Valeros

Sir Eldon's Head's page

50 posts. Alias of SuperUberGeek.




I am not sure, based on the wording of overcharge taking a standard action, which can include a ranged attack, like Shot on the run allows. Just not sure.


I am trying to decide what cohort I should build to help my lvl 7 hafling mesmerist. It should be another halfling since it is his brother. The rest of the party is a half elf magus, lizardfolk shark druid, and super special snowflake life oracle.

We try not to abuse leadership, and I just want a support character. The biggest reason I am taking it for the followers, I am building an Intel network. The campaign involves a large amount of infiltration and intreage.

Thoughts?


I thought I saw a mention of a new feat that allows dual wielding with the grace feats. But I can not now for the life of me find it. Am I nuts?


What the title says. My players tried it after killing the phoenix before it resurrected. I ruled that it failed (partly because I had added the angel inhabited template. I ruled that the spell failed but the onix was not consumed. Thoughts?


I am the guy in the group that always dies. I don't mind, I like building characters. Some of the deaths are my fault. The last one was not, the guy on watch missed the gouls sneaking up on us till they were in charging range. I got paralized, then cou de graced. We only have one session left until we switch DMs and thus campainges. Rather than try to fill the ranged roll that I have been taking, I am maximizing my raw offence within the stats I rolled. I am ignoring defense almost entirely. The character need not survive, only destroy as much as possbile in his way while he lives.

Stats rolled are:14 14 13 12 12 12

bloodrager:

Ditholithis Odre Andris
Human bloodrager (primalist) 9 (Pathfinder RPG Advanced Class Guide 15, 84)
CN Medium humanoid (human)
Init +1; Senses Perception +13
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 119 (9d10+45)
Fort +9, Ref +4, Will +4; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 1/—
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 furious impact greatsword +15/+10 (3d6+8/19-20)
Special Attacks blood casting, bloodrage (23 rounds/day), claws
Bloodrager (Primalist) Spells Known (CL 9th; concentration +11)
2nd (2/day)—ablative barrier[UC], glitterdust (DC 14), mirror image, resist energy
1st (3/day)—blade lash[ACG], long arm[ACG], mage armor, ray of enfeeblement (DC 13), shield, wave shield[ACG]
Bloodline Abyssal
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 16, Int 12, Wis 12, Cha 15
Base Atk +9; CMB +14 (+15 bull rush); CMD 25
Feats Arcane Strike, Blooded Arcane Strike[ACG], Combat Reflexes, Eschew Materials, Power Attack, Reckless Rage[ACG], Toughness, Vital Strike
Traits bloodthirsty, dangerously curious
Skills Acrobatics +13 (+17 to jump), Climb +11, Intimidate +14, Perception +13, Spellcraft +7, Swim +11, Use Magic Device +15
Languages Common, Giant
SQ demonic bulk, fast movement, rage powers (powerful blow +3, reckless abandon[APG])
Combat Gear potion of fly, runestone of power (1st)[ACG], runestone of power (1st)[ACG], wand of cure light wounds; Other Gear +1 furious impact greatsword, belt of giant strength +2, headband of alluring charisma +2, ioun torch ioun stone[APG], talisman of beneficial winds, lesser[OA], 25 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect and multiplies with Vital Strike.
Bloodrage (23 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Magic Claws (Su) 2 Magic Claw attacks deal 1d8 damage.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Blow +3 (1/rage) (Ex) One attack per rage deals extra damage.
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Vital Strike Standard action: x2 weapon damage dice.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Buffed Bloodrager:

Ditholithis Odre Andris
Human bloodrager (primalist) 9 (Pathfinder RPG Advanced Class Guide 15, 84)
CN Large humanoid (human)
Init +0; Senses Perception +13
--------------------
Defense
--------------------
AC 8, touch 4, flat-footed 8 (+4 armor, -1 size, -5 untyped penalty)
hp 137 (9d10+63)
Fort +11, Ref +3, Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 1/—
--------------------
Offense
--------------------
Speed 40 ft.
Melee +3 furious impact greatsword +18 (8d6+29/19-20) or
2 claws +10 (4d6+10)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (23 rounds/day), claws
Bloodrager (Primalist) Spells Known (CL 9th; concentration +11)
2nd (2/day)—ablative barrier[UC], glitterdust (DC 14), mirror image, resist energy
1st (3/day)—blade lash[ACG], long arm[ACG], mage armor, ray of enfeeblement (DC 13), shield, wave shield[ACG]
Bloodline Abyssal
--------------------
Statistics
--------------------
Str 26, Dex 10, Con 20, Int 12, Wis 12, Cha 15
Base Atk +9; CMB +17 (+18 bull rush); CMD 23
Feats Arcane Strike, Blooded Arcane Strike[ACG], Combat Reflexes, Eschew Materials, Power Attack, Reckless Rage[ACG], Toughness, Vital Strike
Traits bloodthirsty, dangerously curious
Skills Acrobatics +12 (+16 to jump), Climb +14, Intimidate +14, Perception +13, Spellcraft +7, Swim +14, Use Magic Device +15
Languages Common, Giant
SQ demonic bulk, fast movement, rage powers (powerful blow +3, reckless abandon[APG])
Combat Gear potion of fly, runestone of power (1st)[ACG], runestone of power (1st)[ACG], wand of cure light wounds; Other Gear +3 furious impact greatsword, belt of giant strength +2, headband of alluring charisma +2, ioun torch ioun stone[APG], talisman of beneficial winds, lesser[OA], 25 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect and multiplies with Vital Strike.
Bloodrage (23 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Magic Claws (Su) 2 Magic Claw attacks deal 1d8 damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Blow +3 (1/rage) (Ex) One attack per rage deals extra damage.
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Vital Strike Standard action: x2 weapon damage dice.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Can I change anything to get more bang out of him.


I am making a 9th level kineticist, air/air. I want to make sure that things work the way I think they do. I spend a full round action gathering power, then a move action the next turn doing the same. I then use empowered thunderstorm blast, for no burn. I use magnetic infusion, the cost of which is reduced to 0 by burn specialization. The target is 100ft away, forcing me to use extended range, which costs one burn, which I have no way to reduce. The total cost of the blast is 1 burn. Is this correct.


No, not literaly. I want an idea for a concept that seems lame and useless, but in actuality kicks ass. I don't need a full build, just a wacky concept. Something where they tell me to go talk to a fish, then I beat them to death with a shark. Metaphorically.


Can they use them. I assume that because psychic magic is just another form of magic, that they can, the runestone not specifying arcane.


Is this as good at crowd control as I think?


In a few weeks I am going to start running the tWotW with a four man party. Two of the characters are dhampires. Both are sorcerers, though one is thinking of switching to an Oracle. Given that all the healing items during the prison break are cure light wounds potions and it would make no sense to change any of them with inflict potions, should I change the items in the veil to give them a chance to change. I am thinking maybe a wand of infernal healing with five or ten charges.


The crux of my question is this: Amazing Initiative allows a free action spending of mythic power to gain a standard action. It specifically calls out that it can not be used for the casting of a spell. Extracts however are not cast and are technically not spells. Is is legal to use the extract for drinking an extract allowing up to six extracts to be used in one round (Amazing Initiative standard action, regular standard action, Swift action with Assured Drinker and all either combined extracts or Adamixture Vialed)???


Pretty much what the title says. I am building a level 13 investigator who uses a double barreled pistol. How does this work with studied strike?


I recently saw a mention of a feat that grants an animal companion on the forums, but I am not able to find it again. Can someone tell me the name of the feat and where it is from. Thank you


I find that I want to share the rather hilarious indecent that happened at my last gaming session.

Our party had infiltrated the fortress where we were retrieving the Horn of Macguffin. We had obtained the horn and destroyed the undead that tried to destroy us on as we turned to leave. On the way back out through to library we of course tried to do some additional looting.

We then located (thank you detect magic) some magical books. One of the party went up a ladder to get them and returned empty handed, having spotted a wraith guarding the books. My catfolk swashbuckler then went up to try and retrieve them (he has a climb speed).

My swash buckler went up and was attacked by the wraith. He was going the try to draw it back down but before he could, the wraith critted him and he was stunned for a round. (We use the Crit and Fumble Cards). My Cat fell.

The wraith followed and the rest of the party got involved. The Oracle had already decided to be helpful and just after I fell, the air elemental he had been summoning arrived and charged the wraith, turning into a whirlwind. The wraith ignored it and followed me down. The monk and fighter started to go to work on it and then the whirlwind followed it down. The whirlwind actual made it harder for us because of the miss chance. After getting a couple on those battering it and being quite well battered itself, the wraith moved off into the debris field of the whirlwind and we lost sight of it. Everyone spread out looking for it.

I stepped away and took a total defense. The wraith then swooped back out of the whirlwind and critted me again. Here is where it gets funny. This time, I was petrified for 1d4 hours. The wraith then flies away and after a minute or two the rest of the party can hear it pointing us out to the rest of the undead filling the place.

At this point, we are half an hour over our normal quitting time, I had to work early the next morning and I was obviously out of it for the night so I left.

After I had done so, I realized the my swashbuckler catfolk was neither alive nor dead and the actions of my party members would decide how he would end up.

I later got an email from the GM. My party bugged out, but if I wanted my character survived and was aided by someone else we had encounter. And became a half construct (from the race builder). So now he is permanently alive and not alive.

So, that is one way to help supplement the swashbuckler's week Fort save.


Has there been a clarification on if and animal Shamen can wild shape at 4th level (I think they can not) and how many times they can wild shape at 6th (and if they can wild shape into their animal extra times).


Hi I was wondering what happens when an undead barbarian rages. I understand that an undead barbarian would use charisma to determine rounds of rage per day. But would the rage moral bonus to Con turn into a bonus to charisma? Or would it simply not apply to anything.


Hi can someone point me to the post where one of the staff said that a character starting with a crafting feat can come in with equipment made with the feat. Thank you, I have not been able to locate myself.


I had a situation come up recently in game. The party was fighting a custom undead of some sort in a room filled with smoke (it simulated the effects of an obscuring mist, concealment within five feet, total concealment beyond).

The undead stepped up next to me and used a breath weapon and hit me (and maybe someone else, but that is irrelevant). One of the breath weapon's effects was one round of blindness upon a failed save. I failed the save. I then tried to use a hex on the undead, but was told by the GM that I could not because I did not know where the undead was.

One of our twice weekly rules debates ensued (I usually point and laugh during these) during which we were all looking at how hexes work and targets spells (for reference) but we did not come up with anything terribly conclusive beyond live of sight stuff. We finally settled on the total concealment miss chance.

Is this correct. The GMs argument is that I did not know where he was. My argument is that I did have him pin pointed because I had seen him as he moved up and that the breath weapon was an attack, automatically pin pointing him. Please advise.


1 person marked this as FAQ candidate.

Does dream speaker effect the slumber hex or does it only work for spells that cause a sleep effect?


I had an idea for an upcoming campaign. I am going to make a cleric 1, luring cavalier the rest of the way that uses firearms. I am not going with musketeer, because I want the mount. For one of my domains, I am going to take black powder inquisition because is gets me EWP firearms and gunsmithing feats. Mending from the first cleric level should keep me going after my gun misfires (I know it is a ten minute cast time, I will have a back up for when it does). What should I take for my second domain? I am going order of the star caviler which will give me a little progression on my channeling.

I am going to use a halfing, because I like them and because the bonuses fit well.

Rolled stats before racial bonuses are

11
15
11
11
15
13

I plan on taking point blank shot for my first feet and Rapid reload for my second, about the time I can afford to make a gun.

Any general advice? And again, what would a good second domain be. Assume good or neutral aliment.

Thanks


Look at the picture in UE and tell me I am wrong. They are red gogo boots.


I just started playing a gunslinger (pistolaro) and I am wondering how necessary precise shot is since he uses touch attacks. I am the first in my group to play a gunslinger. I have lots of experience playing an alchemist and I usually take it there, but I do that because my party members get grumpy if I miss with splash weapons. I know at low levels the -4 will still make a difference, but in my experience, after a few levels, touch attacks become very very easy. Improved precise shot and clustered shots are nice, but the Gunslinger is pretty feat starved for the first several levels.

Opinions?

Edit: It is a Tiefling and has a 20 DEX. I would have made a human, but for the campaign it is all non standard races.


I have been looking the the Tengu since the ARG came out and I like it for a lot of builds. The latest one that I came up with is a Vivasectionist Alchemist with the Tengu claws that uses kirin style and kirin strike. I know that I can only kirin strike once a round, but it seems like it would be another nice damage boost. What does everybody think about this one.


2 people marked this as FAQ candidate.

I just started a new campaign and I am the first in my group to try a Gunslinger, at least in part because this the the first campaign since they came out in which they are allowed. I have question about how double barreled firearms work. The descriptions on the double barreled musket and pistol are a little different.

d20srd wrote:

This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action.

If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot.

d20srd wrote:

This musket has two parallel barrels; each barrel can be shot independently as a separate action, or both can be fired at once as the same attack.

If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot. Each barrel of a double-barreled musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.

My question is this; once I have iterative attacks and rapid shot and assuming that I can reload as a free action, can I fire both barrels for each attack and do I get all my bonuses on each attack.

So for instance assuming lvl 6 with rapid reload, alchemical cartridges, rapid shot, and gun training. Does this mean that with a 20 Dex that the attacks will be +5/+5/+0 for each attack and do 2d8+10 damage on each shot? And how does this interact with deadly aim and the Up Close and Deadly Pistolaro deed?


1 person marked this as FAQ candidate.

Playing other classes, I have used GMF as a breakfast spell, cast at the beginning of the adventuring day. I use multiple castings of the full bonus option. If I am a druid, how do my casting of GMF interact with the fact that I might be shifting into and out of different forms with different natural weapons throughout the course of the day.


I started a PBP campaign that died almost as soon as it started and the GM never changed it to inactive. Is there anyway I can change it. I tried PMing the former GM and received no response.


Hi can anybody point me to a RAW definition of what constatutes higher ground. Also our group is having a debate weather flanking and higher ground stack. Any rulings on this.


I am working on a high level build, and I want a medium flying cohort suitable for a mount. Any suggestions?


Question above. Mulling idea for ranger.


Hey, I ran across a thread stating the the "clarification" to FOB was retracted. Has there been an official ruling on how FOB works with one weapon?


Hi, I am interested in getting into pbp. I have never done it before, though I have been playing PF since it was released and 3.5 for a few months before that. I also used to LARP. If anybody is looking for someone for a pbp game or can give me some recommendations on a good place to find one. And also a general idea of how they are handled differently from regular old table top. Thank you


I am trying to decide what I should take for my 11th level feat for my synthasist summoner. I am currently 10th level, but expect to level up after the first or second encounter next session.

My Character is a half elf summoner synthasist currently lvl 10, soon to be lvl 11. The concept is a sort of Captain Marvel style hero, without the lightening motif.

In summoner form my stats are

16 (w/ +4 belt)
12
18
14
12
17

With my Biped Eidelon on my stats are

34
14
17
14
12
17

Current feats are:
Power attack
Arcaine strike
Combat reflexes
Bodyguard
Hammer the Gap

Evolutions at 11 will be:
Large
Claws x2 (one is free with the form)
bite
Improved natural armor x2
DR 5/law
Rend
fast healing 1

I am not sure what I want for my next feat. The rest of the party is a half-orc archer fighter, gnome archer inquisitor, dwarf rogue investigator, half elf sorcerer, and a ninja, whose race I forget.

I am the front liner, several of the other characters can match or slightly exeed my AC (at least until I start buffing it), but none of them can take a hit the way I can. What is a good next feat for me.


1 person marked this as FAQ candidate.

If I cast great magic fang on my claw attack, does it affect both of them for the full bonus or just one of the two claws.

Magic Fang

School transmutation; Level druid 1, ranger 1, summoner 1; Domain fur 1
CASTING

Casting Time 1 standard action
Components V, S, DF
EFFECT

Range touch
Target living creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
DESCRIPTION

Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.

Magic fang can be made permanent with a permanency spell.
Magic Fang, Greater

School transmutation; Level druid 3, ranger 3, summoner 3
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 hour/level
DESCRIPTION

This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.

Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).

Greater magic fang can be made permanent with a permanency spell.


Is there any reason that it does not work?


Is is worthwhile to take a level of fighter when building a lvl 10 synthasist for the martial weapons and the extra feat. The character will be the front liner and replace a zen archer that disapeared when my computer died. The rest of the party is a fighter archer, a sorcerer, an inquisitor, and a rogue.


Has there been any consensis reached on whether a Synthasist with is eidelon summoned has the same weapon profencies as when the eidelon is not summoned.


Hi I have a two handed ranger that just hit 3rd level. His current feats are Two-Weapon fighting and Double Slice(ranger bonus). I am thinking PA for third level feat but I want to make sure there are no better options at this point.

Half Orc
Infiltrator ranger FA animals +2NA

Str 19
Dex 17
Con 15
Int 10
Wis 16
Cha 13


2 people marked this as FAQ candidate.

Someone in my group was saying that falling negates DR. I was looking at the core rules and I could not find anything saying it does. Can anybody tell me if this is true and provide a citation if it is. I have a sneaky feeling that its going to come up for my invulnerable rager Barb with 10 DEX.


Hi I am building a barbarian for a game starting this week end. It will be an invulnerable rager. I am looking for advice to help me cover its weaknesses (you will see the big one).
We rolled for Stats using a dice pool style

Str: 17
Dex:10 Ouch
Con:16
Int: 11
Wis: 16
Chr: 10
He is a Dwarf and that is locked in for the game. I took the rich parents trait so that he is starting out with a quick draw shield and a breast plate. He is wielding a Dwarven waraxe MW, both for flavor and the one handed/ two handed utility. I went with PA for the feat. Any advice on the build as he levels up or things that you think I should change now would be helpful. Also if anybody knows of a good barbarian guide like Treantmonk’s guilds.