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Organized Play Member. 81 posts. No reviews. No lists. 1 wishlist. 4 Organized Play characters.


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Lets say one makes a Gnome Barbarian, Fighter, or Rogue and takes Animal Accomplice. What does the familiar use for it's Perception, Acrobatics, and Stealth? The familiar section only mentions spellcasting and the feat doesn't mention anything about substituting something for your spellcasting if you don't have it.


I appreciate that. ^_^


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So I'm planning out a character that uses Battle Poi as their primary weapon. Now before we get into a discussion about what would be better, they're being used for concept and because the idea amuses me.

There is a lot to be confused about in regards to these things. They deal fire damage, do I add normal melee bounses? Do the various things that increase fire damage function (such as racial things, traits, feats that don't specifically effect spells)? What ways can one improve the damage? Does the TWF feat that you get for wielding them count for taking other TWF feats?

Basicly I'd like some clarification on using these very fluffy weapons in PFS.

Many thanks, The Simian.


So we all understand that a Master of Many Styles can enter multiple styles. We're also aware that most of the style feats do not directly conflict with one another. What happens when they do?

This is brought on by a Suli MoMS wanting to take all of the genie styles. There's no problem if you cycle through them individually but what happens if you have Efreeti Style and Djinni Style active at the same time and use Elemental Fist? Is the damage split between the two types? What about when you have all 4 styles active at once and you are required to deal Fire, Electricity, Acid, and Cold damage with Elemental Fist?


For the electrical attack in the water I would say that the water increases the save DC for the effect. It wouldn't effect the damage and wouldn't really increase the area dramatically (maybe 5-10ft at most). The fire effect is MUCH easier to adjudicate. Simply have the oil catch on fire and then apply standard rules for mundane fire.

Lets expand on those scenarios a bit for greater clarification.

You have a segment hallway that is 15 wide by 50 long, this section has several inches of slow flowing water passing through it (perhaps this part of the dungeon is very close to an aquifer or something), in the center of the floor there is a magical trap which, under normal conditions, casts Shocking Grasp on whomever triggers it. This trap would effect it's 5ft space and have a save DC of oh lets say 15.

People come tromping along in a single file line and the individual in the lead activates the trap, why? Cause they're stupid and not checking :P I personally would increase the DC of the trap by no more then 5 because he's standing at it's source. The person behind him would get a save at the normal DC and the 3rd individual would get a save at minus the modifier for the first person. The damage would be the same for each one.

The lightning trap, as I said, is a complex issue which relies heavily on GM adjudication and not actual rules.

Firetrap is easier, exact same situation except there is a fire trap, which does the same thing (5ft space AoE, DC15 Ref for half) except the floor is coated with a layer of oil. Well oil is flammable when the trap goes off the oil catches fire. Person 1 takes the full effects of the trap while those not in that space are unaffected. The rate of the spread of the fire is up to you, I'd spread it by 5ft a round including into spaces which have already been extinguished so long as the oil is still there.

I believe mundane fire is 1d6 damage with a DC15 to extinguish. Of course extinguishing this fire would be challenging as you can't really roll around on the ground or run somewhere safe to beat it out with a blanket.


As for your question about the metal cartidges, the are assembled. A metel cartridge is a modern bullet complete with shell casing, firing pin, powder charge, and the bullet.


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Aelryinth wrote:
Piercing weapons can't be used to sunder (slashing or blunt, and only as appropriate) in normal situations.

Um... that is not true.

PFSRD wrote:

Sunder

You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.

Aelryinth wrote:

In case of the no spring attack, he'd have to attack, retreat, use up the parry, get the AoO, and retreat to a distance that would force you to close. If you're using a Reach weapon, that's a 5' step from being able to Spring Attack (and you can move sideways and in as part of a Spring attack...

Note that using a Reach Weapon specifically ALLOWS Spring Attack...you aren't starting adjacent to me, so you aren't shutting me down. As long as I move 10', I can Spring Attack, avoid the AoO from Reach, and move out of range. I may not get an AoO when I parry your standard action, but that still leaves me 1:0 in a duel.

If you have a reach weapon, the AoO for leaving a threatened square happens before you leave the square, not after! :)

If you have to back up, after you stop moving, the ready action goes up, the monk closes 5', and your Reach weapon does nothing (no AoO for a 5' step). I can also have the Ready action be 'if they move away more then 5', move with them', which would keep me right next to a Reach weapon wielder, right?

A THW fighter can 'free hand' by letting go of his weapon at the end of his turn, no? IF it's a weapon capable of being wielded in one hand normally (i.e. a bastard sword). I'm not sure if the wording on the THW fighter applies only to weapons in two hands, or weapons that can ONLY be wielded with two hands...be kinda strange if he couldn't get his bonuses for using a longsword or battleaxe or morningstar in both hands...

Doing what your describing one, negates your ability to make AoOs with that 2h weapon, and also reeks of metagame thinking and intentional loophole finding and exploiting.

Aelryinth wrote:

Regardless :) You get a high damage bozo not taking his enemy's best attack, +4 to AC, and an extra attack every round, for -1 damage. That's one HELL of a feat chain!

====Aelryinth

Alright fine, in your absolutely narrow situation this feat chain is nothing but pure unadulterated win.

Unfortunately 1:1 fights simply do not happen all that often in the game. And when they do your twinked out Crane duelist will slowly whittle away at his opponent until he wins the duel. Guess what, that is a valid tactic that one could do WITHOUT using this feat chain, the chain just makes it much easier.


JiCi wrote:
SimianChaos wrote:

1) *Thwaps with rolled up newspaper* Stop looking for exploits! Bad!

2) You don't want a cannon which fires Disintegrate at the walls of the enemy castle which will both blow through the physical wall and the Wall of Force they have erected INSIDE the wall to prevent earth elementals, mages, ninjas, monks, and anything else with ethereal movement from going through it.

3) A lich with this spell, Paralyzing Cannon. Not everything in the books has to be good for PCs, I personally love the fact HALF of the Witch abilities are horrible for players to use.

List of abilities from glancing through Core:

1) Exploits, combos, call it whatever you want...

2) Why not ?

3) When it comes to spells, yes, it must be appealing to PCs as well. We already have Monster Feats, we don't need Monster Spells...

Finally, your list doesn't work... at all... at least for normal PCs. Why ? Because the conductive property works only with spell-like and supernatural abilities, not actual spells. True, any spell that requires a melee or ranged touch attack could be used with the cannon if they are used as spell-like or supernatural abilities. However, I don't see any option to convert such spells into such abilities for a regular wizard or sorcerer; only monsters such outsiders could use the cannon's property.

Ah, so your right, I misread that and confused it with the thing Spellslingers get.

I will have to disagree with you that the game doesn't need things utilizable by both PCs and NPCs to varying degree of effect. I like having tricks as a GM that the players can do, just not nearly as well.

So yeah, it has limited usefulness for delivering effects other then damage. You can however use Greater Energy Siege Shot on it and I think there are a couple other spells for effecting siege weapons. Additionally it doesn't state what kind of action firing the cannon is so I assume it fires on it's own and you cans till take standard actions.

Glancing at Sorcerer abilities I saw the Protean Bloodline 'tanglefoot' thing and the one water one does that dehydration thing, both of those are useful.

EDIT: I think the problem here isn't Arcane Cannon but the Conductive ability which weapons can posses.


ThreeEyedSloth wrote:
SimianChaos wrote:
You need to look at the spell Reloading Hands, you really do.

:O

I've only been slowing making my way through the new UC spells, so I completely missed that. Yeah, no need for Rapid Reload essentially.

What other spells or feats might you recommend for a Spellslinger, seeing as I am oblivious of some fairly helpful ones.

(Skimming through UC with Spellslinger in mind)

Arcane Cannon-> Thematically appropriate, with Spellslinger school restrictions getting 100% use of it's conductive ability may be tough, though you can still cast/fire the gun.
Chain of Perdition-> Good anchoring spell, it's evocation which is a school Spellslingers should keep IMO.
Greater Energy Siege Shot-> At a glance I see no reason you cannot target your Arcane Cannon with it.
Flash Fire, Thunder Fire-> Nice effect, thematically appropriate,seems too high level though.
Jury-Rig, Longshot, Named Bullet, Ricochet Shot-> Utility, thematics.
Pellet Blast-> Turn your musket into a shotgun :)
Spontaneous Immolation-> Napalm bullets yo.

There are also spells to manipulate black powder (Weaken Powder, Damp Powder come to mind immediately, can't remember the name but there is a spell for firing your gun in airless/wet environments)

As for stuff from Core/APG I find that Ray of Enfeeblement is very useful for delivering with things that can crit. Disentigrate is good too. If your DM is willing to let you mod Arcane Archer into a gun PrC it opens up all kinds of new levels of tricks you can do. (I'd make the entry requirement Arcane Gun). As for balance of doing that.....dunno, would have to look at the PrC and I am tired and lazy :P

EDIT: There is this thread I posted in earlier, it may/may not help.


ThreeEyedSloth wrote:
A Man In Black wrote:
You've overrated the shooting feats by a lot. Quick Clear isn't terribly important as a spellslinger, since, if you get a misfire, you still have your spells to rely on in combat. Shooting isn't your main combat strategy as a spellslinger anyway.

Ah, that makes sense. In that case, waiting until level 3 to get Rapid Reload wouldn't be too terrible. And then I wouldn't be falling behind on Wizard spells as well. :)

Thanks!

You need to look at the spell Reloading Hands, you really do.


JiCi wrote:

The Arcane Cannon spell creates a magical cannon that can be used by the caster without any assistance. The cannon has the conductive property, which allow the caster to channel any spell-like or supernatural ability that the caster has through the cannon.

2 problems:
1- The property allows only melee and ranged touch abilities, so count cones, bursts and lines out.
2- The remaining eligible abilities are weak, mostly dealing 1d6 + modifiers.

The cannon itself deals 4d10 points of damage and gets a critical hit at x4. What's the usefulness of the conductive property if it can only channel weak abilities ?

You know, it would have made sense if the spell was available as a 6th-level spell for the Magus and that Spellstrike could be used with the cannon, or if the cannon could channel any spell-like or supernatural ability without the range requirement... but right now, the spell has a rather useless ability for wizards and sorcerers.

Does anyone have an idea on how to exploit this spell's feature ?

1) *Thwaps with rolled up newspaper* Stop looking for exploits! Bad!

2) You don't want a cannon which fires Disintegrate at the walls of the enemy castle which will both blow through the physical wall and the Wall of Force they have erected INSIDE the wall to prevent earth elementals, mages, ninjas, monks, and anything else with ethereal movement from going through it.

3) A lich with this spell, Paralyzing Cannon. Not everything in the books has to be good for PCs, I personally love the fact HALF of the Witch abilities are horrible for players to use.

List of abilities from glancing through Core:

Bestow Curse (that spell contains so much dickery it's not funny)
Breath of Life (for killing Liches!)
Darkness (useful if you have stealth based characters on your side)
Disintegrate
Enervation
Light (useful if they try to stealth)
Inflict/Cure spells
Daylight (shoot a vampire, he will NOT be having a good day)
Heal/Harm (extra 150 damage? Yes please!)
Imprisonment
Polar Ray (25d6 damage and 1d4 dex drain)
Ray of Enfeeblement
Ray of Exhaustion
Rusting Grasp
Searing Light (Another way to run a Liches day)
Metamagiced Shocking Grasp (Cheap extra damage, no save)
Slay Living
Statue (Turn them into a rock then shoot them again)
Stoneshape (For turning Statues into comical things, or hurting golems)
Temporal Status (Another way to remove things from fights)

Now before you point out that a chunk of these are not on the wizard list remember that this is a wizard capable of casting a 7th level spell, he has scrolls, or it's a sorcerer and I never make sorcerers without ranking UMD.


submit2me wrote:
How did all of you also miss the fact that Gravity Bow only works for arrows and bolts, but not any other kinds of ammunition? (Is there some errata I am unawares?)

Huh.... Did not notice that, so you are right.

I propose a 2nd level version called "Gravity EVERYTHING EVER!" which works with every kind of attack ever, ranged, melee, breath weapons, spells EVERYTHING GETS MORE BETTER! :P Only lasts for 1 round though


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sunbeam wrote:

Maybe but I can't ever remember using a siege engine in any game I've ever played.

Tunneling under the walls, flying over invisibly, teleporting in is more what pc's usually do.

Just seems like using a siege engine is a very rare thing.

You have never played a game where the DM is a logistics nerd who really likes his wargames.

That said being a 15th level characters assaulting a standard standing army was actually surprisingly difficult. Those little bastards hit sometimes and it starts to hurt :(

That said I was a transmuter and was busy buffing and using area control/denial spells left and right. The enemy guys in there countering and dispelling my magic weren't helping either


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Additionally at the level at which your theory craft build is doable the humanoid BBEG melee monster would be 3-ish levels higher then the players, making him level 12-ish.

What does this mean? If your BBEG melee monster does not have a SINGLE magical trick up his sleeve and is level 12 you are doing something SERIOUSLY wrong there. Even the best most hardcore honorable warriors have some species of trick they can pull out to deal with something they cannot normally deal with, they are the BIG BAD EVIL GUY after all, those dudes make plans with plans within cookies. Tasty cookies made out the bones of the heroes who came before and FAILED.


thepuregamer wrote:
Jeranimus Rex wrote:

Funny how the day after the post a couple more thread come up with more thematically appropriate names.

I should probably stop coming up with silly thread titles in all caps.

WRONG!! thread titles that are all in caps is the correct way to go. :p

I am wondering if I should make this character and drop scattershot into this gun. Build a collosal gun, then enlarge person myself for a truly large weapon dice area attack.

Though this is a beautiful waste of barbarian lvls. What am I using my rage for? It might just be equally worthwhile to go into another class shortly after lvl 3 or 6 of barb. Funny enough I went looking for a pathfinder archetype that trades out rage(foolish considering how much of barbarian is based around rage/rage powers)

Enlarge Person doesn't work that way, as soon as you release an object it returns to it's natural size.

d20pfsrd wrote:


Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.


Sean Mahoney wrote:
SimianChaos wrote:
Not to mention you will ONLY get all 6 shots off when you have a +16 BaB.
What?!?! Only a +16 to hit with a touch attack? That will be tough... oh, wait...

1) That avatar looks like Nicolas Cage and it creeps me out that he is STARING A HOLE IN MY MONITOR!

2) By that I mean your not pulling this trick off until at least level 16 and at that point there are worse more horribly twisted and broken things one can do. Also at that level it is quite easy to take game breaking toys away from players.


SmiloDan wrote:
SimianChaos wrote:

I read that novel oh so long ago and loved it, twas great.... can I play in your campaign?

*Puppy eyes* Pweeeese?

I've read it so many times, I've had to tape the cover back on it. I think I may read it again once I'm done with "Betrayer" by CJ Cherryh.

I lost it at some point, I also went looking around for the rest of the series but never did find them.


I read that novel oh so long ago and loved it, twas great.... can I play in your campaign?

*Puppy eyes* Pweeeese?


Grimmaldus wrote:

it makes the weapon larger thus increasing its damage, which is increased again with gravity bow and then the GVS=Major Damage.

As soon as something leaves the are of effect of the spell (This being the target of said spell) it returns to it's original size, thus negating the size increase for being bigger.... Unfortunately.


Thurin wrote:

The Alchemist's bomb damage is 1d6+INT, increasing by 1d6 every odd level. The chart shows the damage increases as a level dependent ability, like a Rogue's sneak attack, or a Cleric's Channel.

The Pyromaniac alternate Race ability says that you are considered 1 level higher for bombs with Fire damage, but that the ability does not grant early access to any level dependent abilities.

My question is, I am running Carrion Crown with a Gnome Alchemist character who has taken the Pyromaniac ability. Does this ability allow him to increase his bomb damage as if he's one level higher (thus having a 2d6 bomb at 2nd level), or does it just give him an extra bomb a day?

My crude interpretation on that is that in increases the damage (as that scales with level) it MAY also increase the number of bombs per day (though I'd say the extra has to be a fire bomb).

I never did finish reading, Art of RAW however.


Name Violation wrote:
SimianChaos wrote:
Gammelbraxen wrote:
'Son of a Gun' bloodline?
For that you deserve to be shot, in the face, with a large double hackbut under the effects of Gravity Bow while its user is Greater Vital Striking.
by someone who is enlarged

Unfortunately Enlarge Person does nothing for a person with ranged weapons.


Matt Stich wrote:
SimianChaos wrote:

You do realize that in order to afford that the player has to be nearly 20th level right? The custom wondrous item is 48k by itself add in a +4 weapon. Not to mention you will ONLY get all 6 shots off when you have a +16 BaB.

aaaaaaand? What's to stop him from just commissioning a gargantuan musket? or 2?

Absolutely nothing except nebulous things such as resources, finding a facility which can even craft such a thing, someone skilled enough to craft such a thing. Then there is the logistics of him loading such a thing and keeping all that black powder from exploding constantly (remember, in large quantities it's unstable! :) )

In response to the crafting of it one could also hire a decently leveled wizard to use Fabricate, you still have to get the materials for it.


You do realize that in order to afford that the player has to be nearly 20th level right? The custom wondrous item is 48k by itself add in a +4 weapon. Not to mention you will ONLY get all 6 shots off when you have a +16 BaB.

That said, yes, yes it is a horrific broken thing.


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Jeranimus Rex wrote:

Ever wanted to do this:

Hyper Combo Finish!

Well now you can.

Step 1: Titan Mauler Archetype
Step 2: Huge (Or larger) fire arm
Step 3: ?????
Step 4: Profit!

How does that happen? pg. 136 of Ultimate Combat specifically states that the size of a firearm does not affect how many hands you need to shoot it, therefore a Titan Mauler (who decreases the penalties for weilding larger weapons) would be able to fire off a Huge weapon with one hand. If they want, the could go all the way to Gargantuan or larger for a cumulative -2 penalty.

Everyone should rule as they see fit, but I'm actually wanting to see this happen at least once in a game I run.

For even More Better Ridiculousity (tm) use a Pepperbox of Speed and a wondrous item which gives one a permanent Reloading Hands spell effect.

Time to take Ol' Painless out of the bag


Gammelbraxen wrote:
'Son of a Gun' bloodline?

For that you deserve to be shot, in the face, with a large double hackbut under the effects of Gravity Bow while its user is Greater Vital Striking.


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I have a great idea, take this Bear Trap Maul and give it to an giant, (sized up even more so it is still a 2handed reach weapon) then have this giant hit a dire bear with it. It then proceed to pick up the dire bear that is now firmly attached to this horrifically huge hammer. FINALLY he then attacks the players with it dealing bear damage and hammer damage at the same time!


submit2me wrote:
SimianChaos wrote:
This said I have no input on your rules dilemma, I wouldn't let someone do what your proposing simply because it makes me twitch and smacks of metagaming. (That said I've been convinced via liberal application of backstory and known good RP to allow stranger/more metagamey)

I understand your metagaming point, but is it really that farfetched from any other multiclassing concept? Especially with all of the potential gun drawbacks and spells known limitations that come with being a Sorcerer.

How about a gun toting PC who attempted learning wizardry, but failed at all of the book keeping and studying that it entailed. Still magically inclined, though, they realized that the studying paid off when it manifested their latent bloodline powers, allowing them to spontaneously cast.

This is an abridged version of what I would present to you if I wanted to roleplay this concept in one of your games. Would you let me do it?

Possibly, but I'm not your DM. :)


dunelord3001 wrote:
Vendis wrote:
I don't see a studious wizard who spends all his time with his nose in books saying, "Y'know what all these magic words that I have to memorize needs? Guns."
Not only do I disagree with you, that idea is so awesome it's my next PC.

A Spellslinger using Words of Power does sound kinda interesting, I shall have to grant you that.


Vendis wrote:

I know that this isn't an exact answer to what you asked, but I don't have time at the moment to read these, and I want to just say something.

I think, flavor wise, that the spellslinger fits better as a sorcerer archetype. I don't see a studious wizard who spends all his time with his nose in books saying, "Y'know what all these magic words that I have to memorize needs? Guns." However, I can easily picture some dude who was born with the ability to casually toss mage hands at the barmaid's rear seeing a firearm and thinking, "That. With this magic thingamajig. Now."

To counter propose this I see a wizard who has been on the receiving end of a firearm one or two times dedicating his life to finding a way to use it's raw non-magical power to enhance his already prodigious magical powers. (A PC would be this persons apprentice/student). Where a sorcerer looks at the gun, toys with it for about 10 minutes before tossing it behind him as "too complex and unwieldy" before he proceeds to fling scorching rays and fireballs at whatever, hopefully not fire resistant thing is in front of him.

This said I have no input on your rules dilemma, I wouldn't let someone do what your proposing simply because it makes me twitch and smacks of metagaming. (That said I've been convinced via liberal application of backstory and known good RP to allow stranger/more metagamey)


Your next BBEG is now an orcish barbarian running around with a hog tied gnome covered in AC boosting and healing items with some suspenders to make for a convenient carrying handle.


William Bryan wrote:


-Damage Reduction normally works against Vigor points, THEN Wound points. If someone scores a crit against a creature with DR, the damage would come off of their Vigor points first (even though the rules normally state that you take wound damage). Once the creature's VPs are depleted, future Crits go to WPs. 5 DR = 1 Wound Reduction. 10 DR would = 2 wound reduction, and so on. I think that it's important to have the DR still be formidable.

This is great and simple, works within the established system.

William Bryan wrote:


-Negative energy...DR normally doesn't take damage off of neg energy attacks (like channel and the like). Casting Cause Light Wounds on a foe, the character casting it would have the choice to take off WPs or VPs according to the rules within that section in Ultimate Combat.

This is how I read it as well.

William Bryan wrote:


-For undead, I'm just adding VP and WP into one big pool. Then once it reaches 0, they're "dead". Keepin' that simple.

Also good, I'd use this for everything without a CON score (Such as constructs)

William Bryan wrote:


-I've been thinking about the Bleed dilemma. Just the word "bleed" refers to a character getting "wounded". So I want bleed to take damage off of WPs. So I'm debating weather or not to keep the rules as is but just add bleed damage to WP OR if the victim of a bleed attack has VPs left and they take bleed damage, have the victim simply take 1 bleed. If that same victim has no more VP and the monster's ability reads "subject takes 2d6 bleed", THEN roll 2d6 and take that off of WPs.

Here is where it gets problematic. 2d6 bleed can EASILY kill many characters in one or two rounds. I would say that for every 5 points of bleed you have you take 1 WP bleed damage (min one) otherwise that bleeding crit feat just became VERY powerful.


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Aelryinth wrote:
Kaiyanwang wrote:

Aelrynth, there are more ways to overcome this feats than to overcome most spells.

If this FEAT CHAIN (dear god again) is overpowered, what about greater invisibility + mind blank+ overland flight?

Is really the case of complaining about Crane Style/Wing/Riposte? I'd bet not.

(I agree that duels happen. Is not only an honour thing - absolutely common in a game with kinights in shining armor - but is too the classical duel of the good guy vs the bad guy, or two future allies meeting in a tight road a là Robin Hood vs Little John).

Magic is magic, you overcome it with magic. we're talking a melee duel here.

In combination with Spring Attack, you literally Cannot Be Hit. Dragon lunges at you with Greater Vital Strike Power Attacking Jaw strike? Deflect. No 100 pts dmg for you.

Sure, it's of less use against mobs, I DID point that out. Unless you have a feat that grants you AoO's when attacked, or can do multiple strikes on a move, you literally cannot touch this guy in melee.

Pull out a bow. Yeah, right, that'll work. The round you pull it out, you get at most one shot, it's auto-deflected by a monk, then he springs up, cuts the cord on your bow, and you're back to being nickeled and dimed to death.

True seeing and See Invisibility both defeat mind blank, as neither targets the mind blank recipient. And a DC 20 spot check does the job as well, especially if you are moving. So does Glitterdust, or Faerie Fire, or whatever. Plus, you're talking a minimum of 13th level to make that happen. This is usable at low levels to gain absolute advantage in a duel.

I'm trying to think of a reasonable way to defeat it in a lower level duel. You take a TH penalty for an equal or better AC bonus (i.e. an Expertise sub), and you just whittle your opponent down because he can't hit you. Unless he's got an endless supply of throwing knives, and his penalty to hit you is greater then yours to hit him!

I'm definitely seeing problems with the feat chain.

==Aelryinth

Why are you talking about it being unbeatable at low levels and then claiming the person has Spring Attack and all of Crane Style? Even as a fighter thats minimum level 6 and there are ways to beat it at level 6 without magic, you've also kept saying Duelist and Monk, which is it? A Duelist or a Monk? If it's a Monk who has two levels of Duelist to get the Parry then that character is at least 10th level and by that point his ability to deflect single attacks is somewhat moot.


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If I was forced to duel with the aformentioned Duelist using Crane Style I would, upon realizing that my attacks were not going to hit would begin trying to trip him, make use of Dirty Trick, or Bull Rushing him to get him on his backside.


Ravingdork wrote:

FEAT EXCERPT: "...you can deflect one melee weapon attack that would normally hit you."

One could argue that unarmed strikes and natural weapons are "weapons" due to unarmed strike being one the "weapons" table and natural weapons having the very word in their name, but a bull rush, grapple, or steal maneuver (to name a few examples) do not typically involve weapons in any way.

I agree with the bull rush, grapple, steal, and most uses of dirty trick cannot even be deflected. And in an effort to be diplomatic I shall state that I have noticed that you are a very much RAW individual where as I am more RAI+logic. I see no logical reason why one cannot utalize a highly defensive fighting style to push away something claws, tentacle, or even it's face (provided it's mouth isn't bigger then your chest).

I will bow to your interpretation of RAW however as it is correct in that regard.


Ravingdork wrote:
Irulesmost wrote:
Oooh! How does Crane style's deflection ability interact with Combat Maneuvers?

Crane style negates weapon attacks.

So, I guess only maneuvers utilizing weapons can be negated.

If memory serves unarmed strikes and natural weapons all count as melee attacks so that means just about any combat maneuver (discounting special abilities which allow you to do such things at range).


Gorbacz wrote:
SimianChaos wrote:
So far I am liking most of this book, I am however saddened to not see the inclusion of Chinese hook swords (Shuang Gou), probably one of the most versatile weapons I have ever seen.
Shang Gou is in the book, page 131.

Oh hey, awesome! I missed that. Unfortuntally they cannot be hooked together to make a reach weapon, but that level of versatility is one of the things that made Spiked Chains so busted in 3e.


So far I am liking most of this book, I am however saddened to not see the inclusion of Chinese hook swords (Shuang Gou), probably one of the most versatile weapons I have ever seen.


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Drejk wrote:
I have no problem with first and thrid feats from the Crane but second one with its ability to outrightly negate one attack is leaving a bad aftertaste... It can be taken at 5th level which means that it can be used in one-on-one fight before mutiple attacks are even possible. Hello, unhittable duelist.Anything that negates hit just so should be more limited in its usage (like two or three times per day or at the expense of some resource, like Ki points).

I have a solution for this problem, it's called a bow.


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SimianChaos wrote:
I love the Crane Style and Flowing monk or Tetori Archtypes, they make my pacifistic monk much more viable (and really annoying to the baddies)

I just noticed something even nicer, Snapping Turtle Style used in conjunction with Crane Style (Via the Style Master AT)


I love the Crane Style and Flowing monk or Tetori Archtypes, they make my pacifistic monk much more viable (and really annoying to the baddies)


Endoralis wrote:

Unhuh, Call it dead Stupid when my Synthesist/SpellSlinger summons his nightmares by shooting his head

Edit: Also, Eldritch heritage Arcane Bond the Pistol, Shabaam!

I see someone has played Persona 3


I'd rather use it by backing into a corner or into a hallway and gods help anything that opens the door.


I have minor migrane, don't care about formatting right now, copypaste direct from PDF.

Arcane Gun:
(Su)
The spellslinger gains the Exotic
Weapon Proficiency (firearms) feat, and one or two of his
firearms can be arcane guns. Arcane guns are normal onehanded
or two-handed firearms in the hands of others,
as they were normal firearms before the spellslinger
imbued them with magic. In a spellslinger’s hands, they
both fire projectiles (bullets and pellets) and cast magic.
At 1st level, the spellslinger decides whether he wants to
have one or two arcane guns at a time. If the spellslinger
chooses to have only one arcane gun at a time, spells fired
through the arcane gun that require an attack roll have a
×3 critical hit multiplier. A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts
through the arcane gun, the gun’s enhancement bonus (if
any) is a bonus to the spell’s attack rolls or to the spell’s
saving throw DCs. Yet there are dangers inherent to this
method. If any of the spells’ attack rolls result in a natural
1 (a misfire), or a natural 20 is rolled on any saving throw
made against the spell by a target (an overload), the arcane
gun gains the broken condition. If the arcane gun already
has the broken condition, the gun explodes. When a gun
explodes, it lets loose a blast of force, or if the spell has
the acid, cold, electricity, or sonic descriptor, it deals that
type of energy damage instead. In the case of spells with
multiple descriptors, roll randomly among the descriptors
to determine the type of damage dealt by the blast. The
blast is centered on a single intersection within the
spellslinger’s space (spellslinger’s choice) and deals 1d6
points of the appropriate energy damage or force damage
per level of the spell cast. Any creature within the blast
other than the spellslinger can make a Ref lex saving throw
to halve the damage. The Ref lex save DC is calculated using
the spell level of the spell being sacrificed.
A spellslinger can attune his arcane guns at the start
of each day. That attunement lasts until the spellslinger
attunes to a new gun, even if a formally attuned gun is
destroyed. This ability replaces arcane bond.

They replace Scribe Scroll with "Gunsmith" which gives them a gun.

Mage Bullets:
(Su)
A spellslinger is adept at transferring
spell energy into his arcane gun attacks. As a swift action, he
can sacrifice a spell and transform that energy into a weapon
bonus equal to the level of the spell sacrificed on a single barrel
of his firearm. With that weapon bonus the spellslinger can
apply any of the following to his arcane bond: enhancement
bonuses (up to +5) and dancing, defending, distance, f laming,
f laming burst, frost, ghost touch, icy burst, merciful, seeking, shock,
shocking burst, spell storing, thundering, vicious, and wounding.
An arcane gun gains no benefit from having two of the same
weapon special abilities on the same barrel. The effect of
the mage bullets ability lasts for a number of minutes equal
to the level of the spell sacrificed, or until this
ability is used again to assign the barrel different
enhancements. This ability replaces cantrips,
but the spellslinger gains the detect magic and
read magic cantrips and places them in his
spellbook. He can cast either of these as 1st-level spells.

School of the Gun:
The rigor and care required by
arcane guns is so great that a spellslinger forsakes four
schools of magic. These opposition schools are chosen at
1st level and cannot be changed later. A spellslinger who
prepares a spell from his opposition school must use two
spell slots of that level to prepare the spell. In addition, the
spellslinger takes a –4 penalty on any skill checks made
when crafting a magic item that has a spell from one of his
opposition schools as a prerequisite. This ability replaces
arcane school.

Personally this archetype makes no sense to me in that you seem to give up a whole hell of a lot for mostly fluff. If someone could explain to my addled brain how this isn't a horrible trade off for basic fluff that with a flexible DM I could achieve without the AT please do.


LilithsThrall wrote:
SimianChaos wrote:
It really depends on if your encounters are usually lots of things or single things as to the decision to "share the pain"
One encounter may be "lots of things" and the next encounter against "single things". A fighter-type with multiple attacks can adjust as needed. Perhaps a fighter-type with one big attack can adjust as needed IF the appropriate supporting rule is created (some sort of 'splash' damage, perhaps?).

There is a feat to attack the ground and make rough terrain, also whirlwind attack, Cleave as well.


Hyperion-Sanctum wrote:
LilithsThrall wrote:
One thing to consider is that a fighter-type, by having multiple attacks, can spread the damage around to multple targets.
someone doesn't play many RTSs

Well if you have ranged combatants plinking at them as well, especially a mage blasting scorching ray at them all then it works out in the end.

It really depends on if your encounters are usually lots of things or single things as to the decision to "share the pain"


Wouldn't it be possible to take a different bloodline then the Eldritch Heritage feats to gain the aforementioned familar?


I had a character for whom the entire playstyle was "hit thing with giant hammer". She had killed an ogre at level one and taken his weapon (a warhammer). I took all of Vital Strike, Furious Focus, and Deadly Stroke. It was a very fun character to play and spat out very respectiable damage.


calagnar wrote:
Aura of the Unremarkable

O_O How in the bloody blue %^#& did I miss "Circle of Protection: City Guard"


You may also want to look into instituting a Defense Bonus as opposed to being reliant upon armor, afterall Full Plate + Open Ocean generally doesn't end well for the can of humanoid.


Deidre Tiriel wrote:

I want to make a summoner with a tiny sized eidolon. I didn't see any evolutions that would do that.

It has to be from a Paizo PFRPG product, so I can't home-brew it or use a third party source.

Any ideas?

I feel the need to ask this question, and though I assume the answer is the all important "concept" to which EVERYTHING ELSE MUST BOW BEFORE.

Why would you do that?!?

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