Sheyln (Symbol)

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Liberty's Edge

To be fair, there is still a combat maneuver roll that needs to succeed and it requires a few feats to work. While it would be better than a bull rush since you have more options, it doesn't strike me as unfair.

Liberty's Edge

1 person marked this as FAQ candidate.

I wasn't worried about dealing full versus half damage, just the possibility of none at all. I don't think Ki Strike covers this though.

At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

Being incorporeal isn't a type of DR, so I need a magic item to deal any damage to them.

Liberty's Edge

I took a look, but with the great number of Monk based threads, I wasn't able to find an answer to this question.

My understanding is that my Monk would have at least three methods available for damaging incorporeal beings.

1) Wield a magic weapon, such as a +1 Kama.
2) Equip a +1 Amulet of Mighty Fists.
3) Equip an Amulet of Mighty Fists [Ghost Touch].

My question is, if I purchase an Amulet of Mighty Fists that only has a special property such as Shocking or Holy, will it still deal damage to Incorporeal creatures?

I'm not looking to start a discussion on whether or not Monks are good. I just want to make sure I have a method to hurt incorporeal creatures before I decide what type of Amulet to get.

Thanks.

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Boon Companion is worthwhile. I'd rather delay other feats than delay this. Also note that you could afford a one level dip into another class and your pet won't suffer. In our group, my small fox (dog template) might just be the best front liner we have. Your pet could be an asset in keeping you at range, and shooting your bow.

Liberty's Edge

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Elamdri wrote:
Geistlinger wrote:

OK, Elamdri, here's a scenario that should clear up how absurd you are sounding.

Paladin in the city, Detects Evil.

"Whoa, that guy (say an evil priest, maybe obvious, maybe not) just pinged on my evil-dar".

*proceeds with the smiting and the killing*

Paladin arrested for murder.

"But he was evil!"

Killing every evil person you come across isn't just wrong, it's counter-productive at times as well.

Ok, a few points:

A) I don't think a Paladin killing an evil cleric is murder.

B) I didn't say Paladins HAD to go around slaying every evil creature they found, the absolute second that they detect evil. I said that if they detected evil on a creature, they shouldn't then fall for slaying that creature.

C) Paladins are beholden to a higher code of conduct.

D) Paladins should to some degree of crediblity. After all, they're paragons of justice. I'm not saying that makes them some sort of Judge Dredd mind you, but I think "Paladin cuts down someone in the street" and "Rogue cuts down someone in the street" should receive different levels of scrutiny.

E) No one is seeing the holy light smiting the Paladin's foe down?

F) The Cleric has no evil holy symbols on him? Nothing? I find this unlikely.

Okay, I have a major problem with (A). It doesn't matter what alignment something is. If I kill a good cleric or an evil cleric in their sleep, that is murder.

I have a Paladin of Shelyn, and I don't see Detect Evil as proof something deserves death. It mostly tells me two things: I can smite it if I need to, and I'm going to be very suspicious of that creature.

There is also an in between when it comes to redemption. If it picks a fight with me, there is a chance it will die. However, if the creature begs for mercy and doesn't appear to just be getting me to lower my guard to stab me, I'm willing to take a prisoner.

Liberty's Edge

Don't forget the time frame for some of these actions. If a Fighter swings and misses a few times, maybe only 30 seconds have passed? It seems much longer to the players, but time passes very slowly when you're going in six second increments. Sure, you might be missing, but if your character thinks it only will take a single strike to bring the Wizard down? Especially if the GM describes the Wizard's actions as dodging versus magic force field, I'd be much more likely to try and plant a better strike.

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I tend to prefer short names. Fantasy names only get frustrating when you don't know how to spell it upon hearing it or pronounce it based on reading it.

Character names I've used::

Alexander Whitestone
Ume Lynn
Elizabeth Hamilton
Miranu Pinak
Anna McDougal
Sen Picnic
Lance
Iriedove Hollysword (Always shortened to Irie)
Adair Moonfire
Krisdove Hollysword (Always shortened to Kris)
Inaba Pegason
Naan

Liberty's Edge

My suggestion would be to see what type of game he is looking to play. I can see a stealthy type (Rogue, Monk, etc.) almost working better with a single character. Alternatively, a high charisma character (Bard, Paladin, etc.) could avoid resorting to violence. Trick, befriend, or scare your encounters instead of stabbing them.

You'll probably want to tone down the fights, but you could always offer opportunities to pick up temporary companions or offer a familiar/animal companion to fight alongside him. You could also let him play two characters, but that could potentially hurt character development.

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I feel like it should make you immune to intimidate. We joke that my Paladin is not afraid of anything, regardless of how potentially scary it is.

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Yeah, I'll second that the archetypes seem a good bit stronger. Maneuver Masters, Martial Artists, and Master of Many Styles all look like they'd be much more competent than the average Monk. With the core Monk, I think the only really easy combat maneuver to advance to Greater would be grappling; all of the others would require power attack or combat expertise. It will only help so much, but at least there are some core Monk weapons (flurry friendly) that would support maneuvers: Sai (Sunder, Disarm), Kama (trip), and Nunchuck (disarm).

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Exploit Weakness (Ex)

Full Text:
"At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn.

This ability replaces ki pool."

Does the second half of this ability - the bonus to: sense motive, reflex saves, and armor class require the wisdom check? I see threads where people claim it was just an oversight to not include it, but it makes sense to me that the defensive boost would be more reliable.

Thanks.

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I agree with Dudemeister, it is only as difficult as you want it to be. Do they currently have the body? You could make it that an NPC (someone the party helped or someone from the dead character's back story) worked to revive the character by themselves. Then the newly resurrected player was either recovering or having a side adventure until the point they rejoin the party. It could also serve as a good excuse for bringing that character back in line for XP/gear.

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Seriphim84, that is important to note, thank you. I was assuming each half of the double weapon would count separately, but that does mean it would be rather expensive. Assuming 1,312 gold would be the correct base cost for a MW Cold Iron/Mithral double-chained Kama, the cost would rise to 7,312 gold once it became +1 magical for each part. That version should still be covered under the always available, but upgrading either half to a +2 would make it 13,312 gold, requiring a fame of 31, which would be Lv.6 at the earliest. It does feel like a double-chained Kama would be really hard to upgrade. Then again, given all of the other magic item slots, would I have enough extra money for my weapon right away anyway?

EDIT: Actually, it looks like I'll be okay. I checked the Guide to Pathfinder Society Organized Play pdf, and on page 26 it says you count each end of the double weapon on its own. "The character must still actually spend the gold to receive the desired item. For double weapons, calculate the cost of each end separately when considering Fame purchasing limits."

Chernobyl, I'm pretty sure the Mithral cost applies prior to halving the weight.

Liberty's Edge

Thanks, 1,312 gold is about what I thought it would be. The biggest question was over whether or not Mithral really was only half. Since this is a Society character, it isn't as easy as just clarifying with a specific GM.

Unfortunately, I realized I'll need to spend a feat to actually use this weapon effectively, but the weapon concept outweighs that.

Question, is it worth making your primary weapon(s) Cold Iron/Mithral? Getting around DR is useful, but doing so will add 3,000 gold to the total cost between Mithral's standard price and enchanting Cold Iron. An enhancement bonus of +3 will bypass both Silver and Cold Iron DR.

Now I'm going to look up silversheen.

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I'm currently reconsidering my weapon option for my Monk. Instead of going with unarmed combat as my primary method, I want to switch to using Kamas. I'd want to make one MW Cold Iron and the other Mithral (inherently MW).

Ideally, I'd rather use a double-chained Kama. However, I'm unsure exactly how the costs go for making one half Cold Iron and the other Mithral. If both halves need to be MW, the Cold Iron half should cost 312 gold? How much does the Mithral portion cost? If only one half is Mithral, is it still 500 gold multiplied by the full weight of the weapon? Would it be half the weight?

Ultimately, how much would a Cold Iron MW/Mithral double-chained Kama cost?

Thanks.