Mathus Mordrinacht

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I've actually made a Monk who utilized Improvised Weapons. He was the monastery cook and had the appropriate tools for it defaulting on a masterwork frying pan, Meat Cleaver, pepper shaker, pot lid, and other such kitchen items. Because of the Frying Pan's shape, I got permission to use it as an improvised shield and an improvised mace

Lvl 1 Weapon Focus (frying pan), Catch off Guard, Combat Expertise
Lvl 2 Combat Reflexes
Lvl 3 Improved Dirty Trick (Pepper Shaker to make them Sneeze and blind them)
Lvl 4 (no feat here)
Lvl 5 Power Attack
Lvl 6 Improved Trip
Lvl 7 Quick Dirty Trick
Lvl 8 (no feat here)
Lvl 9 Greater Trip
Lvl 10 Felling Smash

With this build, I generally would use a Full Attack action to catch them flatfooted for a dirty trick followed by power attacks with the frying pan that was both a weapon and adding to my AC and likely trip them in the process. One of my allies was a Rogue with a trip focused build and vicious stomp so we would wade into combat tripping everyone and dealing AoO twice to those he tripped and again to those I tripped. If I used my full first turn to Flurry trip/power attack multiple targets multiple targets, they were all flatfooted and usually all Tripped because of it.


I am the GM and the PCs were captured and are being made to fight in an arena for their freedom like Gladiators. Thus I designed a couple arena's with themes to terrorize them, make them work for the win, and change up the monotony of your typical hack and slash fight encounter. One of these will be modeled off of the Giant Spike pit you see in Mortal Kombat and what featured in I believe the Kellen Lutz Legend of Hercules movie. In my arena, its a 15ft drop into a floor of 2-3ft spikes.

When I looked for the damage, I found this http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/tr aps/spiked-pit-trap-cr-2

and this

http://www.enworld.org/forum/showthread.php?319856-Pathfinder-Falling-Damag e

This said, is the damage really only 1d6+1d4 or 1-2d6? I am having enemies, and possibly PCs if they are reckless/unlucky; possibly knocked or thrown off narrow walkways or platforms onto these things where you can assume they would land prone and would be impaled multiple times on landing wearing only leather armor.

What should the damage be? Should there be a check/save made when it happens?

BTW, I did find this spell after posting which seems more reasonable, realistic, and deadly. I would still like suggestions.

http://www.d20pfsrd.com/magic/all-spells/s/spiked-pit


I think you guys are failing to realize how much real time strategics people use in fights. if on the defensive, and being overwhelmed then slimguage's thing might make sense, but hearing surface thoughts would pick up on all your strikes and combat maneuvers and you selecting what spell you wish to use on someone. Trust me when I say we talked about this for hours and found justifies for all of it. Watch Code Geas if you don't agree; its a perfect example. Also note that we intentionally did not grant offensive bonuses. An opponent's reactions to your strikes are normally reaction and instinct.

I posted this in the rules forum because this spell should be combat applicable and no guidelines are present. On top of this, I see no rules in place for concentration checks for spells already active since the guides only account for during casting. I then posted what I did as a model. There was no home-brewing where this was used it merely was not an official pathfinder society session.


Grimboldorf wrote:

Hi there, I am currently playing a crossblooded bloodrager in my game right now and my bloodlines are Black Blood & Aberrant. So I now have a 15 foot reach at level 8 and combat reflexes so I have been having lots of fun, but I also found a way to get a burrow speed which made me wonder...

If I have a 15ft reach and I burrow down 5-10ft my arms are still at a 10-15ft reach above ground, if I wanted. So could I still attack if I buried myself? I know that miss chance and everything like that apples, I am just wondering if it is even possible to attack something when your like that?

My second question is, can you use the Eldritch heritage feats to select bloodrager bloodlines instead of sorcerer ones? The feat says sorcerer bloodlines so I amused no, but that feat was made long before bloodrager came out and bloodragers bloodlines are described to be very close to that of sorcerer bloodlines. So have they just not updated the feat or is it only for sorcerer bloodlines?

yeah, you could avoid penalties as well if using tremorsense or if you use arcane eye prior to burrowing.


Suma3da wrote:
Grimboldorf wrote:
My second question is, can you use the Eldritch heritage feats to select bloodrager bloodlines instead of sorcerer ones? The feat says sorcerer bloodlines so I amused no, but that feat was made long before bloodrager came out and bloodragers bloodlines are described to be very close to that of sorcerer bloodlines. So have they just not updated the feat or is it only for sorcerer bloodlines?
No, without a GM house ruling, only sorcerous bloodlines may be chosen with Eldritch Heritage. Though there is the Raging Blood feat that lets you choose a first level Bloodrager bloodline power and get a mini Bloodrage. Without Raging Blood getting a Bloodrager Bloodlines would be useless for pretty much anyone except Bloodragers and Eldritch Scion Magi. Their abilities only kick in during a Bloodrage unless specifically noted on that power, such as Fey's level 16, One With Nature.

yeah, you could avoid penalties as well if using tremorsense or if you use arcane eye prior to burrowing.


Dear Paizo,

if you like and want to use the model I came up with for this spell's use in combat, I would really appreciate and be absolutely thrilled if I received some sort of thanks/noted credit in your next update. It would be quite the bragging rights for me to my friends.
Thank you

Sincerely,
Philip Sgrignoli


I was GMing one day for an unofficial game 02June2015 and had an NPC cast Detect Thoughts prior to combat. Combat then ensued and we were all left with the question, what kind of bonuses should this spell grant in combat since it lets you "hear" the "surface thoughts" of your opponent. I consulted with 3 friends of mine who also GM and play a lot of spellcasters and they had no answer either. After the session, we all searched for near to an hour on google/paizo/d20psrd and came up empty-handed. We then decided to address it as a question for Paizo's consideration.

Problem:

theoretically, if you continue to make the concentration check, there is no reason to prevent the use of the spell Detect Thoughts in combat, however; there are no guidelines for that spell or even how to make a concentration check on a spell already cast. Detect Thoughts can effectively become an improved version of Spiderman's Spidey-Sense because it allows the caster to "hear" the "surface thoughts" of whoever he/she is focused on. Note: Spiderman's Spidey-Sense is non-specific yet lets him dodge gunfire whereas Detect Thoughts lets you secretly know exactly what the opponent intends to do unless they discover the use of this spell and then can make Will saves to thwart its use.

Question:

What should be the bonuses granted and the concentration check to maintain the spell in combat?

In conclusion here is the proposed solution I came up with that we 4 agreed on based on the pattern that low level spells scale to become stronger as the caster grows in power and level.

Hearing the Surface Thoughts of an aggressor in combat grants +1 dodge(& CMD by association)/3 caster levels, + caster relevant ability score modifier to reflex and will saves (which is doubled against illusion spells and the CMD vs Trip maneuvers), immunity to feint maneuvers, immunity to bluff checks, and immunity to dirty tricks meant to blind or deafen.
Since concentration of the spell must be maintained to maintain its maximum duration, a concentration check must be made at DC10+2/vigorous motion (such as attacks, combat maneuvers, and/or extravegant movement.)


personally, I think Brawler would make the character more flexible for different scenarios whereas Tetori Monks are very narrow targeted in what you can do with them as all archetypes tend to do.


I imagine if someone did not want to play a Tetori Monk, a Brawler would fit their needs just fine for a Sumo Wrestler. Shoot for High Str and Con with CM focus on Grapple and Reposition. Also, I think in either case you want toughness, power attack, pushing assault, unarmed strike (if not already given), and improved/greater bull rush. Other nifty things would be Vicious Stomp, Improved Trip, Felling Smash, and Rapid Grappler