Merisiel

ShizukaMagnifico's page

Organized Play Member. 20 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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I got really excited about this book. The Sahkil Tormentor post actually inspired me to run out on payday and pick up the book because I love peppering in Psychopomp lore in my campaigns because the first adventure I ever GMed was mummy's mask, and the tormentor sections was fairly lacking.

That being said, I read this all weekend and I couldn't put the book down, great information to work with!


"Whippor"

Spoiler:

Bomani "Whippor" Ebo
Male Half Elf 1 Unchained Rogue
Neutral Medium
Init 4; Senses Low-Light vision; Perception 10
DEFENSE
AC 16; Touch 14; Flat-Footed 12
HP 10; Wounds —; Non-Lethal —
Fort 2 ; Ref 6 ; Will 1
DR —; Immune —; Resist —; SR —
OFFENSE
Speed 30; With Armor 30;
Spells Known/Prepared
STATISTICS
Str 10, Dex 18, Con 14, Int 13, Wis 12, Cha 10
Base Atk +0; CMB
Feats Skill Focus ( Perception), Weapon Finesse, Two-Weapon Fighting
Skills Acrobatics 8, Disable Device 8, Heal 6, Knowledge Dungeoneering 5, Knowledge Local 5, Knowledge Religion 6 , Perception 10 (+3 Skill Focus, +1/2 Trapfinding), Stealth 8, Swim 4
Languages Common, Elven, Osiriani,
SQ Finesse Training, Sneak Attack 1d6, Trapfinding, Elven Immunities, Adaptability, Keen Senses, Low-Light vision, Multitalented
Gear Dagger: (10), Light Mace: , Bandolier: , Backpack: , Thieves tools (common): , Healers Kit: , Surgeon's Kit: , 50ft Hemp Rope, Holy Symbol (wooden): ; Money 6 gp, 5 sp

Traits - Skillful, Child of the Temple (Raised in church of Pharasma), Caretaker (Cared for dead, sick, and pregnant)
Drawback - Haunting Regret (See backstory below)


Spoiler:

Whippor, has been surrounded by death since a young age. His mother died at birth, and after being given away to the church by a father who could not care for him, he has been alone in the world. Though he never took well to the divine arts of the cloth, he has been a faithful follower of the Lady of Graves, taking instead to assisting with preparing the dead for burial and assisting the grieving in their times of need.

Despite the relative safety of the church and bonds he made with the clergy, Whippor felt a calling to the world outside. This interest was sparked even further when the Ruby Prince had declared the gates of the necropolis in Wait be opened for adventurers. To see so many strange people appear in his home town was almost too much to bare! Still, it was near sacrilege for him to enter the necropolis himself, and he was forced to instead live vicariously through the stories of the adventurers and their exploits as they passed through the church for healing and aid.

Once the dead began the walk the streets and the balance of life and death had been disturbed, Whippor found is calling. He, like many other of the able bodied men of Wati fought back against the incursion with the aid of the clerics and the soldiers of the city. Despite one by one those he fought along side him dying he had never felt more alive, and his faith in his Lady renewed. He understood that life and death were part of one cycle. He could fight against the abominations of unlife, aid those who's fate did not call for their death, and eventually, help kill those who his lady called to the boneyard beyond.

Whippor knew that Wati was too small for him, he needed to see the world beyond, and be the agent of fate his Lady needed in the world.

What better place than a whole new colony in Talmandor's Bounty?

Spoiler:

Other notes:
I have opted to use a character who's origin includes material from the Mummy's Mask campaign setting, since it is the last adventure I GMed and I loved the story. I felt that using events from another adventure path gave the character a more solid connection to the world.

You may also notice that this character is built with a heavy religious influence through Pharasma. It is my intention to take levels in the "Evangalist" prestige class. My character is ever faithful to the Lady of Grave and embodies her teaching as one who brings death and fate, even if he cannot wield her magic.

Spoiler:

To whom it may concern,
I write to you from the land of Osirion. I am a young, able bodied, deft of hand, and keen of eye. I have spent my life training amongst the clergy of the Lady of Graves, Pharasma, and am quite skilled at caring for the sick, the pregnant, and the wounded, as well as for the dead so as to allow their bodies to remain un-molested as they traverse the Boneyard.
I believe you will find my skill invaluable in the times ahead and hope that fate shall bring me to the distant shores of Talmandor's Bounty.
--Bomani "Whippor" Ebo


Baba Ganoush wrote:

Flaming Mob > Mob.

Ah, harder encounter, then you should have had the mob start swinging their torches wildly setting themselves on fire so that the mob took 1d6 fire damage each round as did every creature enveloped (also enveloped creatures need to save or catch on fire - so that the damage could continue once the mob was dispersed). If some of the mob was carrying oil or fireworks, it could have become a flaming burst mob.

Why stop there? I should use the little known "Tarrasque Troop" featuring no fewer than 40 tarrasques from different universes all converging into one epic encounter.


Baba Ganoush wrote:
I think the RAW was correct, but not the flavor. It's an angry mob but it's still made up of people. People that are suddenly blind will slow down their movement and have more to worry about then attacking. They will also, if continuing to swing clubs, torches, pitchforks around start damaging each other as much as the party, so if you give the party full damage maybe have the troops damage themselves - which will keep the glitter-dust caster from feeling their spell was wasted/ignored.

Next time I run them into a troop, if I opt to use the rule, I will likely have the troop do half damage. My reasoning in terms of flavor was that the way the situation occurred, more and more people were streaming in to get them, it was a disorganize rabble and they were indiscriminately attacking. As far as the reasoning as why I ruled it like I did this time, it falls into history with the players and knowing that they tend to edge closer to the "power gamer" level than the average player, so I try not to give them "gimmes" since even though they became surrounded quickly, they still dispatched the troop in 2 rounds without much trouble. I felt that having the glitter dust completly stop the troop or have it damage itself would have completely marginalized the encounter which was also the first encounter of the day and the first one in over a month which I wanted to be challenging.


Create Mr. Pitt wrote:
Yeah, but they can't fairly move into a square if they cannot see. They can guess, but if the PC moves and the troops are blind then their ability to target the square by moving into it should be affected.

I agree with this, but for the record they knew exactly where the PCs were and which direction to head. If the PCs went somewhere else they couldn't have gotten to them without glitter dust wearing off, but that's not what happened, the PCs stood in roughly the same area.


John Murdock wrote:

since a troops do not make attack your players cannot roll for conceal to negate the attack. conceal say this

''if the attacker hits, the defender must make a miss chance d% roll to avoid being struck. Multiple concealment conditions do not stack.''

and in troop they say that (the relevant point for conceal at least)

''Creatures with the troop subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed.''

so since they make no attack roll your player cannot make a conceal roll to save them from the damage

Yup, this is exactly how I ruled it, I wanted to make sure I wasn't mis-understanding the rules.

On a facebook group someone claimed that every party member in the group should roll for concealment or take auto damage, which I understand as a house rule but that's not how I understood the RAW to work.


I would like to preface the following scenario with I am currently looking for the RAW answer to the situation in question.

I was running A House on Hook Street on Saturday, and without giving away the specifics of the situation, the party got trapped on the pier with an angry mob (appearing as a Troop unit) bearing down on them. Within the first round of combat, the party used a Glitter Dust spell and the Troop failed it's save to resist the blind. When the Troop's turn arrived and they overlapped the party, I rolled damage as normal per swarm/troop rules.

My party's Swashbuckler was displeased with the fact that concealment rules did not apply from the blindness, but per RAW my understanding concealment only occurs on an "attack" (melee or ranged) which involves having to perform an attack roll prior to dealing with the concealment in the first place.

In terms of game rules, I continued to follow all other blindness rules (could not move more than half its speed, -2 AC, -2 on skill checks, flat footed for purposes of sneak attack) but did not feel that the concealment applied.

In terms of narrative, I ruled that while the glitterdust was effective to deterring the crowd, they are essentially a roving moshpit charging in the direction of their quarry, while some may be blinded/left behind, some might have fallen into the water below the pier, and some of them might have been fighting eachother, it did not translate into game rules as "concealment."

Am I off base (in terms of RAW rules) or is this correct?

I would like to note, that I am asking for RAW specifically because I have already determined how I will handle this issue when/if troops are encountered again.


Any official release date? looking forward to picking up my first brick of minis with this set


Looking to join a Play-By-Post adventure path. I am willing to play any AP, I have created a Sorcerer character using 20 point buy

http://charactersheet.co.uk/pathfinder/#/statblock/57cc9d8c0045b0030002bd75


I've been thinking a lot this week about the arcane trickster, and slowly began forming a character concept. My thought was that I have a young elf girl who experiences a tragedy in her life where her younger sibling is killed while playing with a magical item (wand of Spark or something like that.) From that moment, she decides that she can not allow this to happen anymore, and she will become a "liberator" of arcane goods from those she deems unworthy of their use.

Personality wise, she is very confident in her abilities, very intelligent and rather dexterous, like all elves, trained in the way of the bow.

Lore aside, my plan was to have my character be a 3Witch/3Rogue and move into arcane trickster-- it was then brought to my attention that Witches do not learn Mage Hand.

I could easily switch my choice to Sorcerer or Wizard, but I rather liked the idea of her being a witch both mechanically and back story wise...

Do you think I should switch to a different spell caster-- OR my other idea was to take a level of Oracle with the Haunted curse both to gain mage hand and to fit her back story, but I feel like I'll have way too many sub-classes at that point. If I did that I'm not sure which mystery I would choose

Any thoughts?


Howie23 wrote:
ShizukaMagnifico wrote:

I'm thinking of creating a halfling Swashbuckler/Sandman/Arcane trickster, and I was going to choose to use the halfling Warsling, but I noticed that it requires a standard action to reload. Had a few questions...

1: Can you make multiple attacks with a Sling without feats or racial traits modifying it?

2: Can you use QuickDraw to reload it as a free action, or does it not work like a thrown weapon for this purpose?

I would prefer to have quick draw over using the Warslinger racial trait, but I'm looking for confirmation for if that works...

There have been a few threads on slings, including war slings. You might try searching for thej.

Quickdraw does't have anything to do with loading ammunition into a projectile weapon. The ammunition itself can already be drawn as a free action.

Appologies, found the info I was looking for with a quick search. I'm on my phone and it's difficult to navigate the forums. Thanks for the reply.


I'm thinking of creating a halfling Swashbuckler/Sandman/Arcane trickster, and I was going to choose to use the halfling Warsling, but I noticed that it requires a standard action to reload. Had a few questions...

1: Can you make multiple attacks with a Sling without feats or racial traits modifying it?

2: Can you use QuickDraw to reload it as a free action, or does it not work like a thrown weapon for this purpose?

I would prefer to have quick draw over using the Warslinger racial trait, but I'm looking for confirmation for if that works...


Side note on the same topic, can multiple primaries be used in one attack? IE a slam then a bite? (I understand the latter "primary" attrack would be at half strength I was just curious if it could be done, or if only the main attack could be a primary )


mdt wrote:

I would suggest the following :

Make all his 'weapon' attacks actually just natural attacks.

An eidelon's strength is it's diversity.

Let's say you take Bipedal, and give it a slam and two claws. You can define the two claws as spikes on the armor's arms, and the slam as a greatsword. If it uses the spikes, it's not using the sword. If it uses the sword, it's not using it's claws. If it also has a 'tail' and 'tail whip' then define that as a long chain hanging from the helmet that it whips around to attack enemies.

I can hear someone say now "But what if it's weapon is sundered or disarmed". It's an Eidelon, sundering the weapon just does damage to the Eidelon. Disarming it can be that the sward flies away and dissapates, reappearing in the eidelon's hand instantly.

I like that better than an actual sword, honestly! Thanks for the suggestion.


Bobson wrote:

Basic summary of how this works:


  • If the eidolon has arms, it can wield a weapon in them by giving up whatever natural attack (if any) those arms normally have. This lets the eidolon make iterative attacks with the weapon, but all their primary natural attacks become secondary (with half strength). These attacks do not count towards the listed maximum.

So I can be clear on how this works, let's say my eidelion has a long sword, claw, bite, and an unnamed third natural attack. His limit is 3 attacks, can he attack with the long sword (full strength) and his three natural attacks afterwards, or just his sword and two natural?


AxeMurder0 wrote:
Not specific to Eidolons but any creature using a mix of manufactured attacks and natural attacks treats all natural attacks as secondary.

So basically me eidolon could attack with the great sword, then slam with his arm, then perform whatever I decide I what the trietary attack to be? Neat. Thanks for the info.


I'm contemplating creating a summoner for a future campaign. My character's eidolon was going to be a biped, and I was planningbon having it be essentially a walking suit if armor/iron golem. I was planning on giving it a great sword, but I am unclear on how exactly it factors in to it's attacks. At level one I see it would get 3 maximum attacks, so if I gave it Slam, could the great sword be a secondary? Or do they not work in the same pool?

Anyone have any clarification on how weapons play a role in an Eidolons attack sequence?

Side question: any suggestions for secondary attacks for a bipedal/humanoid eidolon?


Under "Advanced Rogue Talents" it lists "Feat" as an option. Can Rogues only take a Feat in place of an advanced Rogue talent, or any rogue talent? While it is listed under the advanced section it simply reads:

d20pfsrd.com wrote:
Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.

Second tier of this question:

While you can only take any rogue talent once, can you take a feat instead of a rogue talent multiple times, since you are not technically taking a rogue talent?


cranewings wrote:
ShizukaMagnifico wrote:

My DM an I got into a discussion today as to whether or not you can change the "Attack" portion of charge into anything except a bull rush. For the purposes of going down the Combat Expertise/Improved Trip/Greater Trip feat tree, I proposed the possibility of trading the "attack" portion of a charge attack for a trip attack.

TLDR;
Can I charge then trip instead of attack?

I don't know what the raw answer is, but it makes sense. I don't see what the harm is. It is just diving for the legs...

His point was more "A Charge attack is an attack in of itself, and can not be split up into two parts"

Technically I could just move and attack and it's the same thing, the only time it becomes an issue is if I need to move further than my movement speed.


1 person marked this as FAQ candidate.

My DM an I got into a discussion today as to whether or not you can change the "Attack" portion of charge into anything except a bull rush. For the purposes of going down the Combat Expertise/Improved Trip/Greater Trip feat tree, I proposed the possibility of trading the "attack" portion of a charge attack for a trip attack.

TLDR;
Can I charge then trip instead of attack?