Achaekek, The Mantis God

The_Scourge's page

RPG Superstar 6 Season Dedicated Voter. Organized Play Member. 89 posts (90 including aliases). No reviews. 1 list. No wishlists. 2 Organized Play characters. 1 alias.



1 person marked this as a favorite.

The "partial charge" action doesn't exist in Pathfinder, it's all lumped together in the Charge rules. Here's the relevant paragraph.

Charge Rules wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

So your interpretation is correct.

This is how zombies get to attack. Otherwise they'd just shuffle forward innefectually


1 person marked this as a favorite.

Thanks very much Jason.
I'm very happy the team is working on this kind of thing, Your help is very much appreciated.


2 people marked this as a favorite.

Well that escalated quickly.

The only class I out and out ban from my campaign setting is the Summoner. Not because it's OMGHAX Broken, but because of the nature of extaplanar entities in this particular setting. They are pretty much the only class that I can't come up with a sufficiently satisfying refluffing to make them fit.

In my experience, if you're logical about your reasons and explain them to your players, they'll be pretty cool about it and play something else. More than anything, calm, constructive discussion can solve most problems like this.


1 person marked this as a favorite.
Evil Lincoln wrote:
The_Scourge wrote:
Evil Lincoln wrote:

Wow.

That's.

Well, I was looking to make some simple rules for scaling very big creatures. Now I'm gonna patch this while I'm at it.

I just happen to have a thread favourited that does just that

Thank you sir!

You're quite welcome. The only think I found trouble with using those rules was the auto-crits when attacking a creature's head. Tweak that and those rules are great and really fun.

Flavouring things is all well and good, but it's nice to have some ground rules to give yourself a baseline. I've found some players feel coddled when you give over the top descriptions to their actions without some rules backing. This lets them earn their crawl up the titan's leg to yank on his nose hair.


1 person marked this as a favorite.

I've always treated it like Stalling or failing to maintain minimum forward movement was done in 3.5.

3.5SRD wrote:
If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.

I just replace the reflex save with a fly check and make it a move action rather than a full round.


1 person marked this as a favorite.

A couple friends are putting together a big 4 part Pathfinder game this summer. 4 "modules" one each at levels 4, 8, 16, and 20.

I'm no stranger to Pathfinder but I want to give myself a challange. I'm looking to see if I can make a Tetori monk work through all four modules.

I'm thinking a Pro-Wrestler style personalty for him, a kind of cross between Zangief and that red haired guy from Jackie Chan Adventures. A-la Los Tiburon, I shall grapple ALL THE THINGS.

Here's my feat progression so far broken up by each round, let me know what you think/how I can improve/why this is a dumb idea etc.

Round 1

Spoiler:
H: Snapping Turtle Style
1: [blank]
B1: Improved Grapple
B2: Stunning Pin
3:Snapping Turtle Clutch

Round 2

Spoiler:
5: Combat Reflexes
B6: Greater Grapple
7: Jawbreaker

Round 3

Spoiler:
9: Rapid Grappler
B10: Pinning Knockout
11: Bonebreaker

Round 4 and five are open as far as feats go. The one thing I'm really concerned about is the few occasions where I'll be unable to grapple. How do I keep him useful in these situations?

Theoretical Grapple numbers are looking like this:

Spoiler:
Level 4: +11 =4(level)+4(str)+2(imp. grapple)+1(amulet of MF)

Level 8: +23=8(level)+6(str)+4(grtr. grapple)+1(amulet of MF) +4(grab)

Level 12: +29=12(level)+7(str)+4(grtr. grapple)+2(amulet of MF) +4(grab)

Level 16: +36=16(level)+9(str)+4(grtr. grapple)+3(amulet of MF) +4(grab)

Level 20: +45=20(level)+12(str)+4(grtr. grapple)+5(amulet of MF) +4(grab)

An additional floating +6 can be factored in from a few spells that add to grapple cmb.

Pathfinder Core Material is allowed [Core, APG, UC, and UM] Tetori archetype is here

This has been stumping me for a while, I hope you guys and gals can see something I've overlooked.