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VampByDay wrote:

So I talked to my friend, here's how he got his jump so high.

1) Fire bloodline bloodrager. At higher levels, increases your base move speed to 70 feet for a human (30 ft base+10ft bloodrager +30 at level 8)

2)Cheetah's sprint, immediate action to cast, multiplies your land speed times 10. For every 10 move speed above 30, you get a +4 to your jump check. [(700 move speed-30)/10]*4=+268 to your jump check for that round.

There is a blade that triples the results of your jump check. Starts with an 'a' forget what it's called. Get that as well.

That's what he did. I think at level 5 he said he can jump 140 feet up by taking a 1 on his jump check. Fun times.

Akitonian Blade is what you're thinking of.

Cheetah's Sprint only benefits Charge and Run if I'm reading correctly, but otherwise it works out great. If it does work for movement, I may just cast Cheetah's Sprint instead of casting Jump. It'd save me a Standard action left, so I'd be able to do another action between casting, and leaping into the heavens.


FLite wrote:

What was wrong with using an anchoring dagger? That gets you the immovable rod as a swift action, and now you don't need the familiar, which since it is going to cost you several feats and / or levels, is a lot of investment.

Also since this is for PFS, the familiar is going to run into the meat grinder that is "Can familiars activate magic items other than wands" rules call. I believe community consensus is no.

Also, after a quick search,

Wand use doesn't require the book for those few improved familiars - brownie, faerie dragon, imp, lyrakien azata, mephit, quasit, sprite familiars - gained with the Improved Familiar feat
It can use a wand since it is slotless. It uses its master's UMD. No other animal companions or familiars can activate a magic item.


FLite wrote:

What was wrong with using an anchoring dagger? That gets you the immovable rod as a swift action, and now you don't need the familiar, which since it is going to cost you several feats and / or levels, is a lot of investment.

Also since this is for PFS, the familiar is going to run into the meat grinder that is "Can familiars activate magic items other than wands" rules call. I believe community consensus is no.

All it takes is to push a button, though. Why would he be unable to activate the rod?

I will definitely look into the anchoring dagger idea though.


Firebug wrote:
James Risner wrote:
Can you ready an action based on your own actions? Not strictly covered by the rules. Rules assert you ready an action to react to something outside your turn. So it is an "Ask your GM" question. I'll call these AYG for short.

Yes covered strictly in the rules.

Why is everyone looking at only the first 3 sentences of "Ready"? It becomes abundantly more clear that you cannot ready an action to trigger on another of your actions if you read literally the next 3 sentences.

PRD - Ready wrote:

Ready

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

If you ready an action and so much as take a free action to talk (or draw ammunition, but we'll say that's part of making an attack, right?), you lose the readied action.

At my table, I'd let you still take free actions, but swift/immediate/move would expend the readied action.

I do not see anything in the Valet Familiar Archetype that would allow it to use magic items differently then any other familiar. Unless he has...

I just found an alternative to that, since I couldn't figure it out either through Valet.

Immovable Rod, Improved Familiar and the Sprite familiar.

It has arms and fly, so it can fly the 30 ft I need, use another movement action to set the Rod in place. No umd needed.

From there I just cast Jump, leap up as normal, then next round Branching Pounce onto an enemy.


James Risner wrote:
Stantree wrote:
Stuff

Issues regarding RAW:

  • Can you ready an action based on your own actions? Not strictly covered by the rules. Rules assert you ready an action to react to something outside your turn. So it is an "Ask your GM" question. I'll call these AYG for short.
  • Can you move in the middle of another move action? AYG.
  • Acrobat 35 ft over something is DC 140. I dunno, can you?
  • You take falling damage, but I know of no rule that says you deal falling damage to what you hit? AYG
  • Generally all things that hit another require an attack roll, so AYG what the AC of them for falling is.
  • You can't turn on a charge, so can you jump up 30 feet during the charge? AYG
  • How Branch Pounce interacts with your desire action is entirely AYG.

So your whole thing is AYG.

So Ask each individual GM before each table session. Also, if you come to the table with a "This is the RAW this is how it works", and the GM doesn't agree your interpretation of the RAW then there are no words you can say to allow you to use them that way. In fact, most of the time, the GM will simply ask you to not play with the group if you keep telling them they are wrong.

Now, all of this assumes you are genuine and sincere in asking, and this isn't a big joke thread.

Oh, I'm 100% cereal with this.

However, I will always clarify with each GM with AYG before session starts. If he happens to rule nay, that's always fine. I understand it's major cheese, so I'll either make sure to have backup plans, or instead play another character.

Once again, thanks for the advice and help.


VampByDay wrote:

So a few regulars in my PFS group were trying to make this happen, and it works out to the following:

You can either count it as a charge, which doesn't give you the falling damage (because of the wording of Branch pounce, you need the feat to do extra damage from a fall.)

Or

You can treat yourself as a 'falling object' in which case they get a reflex save, and there's no attack roll. You just body-check them.

We have one person in our group who managed to build it just right, but he had to do some pretty janky stuff and he has a high degree of system mastery. I don't know the complete build, but the basics are:

1) He is a bloodrager. He somehow picked up a familiar either through an archtype or a bloodline or something (not sure how, pretty sure it was from the familiar folio) His familiar flies and can activate magic items (Valet archetype, I think?)

2) He buffed the everloving crap out of his ability to jump. Wand of jump, max ranks in acrobatics, armor that didn't slow him down (Mithral chain shirt I think? Mithral breastplate with armor expert?) I have no idea how he got his jump so high.

3)He buys a large number of feather token: sky hooks

4) Buys boots of the cat

5) Branch pounce feat.

So when outdoors, he sends his familiar high into the sky, and then he calls out to it and it activates the sky hook. He then jumps up onto it. This provides a high altitude for him to 'jump off of' as per the branch pounce feat. The next round he jumps down on his enemies using branch pounce. He takes minimum damage due to boots of the cat

You, sir, deserve much, much more than any amount of thanks I can give.

This build idea is so simple, yet it perfectly fits everything I need to make it work. If Sky Hook is a legal item, and if everything can combine together without fail, then I believe this is all I need.

Hell, I don't even need Bloodrager, just any class that gives Familiars. Probably should at some point go Improved Familiar, but skin and bones, this is what I needed.

Thank you so much. You seriously deserve an internet cookie.


Pahlok wrote:
I know the intent is to jump on top of the enemy, but you might have an easier time flying instead. With a fly speed, you can fly up as a move action, then ready an action to charge "as soon as a free charge lane is open" which would trigger immediately after your turn ends.

Would I still get falling damage if I did this though?


I guess if there's a flag for "Closed", or "Answered", we can update this as such. Until I find a way to qualify the Jump as a falling charge, it won't work the way I want.

Thank you all for helping me out, and pointing out the errors in my build idea. I'll make sure to post this in Rules next time, if I figure anything else out. :)


Rogue Eidolon wrote:
Stantree wrote:

Ready Action

"The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so)."

So Ready Action doesn't have 100% parameters on what is the trigger for the readied action. With Rhino Charge, if I am correct, I could ready action Charge after I leap, since that is only a Standard Action.

I still have movement, because Rhino Charge, which allows me to complete the acrobatics movement to leap up over the enemy for the charge.

Ah, that speed bumps by build. Hm. I guess that wouldn't help me at all then.

Would there be any other viable option for charge while falling? I can cover the acrobatics at Lvl 5/6 no problem, my biggest issue now seems to qualify for Branch Pounce without literally needing a tree, or wall.

Also, random tidbit, LOVE your guides. You helped me more than you know man.


Ready Action
"The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so)."

So Ready Action doesn't have 100% parameters on what is the trigger for the readied action. With Rhino Charge, if I am correct, I could ready action Charge after I leap, since that is only a Standard Action.

I still have movement, because Rhino Charge, which allows me to complete the acrobatics movement to leap up over the enemy for the charge.


Ok, so answering questions in a general format, because on mobile.

As for Acrobatics...

Ninja 6 (The expected time I'd have both these feats) with Dex of +4, Acrobatic Master, and High Jump, halves the DC of vertical jumps. So +2/ft.

So 35 is now 70 DC.

With Acrobatic Feat, Skill Focus Acrobatics, max ranks, and a Ki point, I can get an average of +45 on my rolls, before magical equipment.

Wielding an Akitonian Blade, I triple Acrobatics result for leaps. So that +45 becomes +135.

135 ft, rounded down, is 130 ft. Or 65 ft vertical leaps.


Ok, so Obviously for Society play.

I'm basically trying to incorporate a bunch of feats together, to Jump onto an opponent, deal falling damage to the enemy, and avoid taking damage in return.

I'd also appreciate a RAW legal yay/nay, that way I'd be able to take this to any table and be able to utilize it.

http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Rhino%20Charge

"Benefit:You may ready a charge, though you may only move up to your speed on the charge."

The first part of the build. Let's say I ready Rhino's Charge to activate once I reach the peak of my leap, over an opponent. I then use my movement to Acrobatics over the opponent, to an elevation of 35 ft. (To deal 30 ft falling damage.)

http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Branch%20Pounce

"Benefit:When charging a target by jumping down from above (such as when jumping out of a tree), you can soften your own fall with a melee attack. If the attack at the end of your charge hits, the attack deals damage as normal and also adds the appropriate amount of falling damage (1d6 points for a 10-foot fall, 2d6 points for a 20-foot fall, and so on). This falling damage is not multiplied on a critical hit. You land in an unoccupied square of your choosing adjacent to the target, and you take falling damage as if you had fallen 10 fewer feet. You can attempt an Acrobatics check as normal to treat the fall as an additional 10 feet shorter for the purpose of determining the damage you take from the fall and treat the first 1d6 points of damage you take from the fall as nonlethal damage. If your attack misses, you land prone in a random square adjacent to the target and automatically take the full amount of falling damage."

Tied in with the above statement Rhino's Charge, if that part is applied RAW and correct, would I be charging on my descent to allow Branch Pounce to work? I'm above the opponent, I succeeded my Acrobatics to leap over him, and I fall the 30 ft into his square.

Biggest issue I'm coming to is if Falling with Rhino Charge = Charging for purposes of Branch Pounce.


Matthew Morris wrote:
Just remove the "cannot be greater than the number of times" clause. I marked it for a faq anyway.

Any ideas if this is PFS legal?


sacklunch wrote:
I would seems that the Elf favored class bonus is now out of date. Too be fair it was a pretty terrible choice to begin with, so doubt few tears will be shed. Honestly you will either have to wait for the developers to update the elf favored class bonus for rogue or just take one of the default favored class choices. An extra HP or skill point a lvl are still very useful.

Darn. I was really hoping they Errated it, since I'm trying to make a Rogue that fakes being a WizarD. Oh well.


16 people marked this as FAQ candidate. 1 person marked this as a favorite.

Ok, so I potentially found an issue with the Elf, and Unchained Rogue's Favored Class Option.

Here's the Elf Favored Class option for Rogues.

Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.

Here's Minor Magic:

Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue’s Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.

Now, as Unchained Rogue, Minor Magic is now an At Will ability. Does this unqualify me to use the Favored Class Option, since you cannot increase a SLA past At Will?