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Rents's page
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I have a party of with 3 Mounted members, they're saying that when they charge with their lance they hit for +28 (x3) for every time they preform a spirited charge with a Power attack + Smite.
This is the only rule I found that has anything to do with multiplying damage aside from criticals, it's really hard to set up a Campaign if they can literally hit for a minimum of 93 dmg when charging. Is there something I'm misunderstanding? The Lance says it doubles your damage already, spirited charge makes it 3x.
https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/lance/
https://www.d20pfsrd.com/feats/combat-feats/spirited-charge-combat-final/
http://legacy.aonprd.com/coreRuleBook/combat.html
Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.
Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.
Exception: Extra damage dice over and above a weapon's normal damage are never multiplied.
Do I just have to make situations to force them off their mounts? Because dear god.
Muser wrote: It's really up to you. I'd go with what fits to your characters flavor. Is he damn dirty bastard of a fighter? Then get Dirty Fighter. Traits are afterall, besides being teensy power-ups, background elements that are there to support your character.
On the armor issue, for me it's unfortunate how little ACP really means after a couple of levels. It's supposed to be a hindrance, but mwk armor and various class abilities surpass it soon enough. With that in mind, pick the highest ac armor you can, because the goal of the first few levels is to have fun and to survive. If something helps you survive, go for it!
Thanks a lot for the advice guys, we're gonna start playing soon and I'll tell you guys how my first few sessions are.
ossian666 wrote: I'd go the classic Power Attack, Iron Will, Combat Expertise as your feats. That will give you a little more ooomph for using 1H weapons, buff your weakest save, and give you an option to bump up that defense a bit if need be while also opening up the door for a few Imp Combat Maneuver feats.
Make sure you put some ranks in Acrobatics...since you will be wearing light armor you can move in and out of zones with this and with 3 ranks your Fulld Defensive and Fight Defensively should go up 1.
Do you think I should go with lighter armor than I'm using now or keep using this one? it's penalty lowers my Acrobatics kinda a lot; or should I wait until higher levels?

boring7 wrote: A fair point, I may have to eat my words on that one too, at least for level 1.
Illusions are important for a bard because they pretty much NEVER have "real power" (whatever that means) in what they do. Their specialty is being the small man casting the very large shadow, and like the subtle dance of charm, dominance, and distraction they use in social manipulation a bard should have misdirections and illusions to trick people.
Ghost sound can be good for tricking or distracting people and monsters. And on reflection if the party has a wizard or a cleric you may not actually need detect magic because, well, they have those spells.
I don't know if I would take grease or Minor Image. Both are highly situational, both are useful even unto 20th level, and both are made more effective with imaginative use.
I honestly can't think of a time when I've used read magic, but that may just be because my DM's never threw appropriate situations at us to where we needed it. I'm re-reading the description and I'm not even sure what a lot of it means.
I'm the authority on magic, I am the healer and the Wizard; and the only ranged fighter. We only have 3 people in our party a Fighter and Barbarian, so yeah.
Edit: also our DM is pretty new to DMing.
boring7 wrote: I would trade either read magic or ghost sound for Prestidigitation. Aside from party-tricks and not having to buy soap ever again it's the go-to spell for ALL your "little fiddling utility junk" magic. Lighting fires/fuses, drying/cleaning clothes, up to 1 pound of telekinesis, spicing up your bland rations, blowing a smoke ring and then blowing a smoke galleon through it (actually it's been so long does anyone remember that scene?) touching up your cosmetics, trimming your ha-er...talons, and finger-painting pictures or messages on anything, even the air in front of you.
Mending ain't bad either, but I think there was recently a whole thread on its limitations and how rapidly it loses relevance.
Edited for general tone.
Oh, I didn't know about that spell; I only took Ghost Sound because I was told I need at least one illusion.
Muser wrote: Armor Expert trait lowers your ACP, otherwise there's only expensive items and armor training to wait for. Do you think I should give up dirty fighting for Armor Expert? I think the bonus to flanking may be more important.
Also thanks for the help so far guys.
Azten wrote: Looks good so far.
Why is the damage of the corssbow 1d8-1? Small, light crossbows deal 1d6, and I have no idea where the -1 is coming from.
Oh I see, that was an accident I'm kinda new.
I have Detect Magic, Read Magic, GHost Sound, Cure Light Wounds, and Grease.

ossian666 wrote: I'd go the classic Power Attack, Iron Will, Combat Expertise as your feats. That will give you a little more ooomph for using 1H weapons, buff your weakest save, and give you an option to bump up that defense a bit if need be while also opening up the door for a few Imp Combat Maneuver feats.
Make sure you put some ranks in Acrobatics...since you will be wearing light armor you can move in and out of zones with this and with 3 ranks your Fulld Defensive and Fight Defensively should go up 1.
Name:Badgher Nack
Gender: Male
Alignment: Chaotic Neutral
Race: Human
Class: Cad Fighter
Level 1
Init +3, HP 14/14, DR 0, Speed 30ft
AC 19, Touch 13, Flat-footed 16, Fort +5, Ref +2, Will +2, Base Attack Bonus +2, Action Points 1
Morning Star (-) +4 (1d8+3, /x/2)
Javelin (3) +4 (1d6+3, 19-20/x2)
Long Sword (-) +4 (1d8+3, /x2)
Chain Shirt, Buckler Shield (+4 Armor, +2 Shield, +2 Dex)
Abilities Str 16, Dex 17, Con 16, Int 13, Wis 10, Cha 12 Feats: Power Attack, Iron Will, Combat Expertise
Traits: Bully +1 Intimidate, Dirty Fighter +1 to flanking.
What can I do to lower my ACP with Chain Shirt? Or do I just have to wait until higher levels to be able utilize my Acrobatics.
Thanks for the help so far.
[SIZE=+1]Cradince Valent[/SIZE]
Male CN Kobold Bard 1st, Level 1st, Init +2, HP 10/10, Speed 30ft
AC 18, Touch 13, Flat-footed 16, Fort +0, Ref +2, Will +1, Base Attack Bonus 0, Action Points 1
Crossbow, Light (25) +2/+1 (1d8-1, 19-20/x2)
Mace, Light (-) -3 (1d6, 20/x2)
Claws +1 (1d4, 19-20/x2)
Small Chain Shirt (+4 Armor, +2 Dex, +1 Size, +1 Natural)
Abilities Str 7, Dex 14, Con 10, Int 12, Wis 12, Cha 15
Condition None

Coraith wrote: Alright, well first off, I'd suggest you take a look over your math again.
Initiative is Dex+Misc Modifiers. Should be +3
Hit Points is 1d10+Con Mod+Misc Modifers. Should be 13 HP from what you have listed, 14 w/ Favored Class bonus.
Armor Class should be from information you have listed, 19 Regular, 13 Touch, 16 Flat footed.
Melee to hit should Morning Star +4 1d8+3 LongSword +4 1d8+3 Boomerang +4 1d6. With that however comes the issue of Proficiency with boomerang, which you dont have listed and really its not the best weapon to burn a feat on. I suggest just having some Spears/Javelin to throw.
Name:Badgher Nack
Gender: Male
Alignment: Chaotic Neutral
Race: Human
Class: Cad Fighter
Level 1
Init +3, HP 14/14, DR 0, Speed 30ft
AC 19, Touch 13, Flat-footed 16, Fort +5, Ref +2, Will +0, Base Attack Bonus +2, Action Points 1
Morning Star (-) +4 (1d8+3, /x/2)
Javelin (3) +4 (1d6+3, 19-20/x2)
Long Sword (-) +4 (1d8+3, /x2)
Chain Shirt, Buckler Shield (+4 Armor, +2 Shield, +2 Dex)
Abilities Str 16, Dex 17, Con 16, Int 13, Wis 10, Cha 12
Coraith wrote: AH... okay so this is for Pathfinder RPG. This isn't a Pathfinder Society Oragnized Play character? I'm pretty sure it's not, my DM is doing Carrion Crown if that makes a deference.
Coraith wrote: A cad is not a tank, they are a class that is better as a melee flank partner that hands out debuffs to humanoids using weapons/armor. Also, I don't know what system you are using that gives you a BAB of +2 at first level and "Action Points"... Can you elaborate? Oh, I must have put BAB +2 by mistake; thanks for catching that. Also from what I know Action Points are called Hero Points in Pathfinder, my sheet just has Action Points instead.
Do you recommend any feats for the first few levels (1, 2, & 3)?

I need help creating a lvl 1 Cad Fighter, I'm still kinda new to Pathfinder so I was wondering how I should use them in battle. Most of the time my friends just put me in the role of the tank, which is pretty simple to understand. After looking over the Cad fighter they don't seem like they're suitable as a tank, however my party currently is a Barbarian, Cleric, and me a Cad. We had to roll for our stats and I ended up with this:
Name:Badgher Nack
Gender: Male
Alignment: Chaotic Neutral
Race: Human
Class: Cad Fighter
Level 1
Init +2, HP 15/15, DR 0, Speed 30ft
AC 18, Touch 12, Flat-footed 16, Fort +5, Ref +2, Will +0, Base Attack Bonus +2, Action Points 1
Morning Star (-) 1d20+5 (1d8+5, /x/2)
Boomerang (3) +5 (1d4+5, 19-20/x2)
Long Sword (-) +5 (1d8+5, /x2)
Chain Shirt, Buckler Shield (+4 Armor, +2 Shield, +2 Dex)
Abilities Str 16, Dex 17, Con 16, Int 13, Wis 10, Cha 12
This is what I have for the character so far, but I can make CHANGES to everything EXCEPT: Race, class, and we haven't been allowed to get traits yet; but I'm hoping to get the Bully & Dirty Fighter traits. I can move around my Abilities to different places if need be.
Azten wrote: It depends on what you want to do besides using Bardic Performance. Do you want to cast spells, fight with ranged weapons, or fight in melee? As shown above, Bards have far more options than "I keep playing my lute give everyone a bonus *yawn*"
Of course, if you take Caught Off-Guard you could use that lute as a weapon and still keep your Performance going...
I'm looking for Range since I'm a Kobold, from what I know they're made of paper mache unless they're meant for close combat.
I need help making a Kobold Bard, I was originally going to be a Kobold Monk; but my GM told us we really NEED a bard because of the type of Campaign we have. We're using a standard 15 point buy, I took a look at the guide for Bards but I'm not really sure if my Kobold will be useful; If anyone can help me it'd be appreciated. I'm pretty new to Pathfinder and wanted to give Kobolds a try, my friend is running a game with mainly monster PCs and wants to see how it'd turn out.
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