Valeros

Rayne Oremé's page

74 posts. Alias of NewXToa.




Hello!
Please cancel all of my subscriptions.
Thank you!


Hello!
If it would be possible for me to skip the Bestiary 2 shipment of the Pathfinder Rulebook subscription, I would appreciate it.
As such, could you cancel my order 24322540? If it would be easiest for you to just cancel my subscription and have me re-sub before the next hardcover ships I can do that too.

Thank you!


Hello!
I'm trying to think of a backup character for me to play in the event that my current character dies. I don't plan on dying, but I'd like to be ready for the unexpected.

There's 7 players total in this campaign (plus the GM), so I'm trying to find something that fills the niche I currently fill, but I'd also like it to feel different.
I am currently an Inquisitor Archer, with an emphasis on skill checks. I'm looking for other types of ranged characters - builds that don't use spell-casting or melee as their plan A (although backup plans are always nice, and spells are great for utility), and aren't necessarily archery-based.

Does anyone have any suggestions? I'm not looking for fully fleshed out builds, but if there's a particular archetype or feat that enables something new, I'd like to hear about it :)

I hope that made sense, feel free to ask for clarification if I was unclear. I realize this is a kind of vague question, which is why I'm looking more for bread-crumb trails I can go follow than fully fleshed out builds.


Hello!
I recently built a fancy shuriken character, because for some reason I remembered the Gloves of Improvised Might and thought they applied to ammunition/shuriken for some reason.

I realize this is a long shot, but is there any items I could have been thinking of that work similarly of the AoMF or the Gloves, but for non-improvised thrown weapons?


Hello!
I'm looking for class abilities/archetypes that allow the user to bypass DR - does anybody know of any?

I am aware of the Martial Artist Monk, and the Steel-Breaker Brawler, but I'm wondering if there's any other archetypes/abilties that function similar to the Exploit Weakness ability of those two archetypes.

Is there any others, or is it just those two?


Hello!
Do you have to make a Spellcraft check when adding new abilities to/upgrading magic items?
For example, when upgrading an Amulet of Mighty Fists from +1 to +1 Flaming. Do you have to make a Spellcraft check, or do you just have to meet the construction requirements for the new abilities, pay the additional gold, and spend the required time (that's a mouthful, so in the future when I say "construction requirements", assume I also include the gold and time requirements)?

If you just have to meet the construction requirements (no Spellcraft check required), does that mean it's impossible to upgrade magic items if you don't meet all the new construction requirements? When crafting brand new items you can just increase the DC for requirements you don't meet, so it'd be a pity if you were unable to do the same when upgrading items.


How would you adjust a party's APL to compensate for additional player wealth? For example, how would a party being 4 levels over WBL effect their APL?

Coming at it from another angle, how much additional wealth could you dump on a party of 2 to help bring them up to par (or close to it) with a party of 4?
I realize action economy is hard to compensate for, and I acknowledge the fact that a party of four is going to be much more versatile than a party of two. I'd just like to have somewhere to start when making encounters for a group that is significantly over APL, or when adding loot to an AP to help out a smaller party.

Thanks for your thoughts!


Heyo!
I opened an Adventure Path subscription this month so I could get the Ironfang Invasion AP. The first volume (#115) shipped no problem, but I'm looking at my subscriptions page and it says the next volume I will be receiving through my subscription is volume 3 (#117).
Could I get the second volume through my subscription? I'd rather not have to buy the book and pdf separately - after all, that's what the subscription is for :)

If there's anything you can do, I'd appreciate it!


I was theory crafting a Shield Champion Brawler, and I found this:

Throw Shield from the Shield Champion Brawler Archetype wrote:
At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack.

The way I read this is that for the purposes of the bull rush, dirty trick, disarm, reposition, or trip combat maneuvers when throwing my shield I am treated as if I am making a melee shield bash attack. Would that mean that Shield Slam would proc?

Shield Slam Feat wrote:
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check....

The Throw Shield class ability is careful not to say that throwing the shield is simply a ranged shield bash attack. However, the quoted section does say that for the purposes of making those specific combat maneuvers, it does count. Does it count enough for the purposes of Shield Slam?


Hi! I'm interested in picking up a few player companions, but there's so many to choose from! What are your favorite player companions? What do you think are the ones you use the most?


Hello!
So the group I play with usually plays early-level games - the furthest we've made it in a campaign is level 7, and we only did that once.
Recently, we've been wanting to do some higher-level play, so we're running some one-shots with rotating GMs to allow everyone a chance to participate.
The problem is, we have no idea what 12th level characters/monsters/encounters look like.
My question is, what should I look for in making a 10th-15th level martial character? AC, saves, equipment, attack/damage bonuses, etc..

Specifically, I'm making a 12th level shield champion brawler, focussing on using a shield as opposed to fists.


Hello!

Let's say we have a monk with 5 attacks in a full-round action. He uses Pummeling Style, and the first 4 attacks miss. However, the last one is a critical hit, which confirms. Does the monk simply treat the attacks that hit as criticals, or does the crit mean that all 5 attacks hit?

My guess is that only the attacks that actually hit are multiplied, but at the same time, there's enough ambiguity that I think it could go either way.

Can anyone clarify this for me?


Boar Style wrote:
While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.

My question is: When using Boar Style, do the two unarmed strikes need to be part of the same action (for example, landing two strikes with Flurry of Blows) or do they merely need to occur at some point within the same round (for example, hitting once during a standard action and again with an AoO, with the bleed occurring when the second blow hits?

I’m not worried about the fuss over how the bleed damage works - I will ask my GM to make a ruling about that (unless there’s been an official FAQ released, in which case please link me to it).

I’m trying to make a Master of Many Styles Monk. I am reasonably certain that I will be selecting Snake Style (and whatever the 3rd feat in that chain is). The problem is, MoMS gets rid of flurry (and thus, the Monk’s main source of damage).
I’m trying to build my monk so that he has good defense, but enough offense that enemies still need to attack him. Depending on how it works, Boar Style might fit my needs.


Hello!
So, the group I'm gaming with is going to be playing D&D 1e next time we meet. I'm going to be DMing, and we're basically going to be playing in an "if one player dies, we all roll new characters and start all over again" manner. There will be 3 players, plus me as the DM.

The only problem is, we've never played 1e before. I've been looking around the internet, and I can't really find any crash courses in 1e (nobody pays attention to it anymore!).

We're playing out of the 1981 revision Basic Set, if it matters.

Basically, I'm hoping someone could give me a crash course in 1e. I'm just looking for the bare necessities of the game - base mechanics, stuff I can show to my players the day-of to give them the basic idea of how to play. Everything else, we'll improvise or scour the basic rulebook for (that's part of the fun!)

If that didn't make any sense, please ask for clarification. I appreciate your help!


Hello!
So, I GM for a group that is running the Emerald Spire Superdungeon book. Our party consists of a Paladin (Oath of Vengeance), Cleric, Bard, Witch, and a Slayer. Everyone except the Bard and Slayer tend towards min/maxing. The Bard just cares more about playing something interesting than being a powerhouse (hence, he's a bard), but the Slayer envisions himself doing LoTR-type feats. He liked the flavor of the Slayer, which is why he chose it.

The problem is, the Paladin is completely overshadowing him in every way except for perception checks and disable device checks. This is partly due to the Paladin min/maxing, partly due to the Slayer underoptimizing due to a lack of understanding of how the rules work.

How can I help the Slayer feel like he is contributing? What should a Slayer's role be in combat and other situations? The slayer has no compunctions against modifying his character in order to function more effectively.


Hello!

Can I, while using Brawler's Flurry, (assuming level 2), make a trip attack and an unarmed strike as part of that full round action?

Basically, can I make combat maneuvers as part of Brawler's Flurry.


So, in the rules on the Grappling combat maneuver, it says:

The PRD wrote:
If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds.

When do I start applying the bonus? Do I apply it the round after I succeed the grapple check to begin grappling?


Hello!
Sometime this week, the group I normally GM for will be meeting for a one-shot adventure. Because a lot of the normal players will not be there, we're not doing the normal campaign we normally play, and someone else is GMing. The setting is a winter town (it's the christmas -themed adventure on the Zenith Games blog, if you're curious), and we rolled up new characters.
The way my GM had us determine our budget to purchase equipment was kind of weird, and as a result I have over 2,000 gp with which to carry around (I'm a monk, close to my weight limit). I've already purchased items and equipment, everything I plan on getting, and still have the leftover money.
I've asked the GM if I can purchase a bunch of spices and other commodities, and sell them at a profit to the townspeople, on the grounds that in a really northern town, traders wouldn't come through all that often.
I'm using the list of goods here, and selling them as following:
Coffee beans (I can buy it at 5 cp/lb, I want to sell it at 7 cp/lb), tobacco (5 sp/lb, sell for 7 sp/lb), Allspice and cinnamon (1 gp/lb, sell for 1gp 4 sp/lb), chilies, peppers, cumin, and saffron (2gp/lb, sell for 2.8gp/lb), salt (5gp/lb, sell for 7gp/lb), chocolate (buy at 10gp/lb, sell by oz at 8sp/oz), silk (buy at 10gp/sq yard, sell at 1.4gp/sq yard).
Basically, make 40% profit. However, the prices I sell for aren't set in stone.
However, I probably can't expect to just purchase, appear, and assume I sell everything.
Does anyone have any ideas on a system to randomly determine if I sell stuff or something? Sort of like rolling a dice to see how much of each product I sell, or something. I don't know.
I hope that made sense, and I'd appreciate the help.


Hello!
I am slowly expanding my collection of Pathfinder books, but I'm not sure what to prioritize/what is worth getting.
I currently have Core, APG, UM, UC, and the ACG. I am planning on getting Bestiary I.
I am a player and now a GM, so I'm interested in almost everything, and my group has a policy of only using material that we own physically.
I have considered getting the GM's guide, but I'm not sure if I really need it. It's on the PRD, and a friend owns it if I really need physical access.
Which books should I get next, sticking to Pathfinder products?
I'm mostly debating Ultimate Equipment, Ultimate Campaign, Advanced Race Guide, and tentatively the Inner Sea World Guide and the GM's guide (though I'm not sure I really want to invest money in it).
What is your advice? Which should I prioritize? Why?


Hello! I recently began GMing for an Emerald Spire campaign. My group had it's first meeting last night. One of the requirements for an adventuring group to go adventuring is a Letter of Warrant, which means that they donate 30% of all income to the Hellknights.
How does the Letter of Warrant actually work? What does it cover?
After reading it, I think it applies to everything you get in Emerald Spire. However, how do you pay the 30% tax on equipment and items acquired in the Spire?
Just to make sure, this probably doesn't affect quest rewards, such as that you get from the Sage for exploring each floor, right?


Hello!
One of the people I play with recently got a book on Kobolds (http://paizo.com/products/btpy937g?Advanced-Races-6-Kobolds) has been building a character, but our group is having a debate over one point.
Does using Kobold tail attachments count as a light weapon, or does the tail attack still count as a natural attack?
Let me know if you need more clarification, and I appreciate the help.


Hello.
I was looking at the Monk class (specifically the Flurry of Blows), and I noticed at in the description, it says that you get a second extra attack at 8th level, as with Improved Two Weapon Fighting. I also noticed that you get a third Flurry of Blows attack bonus at level 6, as shown on the class table (3-10 in the Core).
Does this mean you get a 3rd attack at level 6 while Flurrying? If so, why state a second attack at 8th level?
If someone could clarify, I would appreciate it.