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Cutting to the chase, I want to make a kobold Swarm Fighter for my next campaign, and the DM might allow me to treat my teamwork feats as active when I'm fighting, or I might have to give it to the group like a Cavalier can do.
Anyways, is the Kobold Style feat tree any good?
It doesn't seem to let you grapple someone as an attack of opportunity when someone knocks them down.
How would I make them work if I wanted to garrote someone while he's on the floor?
Any help is appreciated, thank you.


The sarissa (Giant Hunter's Handbook pg. 24) is a fifteen-foot spear that you need to orient before attacking due to its girth.
On the side, I've always assume the cone is equivalent to a Burning Hands and nobody's ever corrected me when I showed it to them.
So how would that work with Combat Patrol?


I'm trying to build a Foehammer Fighter for a future campaign, and so far it hasn't been fun.
But I might have found something interesting.
Combat Patrol sets up an area that provokes attacks of opportunity when enemies pass through it, and you have to move to intercept them.
Cutting it short, since I have to move to attack them, can I bull rush them as my attack of opportunity?


Friend's considering a gestalt campaign, maniac that he is.
I'm considering going with a Paladin/Monk mashup for the first half, then sliding into a Champion of Irori in the second half, if I can figure out what the Hell to do with it.
Question is, how would the Monk's AC restrictions work against the Legate Paladin's (Armor Master's Handbook pg. 6) Celestial Armour abiity?


What scenario gives you the (Fighting off Corruption) Boon that lets you take the Ghoul Bloodline for Bloodragers?


So once my group gets back together, long story, we're going to try our hand at Giantslayer.
One of my character concepts is a Gladiator Fighter in a chariot, a Monk in a wagon who commits driveby roundhouse kicks, or going a bit crazy now, a paraplegic doomsday cultist Druid hauled around in a wheelbarrow by a lobotomized ogre, which got me thinking.
How does one present a chariot rider on the table?
I can't find anything that tells me how it works.
Is it just large-sized so I use a horse rider, two larges in a rectangle, is it huge, what?

Any help is appreciated.


So the Gingerbread Witch's (Horror Adventures pg. 72)Familiar is a little baked construct, follows the rules of constructs, and can be easily replaced on the daily.
But how far does this go?

If I give my dessert-themed cockroach, Cuproach, the Mauler archetype (Familiar Folio pg. 11), when it increases in size, does it gain an extra twenty HP?
What if I take one that's large sized, like a giant beheaded?
Is that thirty HP?
Can I use the rules in Ultimate Magic when modifying Constructs, give it extra feats, or turn it into a nail bomb filled with sharpened candy canes, or into a ball of gingerbread arms and punch someone like thirty times?
If I take a swarm, which I think I can do with Improved Familiar, does it take longer to make a new one, and can I use the above mentioned modifications to make the swarm a size bigger?

Any help is nice, thank you kindly.


I'm building and fiddling with a Fell Rider Cavalier, and I got to say, they're pretty fun.
But I'm confused how to use the Overrun on them, namely who gets it.
I think it's the rider, and a friend helping me says it's the mount.
So give me a hand here, who takes the feats to crash into people?


So a Stalwart Defender can't move when in a Defensive Stance with a few exceptions, like taking a five-foot step at "ninth" level, Lunge, and some third thing.
What about Combat Patrol?
It increases your threaten range, but do you have to move?
I suppose this also applies to the Stonelord archetype.

Any help is appreciated.


Good evening.
This will be quick.
New player in our group is playing a gnome Barbarian, and is wearing hide armour.
Barbarian increases the gnome's speed to thirty, and the armour dips it back down.
We hit level two, and she has taken Swift Foot as her Rage Power.
So two questions.
Firstly, our group has conflicting information on how speed bonuses work, and aren't sure whether the gnome's speed is twenty or twenty-five.
Which is it?
Secondly, is Swift Foot affected by medium armour, and what would her speed become then, with said armour?


Good afternoon.
The other day, my SFS group hung out and played a session.
It was fun, we had hot chocolate and committed war crimes.
Near the end of the session, a thought occured to me, and nobody at the table had any idea on a ruling for it.

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.
We leveled up, so I have a new Combat Drone robit feat thing to put on.
Since I'm small, if I were to install a smuggler's compartment into my drone, could I just crawl inside of it at the start of the game, and treat my drone more or less like a Mechwarrior?
Think of that Hallowe'en episode of South Park, where Kenny went out dressed as ED-209.


Good evening.
I'll cut to the chase, DM says these things work this way, I swore at him, and now I need to prove I'm right.
1. Does Mithral kikko armour have an ACP of -, or an ACP of -1. He says that the masterwork quality of armour does not stack with Mithral.
2. Does firing an arrow upwards toward a flying opponent carry the same movement penalties as flying upwards, ie. every five feet up is equal to ten feet of movement/range?

Any help is appreciated.


Evening, folks, quick question.
You have a familiar, and a crossbow.
Can a familiar with Manual Dexterity, sitting on a character's shoulders, spend two Interact actions to reload a heavy crossbow wielded by the character?


Yes.
So my group is playing Wrath of the Righteous, and after getting bored with my Paladin, opted to play my backup, a White-Haired Witch, for the duration of the fifth book.
Now that we're about halfway through, the DM is getting fed up with me just snuffing everything out in one hit, one at a time.
Last session, we got into a big argument over what the hair actually does.
He decided, of his own volition, that
1. You cannot use touch spells with your hair.
2. You cannot start grapples with your hair.
3. Touch spells don't set off Grab.
Which would mean that at this point, my character would be completely neutered, since bad-touching people over twenty feet away and then choking them to death, with over six different debuffs on them at once was his biggest contribution to any given encounter.
I told him that was stupid, we had a back-and-forth shouting match before the session ended and we hung out for another hour.

So here I am now, asking for help.
I know that I have asked several times about the WHW, and even complained at length about it.
But if he's right, and my hair actually doesn't do anything I was informed about, then what in the world is even the point of this archetype, mechanically speaking.
Thank you for your time.


So, the Mirror Witch.
You trade your familiar for a nice shiny mirror, that lets you eventually spy on people, act like an utter narcissist, and that's kind of it.
I want to make one, for PFS.
But I don't know what to do exactly.
How should I build a Mirror Witch?
I initially tried to make an Illusion build, but it turns out that the feat I wanted to use specifically uses Figment spells, and the Witch only has about thirteen of those in their books.
I poked around at maybe a Shadow build, make the character a complete weirdo who takes the sunlight like an Irishman, but I'm...not really sure how Shadow Gambit works.
I'm just completely lost here.
Can someone give me any advice on what to do here?
Feats or Hexes or whatever, doesn't matter.
Patrons, whatever.
I just need a push in the right direction.


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.
You can't two-hand it, I think, but there's not much better.
But what about feat prerequisites?
Can Piranha Strike be used in place of Power Attack for the use of things like Bull Rush, Cleave, Furious Focus, or Style Feats like Jabbing Master?


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?


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.


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?


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.

Dorf
10>16
10>14
12>16
10>12
12>12
8>6

>Level one: power attack, Exotic Weapon Proficiency (Bastard Sword)
>Level two: Shield Focus.
>Level three: improved bull rush.
>Level four: Intimidating Prowess. (+1 dex)
>Level five: Lesser Beast Totem.
>Level six: Beast Totem.
>Level seven: Two Weapon Fighting. (+1 dex)
>Level eight: Improved Shield Bash.
>Level nine: Shield Slam.
>Level ten: Greater Beast Totem.
>Level eleven: Shield Master.
>Level twelve: Weapon Focus (Bastard Sword). (+1 str)
>Level thirteen: Dazzling Display.
>Level fourteen: Shatter Defences.
>Level fifteen: Raging Vitality.
>Level sixteen: Greater Bull Rush. (+1 str)

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.


For reference, I'm using Hero Lab.

So my Society Strangler has reached level two. Go team. And I'm struggling to work out a concise feat list to use Martial Flexibility on. And I'm wondering whether or not a couple feats work or not with the Strangler's weird "sneak attack only when grappling" thing:

>Sap Adept: When dealing non-lethal damage, add +1 to each sneak damage die.
>Sap Master: When dealing non-lethal damage to someone flat-footed, double the sneak damage amount.
>Accomplished Sneak Attacker: add one extra 1d6 to sneak damage, but only if sneak die do not total equal to half your level.

If not, why not, since the Strangler's sneak attack damage is still sneak attack damage, even if it's specialized to grappling people.


Long and short, is the Urban Skald able to take Skald's Vigor? Or could it be argued that Dex would apply as much as strength for the normal skald?

If not, could I get ideas for a level-one feat for a Half-elf Urban Skald?


Afternoon folks.

I have a Half-orc Strangler in Society, and I've noticed something odd. To get to the meat of it, the Strangler archetype for Brawlers lose their scaling unarmed strikes in exchange for dealing sneak attack damage during a grapple, ignoring the fact that you have to retake Improved Unarmed Strike to begin grappling. However, one of the options for a Half-orc as an FCB is to "Add ¼ to the brawler’s effective level to determine her unarmed strike damage."

How does that work with the Stranglin'? Do I slowly regain my punch damage?


Hey look, it's not the white-haired witch this time!

Alright, how does the Human's FCB for witches apply to a Ley Line Witch? I'm building one right now with 18 Int, so he should have four cantrips. I think. Can he still take his FCB, giving him five?


IN THE ONE CORNER, Knight’s Charge (Su)

At 11th level, whenever a mounted shining knight charges a foe, her movement does not provoke attacks of opportunity, for either her or her mount. In addition, if her target is also the target of her smite evil ability and the charge attack hits, the target must make a Will save or be panicked for a number of rounds equal to 1/2 the shining knight’s level. The DC of this save is equal to 10 + 1/2 the shining knight’s level + the shining knight’s Charisma modifier.

This ability replaces aura of justice.

IN THE OTHER CORNER, Traits

An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.

AND SO ON!

Putting it blunt, which one wins out? Are liches immune to Knight's Charge?


Making a Verminous Hunter for PFS, and I'm wondering out of the lot, which vermin companion is overall best.

Same thing applies for the Treesinger Druid.

Any and all help is appreciated.


Happy (belated) new years, everyone.

So, I've made a Thug/Scout Rogue for an upcoming evil campaign. Mean guy, great ability to spook people. But I've noticed a way something is worded, and it concerns me.

Frightening
Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

So, when you get someone shaken for four rounds, you can instead make them frightened for one round. But what happens when you get it high enough to make it more frightened? Like, say you fight a high-level thing, you spook it, bam, twenty rounds shaken. Can you make it frightened for five rounds, or only for one?


Good morning everyone, it's time to bother you with more white witch nonsense.

So the white-haired witch gains a natural hair attack, which nothing else to my knowledge has. Neat. However, it never scales up past 1d4+int.5 aside from constriction, so you're dealing, at best, 1d4+int.5+2d4+int.5. lame.

But that's not what I'm here for. It concerns the hair and touching people with them. Since your hair can deliver touch spells, and as your hair lengthens, your sphere of influence on the field grows uncomfortably large. And seeing as, again, your hair does the spell and not you yourself, I ask this. Can a white-haired witch wear armour and cast spells without incurring an arcane failure, since he doesn't need to use his hands?


Moonbeam (Su): You can fire a ray of moonlight as a ranged touch attack at any creature within 30 feet. This ray deals 1d6 points of damage + 1 for every 2 oracle levels you possess. In addition, the target must succeed at a Fortitude save or become blinded for 1 round. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1).

What's the save DC?


So let's go over the basics.

Devolved Companion
A devolutionist must choose a devolved humanoid as an animal companion for her nature bond. Use the stats for an ape animal companion, but at 4th level, the devolved humanoid doesn’t increase to size Large (it still gains all the other benefits at 4th level).

So I have questions about this. Since this says devolved 'humanoid', does this mean I can cast humanoid-affecting spells such as Enlarge Person on It? Secondly, since it's fairly implied to be a former human, does that mean it gets the free +2 to any of its stats?


Say you're playing a Barbarian. You want to grab people, and bad touch their faces with your mouth. So you get Animal Fury. Now let's say, further along, you somehow get constriction damage. Maybe you're a serpentfolk, or the DM likes you. Who knows.

Now, Animal Fury automatically does a bite attack every time you maintain a grapple, separate from your damage as you punch them or bite them again. Constriction is applied when you start a grapple, reverse a grapplr, or anything that really involves anything you do to someone when you're holding them.

So. Question is, when you bite someone with Animal Fury, do you add Constriction damage to the bite, and when you maintain the grapple and hit them again, do you apply constriction once again?


So we're wrapping up in Reign of Winter, and after a cooldown session or two where we just hang out and play one-off campaigns, we're gonna start on Iron Gods. On of our players has opted to be the Techslinger, and I gleefully pointed out that the Gun Tank meshes with it. He declined the suggestion, seeing as the heavy armour would screw with his dexterity, and in his words, "I would be a sitting duck for all the lasers flying around."

Now, long and short, does Bullet Deflection apply to laser attacks? Bullet Deflection says to apply half of your armour plus enchantment to your touch AC against non-magical touch and splash attacks. How does that work with a cryo, sonic or inferno pistol?


I was looking at some Barbarian archetypes the other day, and I realized that some rage powers have some odd effects on them, and was wondering how they would work with some of their key features.

Take the Titan Mauler, for instance. Kind of crappy, wasted potential, >-6 attack, that sort of thing. But then you look at the Elephant Totem Rage Power, from Heroes of the Jade Oath.

Elephant Totem
While raging, the barbarian functions as if he was one size category larger in the following ways: he gains a +1 size modifier to his Combat Maneuver Bonus and Combat Maneuver Defense, he is considered one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him, and he can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this rage power stack with the effects of powers, abilities and spells that change the subject’s size category. A barbarian must have the lesser elephant totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.

How does that work with Jotungrip or Massive Weapons? Does this mean a Dorf can lug around a huge-sized pickaxe? On that note, can he only use the huge pickaxe when he's raging? Would this also effect your ability to throw rocks at people, or people at other people?

Secondly, the Wild Rager has a feature where, after killing someone, he has to make a save or become confused, which becomes harder the further you level up. Now, there's another totem in Jade Oath, the Mantis Totem.

Mantis Totem, Greater
When raging, your desire to kill is single-minded. You are immune to all mind-effects.

How would that tie in to the Wild Rager's confusion?


I want to build a Gun Tank, and I want him primarily use two-handed firearms. Preferably a blunderbuss. A dorf riot control officer scuttling around like a crab with a shotgun, if you will. Problem is, the Musket Master archetype doesn't stack, since it loses Gunslinger's Dodge as well. I asked my DM to make an exception, told me no.

So, the crux of the question is: is there a way to reload a two-handed firearms faster than a move action without needing to take Musket Master? It's been almost four years since ultimate combat dropped, surely something has come out to help deal with it.


I want to build a Gun Tank, and I want him primarily use two-handed firearms. Preferably a blunderbuss. A dorf riot control officer scuttling around like a crab with a shotgun, if you will. Problem is, the Musket Master archetype doesn't stack, since it loses Gunslinger's Dodge as well. I asked my DM to make an exception, told me no.

So, the crux of the question is: is there a way to reload a two-handed firearms faster than a move action without needing to take Musket Master? It's been almost four years since ultimate combat dropped, surely something has come out to help deal with it.


Skalds can't use Rage Powers that require a standard action to use, so stuff like Terrifying Howl wouldn't be allowed. But what about Boasting Taunt? It says you make an intimidate check to demoralize, and demoralizing, if I recall, is a standard action. But the Rage Power itself doesn't actually say "use a standard action to something something."


Lpmg and short, Hungry Ghost/Ironskin, just about to hit level thirteen. Which means I'll get Sipping Demon, which gives me a temporary hitpoint each time I hit someone, and if I kill someone or something, I regain my level in hp from Life Funnel.

But what would happen if I put Vicious on my Amulet of Mighty Fists? Say I deal a killing blow, what would be the order of events between the temp hp, the recoil damage, and the lifesteal?


So I'm a level thirteen monk, with 2d8 damage from a Monk's Robes. Now, with Deadly Grappler and Enlarge Person, that goes up to 4d8. With an Anaconda's Coils with Final Embrace, that gives me another 4d8 damage on every grapple check. And when I get Final Embrace Master, that's 4d8 punch+8d8 crush.

What would happen if I took vital strike? Since I have grab from Final Embrace, I can use vital strike on a punch, and then roll on the punch to grapple them. So since I just dealt 6d8, and I get the constriction damage on starting the grapple, does that mean the grapple damage goes up to 12d8?

Or if I'm already grappling them, and I use a move or swift action to maintain. Does my bonus damage get boosted as well?


Kobold oracles get a +1/4 bonus to armour/natural armour bonuses when casting spells on yourself as a favoured class bonus. Which Mysteries would benefit most from this? Would revelations be able to use this as well?


Got a question.

>Anaconda's Coils (belt)
>Grants +2 Strength and +2 bonus to grapple checks.
>Grants the wearer the constrict ability for 1d6 points of damage plus the wearer’s Strength modifier.

>Final Embrace (feat)
>gain constrict damage and grab special avility.
>attack deals damage equal to your unarmed strike or primary natural weapon melee attack.

>level nine monk.
>strength: +6
>Monk's robes, deals 2d6 punch damage.
>deadly grappler, increases light weapon, natural attack and unarmed strike by one size, now deals 3d6 damage.
>grapple damage: 3d6+8, 3d6+12 with power attack.

Does that mean Final Embrace basically doubles that damage, to 6d6+24, half punch and half constrict?


What Patron works best for a Gingerbread Witch?


Let's say I have a Goblin Feral Gnasher, say level six. Animal Fury lets me get a free bite every time I maintain a grapple. But when I do that, which bite damage do I use? My normal bite, or the rage power?

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