Tengu

Stauffie's page

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I was wondering whether armors made from the dragonhide special material (core rulebook page 154, or http://paizo.com/pathfinderRPG/prd/ultimateEquipment/armsAndArmor/materials .html ) can be made from the hide of non-true dragons, like the dragon turtle, wyverns, drakes of all kinds, etc

Greetings, Stauffie


Hi people!

Of course, I am acutely aware that alignment discussions are sort of unsolvable and don't necessarily have an objectively right or wrong answer...

But I wanted to ask: if you look at real-world historical person Wernher von Braun, what kind of alignment would you assign to him?
(Or other rules things to mimic him?)

(I ask this because I want to play an alchemist who is a bit the obsessed scientist type, not necessary a blueprint of Wernher von Braun, strong parts House MD and doctor Frankenstein as well, but a bit of Wernher as well)


Hi!

As a GM, I wanted to let my players run into a fleshwarping lab where a friendly half-orc NPC they met earlier has met a terrible fate at the hands of a bad guy: the halforc has just been fleshwarped into an oronci (I took the liberty of treating the half-orc as an orc in this respect)
Does said bad guy need a feat (or feats) for fleshwarping?


I had the idea to build a cleric of Korada, whose favored weapon is a unarmed strike, which means the cleric gets the improved unarmed strike according to this faq: http://paizo.com/paizo/faq/v5748nruor1gj#v5748eaic9r9j (I'll have to confirm this with the GM of the oncoming campaign, but I think/hope that will not be a problem (if it is, I can always take a level of monk or spend a feat on IUS)).

The real question is wether I can take the feat domain strike with the magic domain (which Korada has as well) and the hand of the acolyte power.

copy-paste: Domain Strike (Combat)
You unleash a domain power upon your enemy as part of your unarmed strike.
Prerequisites: Domain class feature, Improved Unarmed Strike.

Benefit: When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.

Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power.

And:
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

So the question is: I'm not sure hand of the acolyte qualifies as 'you can use to affect no more than one opponent': does it affect your opponent or your weapon?

(And yes, I know that normally you'd have your weapon in your hand, which makes unarmed strike difficult, but I thought I'd hit with my on-hand and have a weapon in my off hand, or (better) have a twohanded weapon and use a free action to let one hand loose... alternatively, can hand of the acolyte let your unarmed strike fly from your grasp? :p)


Hi, I wanted to ask whether the 'long limbs' bloodline power of the aberrant bloodline works when the sorcerer has become a ghost (and monster for the PC's to fight)... most specificly, can he use long limbs with the corrupting touch ability of the ghost?

(for info: Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

and from the ghost template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/ghost ) : Melee and Ranged Attacks: A ghost loses all of the base creature's attacks. If it could wield weapons in life, it can wield ghost touch weapons as a ghost.

Special Attacks: A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function. In addition, a ghost gains one ghost special attack from the list below for every 3 points of CR (minimum 1—the first ability chosen must always be corrupting touch). The save DC against a ghost's special attack is equal to 10 + 1/2 ghost's HD + ghost's Charisma modifier unless otherwise noted. Additional ghost abilities beyond these can be designed at the GM's discretion. )


Hi!

I am currently GMing rise of the runelords, and last session the char of one of my players died. It was interesting roleplay etc, so even though I really liked the char, it was OK.

The player has come forward with an idea for a new char (the party has reached level 4 at the start of last session, and I have the policy to let new chars have the same level as the party... actually I don't even do individual xp and differences in level)

Anyway, his concept is a halfing archer paladin, riding a mount (now just a bought wolf/dog, the mount on level 5). His idea was to use the divine hunter archetype, which sounds logical for an archer paladin... but at level 5, the divine hunter says:
Divine Bond (Su)

At 5th level, a divine hunter forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities, a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee.

This ability replaces the standard paladin's divine bond.

He wanted to use the divine bond to get a mount, but it seems the divine hunter does not to allow the divine bond ability to be used for a mount, ONLY for the weapon option... I get why ranged should be chosen over melee, but I don't see why a mount should not be an option, the rest of the archetype does not seem overpowered...

So, I would like some advice: should I keep with the rules, or allow the player to get a mount on level 5, or is there perhaps a better archetype for this character concept?

Oh, and just to be sure: IF you choose an archetype, it is for all the levels, right? You can't choose the archetype for level 1 only, and then be a normal paladin after that? (I'm 99% sure that you can't).


Hey there!

I wanted to make a joke character for a one-shot adventure, and I thought an over the top parady-communistic character dual wielding a hammer and sickle would be nice. Al sorts of classes might be ok for it, but I thought the community subdomain would be nice, So I'll probably be a cleric, and probably a dwarf (auto-proficient with warhammers).

The question is: what would be the best god for this?

(disclaimer: I rather dislike real world communism, and the goal of the thread is not to discuss real world communism).


Its hybrid form seems to be missing the natural armor bonus boars have.

Under the lychantrope it says: AC: In hybrid or animal form the lycanthrope has the natural armor bonus of the base animal increased by +2.

The base creature (boar) has +4 natural armor bonus, so the total natural armor bonus should be +6.

But the entry in the bestiary 2 only has +2 natural armor bonus.


I was reading about mithral, which makes armor one catagory lighter, but sadly has no such effect on weapons. Is there a special material that does this? (making or example a longsword or scimitar a light weapon (for two-weapon fighting purposes))


Hi there!

I am preparing to be a GM for the fist time in my life, and am going to run te RotRL adventure path with a rater large (6 or 7) but inexperienced party.

I would like advice on adding lovecraftian elements.

I will probably not deviate too much from the basic RotRL, but i wanted to add some stuff about cultists, the outer gods, etc. Late in the adventure, there is the Mhar-creature, which is basicly a sleeping great old one, and the whole Leng thing. So I wanted to add some old cult influences a bit earlier in the campaign. Erin Habe's sanatorium looks like the perfect spot for this: there might be a patient who is an insane cultist, or (perhaps better :p) Erin Habe might have done some studying in that direction, and some while after he escapes, might come back to haunt the PC's with nasty summoned creatures... there might even be a magic tome dealing with Azatoth or Shub-Niggurath, allowing the PC's to prepare improved summoning spells (but a cost, of course...)
The alienist PrC from 3.5 Complete Arcane seems nice too (for NPC... Erin Habe?)

So far, I have a lot of inarticulated ideas... has anyone done something like this before? Does anyone have good ideas how best to develop/implement these ideas?

(the hidden beast has a lovecraftian feel as well... the mages who summoned him probably dabbled in dark tapestry stuff)


Hey!

The title basically says it... a druid can get a domain with nature bond... he/she needs to be neutral on one axis, but can be NG, NE, CN or LN... could he/she get one of the alignment domains?

I would like a LN druid that has Irori as his god.


Hello,

For an NPC and mostly bad guy, I had some inspiration from Heroe of might and magic 4: the hero of the death magic campaign is Gauldoth half-dead, who has a weird condition: in a big fire in a library in which he nearly died, he desperately did a spell from a scroll way beyond his level, which left him with his left side a living human and his right side undead.

Now, in pathfinder, Nethys has a sort of split personality down the middle as well, so i decides to make an interesting NPC which is half-undead, and has links to the church of Nethys. I will probably use the lich template for this.

This gives a lot of headaches, first of which is the reaction to positive/negative energy. This could be solved by making the NPC a cleric with the death domain, which has the 8th level power that you heal from negative energy as well as positive. (Death domain isn't one of Nethys domains, but since the NPC will be a powerful necromancer, Nethys could grant it to him as an exception)

But there are many problems with DR, natural armor, and undead traits like no constitution, immunity for mind-effecting stuff, etc.
Does anyone have ideas or this?

Pathfinder has no system for attacks hitting the right or left side. I could use a 50/50 chance to decide which side an attack hits, but that seems rather unfulfilling, so i need help there too.


1 person marked this as FAQ candidate.

I was building/designing a cleric lich with the magic domain, which grants the spell antimagic field as a lvl 6 domain spell (wich is quite good in itself). I wondered what happened to the liches damage reduction in an antimagic field... it is DR/magic and bludgeoning... an antimagic field would supress magic weapons, so a warrior with a magic sword would have a hard time damaging the lich... unless the DR itself is supressed too. Is DR a magical/supernatural ability?


I was using PCGenerator6000, a free characterbuilder, and was trying to build a halfling adopted by humans. So i gave him the adopted trait. As options for the human trait the program gave the racial traits humans get: i selected the bonus feat.

Is this right? A trait that grants a feat? The programs lets me do it, but i doubt it is right


1 person marked this as FAQ candidate.

Hey guys and girls

We are doing the kingmaker campaign, and I am playing a kind of weird character, a sensei 2/cleric x of Irori
(right now x is 2)

Wisdom is the main attribute (have 18 wis atm), used for attack roll, AC bonus, stunning fist DC and of course spells.

Now, I am very interested in the crushing blow feat. It would allow me to use a stunning fist attempt to give an enemy a pretty large negative AC modifier (-4 AC without buffs, i plan on using owls wisdom) for quite long (1 min vs the 1 round for stun)

But it is kind of a weird feat, since it is defined as a full-round action. My question is why? Would restricting it to once a round not be limiting enough? Shouldn't it be possible to do a crushing blow at the endof a charge?

The writers probably had a good motivation, and I wonder what it was?