Salsa Verde's page

No posts. Organized Play character for Captian Von Spicy Wiener.




If I am two-weapon fighting and I attack with my off hand first can I then drop the off handweapon (free action) and then 2-hand my main hand (free action)for 1.5 str damage on my main hand?


1 person marked this as FAQ candidate.

I would like to get some kind of final ruling on exactly how attacking out of concealment works in pathfinder as this has caused multiple rule arguments in the lodge that I play. Let us look at 2 NPCs. NPC Tom and NPC Jerry.

Both Tom and Jerry are human. Tom is standing inside an area of darkness, obscuring mist, or fog cloud on the edge of said area with a long spear (reach weapon) pointed at Jerry. This is pictured here.

Now take a look at the rules for concealment.

Concealment Rules:
To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment.

When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment. When making a melee attack against a target that isn't adjacent to you, use the rules for determining concealment from ranged attacks.

In addition, some magical effects provide concealment against all attacks, regardless of whether any intervening concealment exists.

When Tom attacks Jerry will have have to role miss chance? Keep in mind Tom is not adjacent to Jerry.

2/5

The additional resources for the Alchemy Manual state that the improved homunculus rules on page 14 are legal. However, the book states that in order to use the rules the PC must have the Craft Construct feat which is not legal.

Which rule supersedes the other? Am i able to use the rules from the Alchemy Manual?


http://www.d20pfsrd.com/bestiary/monster-listings/animals/frog/frog-giant

If the frog is wearing an amulet of mighty fist(with acid enchantment) would the frog tongue deal acid damage or no acid damage?


Why is the giant frog animal companion not only convoluted but also has bad scaling?

Frog:
Starting Statistics: Size Medium; Speed 30 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 13, Con 16, Int 1, Wis 9, Cha 6; Special Attacks tongue, pull; Special Qualities low-light vision, scent.

4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Attacks swallow whole.

Tongue:
A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.

The tongue ability is neat but pull ability is near useless due to when grappling occurs the enemy is pulled right next to you anyway and the frog doesn't get the grab ability on its bite attack. This will bring up rules lawyer arguments and drag the game down at PFS events. Am I missing something or is it just sub par?


Made a level 8 build of Ledford the Barbarian halfing from First Steps:Part I

Ledford:

Halfling Barbarian 2/ Two-handed fighter 6

Str 18 (base 14, 2 from levels, +2 belt)
Dex 14
Con 16
Int 8
Wis 10
Cha 12

Init +4
Hp 80

Bab +8

Fort 13
Ref 6
Will 7

CMB 13
CMD 25(31 vs grapple and trip)

Melee +1 Returning Greataxe +16 1d10+10
Ranged +1 Returning Greataxe +12 1d10+10

Feats
Weapon Focus(Greataxe)
Power Attack
Intimidating Prowess
Steadfast slayer
Iron Will
Weapon Spec(Greataxe)
Two Handed Thrower
Cleave

Powers
Fast Movement
Rage 9 rds/day -Rage power Intimidating Glare
Uncanny Dodge
Shattering Strike
Overhand Chop
Weapon Training (two handed weapons)

Skills
Acrobatics 9 (4 ranks)
Climb 12 (4 ranks)
Intimidate 17 (8 ranks)
Perception 7 (4 ranks)
Swim 12 (4 ranks)

Traits
Reactionary
Indomitable Faith

Let me know what you guys think


The Bog rules state :

Bogs:
If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2.

A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.

The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren't underwater.

Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares.

Both shallow and deep bogs increase the DC of Stealth checks by 2.

If a large or medium creature has another creature grappled in a deep bog and uses it's move action to crouch does this mean that the grappled creature is considered underwater? If not does the grappler creature take a -10 to it's grapple attempts?


If a dragon uses it frightful presence and then intimidates a PC would their fear level be frightened?


lets say I have a medium sized character with 14 Str, 2d6 sneakattack, improved unarmed strike, and the ability to cast a shocking grasp at caster level 3.

If I cast shocking grasp in round one, then move into flanking and on the next round punch the spell in how does sneak attack damage work?
-
-
-
-
is it?

A. 1d3 + 2 + 2d6 (bludgeoning) + 3d6 (electric)

B. 1d3 + 2 (bludgeoning) + 5d6 (electric)

C. 1d3 + 2 + 2d6 (bludgeoning) + 5d6 (electric)

D. I choose where the sneak attack die go

Or something else entirely?


Level 6 - snakebite striker(brawler)1 / Rake(rogue) 1 /Arcanist 4
Race-halfling hp - 47 favoredclass - Arcanist

-
-

Str 8
Dex 16
Con 13 (14 at lvl 4)
Int 16
Wis 10
Cha 14

BAB +3

Fort 6
Ref 9
Will 8

skill ranks 37
skills
Acrobatics 11
Intimidate 8
Escape artist 10
Stealth 14
Spellcraft 11
UMD 11
Kno(arcana) 9
perception 4
linguistics 9
craft(toys) 7
slieght of hand 7
know local 8

Feats
1- weapon finesse
3 - ?
5 - ?

Wanting to go arcane trickster after these levels, was wondering if this rough over view looks good or are there and grievous mistakes. advice guys?


If I take 1 level of snakebite striker and 1 level of ninja will I have a total of 2d6 sneak attack?

2/5

I have read the re-skinning rules but am not entirely clear on them. Would it be against the rules to flavor a jingasa of the fortunate warrior into a "mask of the fortunate warrior"?


The Necklace of Serenity

The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).

Ki Pool- (important part)

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

Does this mean that a monk would get ki powers early? For example would an 8th level monk wearing the necklace be able to use abundant step as it uses ki from the pool?


The MotEH entry for Weapon proficiency states

Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a Two-handed weapon functions as a quarterstaff.

If I have the Quickdraw feat would I be able to draw a club as a free action?


Is it possible for a paladin to gain a vermin companion? If so does it start with 6 int? RAW seem to swing toward yes, but i am not sure. Thematically it could be fun to roleplay the half-orc paladin with a large celestial scorpion mount.

Divine Bond:
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Vermin companion:
Vermin companions follow the same rules as animal companions, advancing their Hit Dice and other abilities per Table: Animal Companion Base Statistics. Vermin companions can be trained as if they were animals using the Handle Animal skill.

Mindless:
Vermin companions have no Intelligence score and possess the mindless trait. In spite of this, vermin companions may learn one trick, plus additional bonus tricks as noted on Table: Animal Companion Base Statistics. If a vermin animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid can apply this increase to the companion's Intelligence, changing it from — to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks, as per Handle Animal. Vermin companions have no skill points or feats as long as they have the mindless quality.


2 people marked this as a favorite.

The Hunter archetype Verminous Hunter gains animal focus at lvl 1 like a normal hunter but with different options. One of the options grants fast healing 1 and 25% fortification.

If my companion is dead at can I continually have fast healing 1 and 25% fortification up at all times?


Can I apply the the human alt racial trait eye for talent to a vermin companions int score at level 1 or any level at all for that matter?


If I am poly-morphed into a creature that does not have a form of vision, but I have a magic item that grants me darkvision will I be able to see?


Like the title says. Feats that either hinder you or hardly even come up during play, examples being Monkey Lunge and Helpless Prisoner respectively.


I am thinking about playing a Gnome Prankster in PFS. He has the ability to swap objects with an enemy and if the check he gets is high enough they will now notice. I was wonder what might be a neat object to swap that wont cost a lot of money as i wish to swap here and there. Do you guys have any ideas?


Can I use the clustered shots feat with thrown weapons?


I was talking with a friend the other day and we got to thinking just how absurd barbarians can get in terms of the damage they can take from the environment. A level 12 Barbarian can easily(kinda of low actually) have around 120 hit points. This means he can literally "Swim" through frikin LAVA(20d6 fire dmg for total immersion) for a round maybe two if he is lucky and come out the other side alive! If he feels like it he can fall, reach terminal velocity (20d6 falling dmg), land, brush himself off, and be home in time for corn flakes. He can even take a few colossal sized rocks(10d6 falling dmg) straight to his everything.

I realize that there are down falls of the barbarian, but the imagery of these things happening is just down right hilarious.

What do you guys think of this, and if you have any good barbarian stories please feel more than free to share.


So let me get this straight. I can wield A huge creature's light weapon as a two-handed medium weapon by taking a -4 to attack. This increases the weapon damage die by one step for each increase in size. The exotic weapon aklys is a light weapon that deals 1d8 damage. Does this mean I can wield a huge creatures aklys as a medium two-handed weapon that does 3d6 damage?


I recently made a Fighter/Alchemist for PFS and I am wondering where I should go now? Here is what I have so far.

Human

Str 18
Dex 16
Con 11
Int 13
Wis 10
Cha 7

Feats:
__Power Attack
__Combat Expertise
__Improved Trip
__Extra Discovery

Discovery:
__Vestigial Limb
__Tumor Familiar(Hedgehog)

Traits:
__Mutant Eye (for flavor)
__Defender of the Society

He uses the extra arm to wield a great sword and his other normal arm to wield a shield.

I was thinking just having the alchemist levels as a dip only, but I'm not sure where to go with feats now. So what feats do you think could add to this character?


I love making new and interesting characters. Today I was thinking of the awesome class combination of an alchemist and urban barbarian. It goes something like this. (I used PFS rules, This is just an outline with a lot of parts left out)

Human alchemist 2, Barbarian 1

.

Str 20 +5
Dex 14 +2
Con 10 +0
Int 12 +1
Wis 10 +0
Cha 7 -2

BAB +2

Feats - Two-Weapon Fighting (human)
- Power Attack (1st lvl)
- Extra Discovery

Discoveries - Vestigial Arm x2

Formula - Enlarge Person
- Shield
- Disguise Self
- Comprehend Languages

Mutagen - 20/min a day

Rage - 4 rounds a day

The idea for the character is to have him with a shield on one side and a two-handed weapon on the other but, he can also power up with mutagen, rage, and enlarge person to reach 30 str. Then drop the shield and wield two two-handed weapons to get a total of +18 dmg to both strikes.

What other cool characters have you guys made or thought of?