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Oh... huh...
Well we feel dumb.
Thank you very much.


An elemental ascetic can only learn form infusions and even of those many are offlimits, at level 3 it seems that an aerokinetic character actualy has no infusions to pick, am i missing something can some one point out some infusions that could be taken?

Thanks in advance.


The Archive wrote:

Normally, while an enemy cannot move away from you during a grapple, they can still stand up from being prone or become prone.

Revisiting this, the Basic Grappled condition says you can't move, so why can they stand up?

*Edit* Aw never mind, RAW standing up isn't moving (which is dumb) its just a move action, though i find the logic on it ridiculous its the way it is.


Mahtobedis wrote:
Because pinning them requires multiple rounds and does not give them the prone condition.

Ah for some reason i didn't think of pin requiring multiple rounds, thanks for the reminder.


Why do this instead of pinning them? Pinned states they cant move, Standing up is moving... so it seems useless, unless we arnt counting standing up as moving which is ridiculous.


Kobold flood is the third step in the Kobold Style feat tree and it allows, as a grapple action, to mount a prone enemy which allows you to move into the enemy's square and prevents the target from standing up without succeeding a grapple check. But from what I understand, it would require the enemy to succeed a grapple check to stand up from a normal grapple, so I don't understand this feat, can some one show me what im missing?

As always, thanks in advance.


it was between 20 and 25 point buy (cant remember and its hard to reverse engineer with the time i have), vampire gives HUGE stat boosts, one has +5 from a tome, +6 dex from item, +4 cha from item, +4 from levels

Vampire Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an
undead creature, a vampire has no Constitution score.

i dont have the others character sheet infront of me


Hes a Fighter, his max dex in increased for the full plate by 4


I edited my previous post to include the +32 reflex save for the rogue, sun spells will never hit him


Drood wrote:

Is everyone having fun with the campaign? If so, just let them keep being awesome until you finish the books.

If not, maybe just talk to them about starting a new campaign at low level. Maybe these guys (being wicked and all) could become the main villains that the good guys need to find a way to stop (a long time from now, of course).

If you must challenge them with those characters, I'd say anything that targets will saves should be very effective against them.

No they arnt but we wanna finish the adventure

Jailoy wrote:

There is probably a bunch of reasons why their bonuses shouldn't even be that high, but honestly the answer is much easier.

They are vampires, exploit their weakness for all its worth.

A couple of decently optimizied same level cleric and druids can make volley of sunbeams and sunbursts that they should have around 50% chance of failing. Get like 3 of them casting and its game over. Sunbeam or sunburst destroys vampires on a failed safe and deals s+*%loads of damage if not (they double dip the spell weakness being undead that get affected by bright light).

You can also lower the cleric/druids levels a bit (just need lvl 13 for sunbeam) so you can increase the amount of them while keeping the same CR, though honestly you should launch least CR 20 stuff at just the 2 of them considering their levels plus being vampire. Consider that an easy encounter for them should be CR 19, around CR 22 if you want it to be a boss fight (assuming its only them, more if they have extra friends).

Magic item introduced in the campaign makes them immune to the sun, i have dispelled it before and used it against them. also, i could just kill them in there sleep, but thats not exactly fun for any one

Also the rogue has a +32 reflex save


Certainly

Character 1

Defence

Armor +8(bracers of armor +8), Shield +2 (+1 light shield), Dex +13, Size 1, Dodge 1, Natural 9 (amulet of nat armor +5 & Vampire), Defelect 3 (ring of protection +3) 10 base =47 ac

Offensive Defence can raise this to 54 on a successful sneak attack, Smite good can raise it by 6 vs good enemies, and an occasional shield spell for another +2

Attack

BAB +12, Dex +13, +3 weapon, +1 size, -4 piranha strike = +25

Character 2
Armor +14 (mithril fullplate +5), Shield +8 (heavy steel shield +5), Dex +6, Dodge 1(dodge feat), Natural armor +11 (Amulet of nat armor +5 & vampire), Deflect +5 (Ring of protection+5) = 55 ac

Attack

BAB +16, Str +11, Weapon +5, Greater weapon focus +2 two-weapon fighting with shield mastery -2/-0 so main hand is +32 off hand is +34
Plus occasional Rage


1st Character
Level: Rogue 14, Anti-paladin 2
Race: Halfling vampire
Str 12
Dex 37
Con -
Int 20
Wis 10
Cha 22

AC 47 (Touch 27)
Attack bonus +25
Weapon +3 Viscious, unholy, keen, agile, good outsider bane Kukri Damage 1d4+26 with piranha stirke (7d6 snaek attack)
HP 182

Weapon finesse rogue, uses Offensive Defense to increase defense even higher (54 ac)

2nd Character
Level: Fighter 12, Ranger 2, Barbarian 2
Race: Orc Vampire
Str 32
Dex 22
Con -
Int 7
Wis 9
Cha 12

AC 55
Attack Bonus +30-35ish
HP 156

Sword and board two-weapon fighter

Campaign: Way of the Wicked (book 5)

*Sigh* Level 15+ is generally when players get ridiculous, I know this, but these two have gotten so strong i cant challenge them any more, the premade encounters are a joke and custom/enhanced encounters require CR 20+ to even matter (due to insane AC and high attack) Currently my answer to this has been control undead on the fighter and am now using him as a mind controlled villain, as the only thing strong enough to fight them is each other, advice on re balancing the game including means to destroy all the equipment they have would be much appreciated.


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Why is Furkas Xouds corrupting touch only a +2 to attack? seems to me it should be +7 (ghosts use dex for their touch attacks right?)


Ah I'm sold. adding a little bit of lace to my weapon should add just the level of flamboyancy required to be a swashbuckler ^_^


I used a stat array

16, 14, 13, 12, 11, 10


Effortless lace? explain this magic of which you speak...


As the build isn't complete I don't have much to give you,

Swashbuckler level 7
Race Azata-blooded Assimar
Str 10
Dex 18
con 14
Int 12
Wis 11
Cha 16

my feat selection varies depending on the weapon I choose, but currently its built for an agile short sword

Feats: Weapon focus, Shield Focus, Piranha Strike, Combat reflexes, Quick draw

This is a solo game so the dm has suggested I take some feats like iron will to cover my save bases.


I'm trying to decide which build is better for a level 7 swashbuckler, i like the idea of piranha strike cause i'm of the mind set that higher damage equals better, but all the forum posts i see promote using slashing/fencers grace.
so to break it down...

Build A: Piranha strike with an agile short sword allowing for more flat damage at a penelty to hit, with an inferior weapon 1d6 19-20

or

Build B: Katana with slashing grace, less damage, higher attack and crit but requires exotic weapon prof

or

Build C: Rapier with fencers grace, same as build B except lower die damage and doesn't require exotic weapon prof

I feel like im sold on build A but does any one have some insight for me on the subject that might influence my decision?


cept the pull manuever requires a listed pull amount

excerpt from universal monster rules "pull"

"The distance pulled is set by this ability. The type of attack that causes the pull and the distance pulled are included in the creature’s description. This ability only works on creatures of a size equal to or smaller than the pulling creature. "

But it isn't listed under the weapon.


The Autograpnel uses the Pull manuever but doesnt list a Pull value except for objects under 100 lbs, so does it just not work on medium creatures, was it badly written or am i missing something?


Can a druid use the extraordinary abilities/attacks of a creature its shaped into? For example, if a druid wildshapes into a narwhal which has the extraordinary abilities Tusk and Hold breath, could a druid use these? it would seem kinda ridiculous if it couldn't, as one is a 5ft spear growing out of its head...how can they be the unicorns of the seas without it?


A lot of good advice here which i thank everyone for, I'm thinking of using a armor/shield enhancement called Bullet Blocking which will be a +2 enhancement and allow armor to apply fully to firearms, also Adamantine armor will apply its bonus vs firearms unless they use adamantine bullets against it, i considered lowering protection from arrows to a level 1 spell because I have never once seen it used by a player as they all think its under powered (feel free to counter that idea, im just saying for years we have ignored it). I have considered adding more anti-gun spells as well but im not sure where to start with that. i'll throw in a few more details to help answer some of the questions that have pop'd up

The setting is highly magical and based around an adventuring guild called Aegis, which uses gladiatorial combat as a display to intrigue potential employers, so player vs. Adventurer types will be common. The guild has many mages that protect the crowd and try to prevent deaths in the arena

The monster hunting is something i knew the heavy armor characters will be fine at, but as there will be tribes of orc/gnolls that use firearms (not all of them but a couple handful of guns per tribe isnt unreasonable) the fighter will have some trouble vs the more humanoid races.


I wish to start a campaign world that heavily uses firearms, but i'm afraid of invalidating heavy armor characters as I still thematically like them, in reality guns kinda invalidated the style but I like it, so i have been working on ideas to keep heavy armors relevant in this more modern setting
does any one have any advice or good homebrew rules that could help me with this problem?

the setting will likely use the advanced firearms as the base or at least have them readily available for those with money

the location will be mainly dense forests

and the adventures the party will be dealing with are mainly large monster hunting, gladiatorial combat and a dash of dungeon delving.


Yeah, that's what I figured, seems pretty cut and dry, just hoped I was missing something.


Does this class feature require a standard action to activate, like the spell, or is it always active but time only being used while flying, in 1 minute increments of course. thanks in advance.


Well it wouldnt completely defeat the purpose of HiPS, you can still do it while being observed, so if you are in dim light you can still vanish from sight even if they are watching you, Shadow dancers version of HiPS states specifically that they dont need anything to hide behind.


Does a rogue require cover to use his version of hide in plain sight? it states that he may stealth while being observed as long as he is in his chosen terrain, but it says nothing about needing a lack of concealment unlike a shadow dancer who's ability states they can do it as long as they are within 10ft of dim light, regardless of having something to hide behind, thanks in advance for any response.


in Forceful strike it states that you make a combat maneuver check with a bonus equal to your caster level to resolve a bull rush attempt against the creature struck. Are they saying that you use your caster level as your total bonus or that you add you caster level to your normal CMB?

thanks for the help.


According to the craft magic items section you may ignore a requirement by increasing the spellcraft dc by 5. Does that mean a wizard can just ignore the divine spell requirements by increasing the spellcraft and then craft for example cure wands?


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awwww your no fun ^_^, no i'm definetly on the same page with ya, this is the first game our DM has DM'd hence why i suggested house ruling againt my summon novas, well thanks for the help all, you did manage to teach me about the eidolon dismissal rule and i can rest easy knowing im not cheating while steam rolling over every encounter...until she gets mad and starts actively trying to kill us...


Darkwolf gets what I mean, that tactic just seems cheesy, effective and fun but cheesy. like Darkwolf said though, it burns through summon monster uses per day, i suppose its super effective mainly cause my summoner is running through the king maker adventure path and a lot of the time you only face 1 or 2 encounters per day due to all the traveling.


I think you misunderstand cause it seems it would work, turn 1 summoner uses summon monster SLA to summon 1d3 celestial eagles next to the opponent, then each eagle takes a full attack, turn 2 assuming they all lived the round they each take a full attack before the summoner acts because its never stated who goes first, just that they act on the same turn, then as a standard action the summoner uses his summon monster SLA
to summon 1d3 celestial eagles, that then by the rules of the spell now take their turn to each make full attacks.

at this point we assume the summoner does not have an eidolon out. as both cant be out at the same time

I think people are getting from what I posted that I can have both my eidolon out and my summon monster SLA out at the same time, I know you cant do that, what im propossing is rapidly swapping them, but Wraith gave a good reason as to why i cant do that, but now im addressing just rapidly swapping out summon monster SLA


So i figured that if you summon a creature it just automatically unsummoned your eidolon, are you saying that it is required to dismiss your eidolon to use your summon monster, cause i knew they both couldnt be out at the same time, just not that you had to actively dismiss one first. and is that the same for using the summon monster SLA all previously summoned creatures from your SLA must be dead or actively dismissed before you can use your SLA again?

Yes so i read the book and you may have a point behind the Eidolon needing to be dismissed, but not the Summon monsters so the tactic still works for back to back summon monsters


So playing summoner, which is my favorite class now btw, I discovered a method of kicking ass that...well makes me feel a little bit dirty for using it, to the point that i told my DM that it was perfectly fine to ban me doing it or house rule against it, but she didnt and here I am addressing the problem once and for all (hopefully).

When a summoner enters battle he or she will usually have its eidolon out,
say it reaches the summoners initiative and he send his quadruped eidolon out to pounce with around 4 attacks, thats cool, then the summoner takes his action and summons X creatures to then take THEIR full attacks on the target, rinse and repeat with summons (I prefer celestial lions for weight of attacks OR Celestial rhinos that take a charge instead of a full attack)

So is this a valid tactic? it seems cheesy as hell to me, a simple fix would be that the summoner always acts first, is that already a rule? can some one verify for me this tactic, Thanks.


thought so, thank you much.


when an ability says you may use it once per round does it mean once per YOUR turn or does it mean once per each persons/npcs turn? is there a difference between a turn and a round...is turn a technical term in pathfinder?


Do creatures with the same damage reduction such as 2 balors ignore each others DR? I thought in 3.5 they did, but i cant find it in pathfinder rules.


Kay... but then how does the touch attack hit the creature? I mean with the spell you kinda enchant your hand to deliver a touch spell, but your touch isnt magic so how do you touch them?


So when casting a melee touch spell such as shocking grasp against an incorporeal target, does your touch attack count as a magic weapon, count as a non-magical weapon so it misses or does it act like a spell so it just works?