from a fighter into an alchemist. All of his extracts and mutagens are made from diluted poison. Let's just say that he's more than a little insane.

Shadow Lodge

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Jiggy wrote:
Quath wrote:
Since it's a specific item you cannot enchant it later in pathfinder society. It will always be mundane and you can never change that.

Incorrect.

Official FAQ wrote:
Non-magic specific armor and specific weapons may be upgraded normally.
LINK

Thank you Jiggy. I was unaware.

Shadow Lodge

Samuli wrote:
David knott 242 wrote:
Also, the mithral shirt has no enhancement bonus listed. If you want a +1 or better enhancement bonus to your chain shirt armor, that 2.5 pound difference is worth it.
I didn't really get this. Enchanting your armor does absolutely nothing to its weight.

Since it's a specific item you cannot enchant it later in pathfinder society. It will always be mundane and you can never change that.

Shadow Lodge

Dot.

Shadow Lodge

A ring of riding should be perfectly fine, price it the same as a ring of climbing and give it the same bonus. +5 to a skill is not unreasonable at all.

Shadow Lodge

Rocketman1969 wrote:
Quath wrote:
He is prefacing his posting of his house rules with a very long history of his gaming experience.
Context is important sometimes.

I didn't mean to offend. Someone asked for a summary and I gave one.

On topic however, I do agree with LazarX's suggestion to look into something like E6.

But, since it seems you are just sharing what works for you and asking for advice about significant rules problems that may come about due to your houserule set and not asking for a similar system in which your game world could run, I'd say that what you have created would have no great impact on the way the game functions other than the mechanics you have pointed out.

Well, aside from the obvious changes to the (in)balance of the system (such as the cleric receiving less in the way of class features due to having the whole spell list at his disposal.) But, I'm pretty sure those changes were intentional.

Shadow Lodge

He is prefacing his posting of his house rules with a very long history of his gaming experience.

Shadow Lodge

Animation wrote:

Extend to a familiar in what way? I was always under the impression that familiars were loyal associates. However, I typically ask my GM to let me swap the familiar for Eschew Materials since I normally dont like keeping track of familiars or exposing them to danger. I do think an Ifrit Diviner with the racial/class/trait/feat stuff for initiative would be a good reason to get one of the +4 init pets. You could start with +18 initiative at level 1. But otherwise I avoid familiars anyway.

If it turns out that familiars are not willing participants, then my personal dislike syncs up well with the character's morals. :)

It's actually a +20 initiative. +5 Dex +1 Diviner +4 Wildfire Heart +4 Improved Initiative +4 Familiar +2 Reactionary Trait.

Shadow Lodge

Oh this makes so happy. You have no idea. Now I can't find your donate button...

Shadow Lodge 1/5

The idea was that my paladin worships Nethys but gains his powers through his devotion and force of will and not directly from Nethys. It sucks that I have to change though.

The previous edition of the PFS:GtOP didn't list paladins as needing to worship a deity since a PRPG paladin doesn't get his powers directly from a god (until the most recent PFS:GtOP.) So officially my paladin followed the teachings and practices of Nethys and never received his powers from him.

Shadow Lodge 1/5

Relevant new text:
Religion: Characters can elect to worship any deity listed in a table of gods in the Core Rulebook, The Inner Sea World Guide, Pathfinder Campaign Setting: Gods and Magic, or any other source listed as an official Additional Resource. Characters may elect to worship an evil god, but must always be within one alignment step of their chosen deity. For clerics, this is an especially important choice, since the deity’s alignment determines whether the cleric channels positive or negative energy, a decision with significant tactical implications for the cleric and her allies. Clerics, inquisitors, paladins, cavaliers of the order of the star, and samurai of the order of the star must choose a deity as all classes in Golarion that receive spells and abilities from a specific divine source receive their powers from a deity. Druids, oracles, and rangers are the exception to this rule. The list is not exhaustive, and divine spellcasters of any future classes whose sources are added as additional resources to the Pathfinder Society Organized Play campaign will be required to choose a deity unless otherwise specified. Otherwise, characters who do not receive powers from a divine source may choose to be atheists or to have no deity at all.

With this new set of restrictions does that mean my paladin can no longer worship Nethys? More specifically does the alignment to deity restriction only apply for evil deities as the text implies?

Shadow Lodge

Barry Armstrong wrote:

No, the correct term is indeed RAW. They work together, according to the exact wording of the text.

Snap Shot = While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you.

Combat Patrol = As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus.

So, by the exact wording of the rulebooks, a level 20 Gunslinger with the Weapon Focus (Musket) feat, Snap Shot, and Combat Patrol would threaten 25 feet as long as he has a loaded musket in his hands. (5 feet for the Snap Shot and an additional 20 feet for the +20 BAB at level 20.)

That is not RAI that's exact RAW. And kind of ridiculous. I would think a Sniper (at least the Sniper Rogue Archetype) would have the ability to see far, wait for the opportunity, and then BOOM! Headshot!

That's kinda what a sniper is for.

I concur with this reading of the RAW. Also, Barry that sniper action you described is either the "ready" action or it's the "delay" non-action. Either way, it already exists.

Shadow Lodge

blackbloodtroll wrote:
Where is the descending attack order rule listed?

Here: Full Attack Action

Shadow Lodge

With the weapon cord one you would only be wielding 1 weapon at a time but you would be TWF if you got the GM to say you can ignore the descending attack order. If you are going to go so far as to pull in 3.5 material, why not just ask for a house ruled repeating hand crossbow, then get a permanent abundant ammunition on the cartridge?

Edit: or use the Endless Ammunition Weapon Property from UE. But I'm unsure if that enchantment removes the reload time. It implies it, but doesn't state it.

Shadow Lodge

PRD wrote:
Weapon Cord: Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.

They are in the APG. Quick draw only supports the drawing part of that quote, not the sheathing part. I really like the idea and concept of this build and think it would be awesome to see functioning. It just stinks that it requires house ruling (even if the house ruling seems reasonable).

Shadow Lodge

Barry Armstrong wrote:

You can take free actions during a full attack action, so it stands to reason that you can take a swift action the same way.

Looking it up, it seems that the most mechanically efficient method is to buy two repeating crossbow magazines with a continuous Abundant Ammunition spell cast on them. According to the magic item creation table, they'd only cost 4k gp each. (1st lvl spell x 1st lvl caster x [2000x2 {doubled because the duration of Ab Ammo is 1min/lvl}])

TURN:

1) Drop offhand weapon (Free Action)
2) Full Attack Action w/main and reload lever w/offhand (Free Action)
3) Drop main weapon (Free Action)
4) Draw offhand weapon using Quick Draw (Free Action)
5) Continue Full Attack Action w/offhand and reload lever w/main (Free Action)
6) Draw main weapon using Quick Draw (Free Action)
7) Benefit for rest of round from Two Weapon Defense and Two Weapon Warrior abilities

As far as I can see, this methodology allows you to do this on an infinite loop if you have the magic clips with the Abundant Ammo continuous spell effect.

Am I missing any mechanics other than the Attacks of Opportunity all that would draw (that I could eliminate with other feat investments) and the "reasonable limits on free actions, as decided by the GM" ?

Assuming this is all legal, this idea may have just gone from Paladin's Divine Hunter to Warrior's Two Weapon Warrior to one BEASTLY Arcane Archer....now, what other 10 levels to take....1 Sorcerer/9 Rogue (with sniper abilities)/10 Arcane Archer?

Quick draw doesn't let you change the action of retrieving a weapon on a weapon cord or picking up a dropped weapon, so that attack pattern you detailed doesn't work that way. Sheathing a weapon or picking one up is a move action either way. There might be a feat or something that lets you pick up or sheathe weapons faster, but without that, you are restricted to having only 1 weapon in hand at a time.

Edit: also, that attack pattern is ignoring the restriction that you must make your attacks from highest to lowest. So if your attack pattern is +20/+15/+10 (MH) and +20/+15 (OH) then you must attack +20/+20/+15/+15/+10. You can choose to make those attacks MH/OH/MH/OH/MH, OH/MH/MH/OH/MH, MH/OH/OH/MH/MH, or OH/MH/OH/MH/MH, but you cannot make a pattern like OH/OH/MH/MH/MH or MH/MH/MH/OH/OH by RAW.

My previous post was under the assumption that you were talking about a game where you could negotiate with the GM, not PFS.

Shadow Lodge

I'm not sure of what sort of actions you can take during a full attack action, but assuming you can take swift actions during a full attack action (and I don't see anything that says you can't, but am willing to be shown otherwise), You could have it set up so that both crossbows are on weapon cords.

You start the turn with your off hand dangling and you main hand equipped, you begin the full attack and make all the attacks with the main hand, you then drop the main hand as a free action, use your swift to grab the off hand, then finish your full attack. Next turn you start with the off hand, and end on the main hand.

The full attack action says you may begin your attack pattern with either weapon, but because you must make all attacks in descending order, I'm pretty sure this doesn't work by RAW. But it is as close as I can get to figuring this out. And I feel that this isn't going to be game breaking, it would just require a little more bookkeeping on your part due to the irregular attack pattern and being aware of which weapon is equipped at any given time. This is especially important if you are making AOO's with these weapons.

Shadow Lodge

Falling damage caps at 20d6 anyway... so going more than 400 feet doesn't matter.

Shadow Lodge

Nickego wrote:

Where in the RAW that HD = CR for PC's?

Need to be able to show my DM.
I know that HD equals class levels for standard race PC's BUT the celestial and fiendish templates uses CR not HD.
I am not trying to be difficult just looking for RAW to back up my point.
The RAW is found in the game mastering section of the CRB.
PRD wrote:
A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –1.

Here is the link.

Sorry that it's not favorable to you. :(

Shadow Lodge

You left out the Headband/Belt of primary attribute.

Shadow Lodge

My question is, when does DD check to see if the place you are teleporting is a valid location?

1) If it checks before the spell is cast then you are able to teleport anywhere that is not your current location.

2) If it checks after you cast then you would blink to where you wanted to be and if that location is incorrect then you are suddenly put back where you cast the spell from.

3) If it checks while the spell is cast, then you are in more than one location at a time when casting a teleportation spell.

I believe #1 is the correct answer. Otherwise I could summon a sword inside my enemies small intestines; in this example following #2 the sword would appear, shred their intestines (assuming medium or small size creature) and then go back where it was and following #3 the sword would stay where it is currently at and appear inside the small intestines of my opponent before deciding that it can't be inside my opponent.

So, again, when does a spell check if the target is a legal target?

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