Tin Golem

SigmaX0's page

67 posts. No reviews. No lists. No wishlists.




So, my Wizard has just gained access to the spell Hungry Pit - it's great. I cast it under a golem last meeting, and it rolled a 20 on its reflex save to pass. My DM ruled that as he passed, he would be shunted to the edge of the pit. It doesn't make a lot of sense if he passes the save, and ends up standing on thin air (unless you take it that he is hanging onto the edge of the pit, which opens up a whole different can of worms).

So first question, does anyone else employ this rule for pit spells and similar situations?

Second question, Assuming that the above situation is logical and we'll go ahead and use it, what happens if I were to encase the golem in a Wall of Force, and then cast hungry pit below it? Would the golem simply be unable to save, since he has nowhere to escape to?

Third question, could I even cast Hungry Pit 'through' the Wall of Force? Would I need to fly above it (assuming I made the wall a doughnut shape)to cast it on the encased area?

Fourth question, if I were to Intensify a Hungry Pit as per the epic feat (maximised and doubled) what would this do to the damage? My DM has suggested that the 10d6 falling damage would not be maximised and doubled. Do you agree? Would the rest of the ongoing 4d6 damage/round be maximised and doubled? (Halved on a successful save)

Fifth Question, if one were to plonk a wall of stone (or similar effect) flat on top of the pit, would the creatures within be unable to escape without first breaking through the wall?


For whatever reason, my GM has recently gifted my Wizard a Rod of Intensify. It can only be used on level 1-6 spells, and only once per week.

Naturally, I want the most bang for my buck. Who can think of the most sneaky, horrible combination I can drum up with this bad boy?

I'm thinking a hungry pit could work nicely...


Could anybody help me to clarify what the largest DR a character can achieve is within the Pathfinder core rules? (plus APG)

As far as I can see, it would be an Invulnerable Rager taking the Improved DR rage power 3 times, for 13 DR at level 20 whilst raging, or do those 2 types of DR not stack?


I'm currently playing an archer Ranger with the 'Skirmisher' variant from the APG. (This removes the ability to cast spells and instead provides some limited use utility moves)

I've enjoyed a period of ascendancy up to level 12, taking Favoured enemy Humanoid (human) to +6/+6 in a campaign where 90% of enemies are human. I'm looking now at the last 8 levels of Ranger, and it strikes me that other than some slow improvements to my animal companion (already very frail in combat, and without buffs largely useless against any real opposition) and effectively another +2 to my favoured enemy, (i'm unlikely to make much use of the level 20 bonus)there's not a lot to look forward to, especially as I won't get any of the high level spells (or any spells for that matter)

I'm wondering whether now would be a good time to cut loose the Ranger levels, and dip into another class. My stats are Str 20, Dex 22, Con 16, Int 8, Wis 12, Cha 10. I'm put off Paladin due to my low charisma, but I see it as an option along with the obvious Fighter. Any suggestions?


3 people marked this as FAQ candidate. Answered in the errata. 2 people marked this as a favorite.

So, me and my friend were discussing this topic after I saw someone had mentioned in another thread that Brass Knuckles require the Ki Focus enchantment to be placed on them in order for the monk to use Stunning Fist and his other abilities through them.

His argument is that because Brass Knuckles are listed under the 'Unarmed' section of the equipment table, they fall under the Stunning Fist description of an unarmed attack.

My argument is that Brass Knuckles are weapons, shown by the fact that they can be enchanted as weapons, and that the 'Unarmed' equipment section is designed to demonstrate how much space those weapons take up in the wielder's hands, not the type of attack.

Is there any concrete ruling on this that anyone knows about, or is it a case of RAI?


My group and I are searching for some fairly specific miniatures in bulk, any help or ideas about what to look for, or even better where to buy them would be greatly appreciated.

We're looking for:

-Approx 20 Painted well-armed and armoured, mostly melee soldiers.

-Approx 20 Painted ruffian/mercanary types.

-Approx 20 Painted Humanoid demon types, horned, preferably unarmed and black.

Really specific I know!


One of my group is attempting to use Greater grapple to maintain a grapple on one creature with a move action, and initiate a new grapple simultaneously with another creature with his standard action, thus grappling 2 creatures at once.

Is this possible?


I'm currently building an archer fighter, the concept is thus:

A middle-aged war veteran, who's been on the front lines of an ongoing war for many years. He's calm and methodical, and a crack shot. Not particularly well educated or rich back home, but well versed in combat, and the kind of guy you want on your side when s**t goes down. Here's what I have so far:

(Notes: it's 25 point buy, Azurian is a sub-type of human granting 3hp and +2 perception (and perception is a class skill)

Name: Beorn

Race: Azurian

Class: Fighter 3

Str: 16 (+3)
Dex: 18 (+4)
Con: 12 (+1)
Int: 9 (-1)
Wis: 12 (+1)
Cha: 12 (+1)

BAB +3

Initiative +6 (+4 Dex, +2 Trait)

Attacks:
Standard
+10 (+3 BAB, +4 Dex, +1 Weapon Focus, +1 Point Blank Shot, +1 Masterwork)

Rapid Shot
+8/+8

1d8 + 4, 1d8 +4 (+3 str. +1 Point Blank Shot)

Rapid Shot w/ Deadly Aim
+7/+7

1d8 + 6, 1d8 +6

CMB: +6 (+3 HD, +3 str)

Defences
AC: 19 (10, +4 dex, +4 Armour, +1 Shield)
Touch AC: 14 (10, +4 dex,)
Flat Footed AC: 14 (10, +4 Armour)
CMD: 20 (10, +3 BAB, +4 dex, +3 str)

Saves:
Fort: +4 (+3 base, +1 con)
Ref: +5 (+1 base, +4 dex)
Will: +3 (+1 base, +1 wis, +1 trait)

HP: 19+ 2d10

Speed: 30ft

Feats:
Point Blank Shot (Human)
Rapid Shot (1st)
Precise Shot (Fighter Bonus 1)
Weapon Focus (Fighter Bonus 2)
Deadly Aim (2nd)

Background Traits:
Indomitable Faith
Reactionary

Racial Features:
+3 hp
+2 Perception, and Perception is a class skill
Bonus Feat
Bonus Skill

Special Abilities:
Armour Training 1
Bravery +1

Skills:
Intimidate +7 (+3 Ranks, +3 Misc, +1 Cha)
Perception +9 (+3 Ranks, +3 Misc, +1 Wis, +2 Race)

Languages:
Stellan

Any thoughts/improvements?

Furthermore, i'm thinking of multiclassing to something else at some point, possibly ranger, because the idea of 20 levels of fighter bores me. How could I work this into the concept? Should I be a ranger from level 1 instead? Do I have any other decent multiclassing options for an archer?


I'm trying to play a character like Gaius Baltar. (from the new Battlestar Galactica, for those unfortunates who haven't seen it yet)

I'm finding the concept really difficult to pull off, any fans of the show/Gaius have some advice about portraying his personality?


My DM is not a fan of summoning spells, he was planning on banning them outright, but has agreed that they are allowed as long as they only summon 1 creature at a time.

I have no experience of summons in Pathfinder, will this render them worthless compared with other options? I was considering a conjuration Wizard with augment summoning, but i'm worried this will be a waste now. Thoughts?

Also, what spell would be best to conjure a chair? Would prestigiditation suffice?


I'm building a sword and board TWF paladin for a campaign we're starting this weekend. Rolls for stats are done, I have the following:

17,16,16,15,13,8

I'm playing a human. I'm hoping to have decent defensive abilities as well as a potent offence. I'm thinking of having my starting stats as the following:

Str 19
Dex 16
Con 15
Int 13
Wis 8
Cha 16

(we are going to receive +1 to two stats every 4 levels- also, our DM has ruled that stat bonus items do not count towards feat prerequisites)

(additionally my DM has allowed the force of personality feat, hence dropping Wis)

I'm thinking of adding to Str and Dex at level 4 to allow access to Imp TWF.

Would it be wise to continue adding to Dex to hit 19 for Greater TWF? Otherwise I could leave Dex at 17, and stick a point in Con, and the rest in Cha, or pump them all into Cha.

Feats wise I was thinking of:
1: TWF, Imp Shield Bash.
3: Force of Personality
5:Power Attack
7:Imp TWF
9:Shield Slam
11:Shield Master Or Greater TWF

Any suggestions/improvements appreciated.