Long and short, I'm playing an ysoki Mechanic, because everyone makes one of those when Starfinder first dropped, and I have a medium Combat Drone.
Well, there is no mechanism to determine whether or not a familiar is "strong enough."
And what is to say that the familiar needs to have the crossbow in their own hands to reload it?
as far as the bow shooting goes its hard to cite a rule that doesn't exist. how do we show him something that doesn't exist??
It's possible that he did it that time to delay the boss dying so something cool would happen.We're in the last book of the campaign, so rocket tag is in full effect, with my character dealing routinely around four-hundred damage with a Smite Evil.
But if he does pull it again, I'm going to demand he explain what his metrics.
But I'm asking for a rules thing on ACP more in this instance, since it actually hamstringed a friend's character for a book and a half and caused her to really struggle to survive a prolonged encounter without the rest of us having to play interference.
I can and have tolerated him potentially screwing me over to make his plans work in the long run, or just to keep things on a level playing field, but making a mistake that screws a teammate over to near-death is unacceptable.
as many of us have said kikko armour has a penalty of -3, mithral reduces the penalty by 3 so its zero, this is what mr charisma said, not sure why you think he said differently. masterwork does not need to stack with mithral to get the penaty to zero as kikko armour is only -3 to begin with just mithral alone will take it to zero.
I misread that as 4 with -3, my bad.
No it's cool, it's good that you're concerned for a group's wellbeing.In my last group, the DM actively bullied me, one player would get high and steal my car to get fast food, while two others developed a cocaine habit and tried to steal my laptop when I went to the bathroom, and I was the only consistently-present player for that tenure, and I was kicked out because I misunderstood a text and didn't see King Kong.
I miss that group, but nobody ever really thanked me for bringing snacks.
Back to my thing now, the boss was seventy feet away from me, and thirty up, so trig says that was seventy-five rounded.
As for the misunderstanding, he will likely demand I cite my sources, and hasn't always accepted forum answers without pages.
I will start my reply with acknowledging your concerns.You're completely right about the "toxic mindset", but the whole group of us don't pull our punches.
We're all mean to each other because we're all friends and we know we don't mean it, and we always back down when it starts going too far.
If the DM didn't want us to swear at him, he would tell us as such, and he wouldn't swear at us either.
All of us, including him, and stopped the game to bicker about something at one point or another.
If he weren't the DM, and just playing normally like the rest of us, we'd be at each other's throats just as much.
In my other groups, we don't play nearly as caustically, and aside from some tense words, play nice.
Now, I'll give you some context; the DM and I have known each other since high school, and we've butted heads for years, to the point that the group jokes that we're an old married couple.
I hope this makes sense.
Now, as for the armour, you're sure that Mithral kikko armour has an ACP of -1?
Any help is appreciated.
Alright, real talk.
Ferious Thune wrote:
I'm not well-versed on the Magus stuff, so I'll leave that out of this response.One of the first things we hammered out when I was building the character was to homerule that Int rolled off of everything; Attack, damage, CMB and CMD.
We both honestly feel like that was what was intended for the archetype to begin with, since it's kind of weird that you can be really good at starting a grapple and manhandling people, but really bad at keeping them still, or even hitting them to begin with.
But good news, I went to the DM's yesterday before the session started and talked it out.
He admitted he jumped the gun with the grappling and touch spells, and I agreed that setting off grab with touch spells was by and large too strong.
So I'm back to playing Dr. Badtouch, Samizdat Perestroika.
We're good now, thanks a lot for the help.
You should check out the PFS forums about this.Trust me, the discussions are worse.
If I remember right, it almost got banned because the mods were getting fed up with all the arguing when it first came out.
Xaimum Mafire wrote:
But can I just touch someone with the hair itself?
The third question was the one part of the archetype that the DM and I were unable to figure out, being that whether or not delivering a touch spell through your hair allow you to then grab them.As for 3a itself, DM ruled that since it sure as heck sounds like it gives you Grab, then you may as well just treat it like you have Grab.
So here I am now, asking for help.
Forgive the necro, but this looks really good so far.
Election, I was planning on going with a half-elf, and I'd rather keep this pure Witch, for PFS.
But if I were to shift this into a cold build, instead of my intended hopes for an Illusion-jerk, what would you suggest I take for feats, aside from Rime Spell and Chilling Amplification?
So far, what I've got down is, in no certain order:
Annnd, if I instead stick with an Illusion build, what would you think I should do?
REALLY sorry for the late reply.Things went pretty crazy for a bit.
>Shadow gambit BTW works badly.
I was unaware of the Invoker archetype, and I have to say it's absolutely crazy, and I might take that just to make things difficult for my DM.
So, the Mirror Witch.
So Piranha Strike, from Sargava, the Lost Colony, came out as a kind of "meet you halfway" deal for giving Dex builds access to Power Attack.
This does help, but I believe I have seen somewhere on here that touch spells do activate Grab, but we'll ignore that for now.
I have three more questions.
>Is there a way to increase your constriction damage, outside of the Final Embrace tree?
Four questions, I lied. You did not answer about the spell damage applying to constriction?
For sake of reference, I shall use the White Haired Witch as an example, as I am most familiar with the archetype, if you've seen me complain about it enough.
So. White Haired Witch. Great in concept. Become Sedusa, from the Powerpuff Girls. By RAW, big letdown in execution. Still willing to pay someone here to errata it and make it complete bs. Hint hint.
You have a hair attack, that deals 1d4+int. Meaning at best, that's 1d4+7 damage. That's pretty good, but past level four, the bloom on the rose fades when everyone else is able to pump out more damage than you by other means, either with more attacks, or with Power Attack. Or Piranha Strike if the DM rules that it counts as a proxy to Power Attack. Which it should, but moving one.
Level two, you gain constriction. Assuming a Dex of +2, you're human and take Improved Unarmed Strike, Improved Grapple and Agile Maneuvers at level three, with a king crab familiar, and taking Grab into account, that's a +10 to grapple someone, and begin making your DM very uncomfortable with how your hair gets everywhere on that orc. And you end up dealing 2d4+14 badtouch on your next grapple, if the orc doesn't break free and turn you into finger paint.
Now, questions at hand. How exactly does Constriction work when you apply the damage? Is it 2d4+14 as I said above, or 1d4+7 twice, meaning you end up dealing way less damage against DR? Does applying Power Attack, Piranha Strike, or even Vital Strike increase your constriction damage? What if you increase in size, or bite the bullet and take Improved Natural Attack? Does Constriction apply to coup de graces if you take throat slicer? What if I use a touch spell? Cast Frostbite, hit somebody with my hair. Connects, 1d4+7 hair with 1d6+2 cold. Does that get doubled too, to 2d4+14+2d6+4?
Any help is appreciated.
I'm curious about something with the tiefling and they're availability, though I suppose this could also extend to anything needing a racial boon to use.
If I were to acquire a tiefling boon, what exactly does it give me an allowance to use? Racial feats, traits, all that jazz. Is it all free range with the sheet, or are there more restrictions behind it?
What about alternate racial traits? FCB? Those weird one-hundred racial abilities, such as not having a shadow, scent, or being able to detect evil once a day?
Or am I overthinking all of this and there's a list on here, and I'm an idiot?
Wait a second.
Treesinger is the one who gets shafted most, since it states Plant Bond that "The second option is to form a close bond with a plant companion. A treesinger may begin play with any of the plants LISTED BELOW."
I would like to request this be pinged for an FAQ, since this otherwise cockblocks the Druids and Hunters that out of the options their archetypes are built around.
Ultimate Wilderness released several new animal companions for Druids, Rangers and Hunters, as well as more than a handful of plant and vermin companions. But the wording of who can use what is a little concerning. Are the plant companions able to be used by a Treesinger Druid or Plantmaster Hunter, and can a Verminous Hunter or Dungeon Something Ranger use the new list of vermin companions, such as the caterpillar or mosquito, or is it all just purely for base Druids?
Page 182, if curious.
If it were unaffected by size changes, it would have stated "regardless of size". At level one, a medium WHW has a range of five feet. Enlarge Person would give it an extra five feet of hair, meaning you have ten. It's when you reach tiny that it shrinks down to an ineffective range.
I hope this helps you out. Love the WHW. What level are you starting, if I may ask?
Kramer, you misunderstand. I know full-well that Spell Kenning in amazingly useful, and I've heard stories where DMs use Skalds to make the player's life miserable.
My issue is that, without being able to use Scribe Scroll to pad your scroll collection, and because you can use it only once a day at level five, it turns into something so potentially valuable I'll never use it for fear of something more important happening.
It's like in a Fire Emblem game where you'll never use the good healing potions because they're expensive and you never know when you'll really need them, you know? It's straight-up option paralysis.
I admit, though, that I made this thread in a moment of passion, when I realized I wouldn't be able to use Spell Kenning to have an emergency Remove Curse or Fire Snake or some third thing. But seeing as how having Spell Kenning is obviously much better than not being able to use it, I want to change my question a bit.
What spells are good spells for Spell Kenning? I may as well start making a list to go by.
So I've been told I need to stick to a character in my Society meetups or I'll lag behind the other players. And since I've always wanted to play one, here I am, playing a Fated Skald.
So since crafting is not allowed, Gunslinger notwithstanding, the Skald gets Extra Performance, which is nice. But then there's the problem with Spell Kenning.
Without Scribe Scroll to get some actual use out of it and slowly stock up on potentially useful stuff, Spell Kenning is uselessly paralyzing in "I might need this"ism. So I'm wondering, since I can't utilize Spell Kenning in the way it was (possibly?) meant to, what good is it for?
>Preserving Flask.>Literally a jar full of bees.
I love everything about this.
Potions, yes. Which sucks that I can't.
How long do infusions last?
I'm playing a wyrwood Preservationist for Iron Gods. It's been fun so far, and I'm one level away from getting Summon Nature's Ally II.
Two questions. How does summoning a creature actually work? Does it just pop up beside me, or can I whip a bottle of Stirge at a guy's head and have it grow into form right beside him?
More importantly, being an Alchemist, can I craft bottles of Summon Nature's Ally, and later Summon Monster?
I'm planning out a Viking build for when my group does Wrath of the Righteous, or whenever I can play one in Society, whichever comes first. Would like opinions on this setup.
>Level one: power attack, Exotic Weapon Proficiency (Bastard Sword)
Does this look good? Should I put more focus on rage powers? Which ones?
So I'm doing my DM a solid and trying to draw out some of the maps for Iron Gods. I've finished Konnir Bhain's house, and I was about halfway through the underwater caves when I caught a glimpse of the Habitat Dome.
Does anyone, uh...happen to know just how friggin' big this thing is, dimension wise?
Something I thought of yesterday. Some spells have different casting times. Cure Light Wounds is a standard, as is most things. You get punched trying to cast it, you have to make a concentration check to make it go through. Some spells have a swift action, like Blood Money, letting you ignore getting punched. Then there's a full-turn action.
So the Druid casts Summon Monster III, which finishes after the start of his next turn. What happens if someone shot him on their turn, or someone punched him, before his next turn? Does he have to make a concentration check each time as the DM sends every NPC he has on hand to avoid flooding the field with cyclopes, or is he free to cast without fear?
The Dorf Witch has an FCB that grants it's familiar a +1/4 Natural Armour bonus per level. The Mirror Witch Archetype, from the Villain Codex book, gives the witch a mirror familiar that slowly grows more durable as levels go by.
Long and short, does the Dorf's FCB apply to the Mirror Familiar? And if so, what would happen to said bonus if it died? Or got broken, whatever.