Jhavhul

Treefolk's page

Organized Play Member. 170 posts (286 including aliases). 1 review. No lists. No wishlists. 15 Organized Play characters. 4 aliases.


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At level 9, Cleave is just fine for a Two-handing fighter. Without haste as a buff you're basically upgrading your second -5 BAB attack to a full BAB attack on another person. We're not really loosing tremendously much (the extra naturals are shrug worthy as you said yourself). Furious Focus might be a solid option, stacking with the Accurate Stance you should be able to put your first attack every round into PC meat.

Take a look at No Escape over A.Mark. Withdrawing is a common enough tactic and it's a great way to stick close to your intended meal ticket :<


Grab anything other than Arcane Strike, its *only* two damage and you could scoop up Extra Traits instead (or Cleave or Iron Will).

Being a Rager, AC is not your game to play (no dex bonus, +7 AC, -2 penalty...), you'd be better scooping up other tasty things with that gold (Snap Leaves are funny, invisibility potions, potion of fly, there's a lot of options). AC22 for a level 9 boss isn't especially effective.

I really can't stress Superstition over Auspicious Mark enough, its a +3 to saves vs spells/SLAs compared to a 1/rage +1d6.

Those are the biggest issues.


Which extra feat? DD gives you a bloodline one at second level (Character level 7) from a list that is...mostly unimpressive.

Ragey McDragonface (5 BR (Primalist)/4 DD)
Stats (Before racial adjustment)
Str 18 (both level up +'s here)
Dex 10
Con 14
Int 12
Wis 10
Traits
Reactionary - Stacks with Improved Initiative
Adopted:Bred for War - Bonus to intimidate (there's a better one for intimidate, I'm just blanking on the name currently).
If going half orc with sacred tattoo consider Fate's Favored (it doubles the bonus to saves).

Feats
Since we get power attack for free, the build is rather wide open. Since this character (was) based on a social stat, speccing into Cornugon Smash is one of my personal favorites (grab a reach weapon and cleave and just go nuts). You have claws for things that get within your reach.
1:Cleave - Double taps are fun!
3:Surprise Follow-Through - Makes hitting things easier.
5:Intimidating Prowess - Strength + Not Cha to intimidate, adds ~+6 to intimidate.
7:Cornugon Smash
DDBF: Improved Initiative - Going first is best.
9:Open (Iron Will, Toughness, Furious Focus, Great Cleave, Fearsome Finish, all fit nicely here.

Rage Powers (Primalist swap for 4th level bloodline power)
4:Superstition - +3 Moral Bonus vs spells, SLAs and (Su) abilities. Prebuff before you rage so you don't save against your own spells. Note, this doesn't stop you from casting spells at people.
4:No Escape/Reckless Abandon/Witch Hunter. Any of these would be good second options. PCs don't get to run away/you don't care about the AC game anyways/damage is damage.

Race
Half Orc is probably best
+2 Strength
Intimidation bonus
Swap ferocity for Sacred Tattoo (+1 Luck bonus to saves, turns into +2 via Fate's Favored).

Gear
Masterwork Tool for intimidating creatures via C.Smash.
+X Reach Two Handed weapon (I like Lucern Hammers).
+X Amulet of Mighty Fists (get a a fun ability, such as acid and chug a potion of greater magic fang before the fight).
Typical barbarian/intimidate gear otherwise.

Intimidate: Inflicts shaken. 9 Ranks + 3 Class Skill + 6 Strength + 2 Item + 2 Racial + 1 Trait = +23 vs a DC of 10+hit dice+Wis Mod (for a wis spec'd PC at 6th level that's a 20...). Shaken is a a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Let this guy initiate, have some back up 4th or 5th level casters to toss save or sucks at shaken PCs. Toss in a bard to buff him. He runs in and either cleaves or full attacks (I'd recommend cleaving as its the more accurate option). Targets hit start to lament life. If swarmed, 5ft step back and drop a breath weapon (DC 16 or so).

Saves are decently high, base of 6/2/3 + 3 Superstition + 2 Luck + 2 Cloak + stat mods. Half Orcs don't have a RP cost (if they come under the 15 point bar, look to grab spell resistance or improved initiative and swap the bloodline bonus feat to toughness).


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Darche Schneider wrote:

Well I think they totally missed some good ability to do some errata to other things.

Like the Blind Man's Fold should give you blindfighting against foes you can see within 5 feet of you.

Boots of Springing and Striding should only function after wearing them for 24 hours, be usable once per day, and last a minute. Same thing with Boots of The Winterland.

/Sarcasims.

Heh. Like we needed another 24-"attument", overpriced 1/day item to not take ever. For 400 gold it'd be something of a consideration with the 24-hour limitation.


Darksol the Painbringer wrote:
I'd lose out on 1 BAB. Not much of a deal breaker at 9th level, or even at 6th level, when I would take the first level of Dragon Disciple. This is shored up by the factor that Dragon Disciple is a D12 Hit Dice, and has decent Fort and Will Saves.

The biggest bonus is most definitely the +4 bonus to strength for a melee character. The rest is shrug-worthy (an extra feat at most). The will save is only 1 better over what it would be from straight bloodrager.

Darksol the Painbringer wrote:


While you are technically correct on the bloodline power stuff, this FAQ here says that I would still gain the 8th level bloodline power, as the ruling becomes Bloodrager's Draconic Bloodline is increased by the Dragon Disciple levels.
Primalist wrote:
Primal Choices: At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers.

You're gaining the 8th level bloodline power from Dragon Disciple, not Bloodrager so Primalist would only work on the 4th level rage power.

Darksol the Painbringer wrote:
So, I would still get access to my Breath Weapon power, and the Breath Weapon benefit of the Dragon Disciple class makes me able to use it an additional time per day.Did I mention the Saving Throw for that Breath Weapon calculates both my Dragon Disciple and Bloodrager levels together, and the Save DC is Constitution-based due to being a Bloodrager? Because that's certainly a telling power increase.

Scariness of the breath weapon will mostly rely on the shape (cone>line). 9d6 is also fairly shrug worthy (average 32.5 damage, base DC of 14+Con mod for half). You'll end up accidentally roasting any minions you're running for interference/flanking.


Given the nature of your party it seems that a full caster is the missing element :< (warpriest, monk have the front lines, alchemist does ranged dps). My suggestion is to run a summoner. Set the eidolon up as a trapper (2 EP spent for +8 to perception, disable device. The rest spent on making it sneaky? With a few cheap iouns and masterwork tools its quite easy to make a trapping beast. Last one I cranked out was sitting at +13 disable device, +15 perception at level 1). You can find magic traps, you just can't disable them via skill (15ft stick/readied actions does wonders) unless your GM is one of those "everything mutates into your character's specific weakness" types.

Summoner spell list is solid and fairly versatile. Not much else to say, crafting is still an option, you can be pretty much as effective as you otherwise would on the frontline if you want.

If you're deadset on Ranger 1/Bard X take a look at Freebooter Ranger. It stacks fully with trapper, is much better than one favored enemy selection, and stacks with everything (whoo untyped bonuses!)

Build your character 1 Bard/1 Ranger/X Bard.
Feats
1: Lingering Performance
3: Power Attack
5: Cleave/Furious Focus
7: Cornugon Smash (my suggestion)

If you want to really spike your perception score, go half elf instead of human. Grab skill focus (perception) for free. Helfs get Keen Senses (+2 Perception). Swap out multi talented for something shiny (I like Arcane Training because wizard wands are amazing, there's also Darkvision). The favored class bonus for Helf bards is fairly strong for this character (+1 round of performance a day). Quick math: Perception is at 5 (item)+3 (skill focus)+3 (class skill)+2 (racial)+6 (ranks) = +19 before stat bonus (or penalty).

Drop starting gold into Eyes of the Eagle, Masterwork Thieves Tools, Dusty Rose Ioun (cracked), Magenta Prism Ioun (Cracked) and a reach weapon. Load up on armor spikes, drop some ranks into intimidate and bam! You play a reach, double tap debuffer at 7.
Intimidate looks like 6 (ranks)+3 (class skill)+2 (masterwork tool or ioun) = +11 before bonus. This can be higher via traits/etc.


1)Biggest couple of hits between the two class picks:
Bloodrager/Dragon Disciple (BRDD) is a 3/4 BAB, 7/10 spellcasting option. You're taking a barbarian and giving it 3/4 levels (bloodragers aren't spellcasters, they are a self buffing class). Compared to a straight 9 Bloodrager you miss out on +1 BAB, a second 1st level spell slot, 8th level bloodline power. You gain +4 Strength, breath weapon, a bonus feat, a bite attack, a +1 natural armor bonus. If you're set on a dragon blooded bloodrager, going 4 levels into DD is the "right" choice (but the dragon bloodline sucks).

If stuck to a pure bloodrager I would go straight 9 and take the arcane bloodline. As a free action this BBEG could enter a rage, blurred and hasted on the first turn or even in a surprise round (themed correctly it isn't even a departure from "my ancestor was a dragon", it just manifests differently). If you want it to be more scary, Steelblood tags in Full Plate which would allow a stat line of 18/11/14/7/14 (no charisma, per OP. Both level up stats to strength).

2) Race is best determined by story/background. As the "GM" in this case, you're free to do things like apply the Half-Dragon Template. This would shore up the bosses AC, pull a good deal of "dragon-ness" and overall make the boss more impressive than "just a human". Other race considerations (some depending on 3pp access) would be Dragonkin (Kobold Press this link is sadly out of date), Wyvaran (Paizo), or even a Kobold (ya know, because a kneecapper boss is funny stuff).

3)If you want an absolute beast, Two Handed Fighting. 3 THF attacks at strength 22 (+9) with Power Attack (-3/+9) is going to trash most anything it can hit (with a greatsword ignoring crits and assuming all three attacks hit, an average of 75 damage/round).

4)You have to have access to the Bloodline Power to swap them out. From the 5/4 BRDD entry you would get two rage powers from swapping out your 4th level Bloodline Power. You then do not get to swap anything granted from DD out (since it specifies the sorcerer dragon bloodline).

Relevant Rules wrote:


A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained.

Couple of points:

-Race points suck as a way to evaluate how powerful a race actually is. It is possible to make a +4 Int, +2 CL creature that is only 8RP. Similarly, some really useful racial features are comical under-priced while some useless ones are rather overpriced. If you backtrack some of the official races, the point totals they come to don't really make sense (or don't match the quoted RP). For example, Kobolds are 5RP, I'll pick up Spell Resistance, Stability, Quick Reactions, Nimble Attacks and Frenzy. Overall that's SR20, +4 vs Trip/Bull Rush, Weapon Finesse, Improved Initiative and when it takes damage +2 Strength/Con.

-Build a fun boss. This may mean taking some time to design a boss arena for the boss. Bosses should be, by their very nature, an experience. One of the things that most people hate is an underwhelming climax, keep that in mind.

-Building a boss like a character is a good place to start, but since its a boss (and a single big boss instead of several smaller bosses) its okay for it to be extra special. If you might need more arms for "reasons" just do it! I'm currently working on a boss for my own setting that freely swaps between Two Handing, Two Weapon and Quad weapon fighting.

-Since you will be encountering your own boss at some point, give it options to be unpredictable/give the GM flexibility. This will let the GM have more fun with surprising you with the boss and keep you on your toes as it might be something completely different!

Couple of questions for information to include somewhere:
-What level is the party expected to be for this boss?
-What amount of gold does the boss have to spend on items (none just generally means that the boss' stat line should include the "Big 6" items).
-On a scale of 1-10, how difficult should the boss be?
-Beyond "Dragon Flavor" are there any other fluff or flavor considerations that are important?


Driver_325yards wrote:
So, the real problem is that a Witch's powers are not tied to a deity.

The real problem is that a witch is not listed under the prerequisites.

A witch could very well draw her powers from a deity that could happen to be her patron.

APG wrote:


...but the witch gains power from her communion with the unknown...the witch draws her magic from a pact made with an otherworldly power.
Hex Channeler wrote:


At 2nd level, a hex channeler can call upon her patron to release a wave of energy from herself or her familiar.

As patrons are by their very nature unknown, a deity could be granting a witch her powers. Necromancer (wizards) are ascribed to gain their powers through study/practice, not requiring any divine interaction.

While we could debate fluff for ages (whether necromancers tap into divine power, why patrons are mysterious, whether dogs are NG or CG), RAW is what it is.

1/5

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Lau Bannenberg wrote:
Andrew Christian wrote:
TOZ wrote:
The jingasa is now either a use once and replace item or not even worth your time. May as well have been banned.
I don't think we will ever see this in game play again, to be honest.
As one-shot items go, they'll now be compared to talismans and aegis of recovery. And they don't look all that good in that contest. That deflection bonus is weighing down the price.

One of the biggest issues with Paizo's consumable items (or 1/day items) is that they are overpriced for their effects (especially with the 24-hour lockout. One of the main reasons I'm willing to overpay is the scroll-like versatility of having a bag of 1/day items in my pocket).

Overall it seems like the route forward is "nerf everything good" without much consideration about general game balance. I would much rather have a slew of strong, competitive (or overpowered as some people prefer to spout) options that inspire builds/use/actions.

One of the changes that really bother me this cycle is the Snap Leaf change. Why rewrite the item to include an undefined term ("falling") instead of simply changing the activation action to "swift". The wording change attempts to remove all versatility from the item and introduces a lot of potential for variance (for example: "While running away I'll have my character hop. While falling from the hop I'll use my snap leaf." or "While running both my feet are off the ground which means I'm falling, I activate my snap leaf."). A swift allows the item to be bought/used as a swift potion of invisibility (appropriate for 2.5xPrice) and is justifiable as "you have to search for your snap leaf briefly to snap it" and does a lot to prevent all the shenanigans.


You cannot take versatile channeler on a Hex Channeler because that character fails to meet the prereqs for the feat.

Quote:


Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below).


Potatos


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My favorite is a low level combo that takes a little more effort but results in a rewarding level 0 alternative to lugging about a light crossbow all based on Ray of Frost.

Rime-Blooded Socerer
Liquid Ice: Ray of Frost (F): The spell deals +1 point of damage

End result is a 0 level spell that forces the target to take 1d3+1 damage and make a DC10+Cha Mod or be Slowed.

IMO save vs slow is better then the couple of points of damage you get from using a crossbow (also easier to land).


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This was back in the days of 3.5 where size growth stacking was a thing. Character was mid-levels.
Had a GM I didn't care for. Built a silly character expecting him to state "nope, go home".
He did not.
Sat down at the table.
GM had a face full of grins and began telling a tale about how he made this dungeon to dominate, torment and destroy all the "god mode builds from the internet."
Monologue stops, game starts.
He finishes setting up the scene, we arrive at the dungeon of terror.
I grow comically huge, take my trusty unbreakable adamantine shovel and start digging.
To this day, he hasn't answered the question "how much damage does a shovelful of terror dungeon do to the boss when dropped on his head from 200ft?"


Craft and run an epic adventure where your son runs the entire party while you GM. Ensure that the story is appropriately epic and challenging. I can imagine little better for a Pathfinder based rite of passage.


Expanding on my earlier post, a level 5 Witch (assuming you have a leadership score of 7), would get 3 hexes (up to 6 if you put all your feats into extra hex). Grabbing Evil Eye, Cackle, Aura of Purity, Fortune, Tongues, and Slumber would give you a solid debuffer that already flies and packs some nice utility to boot.


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I'd recommend Bard. Turns him into a buff ball that also does all the knowledges, other thoughts would be skill monkey (mastermind investigator), or do a verbal only spellcaster. If you want to get truly silly, bring it as a master summoner for the express purpose of using the SLA to summon enough other archons to turn into Voltron.

My other serious suggestion (bard was the first) would be witch. Theses don't require hands.

The lack of hands is problematic but for somatic gestures, since they are just a series of gestures or motions It stands to reason that the archon would weave/shake/shimmy in mid air while casting for those components.


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Eh, this topic has cropped up before with the following tl;dr:
Summoner is a strong class that can simply optimized in a way that steals/dominates the spotlight. The class has its flaws, but people don't like having to laterally think to handle problems (which is why this thread keeps popping up). Eidolons are comically glass cannon and if they aren't the summonersummoner goes squish. The offending characters people mention are the result of two poorly balanced archetypes (which in my opinion need a sit and rework) or class misunderstanding (summoners and eidolons suffer from a wide array of misunderstandings, such as the grab evolution working differently from the grab monster rule). All-in-all, wizards still win out (even in games of rocket tag with eidolons). Most of the time I'd rather see and play a conjuration spec'd wizard in a party than a summoned but it's not because of the summons.


These were some low level cultists I designed to continue to be somewhat relevant as the PCs gained levels.
Cultists
Just replace the "Cultist" feat with Exotic weapon prof (spiked chain).

But making pit fighters is super easy.

Pushing Assault Pit Fighter:

CR 1 Pit Fighter
Human, Fighter 2
HP:15
Initative: +2
20ft Movement
AC17,FF15,T12
Saves 5/2/1

Lucerne Hammer +4(1d12+7)x2[20]
(use this line if using Pushing Assault +4(1d12+4)x2[20])

Str/Dex/Con/Int/wis/Cha
16/14/14/10/12/7
Feats
1: Power Attack
FBF: Pushing Assault
HBF: Furious Focus (or weapon focus)
FBF: Combat Reflexes (or Cleave)
Gear: Reach weapon (I prefer Lucerne Hammers, but if it has reach it works), Hide Armor, Buckler, potion of cure light wounds (1)

Basic idea, you hammer away with reach weapons, using Pushing Assault to shunt enemies into bad positions (flanking, into hazards, w/e).

Fairly simple formula, human, 2 levels of fighter. Pick your favorite method of combat (at low levels, combat maneuvers are generally more friendly then straight damage).
Pick the 4 feats you need
(usually power attack, improved bullrush/sunder, two freebies)
(or combat expertise, improved trip/disarm, two freebies)
If not needing combat expertise use a statline of 16/14/14/10/12/7
If combat expertise use a statline of 16/12/14/13/12/7


Senko wrote:
I'm not so sure it would restore the writing. If it were a book book that had come off the printer that way but this is a diary. That means the book your restoring is the original blank copy they wrote in. That is you need to ask whether mending the book will get rid of the ink stains it picked up after it was bought.

I second this thought. Writing on something could be considered damage and casting "Make Whole" would conceivable erase the enitre thing, IF all the pieces are present. If the whole point of the adventure was to use the journal as a clue to progress the plot, reward your party by handing them extra information (three clues, instead of 1), by having the spell partially fail (it cleans up some of the pages so that they are clearly readable, other pages are blank and pristine, still others are just missing).


Any reach weapon, armor spikes or a Cestus, enlarge person. 20ft radius bubble of threat. If you can squeeze long arm in there, 25ft radius.


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Juju zombies are just another sort of undead that retain class levels/features which can be a useful thing to be aware of. Personally I prefer to scoop up sorcerer bodies (preferably small ones at that) and raise them as skeletal champions later on.

And to be clear, I was not advocating "weak pansy necromancer devoid of power attack and HYOOAAAHH" but rather that you could be leveraging the fact that you can create ideal tools to support your concept. I mean an animated coffin that eats people and the monk zombie that lives inside it? All that's missing is a buddy cop show name and a camera crew :3


To answer some of your questions (because I to, am stealing this character concept :P).

As a GM, I'd put the coffin as an unwieldy, fragile improvised weapon with a 2d6x2[20] profile (unwieldy being a -2 to hit due to size/weight distribution, fragile due your description of "8 planks nailed together". Keep in mind once enchanted, it looses the fragile quality). I think a better option would be making an animated object (via spell or craft), that way it toddles about and engulfs people itself, but YMMV. Here's an example based on a similar object out of Mummy's Mask that could function for you.

I'm totally a Coffin:

NOMNOMNOM COFFIN
Animated object (Pathfinder RPG Bestiary 14)
N Medium construct
lnit +O; Senses darkvision 60 ft., low-light vision; Perception -5
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 36 (3d10+20)
Fort +1, Ref +1, Will -4
Defensive Abilities hardness 5; Immune construct traits
Weaknesses vulnerable to cold
OFFENSE
Speed 20 ft.
Melee bite +5 (1d6+2 plus grab), slam +5 (1d6+2)
Special Attacks swallow whole (suffocation damage, AC 12,
hardness 5, 3 hp)
STATISTICS
Str 14, Dex 10, Con -, Int -, Wis 1, Cha 1
Base Atk +3; CMB +5 (+9 grapple); CMD 15 (can't be tripped)
SQ Construction Points (additional natural attack [bite], grab,
swallow whole), flaws (brittle, slower)
SPECIAL ABILITIES
Brittle (Ex, +1 CP) The object gains vulnerability to cold.
Slower (Ex, +1 CP) The object's speed is reduced to 20 feet.
Swallow Whole (Ex, 2 CP) The object gains the swallow
whole special attack, and can swallow Medium or smaller
creatures (the object must have a bite attack before it can
take this ability). A creature does not take damage within
the coffin, but there is only enough air inside to last
for 3 rounds. At the end of the third round, the trapped
creature must hold its breath or risk suffocation. A creature
that attempts to cut its way out of the coffin with
a weapon must be able to penetrate the coffin's
hardness (hardness 5). The coffin can swallow only
one creature at any one time

As for your specific concept, I'd recommend looking to variant undead and animating a zombie lord or skeleton champion that was previously a grappler. You, as the necromancer, should have your undead do the work for you :D

There is no set of raw rules for becoming a lich beyond three general guidelines. A potion/elixir to preserve your body, a phylactery to preserve your soul and a complicated and ornate ritual to bind the body/soul to the right bits. It an objective that is campaign worthy. upon transformation you get the lich template (i've forgotten if its had a conversion to pathfinder or not). Part of the process preserves your classes and abilities.

If you look into the later animated dead spells (create undead and the like), you'll find the variant undead that aren't always mindless (some of those loose class levels, some don't). If you were transformed into a basic zombie/skeleton (via lesser animate dead) you would loose all your class levels. I'd recommend keeping an eye out for special bodies and corpses (casters, decent fighters, grappling monk) to stash away in a bag of holding (they wont decay, but as a cleric restore corpse is just a period of rest away anyways) for when you get access to better and badder raise spells (or need replacements).

To sum up:
Great concept, its wonderfully flavorful :D
Look into:


Depending on how diabolical you're feeling, you could even sponsor fabulous martial grappling competitions to make sure you have a good host to cull.

Oh yes, never forget that your "friends" and "party members" turn into corpses just like everyone else :D

You might also take a peek at the JuJu Mystery Oracle, it gets spells a level late, but for sheer hordes of undead, it is unparalleled (my personal favorite).

Hope this all helps :D


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Snorb wrote:
Treefolk wrote:
it allows the Eidolon to treat EVERY MISSION AS A SNEAKING MISSION. It plays Solid Snake while the party snoozes. :D
But if you the summoner take a nap, your eidolon automatically dismisses, so it can't go on OPERATION INTRUDE N313 while you're sleeping. =p

Clearly I was speaking of an elven summoner. Everyone knows eelves don't sleep :D


Doing some skimming of the special materials, there seem to be two common phrases for dictating what may or may not be made out of a material:
Weapons made of <material> cost <modifier> times as much to make as their normal counterparts.
-or some variation of-
Light and one-handed melee weapons, as well as two-handed weapons that deal <damage type> damage only, can be crafted from <material>. Hafted two-handed weapons such as spears can be crafted with <material> tips, as can arrowheads

I think this is probably an oversight on the devs since throwing weapons are normally caught by the "arrowheads, spear tips, etc"

List of Thrown Weapons:

Dart, Javelin
Ammentum, Chakram, Hurlbat, Hunga-Munga, Pilum
Bola, Hoomerang, Lasso, net, Throwing Shield, Shuriken

Something that is interesting to note, the "Throwing Axe" is listed under light martial melee weapons while the "Throwing Shield" is listed under exotic ranged weapons.

As a GM, I'd rule that if you could make Shuriken out of a material, you could make Chakram out of that same material. I'd also like to point out that throwing weapons aren't destroyed upon impact (unlike ammunition), otherwise you'd be able to purchase them at ammunition prices (20 for 1 gold or so). So once you have a reasonable supply of Chakram so you don't run out midcombat (25-40), you can just play "pick up sticks" after the battle.


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it allows the Eidolon to treat EVERY MISSION AS A SNEAKING MISSION. It plays Solid Snake while the party snoozes. :D


Kyle Olson wrote:


No plans for a virtual table top. There's lots of competition in this space I think. I actually use d20 Pro with Combat Manager, just for the map features. It's not perfect, but it works. If I was to write a map app it would be a dumb map app as opposed to a smart, rules tied app like d20 Pro, because that's a space I think that's under-served.

There are a number of good VTT's out at the moment but they lack the sort of creature/player/combat management that Combat Manager provides. Basically what I'd love to see would be tap on a monster and have the Combat Manager pop up with attack options, hp, etc (likely a pipe dream :) ). Still an absolutely brilliant tool. Massive props!


So I was recently introduced to Combat Manager, first off major thumbs up. I'm loving this from both a player and GM standpoint, it'll stream line the folder of "stuff" i have to carry around.

Secondly, I was wondering if there was a tie into a virtual table top planned for the future?


Hrm, assuming that multiclassing is treated separately for each 20:
5 Paladin/5 Rogue/10 Ranger x 20 Sorcerer (Arcane Bloodline).
Focus Charisma for Spells/DCs/Saves/Smite. Ranger to get feats. Rogue for skills/evasion. Sorcerer because there isn't a Cha-based, full progression, prepared casting class in Paizo's stuff.

Alternatively
18 Sorcerer (Empyreal Blooded)/Sohei Monk 2 x 10 Dragon Disciple/10 Eldrich Knight.
I MUST GISH ALL THE TIME! Get wis to AC, casting, initiative, will save.


I personally liked most of the non-weapon content in the Technology Guide (especially the Technologist Savage, fun archetype, decently written). However the pretty much total lack of melee weapons was a definite buzzkill. The melee weapons that did get written are exclusively coupled with an exotic weapon feat tax (compared to the ranged weapons where 1 feat gets you the entire list of normal or heavy). I'm disappointed that the melee weapons didn't get a similar treatment of "you take exotic weapon proficiency "Futuristic Melee Weapons" and get to use this entire list without penalty. It would've been then, simple enough to have simple/martial/exotic as normal.
As for the ranged weapons, I was rather sad to see a number of them were just copy+pasted with changed to elemental damage types (looking at you laser and zero). Since aside from the damage type, nothing else changed, they really wasted space typing out descriptions instead of just making it a table titled "Get Your Laser Gun in Cold/Fire/Sonic".


JoeJ wrote:
Treefolk wrote:
Magda Luckbender wrote:

Treants were originally called 'Ents' until Tolkien Estates sued. Tolkien seems to have invented the concept of giant tree-men. Tolkien's ents were especially vulnerable to fire. Thus, treants are especially vulnerable to fire. Simple.

Beechbone: An Ent who was burned by Saruman's devices, though his ultimate fate is only implied. His injury, or possibly death, angered the rest of the Ents.

To be fair here, being burned could be seen as the ultimate form of torture for an Ent, something that does fit into Saruman's profile (it doesn't say that Beechbone burned quickly). Imagine burning for hours, especially if the fir from your flesh was being used in the torture of other creatures. By the same logic, because humans have been burned at the stake for various reasons, humans should also be vulnerable to fire.

Beechbone wasn't a captive undergoing torture, he was part of the attacking ent army. In Pippins words, "Several of the Ents got scorched and blistered. One of them, Beechbone I think he was called, a very tall handsome Ent, got caught in a spray of some liquid fire and burned like a torch: a horrible sight."

It sounds like Beechbone failed to hydrate adequately.


My very first PFS character was a stone slinging oracle/paladin of Erastil (mystery of stone). To date however, my favorite mystery that paizo has released is the Solar Mystery (from the Harrow Handbook). It balances flavor with mechanics to get a really unique mystery together (I'm disappointed by most of the mysteries as there is a lot of needless over-lap between them all).


Magda Luckbender wrote:

Treants were originally called 'Ents' until Tolkien Estates sued. Tolkien seems to have invented the concept of giant tree-men. Tolkien's ents were especially vulnerable to fire. Thus, treants are especially vulnerable to fire. Simple.

Beechbone: An Ent who was burned by Saruman's devices, though his ultimate fate is only implied. His injury, or possibly death, angered the rest of the Ents.

To be fair here, being burned could be seen as the ultimate form of torture for an Ent, something that does fit into Saruman's profile (it doesn't say that Beechbone burned quickly). Imagine burning for hours, especially if the fir from your flesh was being used in the torture of other creatures. By the same logic, because humans have been burned at the stake for various reasons, humans should also be vulnerable to fire.


I'm suggesting a number of the tracks from the Bastion soundtrack. Spike in the Rail fits a steampunk setting quite decently.


I've ended up dunking dice in soup to restore luck to their faces. Strangely seems to have a decent rate of success....


My Blog 4d6Kobolds

My apologies for this but between classes eating up all of my time and the fact that this group seems to have fizzled and died, I'm dropping out. I wish you all the best and thanks for the past couple months of (if somewhat slow) play.


I thought soul knife's emulated a specific statline and what weapon it appeared as was cosmetic.


My Blog 4d6Kobolds

*dances*

I'm just sad that my spell didn't get the time saver save treatment the wizard got. I wanna know what happened! :D


I had recrunched my numbers but the tl;dr was that I should've written things down instead crunching everything in my head. The off hand damages are too high and everything is off by 1. I can repost them if you'd like.


How does it work?

Spoiler:

Magic!


All the art has hooves! Spread the words!

1/5

BigNorseWolf wrote:
Treefolk wrote:

What's the price on this capse?

It just needs a little errata to be "and" instead of "or"
I'd be a little leery of it even then. You wear your cloak of resistance till you near the boss fight, switch it out, walk up and no save daze the big bad at the end of the dungeon for three rounds. Thats longer than most of them will last with no actions.

But at that point it'd join a number of other things of equavliant power (of brokenness). This item just has the issue of no save, even of you made it a consumable (3/lifetime) it'd still show up. However this cape doesn't has nearly as much effect on a boss that isnt all by its lonesome or is within a standard move. I honestly having seen a feint build in ages so this might be a not so subtle bump to encourage players to build feinters.

1/5

What's the price on this capse?
It just needs a little errata to be "and" instead of "or"

Ninja'd
And ninjanswered!


Just tossing this out here, you can get Arcane Bond as a familiar back through exploits.


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Chain Saw. 3d6 Medium Sized
Be Trox (large player race), large chainsaw 4d6.
Get Lead Blades (ranger dip + wand; hunter dip; etc) 6d6 chainsaw.
Bloodrager, Abyssal Enlarge 12d6 chainsaw.
Vital Strike for 24d6.


Are you remembering your armor's max Dex cap? You'd get better damage with a Str Mutagen and Bull Str (since I think you're already at that cap).
What level are you taking your metrics at?

My thoughts, consider a 1 level dip into Mutagenic Brawler (mutagenic fighter for non-pfs). Netting mutagen that way frees up a talent, and enables you to play the disarm+trip game without needing the feats (also lets you grab power attack). Gear-wise, take a look at Gauntlets of the Skill Manuever and Thorny Ioun Stones. They should stack giving a further +4 to your trip CMB.


questions wrote:
Treefolk wrote:

Opening a door to continue fleeing is something a panicked creature does as that would fall under "special abilities" that could be used to continue fleeing. Aside from that, you are correct in the fact that a panicked creature cannot take actions such as closing doors or knocking obstructions into the path of a pursuer.

I am curious. In the situation detailed above, were there two doors? Otherwise how did the door become cracked after the rogue shut it?

ya it was a double door

I find it silly that your rogue declined the opportunity to close both doors. Any reason why?


Bob Bob Bob wrote:
It's from a FAQ. Here's the link. Claws on feet only come into play during a rake, usually.

Cheers for that link. Seems rather silly since I havent seen anything granting "talons" and makes a lot of these "gain X claw attacks" abilities pointless.


Iron Giant wrote:
No. The creature maxes out at a claw per limb, so you'd need 4 arms to get 4 claws. The next question people ask is "what about feet?" In pathfinder, the general rule is that claws on feet are called talons. You can do 2 claws and 2 talons on a normal, bipedal creature, but the ability needs to say talons for that to work.

What book is that statement from? Last I checked animals had claws on feet (even things like eagles have claw attacks, not talon attacks).


Opening a door to continue fleeing is something a panicked creature does as that would fall under "special abilities" that could be used to continue fleeing. Aside from that, you are correct in the fact that a panicked creature cannot take actions such as closing doors or knocking obstructions into the path of a pursuer.

I am curious. In the situation detailed above, were there two doors? Otherwise how did the door become cracked after the rogue shut it?


Specifically its a moms that flurries! Monk trades it away, Sacred Fist brings it back!

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