SaintLamech's page

Organized Play Member. 2 posts (91 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.



Grand Lodge

Just a quick question on whether you still need to use a magical weapon with a +bonus equal to or greater than the weapon your sundering?

I couldnt find a ruling on the SRD though thought I had read there were rules in the print version. Has Paizo changed the ruling on this?

If this is the case would a monk need to have an Amulet of Mighty Fists before he can sunder a magical weapon to get the +bonus?

Grand Lodge

I was planning on playing a melee caster, possibly a Magus, and was wondering if Dex 10 would lower my AC too much at lower levels?

I know there are better builds for a Magus and Im not trying to optimise him 100%. I like the idea of playing a character thats a little clumsy but the rules hurt AC too much to drop Dex below 10.

SO, is wearing light armour with no Dex boost going to be disastrous?

stats Im looking at are
Str 15+2 Dex 10 Con 14 Int 16 Wis 7 Cha 10

Grand Lodge

1 person marked this as FAQ candidate.

I arrived at a problem tonight with my group concerning Wall of Force.

I presumed that Wall of Force would stop fireballs and enervations, basically any spell where a visual effect originated from your side of the wall, but allow you to cast charm person on someone behind the wall.

The group showed me the wording and I conceded (a little grumpily) that the Wall of Force broke Line of Effect because as it states this in the spell description.

My question is does Wall of Force disrupt Line of Effect only because it states this in the spell description or because it is a force effect? Would any clear material break Line of Effect for spells like charm person or haste?

(and can Witches hexs affect someone though a Wall of Force?)

Grand Lodge

I been thinking of letting my players receive chain feats for free if they take the first feat and have the prerequisites for the other feats.

Having to take several feats for Two Weapon Fighting and Vital Strike always annoye me as a player especially if Im not a fighter.

So I was wondering on other peoples thoughts on wether this would work and what other feat chains would be appropriate. Would allowing a fighter to take Weapon Focus and receive Weapon Spec. and the other feats for free be too powerful?

Grand Lodge

The players in the Kingmaker Im running are pretty good at the kingdom making aspect of the game. They had a few close calls early on but without expanding much they have managed to build 2 cities and can now only fail a Economy/Stability/Loyalty roll on a natural 1.

I have no problems with this as they have worked hard, planned well and over come several problems.

My concern now is that they are turning towards withdrawing the kingdoms gold to spend on themselves. They will have enough Loyalty to pass the check so they only get +1 Unrest and will loose that through the Royal Assassin the following round.

Has anyone had any problems with PCs making all the right checks, playing inside of the rules, yet withdrawing gold for themselves and unbalancing the game?
How have you dealt with this?

Grand Lodge

One of my players is a Forgemaster and wanted some more spells that had a rune/glyph theme.

He wanted to use Glyph of Warding to inscribe crossbow bolts to do damage but I didnt see it as how the spell works. Instead I offered up this new spell as a replacement.

Elemental Glyph
School abjuration; Level cleric3;

CASTING
Casting Time 1 round
Components V, S

EFFECT
Range touch
Target Melee Weapon or Single Ammunition touched
Duration 1 minute/ level or until discharged (D)
Saving Throw None; Spell Resistance yes;

Elemental Glyph inscribes a weapon or ammunition with a Glyph that discharges damage on impact. Elemental Glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the target hit. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Spell resistance applies against this effect.

Is this suitable for a level 3 cleric spell, and does anyone know of any more rune/glyph based cleric spells.

Grand Lodge

1 person marked this as FAQ candidate.

Ok. I'm playing my first druid and was wondering what abilites I would get if I use Elemental Form IV to become a small elemental. Beast Shape clearly states animal size and the bonuses for that size but reading Elemental Form seemed to imply that the bonuses for EFIV would override those of EFI.

So casting EFIV to be come small would I get:
+4 Strength
+6 Dexterity
+4 natural armor bonus
fly 120 feet (perfect)
darkvision 60 feet
ability to create a whirlwind
immune to bleed damage, critical hits, and sneak attacks
DR 5/—.

or

+2 Dexterity
+2 natural armor bonus
fly 60 feet (perfect)
darkvision 60 feet
ability to create a whirlwind

Or do I still get the immunities and DR on smaller sizes but the abilities listed at EFI?

Grand Lodge

Hi all

A player in my Kingmaker game wanted to play a character who came from a wild background (drinking, brawling) and slowly learnt to become a paladin. Hes played through 1st level as a warrior (not using Detect Evil or Smite) and Im looking to introduce a character or event that will 'show him the light' and guide him towards paladinhood.

Hes lowered his power (not using smite) for a level and I applaude his effort in developing his characters personallity but I dont want him to have to do this for another level.

My first idea was that when Akiros (Stag Lords number 2) turned to the PCs side he would mentor the character but though a couple of unlucky events Akiros is now dead.

Any ideas or suggestions for a character to become a paladin?

Grand Lodge

Ive been thinking of playing a Master of Many Styles who used a weapon and there were several points I wanted to clarify.

1. I believe as a free action you can switch grips on a weapon so it is possible to hold a 2 handed weapon in one hand, have a full attack and then remove one hand to be able to use Crane Wing. Is this possible?

1a. Just to clarify a free action can only be used on your turn(?), otherwise it is an immediate. So no deflecting with Crane Wing, switching grips and getting a 2h weapon attack in, have to use an unarmed strike.

2. If I use a 1h weapon I was thinking falcata (1d8/19-20/x3). If 2h a nodachi (1d10/18-20.) Damage wise which is the better of the two and are there better weapons out there to use?

I was planning on playing an elf monk Master of Many Styles with the following 20 point buy.
str 16, dex 15, con 11, int 10, wis 16, cha 7

Grand Lodge

Im have just started playing a low magic game and as monk Im finding it hard to survive. I chose to play a monk as I thought it would be less itme dependant than other classes and rolled some fairly good stats. However I continuly find myself face down on the floor without even getting a full attack off.

This is my second character in the game and my starting at level 6 and my gold is 4,000gp. The Core book suggests 16,000gp.

Also magic is heavily goverened in the game world and finding wands or potions is nearly impossible.

So any tips or tricks for a monk to survive with little equipment or magical items?
And level 6 is little gold going to create a large gap between our game and the ideas of Pathfinder?

Grand Lodge

In my games I always encourage players to think outside of the box for their characters and Im will to bend or write new rules to accomodate them. A PC has handed me a good backstory for an ogre that he wants to play. He doent mind if his race bonuses are the same as those given in the Bestiary as it is the flavour he is after more than the bonuses.

Im a little worried at a large creature at 1st level but plan to throw in a few high hp enemies to soak up the increased damage. So not wanting to disappoint him I came up with these stats for a 1st level Ogre.

Ogre
+6 Str, -2 Dex, -2 Int, -2 Wis, -2 Cha
Large Humanoid (giant)
Speed: 30ft
Low Light Vision
Natural Armour: You gain a +2 Natural Armour bonus to your Armour Class
Size, Large: You are Large sized and gain a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 bonus to Combat Maneuver Bonus and Combat Maneuver Defence, and a -4 size penalty on Stealth checks.

What are your thoughts/ opinions?

Grand Lodge

Just wondering what were peoples ingame highlights were that didnt revolve around combat. Maybe it was talking you way through have a castle to gain entrance to Kings private chambers. Maybe it was discovering that your long lost twin was acctually the villian (gag).

Mine was when I played a cleric of a lost religion. Having fallen in battle eons agowith another god, my goddess had one last cleric, an ancient silver dragon, who entrusted me to re-establish the church.

After years of converting and spending every last gold piece I had on building a temple I finally set out and defeated the cleric of a rival church who had been plagueing my attempts to bring back my goddess.

Upon returning to the temple my goddess appeared before me and gave me her blessings, pronounceing me a saint of the church. This was one of the greatest joys I have ever felt when playing DnD. Not finding treasure or killing monsters but having my hard work pay off and recognised by my goddess. Also this allowed me to introduce myself as Saint Lamech, which of cause was awsome.

Grand Lodge

Im a DM about to start a new campain and I was wondering what has made games you've played in fun?

What styles of games do you enjoy? Hack and slash or role playing focus?

And how was the game constructed? Open ended sandbox approch or strong plot lines?