Human

The Todd's page

Organized Play Member. 76 posts (82 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.



The Exchange

Where would one post a rules question about 3rd party products, DSP Psionics specifically? Would it be here or in the Compatible Products from Other Publishers thread? Or is there another thread all together? Thank you for taking the time to answer.

The Exchange

Do raw materials for crafting count as merchandise for the 5% discount for the Artisan's Shop Vanity?

By the definition of merchandise, I would say yes, but I'm unsure of what the game definition of merchandise would be.

Side Question on another Vanity. Is there a good thread on the Master of Trade Vanity and how best to utilize it. I'm about to pick that one up too.

The Exchange

I'm trying to figure out the path for my character. My main questions are...

1) Which path would seem to be the most fun?

2) Which path would be the most viable?

3) Are there any other path possibilities that might be more fun/viable?

Here is my current Build

Lance Corp Clyde:

Half-Orc Beastmaster
5 Ranger / 2 Lore Warden
Traits: Blade of Mercy, Tusked

STR-21, DEX-14, CON-12, INT-14, WIS-12, CHA-7

1st Ranger: Whip Focus, Favored Enemy Humans
2nd Ranger: TWF
3rd Ranger: Whip Mastery
4th Ranger: Animal Companion, Spells
5th Lore Warden: Improved Whip Mastery, Combat Reflexes
6th Lore Warden: Combat Expertise, Improved Trip
7th Ranger: Greater Trip, Favored Enemy Evil Outsiders or Undead (Still thinking)

Path 1: Trip & Disarm or Trip & Wrap
Continue w/ Ranger taking Imp TWF(8th), Gr8 Whip Mastery (9th), Imp Disarm or Grapple (11th), Gr8 2WF (12th)

I'll be using the whips to disable whomever I can by as many means as I can. It is fun tripping almost everyone you come across but I know CMDs get harder as you go up.

The other option with this is take one more level in Lore Ward getting the additional +2 CMB to everything.

Path 2: Mastodon's best friend
Continue w/ Ranger taking Imp TWF(8th), Boon Companion 9th, Beast Rider 11th. This will give me a better action economy and I think it would just be cool to go all STOMPY STOMPY on things that get tripped. I am not proficient with animal companion usage so much and wouldn't know what I should by for my buddy, what feats to take, or what other companions might be better.

Path 3: Mega Mastodon's path of STOMPY STOMPYness!
Ranger to level 9 w/ Boon Companion and then go Mammoth Rider.

Thematically I think this is simply awesome. Tripping people and when having a gargantuan mammoth trample them. Um sorry, didn't see you on the ground there.

Any thoughts would me super appreciated.

The Exchange

Is there a master list of titles for all of the modules from each season.

I messed up and got locked into replaying a module I already played for no credit. It was Scenario 14: Many Fortunes of Grandmaster Torch which I had on my list as 1 level module and not zero.

A master list, if there is one, would allow me to cross check my mods and assign them appropriately.

Thank you.

The Exchange

My party is getting higher in level and we were going over some things we need to start getting in order to be prepared for the higher level CRs when we had a question.

Aside from Ghost Touch Weapons and the one hit worth of Weapon Blanch (Ghost Dust), is their a reliable way to consistently be able to hit incorporeal creature with a melee weapon? Be it a spell or a magic oil or some other method. Any help on this endeavor would be much appreciated.

Thank you for your time.

Todd

The Exchange

Gnome Pyromaniac Grenadier Alchemist 4
Assuming a 20 Int

Shooting an Arrow at the beginning of combat in which the PCs had time to prepare.

Arrow 1d6
Modified by
Explosive Missile w/ Targeted Bomb Admixture 3d6+10 (2xINT) &
Grenadier Alchemical Weapon adding a hybridized (from hybridization funnel) splash weapon. 1d6+5 Acid Flask & 1d6+5 Alchemists Fire (or some other liquid splash combo).
Possible Point Blank Shot +1

Total 6d6+21

What would be better, Bow or Cross bow for this?

What is multiplied on a crit within this situation?

Is there anything else that might be added to this to increase the damage or disability to the enemy?

The Exchange

Couldn't find it on the forums but does having a movement speed (climb, fly, swim) make it a class skill? Or by having a steady means of said skill (fly hex, chameleon mutagen) instead of a full time movement speed?

If there is any other links or feed back on this it would help. Thnak you.

The Exchange

Creating a PFS SoS Human Fey Sorc. What good traits are their out there and does anyone have any tips for them?

Liberty's Edge

It came up last night but I have before seen on the forum people stating nonlethal damage overcomes DR. One of the reasons was that DR protects against Hit Point Damage and nonlethal is not Hit Point damage. So here are some of my questions.

1) At what time, if any, does straight nonlethal damage overcome DR?

2) In the instance of DR/(Adam, Silv, Cold Ir), would weapons of only these types bypass DR for nonlethal?

3) In the instance of DR/(Slash, Pierce, Bludg), would only weapons of these type bypass DR for nonlethal?

4) Do all spell affects bypass DRs, ie Aque Orb or Merciful Spells?

Any situation that you can think of or have seen come up. I would just lke to get the RAW answer. I know what I think the answer is, but just want to make sure I am correct.

The Exchange

I currently have an 5th Lev PFS Character Rang(4)/ Lore Ward(1) with the idea for the below feat progression.

I'm looking for feedback on other possible feats, magic item suggestions, and anything else. I'm not much in the damage department with only Scorpion Whips but so far am good at controlling with a good threat range.

Ranger 1st Whip Focus
Ranger 2nd
Ranger 3rd Whip Mastery
Ranger 4th
Lore Warden 5th Imp Whip Mastery
5th Fighter Bonus Feat Combat Reflexes
Lore Warden 6th Fighter Class Combat Expertise
6th Fighter Bonus Feat Imp Trip
Ranger 7th Gr8 Trip
Ranger 8th Ranger Bonus Imp 2WF
Ranger 9th Gr8 Whip Mastery
Ranger 10th
Ranger 11th Imp Disarm
Ranger 12th Ranger Gr8 2WF
Ranger 13th Gr8 Disarm

The Exchange

2 Questions on a PFS character I have been playing. He is a dual weapon ranger working up the whip mastery tree.

1) With Greater Whip Mastery I can grapple with my whips. If I have an enemy grappled with a whip, what can I do with the other whip? Can I use it to make attacks on other creatures or even the grappled creature? Can I used it to grapple again the grappled creature. Would this or how would this change if I picked up Greater Grapple?

I'm 5th Lev and I'm trying to decide what to decide between a few options and ultimately see if grapple would be worth while or fun to play.

2) Given the ability to grapple with a whip, would a Ghost Touch Whip be now able to grapple incorporeal? It makes sense logically to me because of the Ghost Touch but I'm not sure how the rules wouild play into effect on this.

Thank you for your time.

The Exchange

Good day all. I was trying to find this specific point on another thread but couldn't. I'm looking for what would be in the RAW about this for Society play.

I'm looking at building a rogue and taking the Ninja Trick: Pressure Points but want to make sure it's legal because it is (Su) and not (Ex).

I know I can't use talents that require ki points, but does this talent require ki points because it's (Su) even though it doesn't require burning ki points?

Quote
Rogue Talent : The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.

Quote
Ninja Trick (Ex) : A rogue with this talent can choose a trick from the ninja trick list. The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once.

Thank you very much for your help.

Liberty's Edge

If I have a character with a 30 base speed that is restricted to a half move, how far can he move in a round. Typically in a round I can move 60ft, two move actions equaling a hustle. During a recent gaming session I was under a condition restricting me to half move, blinded by glitterdust I think, and I was under the impression that in a full round I would still be able to take two move actions prograssing a total of 30 feet. The GM stated that I could only move 15, which was a half move? Can anyone clarify this so I can either ingrain it into my thick skull or I can correct my GM? It would be most appreciated. :)

The Exchange

Can anyone tell me if Goblins are an allowable race from any of the resources found in the back of the PF Guide to Society? I know the additional races in the PF Bestiary aren't allowed but I am dieing to play a mad goblin alchemist for PF Society.

Also, I was told at GENCon that there should be more modules and other resources for goblins coming out soon? Anyone know anything about that?

The Exchange

If a rogue takes minor magic and major magic would his caster level for this ability count as a caster level for these particular feats?

The Exchange

The Bo9S utilizes a lot of skills used throughout the maneuvers. Some of them are easily converted over to PRPG but I'm unsure how to handle some of the others. In particular, I'm unsure what to do with the change of the Concentration skill. For prestige classes I assumed to just lower the requirement by 3 (for the lack of the additional 3 ranks no longer buyable at 1st level. The Diamond Mind discipline uses Concentration checks as part of it's maneuvers. Would anyone have any suggestions on the best way to handle this? Should I just keep it as is or change it to another skill?

Also here is a list of skills and conversions per discipline. With the conversion 4 of the 9 are now Acrobatics. Does anyone think these should be changed? Please let me know what you think.

Desert Wind: Tumble - Acrobatics
Devoted Spirit: Intimidate
Diamond Mind: Concentration
Iron Heart: Balance - Acrobatics
Setting Sun: Sense Motive
Shadow Hand: Hide - Stealth
Stone Dragon: Balance - Acrobatics
Tiger Claw: Jump - Acrobatics
White Raven: Diplomacy

The Exchange

Question about if spell resistance inhibits any of the granted powers from any of the classes. Specifically I think of the Cleric Weather Domain's "Lightning Lord". Is spell resistance triggered with this ability. Also the statement, "You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart." Does this mean an enemy can only be struck once per round, or once at all? I would think you could call down a bolt a round and hit the same opponent but I wanna be sure about it first.

I'm not too proficient with message boards and tried to search to see if the question was asked previously. Smurf to no avail. I could not find it. :(