Male human on stilts

Some Random Player's page

69 posts. Alias of Sheriff Bart.



Sovereign Court

Wow, long time no read nor post about Pathfinder. The short version of the story is I have been away for some time and might have a high level group to play some adventures with in the next few months.

Without a whole lot of backstory, could the resident smart people tell me if this idea might work or not or what to look out for, if possible?

Setting: high level combat involving planar travel. What's needed: banishing or trapping a demigod/minor deity level creature before it can destroy a (yet another) realm, or some other good campaign-like reason. I am not privy to its stats or abilities but am trying to figure out a way to trap an entity securely in case we cannot kill it.

What I came up with-

1) PC creates demiplane, greater, and specifies dead magic throughout, making the plane permanent. Does not include a portal (I am not seeing the specified need to travel to said plane in order to create one)

2) Getting the entity to follow the PC to the plane OR plane shifting it there oneself (can't cast while ON the plane but I can't find anything saying you cannot arrive there, just that you're trapped once there without said portal - if necessary perhaps using a Nail of Blood to arrive)

3) Trapping the entity there/leaving by using the same Nail of Blood, or just using a standard action to eject oneself from the plane. As the plane's creator, I don't see why that wouldn't work.

4) Magic used to find the entity or scry @the plane should be useless?

Barring that, including a portal but also requiring a physical key that is taken with you, creature subtype needed to trigger the portal, password or probably other unique-to-plane's-creator type restrictions.

Would this work, assuming the entity doesn't have its own Nail, or specific countermeasures to that mentioned (being able to mimic your subtype, etc.)? I am not that familiar with HL combats of 17th-20th level and haven't accessed all the references so I do not know if there is a "hand wave they are deities so they do what they want even your puny dead magic area" rules.

Thanks - hope this was clear. 'Course I could just tell the fighter it's his problem and I'll be back there (points to infinite horizon)

Sovereign Court

We know how to take stuff, but how do we forcibly give stuff?

I'm trying to make a familiar whose job it is to plant items on a foe but I can't find the relevant rules and if it is a skill or a combat maneuver or what.

The idea is the familiar will have a high stealth and be undetected (sleight of hand can't be done in combat if the opponent is aware) but I'd like to be ready for either being noticed or not being noticed.

Anyone ever do this? Which skill or maneuver applies and if you've done it, how did you optimize it?

Sovereign Court

Not sure I have ever posted a build before, but this one intrigues me so I am asking for help.

This is for PFS and the reason I am trying it is specifically because the rules are so slanted toward using bows and therefore everyone uses them.

Disclaimer / things I already know:
1) "Use a CLbow, stupid." I know I lose on DPx with Xbow. I may yet switch
2) Straight fighters can handle the feat load better - am considering this but then becomes pretty 1-dimensional and boring
3) This build lacks clustershot, manyshot, devastating strike, imp. crit and dazzling display/shatter defenses. I am debating them and that is part of why I am posting

This is a bounty hunter type of PC who masquerades as a barmaid. I chose slayer because of the ability to snipe and the vital strike feats for the ability to stack with sneak in sniping. I threw in some magic item ideas that would fit the build but am open to suggestions on that too.

So, can it be viable even if not powerful?

Female Human Slayer 12
CG Medium humanoid (human)
Init +5; Senses Perception +15
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Defense
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AC 31, touch 17, flat-footed 26 (+10 armor, +4 shield, +5 Dex, +2 deflection)
hp 124 (12d10+48)
Fort +15, Ref +16, Will +7; +2 trait bonus vs. mind-affecting
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Offense
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Speed 40 ft.
Ranged +1 holy seeking darkwood underwater heavy crossbow +19/+14/+9 (1d10+1/19-20 plus 2d6 vs. evil)
Special Attacks favored target, sneak attack +4d6
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Statistics
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Str 13, Dex 18 (20), Con 16 (18), Int 14, Wis 10, Cha 10
Base Atk +12; CMB +13; CMD 30
Feats Combat Reflexes, Crossbow Mastery[APG], Deadly Aim, Improved Snap Shot[UC], Improved Vital Strike, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot[UC], Vital Strike, Weapon Focus (underwater heavy crossbow)
Traits dangerously curious, sound of mind

Skills Acrobatics +20 (+25 to jump), Bluff +11, Climb +9, Diplomacy +1, Disguise +8, Heal +6, Intimidate +11, Knowledge (arcana) +3, Knowledge (dungeoneering) +6, Knowledge (engineering) +3, Knowledge (geography) +6, Knowledge (history) +3, Knowledge (local) +11, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +4, Perception +15, Profession (barmaid) +4, Ride +9, Sense Motive +11, Sleight of Hand +8, Stealth +25, Survival +14, Swim +5, Use Magic Device +16;

slayer talents (bonus feat, combat trick, fast stealth, ranger combat style, ranger combat style, stealthy sniper)

Languages Common, Jistka, Minkaian, Osiriani, Tien

SQ combat styles (crossbow), swift tracker, track +6

Combat Gear +1 clustershot adamantine crossbow bolts (50), +1 ghost touch silversheen crossbow bolts (50), hand of glory, masterwork cold iron crossbow bolts (50), sniper goggles, unfettered shirt, wand of invisibility, greater, smokestick (5); Other Gear +4 comfort shadow mithral agile breastplate, +3 mithral buckler, +1 holy seeking darkwood underwater heavy crossbow, belt of physical might +2 (Dex, Con), boots of striding and springing, cloak of resistance +3, efficient quiver, ring of protection +2, 150 gp
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Special Abilities
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Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crossbow Mastery (Underwater heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Favored Target (+3, 3 at a time, Swift) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.
Improved Snap Shot You threaten an additional 10 feet with Snap Shot
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sniper goggles The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.

Sound of Mind +2 trait bonus to saves vs mind-affecting effects.
Stealthy Sniper (Ex) Sniping is only a -10 penalty, rather than -20.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +6 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
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I didn't want to post this in the tactics thread. Sorry if this has all been argued before - I am not a frequent board-er.

By rule, invisibility modifies stealth checks so that creatures are visually undetectable (barring special abilities, spells, etc.)

Also by rule, it is impossible to use stealth while attacking, running, or charging. Therefore, while an invisible (assumed greater, whatever) creature attacks, it cannot have this bonus to stealth because stealth does not apply.

reality (whether or not it belongs is up to you)
Creatures with the basic 5 senses can pinpoint things aurally. Try it. Find a large room. Stand in the middle of it, blindfolded, and have people move around you. Have someone speak as if they were casting a spell. I know I could easily move over to them and find them with a decent "perception" check. /reality

Hearing someone walking is a DC10, modified for distance and conditions of course.

A tactic for locating an invisible creature for a party could be everyone immediately holding and readying an action to move to or attack the square from which they hear sounds of the invisible creature when it attacks. This would eliminate the excess noise of combat interfering with the party's perception check to hear the invisible creature.

Break that one up and tell me why it doesn't or won't work.


How does one remove the nauseated condition on oneself?

I am away from books but I remember a personal only spell that removed any condition, but being nauseated would preclude casting.

Is there a way to remove this condition without help or waiting it out?


Hi -

I can't seem to find a list of all of the PFS Sanctioned Scenarios and Modules on the site. I see some scenarios for purchase but not all of them and they are in a random order each time I try a different search.

What I need is a link to a list (if there is one) that shows the descriptions and levels for each event. Help?

Thanks


Howdy -

I noticed that I am unable to purchase a pathfinder shirt (any faction or whatever) in my size because they are all sold out.

Will there be more shirts forthcoming?


I play an enchanter and find this spell to be interesting, but it has some issues. Could someone explain how this spell actually works?

It says: "You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn. This may allow a retry on a Diplomacy, Intimidate, or opposed skill check, though only with respect to the target, not other creatures that may be present."

I see two major problems. First, this spell when used as described above would not occur during initiative, making "turns" pretty subjective.

Secondly, by the description it doesn't appear to work if "turns" are allocated equally.

Example - PC attempting to pick pocket of NPC.

PC's "turn" - flubs pick pocket roll.

NPC's "turn" - reacts to said flub however appropriate (calling guard, etc.)

PC - casts memory lapse, taking NPC's memory back to beginning of its last turn, yet still after the flubbed roll and therefore, reaction happens in the same way, all over again.

Is there an errata I don't know about or is this spell just hand waved that you get a do-over?

Should the spell read ...back to the *PC's* last turn prior to the casting?

Or was this spell never intended for use by the person making the action?

In other words, you have someone else completing the pickpocketing in question while having the spell readied, which would require two people for the successful use of the spell in each case.

EX: turns

PC #1 makes pickpocketing roll (flubs)
PC #2 casts memory lapse before NPC gets to react
NPC then acts as if nothing happened (if failed save)

But again, this all happens outside initiative so it requires a friendly GM to even work cooperatively.


I have looked around and seen some debate on this and I am still unsure.

What happens when you put intensified spell onto a spell with a fixed damage threshold, like scorching ray? Magic missile? Acid Arrow? Other spells like this?


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http://geekout.blogs.cnn.com/2011/12/01/appealing-gifts-for-the-gamer-in-yo ur-life/?hpt=hp_bn8

Scroll down a bit... thought it was a nice recommendation.