Sorrol's page
Organized Play Member. 88 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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I'm sorry, OP here. I'd kinda forgotten to check in here.
what a conversation this has unintendedly spurred :O
Normally I wouldn't do such a build, but the campaign we're running suits it. Essentially my GM is trying to run Dark Souls in Pathfinder with a party of 4 people. No one will ever truly die, just get penalties when they do (or bonuses when they don't.)
I'm trying to create a character that dashes in and out of combat to deal a reasonable amount of damage. Only against the big bosses would the thing I'm looking for come into effect.
It seems indeed that the 'Wounding' weapon property was what I was thinking of.
Now a lot of you were discussing how viable/strong it is, and honestly, I don't care as much about that (nor do my co-players.) The backstory and mentality of this character makes it so that a build like this is the most interesting/logical for him. Therefore it is most suited.
During the campaign he himself might realize he's not strong enough and he might potentially multiclass and change his fighting-style. But this is his initial vision and intent.
Cheers all!
Hello,
Somewhere in the back of my mind I remember at some point seeing some rule/feat/trait/whatever that buffs a character making small cuts.
What I'm thinking of is a character dashing in and out of combat (perhaps even stealthed) and it just makes a tiny slice every single time.
This slowly wears down the opponent.
Now I remember something along the lines of a slight stacking increase on damage until you miss an attack.
Think along the lines of: +1 damage per previous round you hit the target of your attack. This resets when you miss.
No clue if it truly exists... but if anyone knows anything, please do tell me :)
Cheers,
Sorrol
Hey,
So I've got this idea in mind for a new character and was wondering if any of you might have other ways to build this character than me (I am currently looking into Fighter but it doesn't fully satisfy me.)
The image is:
A heavily armoured Dwarf grabs someone by the head, throws them to the ground and cracks their skull with his Blacksmith's Hammer.
Yes the character would be a blacksmith wearing heavy armour and using a Blacksmith's Hammer to fight. He'd keep his other hand free, so he wouldn't be using a shield. I'd love for him to use his free hand for some combat maneuvers perhaps. In non-combat situations he's your standard Dwarf.
Cheers,
Sorrol
Hello,
My question simply put is:
Is it possible to have +Dex on an item occupying to for instance a Head slot or Neck slot or is this solely limited to the Belt slot?
Not asking about premade items, but custom items.
Cheers,
Sorrol
Hello reader,
So I've found this combination but not sure if it works...
Please give me your opinion.
A character with either Cleave or Great Cleave, a Heavy Shield, the Shield Slam feat and the Siegebreaker Fighter Archetype would potentially be able to Cleave Shield Bash, then get a free Bull Rush, to then get a free Overrun... After which he cleaves to the next target to do the exact same thing. Essentially dealing 1d6 + Str + Str + Str damage to each target in the Cleave, not to mention enhancement bonusses...
Do these thing actually work this way or is the Cleave given up by the free actions?
Cheers,
Sorrol
Queen Moragan wrote:
It's simply RAW, as others have pointed out.
Re-read the section on Magic Armor Abilities; the paragraphs before the charts, the charts themselves, and the footnotes for each chart. Ah yes you're completely correct I've found it now.
We (my group and I) completely missed the footnote at the pricing table.
* An armor or shield can’t have an enhancement bonus higher than +5. Use these lines to determine price when special abilities that count as additional bonuses are added in.
Taken from the superscript in table 3-1 from Ultimate Equipment.
Thus only that count as additional bonuses.
Thank you all for the help!
Queen Moragan wrote: Magic armor special abilities that are not enhancement bonus equivalents are not considered in the +10 maximum. They are just a flat cost.
Dear Queen Moragan,
To make sure that this is RAW/RAI and not simply your interpretation of the rules... May I ask you where the source of this information/rule is for you?
Cheers,
Sorrol

Dear reader,
A Magic Item (for the sake of the argument we'll use Armour in our examples) can have up to a +5 bonus, and then have additional special abilities totaling to up to a +10.
If I were to get a special ability that is not noted within it's cost as for instance a +1 bonus but instead +2000 such as Benevolent, would this count to the +10?
And if so, how is the price calculated for upgrading your magic item?
All of the following prices are considered to exclude the masterwork weapon cost.
For instance a +1 Benevolent Armour would have a cost of 3000g.
Now if you wanted to upgrade this to a +2 Benevolent Armour, would this cost you 3000g (4000g for a +2 Armour minus 1000g for a +1 Armour) or would this cost you 5000g (9000g for a +3 Armour minus 4000g for a +1 Armour, +3 Armour because Benevolent is categorized under +1 Weapon Special Abilities.)
Furthermore, when selling this +2 Benevolent Armour when calculating the price you'd say +2, thus 4000g, plus another 2000g for Benevolent results in 6000g for calculating the selling price. But you actually paid 8000g.
Plus, if you wish to determine the price of a Magic Weapon would you then need to take into account when this flat price weapon special ability was added?
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I'm the GM in my current running campaign. For now I've ruled that the Weapon Special Abilities with a flat price are counted at the end of the +10 limit (thus Benevolent would count as a +1 but is placed at the +10 slot, and for instance Glamered would count as a +2 but is placed at the 9 and 10 slot.)
Also when calculating the price for upgrading the Armour I've ruled that first the +X bonus is taken and the price for Benevolent would be added afterwards. Thus going from a +1 Benevolent to a +2 Benevolent would cost 3000g as if you're going from a +1 to a +2. The overall price of the Armour would then be 5000g which coincides with the price used to calculate it's selling price.
So concluding, in my campaign I've ruled the flat price bonusses as not counting when considering the cost of upgrading your Armour but they do count when considering the maximum amount of enchantability of the Armour (namely +10 total.)
But what exactly are the rules surrounding this in RAW or RAI? I have not been able to find any answer to this myself nor with my players.
Cheers,
Sorrol
Quandary wrote: Nope.
For the same reason you don't get to use those effects (Flaming, etc) or vanilla weapon bonuses when using a sword as an improvised weapon to deal Bludgeoning damage.
Quandary wrote:
That doesn't work, because you can't just "choose" to make a Touch Attack without explicitly having a Touch Attack to make in the first place.
Not to be pedantic. But could you tell me where this is stated in the rules? Because I get the feeling you're stating this as if it has been stated in the rules, but if so then I have missed it (which very likely could be the case ofcourse.)
Cheers,
Sorrol
Gisher wrote: Sorrol wrote: Fuzzy-Wuzzy wrote: No, you can't, because there is no rule saying you can.
And I've never seen the question raised before, so I'm unconvinced it's Frequently Asked. Along the same lines you can argue that you can because there is no rule saying you can't... That isn't the way that the rules are written. If "it doesn't say they can't" was the underlying principle then you would have constant arguments along the lines of "it doesn't say that humans can't fly and don't have heat vision." Problem is that nowhere it states that it has normal vision, nor do the rules anywhere state that if it isn't stated that you have low light or darkvision that you then have normal vision... But still they do
Fuzzy-Wuzzy wrote: No, you can't, because there is no rule saying you can.
And I've never seen the question raised before, so I'm unconvinced it's Frequently Asked.
Along the same lines you can argue that you can because there is no rule saying you can't... And realistically it would be possible
2 people marked this as FAQ candidate.
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One of my players has raised the following question,
From my understanding RAW does not give a concluding answer to this question and although I can understand the question and do wonder myself, I also fear for balance.
The question is:
Can you make a touch attack with for instance a Flaming weapon to solely deal the 1d6 Fire damage?
Arguments for:
It's realistic, imagine just touching someone with a hot iron, they'll feel it... Smacking them with it also deals physical damage.
Arguments against:
Game balance.
(Since I'm sure a question like this will raise quite a bit of discussion, I'd like to nominate this post for the FAQ. In case you plan on nominating it with me, please keep that to this post to bundle the numbers.)
Cheers,
Sorrol
1 person marked this as FAQ candidate.
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From a discussion a long time ago a certain question was raised. I'd like to raise this question again and I'd love if people would put this up as a FAQ candidate along with me.
The question is the following:
Do combat maneuvers that use the weapon, such as sunder and trip, count as a melee attack for the purposes of additional effects that normally take place on a melee attack?
Cheers,
Sorrol
Hello,
I'm looking for someone familiar with this book.
In this book there is an herb called Agrimony which, when combined with Atrope Belladona makes a very dangerous poison called Sleeping Beauty.
My problem is that nowhere in the book is the poison Sleeping Beauty described.
Does anyone know the effects of this poison?
Cheers,
Sorrol
Hmm I see what you're saying... Sadly it's an awakened wolf that has been corrupted... So it'll go for the kill just for sheer enjoyment (it already has done so to previous NPC adventuring parties, and they know this.)
They are unaware of the good or silver... But they are aware that there is a big bad that spreads an massive fear aura whom they saw leaving the wolf's cave.
Sadly with the way I'm running my campaign I don't have an easy or effective way of informing them about the good or silver without cheesing it... They've had plenty of opportunities to find out about it but never did...
They do not own any good or silver weapons, but the cleric would be able to enhance their weapons with good if he thinks about it, which he probably won't since he's a new player and doesn't do much buffing.
I could probably hint during the fight that he has DR/Good or Silver by spicing up the descriptions of their attacks...

Hello,
I've only recently started GMing and my group of players is now for the first time going to encounter a boss...
It's a big bad wolf...
My problem is that I'm unsure whether or not he may or may not be too strong for an APL 2 group with a tanky Fighter/Packmaster Hunter (with a Hunting Wolf as pet that doesn't engage in combat), a bruiser Brawler, an Earth Kineticist (Physical/Magical DPS (Still not sure if Earth Blast is physical or magical, anyone can help me with that too?)) and a cowardly Cleric who pretty much just cowers in fear and sometimes throws out a heal... (Honestly that's all he does.)
With regards to Magical Items, they have only 1, the Cleric has some sort of Talisman that randomly empowers his spells (this is a homebrew item, he has to roll a 1d100 if he casts a spell, things that could happen are all positive but rare, into the realm of cast at +1 CL, or + 1d6 to damage or healing... Can be really strong, but more likely to do nothing whatsoever.
Now the wolf is CR 4, which means it's APL + 2 which should be possible... I'm just scared of losing people's characters this early in the game on the very first boss, or even of a TPK... Especially since they all love their characters and I'd hate it if I lost their enthusiasm this way.
The wolf has the following stats:
Large Magical Beast
Init +5; Senses darkvision 120 ft., low-light vision, scent; Perception +11
AC 16, touch 13, flat-footed 12 (+2 Dex, +5 natural)
hp 37 (5d8+15)
Fort +7, Ref +8, Will +5
Speed 50 ft.
Melee bite +9 (1d8+6 plus trip)
Str 21, Dex 13, Con 17, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +9; CMD 20 (24 vs. trip)
Feats Run, Iron Will
Skills Perception +9, Stealth +8, Survival +5, Intimidate +7;
Languages Common
SPECIAL:[b]
[b]Fear Aura (DC 14)
60 ft, shaken if fail. (can only affect once per 24h.)
Frightful Presence (DC 14)
30 ft, shaken or panicked (<4 HD) (can only affect once per 24h.)
Happens if succeed at 15 DC Intimidate
Damage Reduction
5/good or silver
Feign Death (DC 12)
Creature feigns death and seems death, Will or Heal negates.
Regenaration 5, countered by Good, silver, spells with good
Resistance to Illusion
Obscuring Energy
Concealment (20%)|
Cheers,
Sorrol
Hello,
I'm trying to create my own magic items...
After trying to make some items I got confused...
The table for item costs is says:
2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.
When does this come into play? Because when I look at all their premade magic items they never calculate that...
Sometimes their premades dont match up any of the magic item creation rules whatsoever...
Cheers,
Sorrol
Hello,
I'd like to have an Craft: Alchemy system within my campaign that is more of a find ingredients and craft something with them idea.
I remember someone telling me about a 3rd party Pathfinder book that had lists of ingredients for every Alchemical creation in Pathfinder.
I sadly am unable to remember the name of the book or the creator of the book, so if someone knows what I'm talking about please do tell me.
Cheers,
Sorrol
Hello
I'd like to make a character that fulfills the following picture:
This one!
Does anyone have any ideas/tips to achieve this image?
Cheers,
Sorrol
Hello
I'd like to make a character that fulfills the following picture:
This one!
Does anyone have any ideas/tips to achieve this image?
Cheers,
Sorrol
Thank you very much for all the answers guys :)
Dear reader,
Let's say someone on average deals 30 damage on an attack.
Then you're pitted versus enemies with 10 hp and 10 con.
You don't want to kill them, but just knock them unconscious.
Now if you were to chose to deal nonlethal damage, and you were to do 30 damage they'd outright die (10 nonlethal damage and they go unconscious, all extra damage is counted as lethal, resulting in -10 hp thus their death)
Is there any way you could potentially reduce your own damage (before or after rolling the damage roll)
Cheers,
Sorrol
Hello,
So a normal hit is dice roll... then a x2 crit is 2 dice rolls right?
If you have a x4 crit, do you roll 4 times or 2 times and multiple the last roll by 3?
Just making sure cuz my GM doesn't seem to make up his mind about it...
Cheers,
Sorrol
Alright, time to convince my GM to homebrew it then :P xD
Hello,
Does a rule exist where you can make a knowledge roll to add a bonus to a different skill... Such as Engineering for Disable Device, Dungeoneering for Climb or Athletics, Nature for Survival, etc. etc?
Cheers,
Sorrol
Hello,
If I for instance get a surprise round and do not have anything to attack... Can I proclaim I fight defensively? (counting for AoO and AC when attacked)
Can I still use my sole action as a move action then? Or just proclaim I fight defensively as a Standard Action?
Cheers,
Sorrol
The way I mainly envisioned it was something like a Paladin but instead of healing/support spells (and Mercy and such) he'd instead use controlling spells like Silence, Slow, Grease, Colour Spray, etc. (just naming low lvl ones here..)
Hey,
So I'd like to create a character to defend our backline from the backline... In the way of crowd control and attack prevention (Preventing melee attackers from reaching the backline or spellcaster from casting their spells.)
It is not supposed to deal damage, or to be the frontline unless the frontline has fallen.
Any ideas how to create this or does anyone know if this is even possible?
Cheers,
Sorrol
Hello,
I play a Monk, and I'd like to make some fancy attacks...
I personally was thinking of making a long jump and slamming with my feet into someone... Either to do damage or some bullrush...
Are there any rules regarding bonusses or anything surrounding this?
Cheers,
Sorrol
You do realize things like Full-Round Actions allowing you to Withdraw and attack with both hands and whatnot are essentially duplicating standard actions right?
Hello,
As a Standard Action you can turn your Tower Shield to something providing cover...
If I were to take a Full-Round Action, would I be able to attack something with my other hand? Or is this option simply not possible?
Cheers,
Sorrol
Hey,
So which ways are there to increase your touch attacks?
Merely asking to see if I've overseen some.
Cheers,
Sorrol
dragonhunterq wrote: FAQ
checking the FAQs is useful as well as searching for existing threads.
Btw this FAQ answer does not even partially answer my question about when the off-hand 50% strength penalty to damage applies...
1 person marked this as a favorite.
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MeanMutton wrote: dragonhunterq wrote: FAQ
checking the FAQs is useful as well as searching for existing threads. Personally, I find the FAQ to be incredibly difficult to navigate. I greatly dislike that it's broken out by book and it's a pain to try to navigate to it. SlimGauge wrote: Have you used the search feature to find any of the existing threads on Off-Hand and TWF ? I also find the FAQ really difficult to navigate... I tend to get a quicker answer by simply asking here...
And SlimGauge, I've recently experienced multiple questions whose answers were outdated or unclear at that moment but currently have got a different answer/are clear now... So I don't tend to search back simply for that reason.
Hello,
If I were wielding 2 weapons, each in either hand... Do I get the off-hand penalty (1/2 Strength bonus to dmg instead of full Strength bonus to dmg) when I only attack with the one in my off-hand but not the one in my main hand during a single round?
Or does the Off-Hand rule only count when Two-Weapon Fighting?
Cheers,
Sorrol
Hello,
In Ultimate Combat the Scorpion Whip says:
Scorpion Whip: This whip has a series of razor-sharp
blades and fangs inset along its tip. It deals lethal damage,
even to creatures with armor bonuses. If you are proficient
with whips, you can use a scorpion whip as a whip.
A Scorpion Whip deals 1d4 dmg and a Whip 1d3, also a Whip is a normal Exotic Weapon and a Scorpion Whip a Light Exotic Weapon...
If I use a Scorpion Whip as a Whip, is it a Light or normal weapon?
Also do I need both 'Weapon Proficiency: Scorpion Whip' and 'Weapon Proficiency: Whip' to use the Scorpion Whip as a Whip or just the 'Weapon Proficiency: Whip'?
Cheers,
Sorrol
Hello, here I am again with another Sacred Fist question :P
Bonus Style Feat
At 6th level, the sacred fist gains a style feat as a bonus feat. The sacred fist must meet the style feat's prerequisites. He uses his warpriest levels as monk levels for the purposes of meeting the feat's prerequisites. At 12th and 18th levels, a sacred fist gains either another style feat or a feat that requires a style feat as a prerequisite.
This ability replaces the bonus feats gained at 6th, 12th, and 18th levels.
Kraken Style feat
Prerequisite(s): Wis 13, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Can I pick the Kraken Style feat at lvl 3 Sacred Fist Warpriest even though my BAB is lvl 2? Or does the Bonus Style Feat: he uses his warpriest levels as monk levels for the purposes of meeting the feat's prerequisites. only count for the feats picked with the Bonus Style feat?
Cheers,
Sorrol
Hello,
I do not fully understand the Flurry of Blows description of the Warpriest Archetype Sacred Fist.
At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except the sacred fist's attack bonus from warpriest levels does not count as his warpriest level.
Does this mean I use my normal BAB + modifiers instead?
Cheers,
Sorrol

Hello,
I've got 2 questions regarding Prone and multiple regarding Trip.
Prone:
If someone is Prone they get a -4 to AC, do they also get a -4 to CMD?
Is a creature that is Prone able to use AoO?
Trip:
Now lets say a creature is prone and I'm standing next to it. It tries to get up and I decide to use my AoO on that action (standing up from Prone is a move action that provokes AoO.) I decide to Trip it. (Trip is a Melee Attack, and AoO allows any Melee Attack.) I do not have Improved Trip (Which means if I perform a Trip I provoke an AoO.)
If a Prone creature can make an AoO the following happens: He does an AoO on me, I do an AoO(Which is Trip) on him, and he tries to get up.
If I succeed in my AoO, does he still get up?
If he does an AoO on me, does he get -4 on his Melee Attack roll due to being Prone even though it is during his movement to get up?
If his AoO is also a Trip attempt and it succeeds, do I get a -4 on my CMB? (Prone creatures get -4 on Melee Attack rolls)
Cheers,
Sorrol
Hello,
Pretty much what the title says... Can I combine the Magus Pool Strike Arcana with the Magus' Spell Combat?
Cheers,
Sorrol
Cyrad that is indeed what I thought, but I was unsure about this all so I posted the question :) What you said is an argument fore, there are a few arguments against as well in this thread by now... I think a FAQ would be the way to find out a true answer... (or at least an answer that can be followed, still GMs can decide otherwise.)
Indeed, is there anywhere a rule that states it does NOT apply the damage from flaming or a spell effect?
I guess you're right... But according to the same logic a flaming weapon would deal 1d6 dmg on a combat maneuver as well... Not sure if it does btw xD
But Spellstrike isn't an effect that takes place on a melee attack... The melee attack is an effect of Spellstrike
So if I were to miss my free attack I ca make a trip attempt as a Standard action on a later turn and then discharge the spell instead?
I'm getting 2 different answers here xD After looking into the feat I'm wondering if the Special is there since a Quarterstaff is 2h and a Staff Magus changes that?
6 people marked this as FAQ candidate.
1 person marked this as a favorite.
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Hello
The Spellstrike Magus Class Feature states you can make a free Melee Attack instead of a free Melee Touch Attack when you cast a spell with a range of Touch to deliver the spell...
Trip is a Melee Attack...
Am I allowed to Trip instead of a damaging attack when I use Spellstrike? If yes, does this deliver the Touch Spell if it hits?
Cheers,
Sorrol
Hello,
Acid Splash is a lvl 0 Sorcerer/Wizard (and some others) spell... In it description it states that the acid disappears after 1 round... This makes me feel like there is a lingering effect on the square I threw the acid at.
Is this true or am I reading it wrong?
Cheers,
Sorrol
Hello,
Is a ranged touch attack roll Strength or Dexterity?
Also, could you perhaps link to where the rule is written?
Cheers,
Sorrol
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