Some Other Guy's page

Organized Play Member. 399 posts (400 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.


Grand Lodge

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One of the PCs murdered the Chelish aristrocrat that attended the Queen's banquet. He left the body on the street, beaten to a figurative pulp. I'm struggling trying to find a good consequence for him based on how Vyre might handle these situations.

Grand Lodge

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Scud422 wrote:
I've always gone with ruling that 'Good' is Selfless or Altruistic and that 'Evil' is Selfish and those alignments have no other requirements.

I'm inclined to agree with this. Anything else is more or less neutral.

Grand Lodge

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But what is the greater good? I never really understood what that means and people seem to use it to justify anything and everything. Alignment doesn't need to be complicated. It's as simple as good serves others, evil serves self. Good is about what goal you're achieving and evil is about how you achieve that goal.

Example: I played a LE character once in Curse of the Crimson Throne. My end goal was to quell the chaos that has overrun the city that I grew up in and cared for dearly. The evil in me meant I'd do what I had to do to accomplish this goal with little to no remorse in my actions. I would never betray anyone that trusted me, but I'd murder random people if it got me closer to my goal.

Edit: for good alignments, ends do NOT justify means. Committing an evil act for a "good" reason is still evil.

Grand Lodge

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One that I've used, and gotten other people to use, is a slight change to ability checks. The DCs are usually quite high and often nigh impossible for people with above average stats. Someone with an 18 Strength should never have a problem breaking things like wooden door, but the DC ends up being 20. I changed the check to be d20 + ability score (not modifier) - 10.

Grand Lodge

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The prerequisite is clearly stated under Creating a Lich. Ifrits are living creature; therefore, it can become a lich.

“Lich” is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create the required phylactery.

Grand Lodge

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Forseti wrote:
Dallium wrote:
Urath DM wrote:


Yes, but the question is "do you have to use one of those to teach the AC to flank, or does having the Outflank feat as a bonus selected here include the AC knowing how to flank when needed?"

Does the AC know how to flank? Yes. Does it know what you mean when you say "Fluffy, flank that thing!" No. You didn't teach it what you expect it to do when you tell it to flank something.

Do dogs know how to sit? Yes. Does a dog that is either untrained or was trained in anything other than English know what you want when you tell it to sit? No.

So you basically taught your companion animal to become very, very good at flanking, without teaching it to flank?

Sure, that makes sense.

Why not? If you have an animal stands still and you teach it what to do when you're also standing still on the opposite side of the target, it's going to be able to take advantage of that positioning. But why should it know that if you move, it should also move to maintain that flanking position if you didn't teach it that as well?

Grand Lodge

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Since this is the rules questions forum, the RAW is that you still need to teach the animal the flank trick to actually command it to get into flanking position.

With that said, I don't find the feat indicative of being able to strategical maneuver during combat to get the best tactical positioning aside from some instinctual cases in some animals that flank naturally like wolves. It would just mean the animal has learned how to take advantage once it is actually in that position.

Grand Lodge

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Hello! I've decided to make a guide about monster summoning. I love summoning monsters due to the extreme versatility it allows. I know there are a few guides out there already for this, but they only seem to cover the base summon monster spells from the core rulebook with a few extra things thrown in. I wanted to make something all inclusive, especially now that the Monster Summoner's Handbook is out, which added a plethora of new options. Please tell me what you think. It is obviously incomplete and I'll add stuff as I have time.

Conjuring Your Own Army

Grand Lodge

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Chess Pwn wrote:
another option is to have power attack, but it sounds like you don't qualify for it.

An effortless lace would allow the rapier to be used with pirahna strike.

Grand Lodge

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TheBobJones wrote:
Hoping this in the right place, is there an Anarchist that can be used that is as good or better than the admixture wizard plus elemental sorcerer level dip?

That really depends on what kind of government is in control.

Grand Lodge

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RumpinRufus wrote:
Markov Spiked Chain wrote:
Edit: I'd like to eventually see a short discussion of Cleric/Wizard spells for Human FCB or Arcane Enlightenment. My quick ones are: Burning Disarm, Shield Other, Remove Disease, Mirror Image, Haste. Shield other and a reach Metamagic rod are a workable replacement for Life Link.
I'm just curious why you put Burning Disarm on the list? I want to like that spell because it works nicely with my current character concept, but it seems just really quite awful.

I think the biggest problem with burning disarm is with the GMs. Basically, you can either save and drop your weapon, or fail and about 2 to 14 damage damage. GM and players will just save on instinct more often than make essentially making it an easy disarm. Otherwise though, it isn't very good because the damage is meh.

Grand Lodge

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Cleric would be the ultimate in utility only because they have access to every spell on their list. Oracles will have more longevity and better class features. Here's my comparison:

Cleric
* Access to all spells
* Channel energy is weak without focusing the entire character around it, and even then is suboptimal
* Offensive domain abilities are fairly weak
* Utility domain abilities are fairly strong
* Same saves and proficiencies are Oracle
* More MAD if you care about channeling at all

Oracle
* Highly customizable due to mysteries
* More spells per day than Cleric, but far less spells known
* Flexibility with metamagic and spell slots
* Many revelations are extremely good
* Can get access to hand picked wizard spells
* Can use Cha for nearly everything

Grand Lodge

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See title! Thoughts? Tips? Concerns?

Grand Lodge

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Hello,

I've never actually played an alchemist before, so I wanted some input from more experiences people. I'm going mostly for versatility here. This is the planned progression up to 20.

LE Half-Elf Alchemist (Bramble Brewer, Grenadier)
Str 10, Dex 16, Con 12, Int 20, Wis 10, Cha 7

1) Martial Weapon Proficiency (Longbow), Throw Anything, Point-blank Shot
2) Tanglefoot Bomb, Precise Bombs
3) Precise Shot
4) Infusion
5) Rapid Shot
6) Frost Bomb
7) Smoke Bomb
8) Confusion Bomb
9) Stink Bomb
10) Force Bomb
11) Fast Bombs
12) Preserve Organs
13) Mummification
14) Greater Mutagen
15) Combine Extracts
16) Eternal Potion
17) Grand Mutagen
18)
19)
20)

I'm torn heavily on the order to get things sans ditching Bramble Brewer and taking Precise Shot at 1. Also don't know/care about the last three. Maybe more preserve organs or simulacrums?

Grand Lodge

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Neal Litherland wrote:

We all know what the mechanical differences are between the two most common arcane classes... but did you know there are historical differences as well? All you need to do is look at the history of the word sorcerer (link below) to see that it might be one of the oldest words we have today to discuss spellcasters.

Also it was a uniquely feminine word for ages.

Check it out!

Not to burst your bubble, but looking at the difference between two things requires information about both things, not just one.

Grand Lodge

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If I had to pick, assuming you're level 1, at level ups:

Shield
True Strike

Barkskin
Invisibility
Alchemical Allocation

Fly
Heroism
Haste or Channel Vigor(better, but technically requires Irori worship)

Greater Invisibility
Greater False Life
Freedom of Movement

Overland Flight
Spell Resistance
Eh, Magic Jar? Nothing stands out

Shadow Walk
Heal
Transformation

Of course, many of these can easily be straight up replaced by alchemical allocation. Polymorph effects can be extremely handy too, so many one elemental body. Alter self and monstrous physique into small creatures is good too for a bomber.

Grand Lodge

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GM_Solspiral wrote:
A one level dip isn't going to ruin the character, I'd also really make my recommendation based on stats

I never understood why people aren't annoyed but it. If I got to level 11 and couldn't cast wall of stone, I'd be pretty annoyed at myself.

Grand Lodge

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The Genie wrote:

Some Other Guy. Their ability scores are worth 4 rp.

Also everything you said can and is possible in humans.

The arguement of "well they are monsters so they would be attacked on sight." So does that mean goblins and orcs can never ever be played?

4 is a lot when humans are worth 9 total. Yes, it's possible, but it's not the norm.

I never said they are monsters and would be attacked on sight. I said they are evil. 99.9% of golarion has no clue what a drow is.

Honestly, you know why people freak out, you just aren't accepting it.

Grand Lodge

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Mine goes like this:

1. Who else is in the party? Find classes that would compliment them.
2. Do any of them not cast spells? Scratch them out.
3. Come up with a mechanical concept that will also benefit party (ex: no animal companion when there's already 4 melee people)
4. Build it!
5. Look at final product for glaring holes in usefulness at various levels.
6. Rebuild if necessary.
7. Come up with vague backstory and motivation.

Grand Lodge

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I'm curious if anyone has built a hunter. I like the flavor and mechanics of the class, but I feel it's power level will drop dramatically after level 5 or so.

Grand Lodge

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Sadurian wrote:

I don't see why anyone would want to restrict an ability that pretty much defines a character class.

The witch is there to buff the other party members and debuff the enemy. That's her main task. To cackle she needs to use a move action, which is pretty significant.

To impose penalties for the witch to use her class abilities would be to start on a slippery slope. Do you also restrict the number of times a fighter can use his Power Attack or the number of hours he gets to wear his heavy armour? Do you decide that magic users have to test for laryngitis after casting five spells in a row? How about the rogue testing to avoid sneezing whilst sneaking up for a Sneak Attack? Druids can't Shapeshift if they are within 30' of metal?

Buffing the party is part of the class ability. Nobody would play a witch if the class's primary ability was arbitrarily nerfed through GM fiat.

Fortune was not designed to last all day. Nobody would not play a witch because they are not allowed to cackle every 6 seconds for 16 hours every day.

Grand Lodge

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Please don't use MMO terms for tabletop games.

Grand Lodge

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You only get 1 die until 20. Also, I don't see how it's any different than rolling your weapon damage die at the same time as the d20 for the attack roll. But I don't get enjoyment from rolling dice, I get enjoyment from experiencing the game.

Grand Lodge

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I may be starting a campaign as an investigator soon. I'm curious what people's opinions on the most effective way to build one would be. This would a 5 person party and the other people express interest in playing a paladin, witch, barbarian, and inquisitor or cleric.

I don't know what stats I will have as they will be rolled or something similar. I'll be going empiricist because intelligence. Student of philosophy is a must. I really see two paths to take and am curious what talents, etc. would be useful for each.

1) focus on melee combat
-stat priorities would be str > int > con

2) focus on ranged combat
-stat priorities would be dex > int > str
-very feat intensive from archery stuff and needing weapon focus and ranged study

3) focus on skills
-wonderful outside of combat, but I wouldn't like it

Both 1 and 2 will be fairly lackluster until studied combat is obtained.

Grand Lodge

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Absolutely nothing makes up for the slower spell progression.