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Okay, I am sure you heard it all before and I apologize in advance.
But today was another day of a more or less frustrating experience for my (I think quite optimized, free rogue archetype) ranger. Age of Ashes, fighting against a night hag and a rust hag. I rolled three 20s with my attacks (three critial hits), and 17, 18, 16 (MAP attacks, with -2/-4 all hits, but noc crits) or something like that. It's just not really possible to roll much better. I flanked with my monk buddy (he did not hit a lot). But we could not take her down before she took me down. I was even hasted by our wizard. I think we know Pf 2e quite well and a have a lot of experience and understanding of the mechanics. So this was the setup.
It all did not matter. The hag critted me at least with every second attack (she did not miss with a single strike) and her normal damage was around the double of mine.

Allright, this is probably the way it works in Pf 2e, but when you ambush a NPC party (I think around Cl+1) of two opponents with a PC party of five and set it up at least okay, probably not a 100 percent perfect, go down after two rounds (usually the very efficient cleric keeps me alive and working, but this time, there was (only) one round, where he wasn't able to heal me) it feels odd. To be honest, it feels rather frustrating. My AC does not matter (it is the highest possible for a strength focused ranger at this level).

So yes, this was frustrating. I guess it is just not for me then. But hear me out: I want to like it and I want to make it work for me. It just makes me sad, because there's a lot of very nice things in this system and I don't mind failing (well, I probably do). But this time it was not a BBEG encounter, I rolled perfectly, was buffed, had perfect position, used my class feats (e.g. third action to give monk or the gunslinger buddy my Flurry (= Warden's Boon).

Yes we could have improved the setup to a small extent, if we were system masters de luxe, I guess. But we also could have done a lot worse. In the end we survived, but my character never feels like a hero, even if he crits three times. Makes not much sense to me.


Some things are set, we are currently level 9 and before the third book of the age of ashes campaign. Ulan Dhor is a human ranger from Thuvia whose basic stick is fighting with two hatchets (no animal companion).
We use the free archetype variant, and I chose Rogue.
Hatchets (both +1 striking, one returning) are for throwing and melee and with Far Throw and Hunt Prey active I can throw 40 feet without penalties.
The rest of the party are Healbot Cleric, Caster-Blaster (Wizard), Monk (strangely the meatshield, more or less) and one who might be a gunslinger.
I am interested in general feats, ancestry feats, skill feats, I think I have attributes and class feats covered, but I take suggestions. My main skills are Stealth and Survival (both Master prof.).
Thanks in advance


For an upcoming campaign (War for the Crown), I plan to play an avenger vigilante with one level of savage technologist. The (as of now not too well constructed) story goes as this:

As a child and teenager, Cu Mannory, member of the minor noble house Mannory in Oppara (proteges of house Basri) was trained in the use of the Elven Curve Blade (ECB), traditionally used by nobles of house Basri (see Player's Guide WftC).
[in game terms: human bonus feat "Exotic Weapon Proficiency: ECB", trait "Ancestral Weapon: ECB"]

After a series of apparent misfortunes (?) in business and ill-omened performances in noble circles, the fortunes of the family dwindle. Nevertheless, with the help and protection of house Basri, the Mannorys overcome those dire straits, although their standing in the nobility is greatly diminished
[in game terms this translates to the campaign trait "Disgraced Noble", see PG WftC]

When Cu is twelve years old, destiny strikes with a heavy blow: his parents and other important figures of his family are killed by assassins; he and his sister are kidnapped. It is assumed behind closed doors that business rivals house Talbot are at the bottom of the attack. Cu and his sister Virinia are sold to slavers by the assassins instead of killed (they fetch a good price as they are both pretty and healthy). The slavers sell the sister after having her way with her first. Cu is sold to agents of the Technic League near the border to Galt. They travel north but are surprised by a raiding party of the Blood Gars tribe. Cu is able to flee (in doing so snatching a firearm) and survive some weeks in the wilderness of southern Numeria. His training begins (+ story...)
[in game terms: class level: barbarian/savage technologist]

After some years, he feels ready to begin his revenge and travels back to Oppara, Taldor. He calls himself Almuric, finds out that house Mannory still exists, though only as a shadow of its former self: his grandmother, a mentally retared cousin, an old cook, and a servant (who will later become his partner in crime). He does not want to endanger his relatives, so he only reveals himself to the butler. Unbeknown to his relatives, he takes up a small room in the vast but run-down mansion.
Before he can start to investigate the assassination and really start his revenge mission, he takes up some jobs to earn money and build up a small reputation as Almuric the Numerian, bodyguard (or something else, not sure yet).

Whatever the reason, something earned him the attention of Lady Martella Lotheed (Maybe she knows more than meets the eye?) and the campaign starts.

Yes, the story has some striking similarities with "The Count of Monte Christo".

QUESTION: I still do not know how I should handle the dual identity stuff. For I currently see three identities:

1. Cu Mannory, assumed dead (real)
2. Almuric the Numerian (social)
3. the Vigilante identity - he will be an avenger with lethal grace and signature weapon for the elven curve blade, perhaps with the wild soul/falconite archetype

Or would it be enough if "Cu Mannory" were his vigilante identity? How would you do/play it?

As for his patron deity, I think Calistria is quite fitting.

Mechanics:

We always have a 25-point-buy: his stats will be Str 14, Dex 16+2, Con 14, Int 10, Wis 10, Cha 14
Planned feats up to level 10:
1 Extra Rage, Prof. ECB (HB), 3 Power Attack, 5 Great Fortitude, 7 Leadership (the Butler, perhaps as Court Fool Bard to buff accuracy of the party, good disguise to be able to help both identities, SL should be ok with that), 9 Deceitful (boni to bluff and disguise)

Planned Social Talents up to level 10:
2 Social Grace, 4 Companion to the Lonely (not sure yet, but fits with patron deity), 6 Mockingbird, 8 Many Guises, 10 Ancestral Enlightenment

Planned Vigilante Talents up to level 10:
3 Lethal Grace, 5 Signature Weapon, 7 Steely Resolve, 9 Cunning Feint, 11 ?, 13 Mad Rush
This is still open to debate, especially the order, of course if I take Wild Soul/Falconite only 3 and 5 will stay albeit at other positions.

Skills are mainly for intrigue; then of course Perception, Stealth, Acrobatics, maybe some points in Climb, minimum 1 point for the knowledge class skills to get sth. out of Ancestral Enlightenment

I will have other questions, but for now this is all.


Monk Blade
Aura: moderate transmutation; CL 8th; Weight -; Price 20,000 gp

DESCRIPTION
Requirement: This ability can only be placed on light or one-handed bladed melee piercing or/and slashing weapons (e.g. daggers, swords, spears, axes) without the monk special weapon quality.

The bladed weapon is the result of painstaking attention and craftsmanship. A monk blade weapon In the hands of a monk a monk blade weapon becomes an instrument of deadly utility. It can be employed as though the wielder were unarmed: the wielder benefits from feats such as Deflect Arrows or Snatch Arrows (although he can redirect attacks but not catch them if he has no hands free), and a monk treats the blade as a monk weapon for use in his flurry of blows.

CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, creator must be a monk; Cost 10,000 gp

---
This is of course an ability that mirrors the unnamed quality of the Blade of the Sword Saint.

Reasonable?


This topic has been discussed before, but my "loophole" has a slightly different angle, I believe.

I do understand that armor bonus and special abilities of other armors do not stack. What about enhancement bonuses to AC? Are they included in "special abilities" or "armor bonus"?
Example:
+5 Haramaki and +8 Bracers of Armor
Haramaki gives an "armor bonus" of +1 (negated, does not stack) but also a +5 "enhancement bonus to AC" of +5, whereas the bracers only give an "armor bonus".

It may sound silly, but I ask, because usually these types of bonuses stack and the enhancement bonuses to AC are not mentioned in the section of the bracers text.

The last sentence "If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning." could be interpreted both ways I believe, but I am not a native speaker.

Still, "source of armor" is not "armor bonus" and could well encompass "enhancement bonus to AC". So I guess they are not stacking, but it does not hurt to ask.


The Vest of the Cockroach gives a rogue the rogue talent resiliency.
If the rogue already has the talent, resiliency gets more powerful and gives the rogue 2 temporary hp per rogue level instead of just one.

Now the Unchained Rogue comes into play: his version of Resiliency already does that.

What happens when
1.) an Unchained Rogue without Resiliency (unchained) wears the vest of the cockroach? Old or unchained version of Resiliency?
2.) an Unchained Rogue with the Resiliency (unchained) rogue talent wears the vest of the cockroach? Would the vest be worthless for him or would he get e.g. 3 hp per rogue level?

Thanks for your answers in advance.


Do you need proficiency longsword to wield the force sword (as in the spell)? Thanks in Advance!


Maybe it is obvious, maybe it was answered already and I couldn't find it:

Does the Dimensional Dervish feat allow you to move/teleport before, between and after your attacks, or do you have to move before, between and after your attacks?

The feat in question says:
"You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport." (quote this time taken from d20pfsrd)

I gather from this that if you teleport between attacks, you have to at least teleport 5ft., but it is not mandatory to teleport between attacks.

Thanks in advance for your opinion on the matter and/or clarification.


Somehow I believe that I have somewhere seen a feat that gives a second attack of opportunity (for only one opportunity!), as an iterative with -5 to the roll.
Either my search fu has left me or I only dreamt about it. Or it is not a feat but some mythic ability.

In the back of my (corrupted) mind it says it is a rather recent addition so it could be featured in the ACG or in Mythic Adventures, but I searched both books to no avail.

Please help me get back my sanity, whatever the answer.


Somehow I believe that I have somewhere seen a feat that gives a second attack of opportunity (for only one opportunity!), as an iterative with -5 to the roll.
Either my search fu has left me or I only dreamt about it. Or it is not a feat but some mythic ability.

In the back of my (corrupted) mind it says it is a rather recent addition so it could be featured in the ACG or in Mythic Adventures, but I searched both books to no avail.

Please help me get back my sanity, whatever the answer.


Studied Combat says:
"(...) Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature."

To me that sounds as if you receive the bonus on damage even on non-melee damage rolls. I'd say it was not intended that way (?), but then why was it not phrased more clearly and shorter, like e.g.:

"(...) Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack and damage rolls against the creature."

Maybe it's because I am not a native speaker, but it seems someone used an unnecessarily complicated language for a simple rule (IF he wanted the bonus only to apply to melee damage, that is).

What do you say?


First paragraph: This feat works only against non-mythic creatures.

Second paragraph: if you spend mythic power, you can use it with a ranged weapon on a casting opponent within 30 ft. If you spend two uses of mythic power you can use it against mythic creatures.

Now, does the last sentence only affect ranged AoO vs. casters, as it is in the second paragraph, or can I use the feat in melee too, by spending two uses of mythic power.

Thanks for your thoughts and answers in advance.


Do they work together? Touch of Rage (Sp) is a bloodline power of the orc bloodline. It gives a morale bonus to attack, damage and will saves equal to level/2.
Unending Performance is a mythic ability of the Trickster Path. You increase a morale bonus of a spell, Performance or other class feature to 24 hours.

For a sorcerer it would be a class feature. But for another class that gained the ability via Eldritch Heritage, would it work?


Mythic Adventures, p.43:

"Fight on" (6th-tier Marshal Path Ability)

"(...) As an immediate action, you can expend one use of mythic power to allow a creature other than yourself that is reduced to fewer than 0 hit points to remain conscious and alive. The creature can't die from hit point damage until after the start of your next turn. You can extend this effect for 1 round at the start of your next turn by expending another use of mythic power as a free action. Though the creature can't be killed by hit point damage, any damage it takes still applies to its current hit points(...)"

My question:
Is the creature, subject to "Fight On", staggered, if it has fewer than 0 hit points? (compare to "Aura of Perserverance", a 3rd-tier ability, p. 41)


From PFSRD or Mythic Adventures, p. 66:

"Attacks made with your deity's favored weapon are divinely inspired.

Prerequisite: Guided Hand.

Benefit: When making attacks with your deity's favored weapon, you can add your Wisdom modifier instead of your Strength or Dexterity modifier on damage rolls."

Do you add half your wisdom modifier to that amount if you attack with a two-handed melee weapon?

Thanks for all your replies.


PFSRD wrote:

(Tranquil Guardian, Aasimar Paladin Archetype):

"Touch of Serenity (Su)

At 1st level, a tranquil guardian gains Touch of Serenity as a bonus feat, even if she does not meet the prerequisites.

(...)

This ability replaces smite evil."

(Touch of Serenity, Feat):

"Prerequisites: Wis 18, Improved Unarmed Strike, base attack bonus +8.

(...)You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.

Special: A monk of the lotus receives Touch of Serenity as a bonus feat at 1st level, even if he does not meet the Prerequisites. A monk may attempt a touch of serenity a number of times per day equal to his monk
level, plus one more time per day for every four levels he has in classes other than monk."

My question:

How many times per day would the Tranquil Guardian be able to use this ability? As written, it seems s/he can only start to use it at fourth level, but that would hardly makes sense, because s/he is getting the feature at first level. So it seems the Paladin can use it once + once per day for every four levels he has attained

My suggestion: Use the class-feature exactly as the Monk of the Lotus.

(P.S.: I saw the old, similar thread, but I've been accused of being a thread necromancer, so this time I started a new one)


Quote

http://www.d20pfsrd.com/feats/combat-feats/medusa-s-wrath-combat---final wrote:

Medusa's Wrath

You can take advantage of your opponent's confusion, delivering multiple blows.

Prerequisites: Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11.

Benefit: Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.

I did not find an answer to this specific question in the archives, although I am sure someone has already answered this:

Does Medusa's Wrath still trigger if I do not hit with the unarmed strike?

I am not asking if stunning and triggering Medusa's Wrath in one full-attack action is possible or not. For answering this question, please assume that in my world it is possible by RAW.

Example: Level 16 Human Wanderer makes a full attack (flurry of blows) with an enhanced blade of the sword saint (+5 ki intensifying katana, monk weapon through magic) with Power Attack and hasted (BoS) at +25/+25/+25/+20/+20/+15/+15/+10, damage d8+29. On his first attack he declares to use stunning fist and succeeds (Fort DC in this case: 25).

The opponent is now stunned. For his last attack (+10 with the sword)the Wanderer switches to his unarmed strike (in his case kicking cause he uses the katana two-handed for increased PA-damage): with Power Attack a meager +6. The attack does not hit his opponent. Would Medusa's Wrath trigger regardless? If it did, the Wanderer would get two unarmed attacks at +20/+20 with 2d10+22, not too shabby.


Is it possible, by RAW/RAI, to create an adamantine weapon that also has the "silver" property, e. g. an adamantine weapon with a layer of silver or something similar?


For whatever reason I want a playable level 14 alchemist (maybe he will be my back up, maybe a super NPC,...)

Things that won't change, even if you think they are silly:

- Race: Elf
- fights with a two-handed sword (maybe a longsword, two-handed) never with unarmed attacks (Style)
- composite longbow and the explosive missile discovery
- Greater Mutagen Discovery
- 25 Point Buy,
- Charisma not lower than 8
- likes Bombs just as much as his big sword
- needs good saves
- 14 levels of Alchemist, no multiclassing
-

I am interested in:
- starting stats (other than Charisma)
- 5 Discoveries, Feat Selection
- Gear
- extracts

Questions besides the build-advice: Can an alchemist take Item Creations Feats as other spellcasters? I think he can, so I would take two Item Creation Feats (Wondrous Items, W&A) to take advantage of WBL.

Maybe someone has an idea for such a character or do you think a good melee build with a two handed weapon is not possible with the class?

Thanks in advance


As I understand it, by RAW and James Jacobs, the bard archetype Arcane Duelist could not wield a two handed weapon as his bonded weapon and cast with it. Without the class ability he could wield/hold it, take one hand off it (as a free action) and cast without penalties.

So the only option technically to use a thw efficiently for an arcane duelist is to take EWP Bastard Sword or Katana, to fight with it two-handed, but being still considered wielding it, when holding it in one hand.

Is that right?

Sadly, that would make the half orc falchion wielder a less optimal choice for arcane duelist.


Do you have ideas how to built a sword-wielding monk who's abilities are similar to the ones of the protagonists/antagonists in Chinese Ghost Story?

Objectives:

- Fights with a sword (katana, nine-ring-broadsword, temple-sword, or something stylish)
- high jumps and if possible slow falls.
- very good acrobat & climber
- should be viable in play as a damage-dealer
- level 10 or level 12 build
- should be able to fly (at level 11 or 12) and fight flying if possible (probably with
winged boots)
- must be elf, half-elf or human or half-orc with the pass for human feat.
- 25 point buy + level appropriate gear
- all paizo pathfinder books (UC, UM, APG,...)
- if possible: no golarion-based fluff-crunch (sorry for the word)

I ask this because I see nice builds for unarmed monks, maneuver monks or archer monks. I'd like to have a melee damage dealer.

No comments like "monks suck at dealing damage", "monks are so MAD" or "play a fighter", if you please.

Thanks to everybody in advance.


Dear fellow gamers,

I want to discuss a prevalent opinion on these boards that says "Offense is the best defense".

First of all, in my gaming experience, which is built up of playing Pathfinder and its predecessors for around six years every tuesday night with varying DMs and players, it does not hold true.

I see the logic behind the thesis and there were instances, when this assertion absolutely held true. Yet, in the majority of cases, it was almost the other way round: "Defense saves your life" (or if you want: "defense is the best offense")

The defense of a character consists of many things: AC, Touch AC, Saves, CMD and immunities (sth. else?). In the long run, a fighter maxed out for damage will not make his will save in relevant situations. He will probably be gone for the rest of the fight, if he doesn't happen to change sides (just one of thousand examples).

So, does your actual gaming experience back up the assertion that "offense is the best defense"?


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I'd like to create a character who is similar to Elric, probably living in the Forgotten Realms or Golarion.

To which race/culture could he belong?

Problem in a typical d&d Setting: there is noone comparable to Melniboneans (I don't think drow are a good fit). He could be human/elf whatever, just his attitude should be one of superiority.

What class/es should he take?

Stats?

Level: Every level would be interesting. Elric as a greenhorn, advanced, as a hero.

I think he should be able to brew potions/ fabricate drugs, summon (elemental lords?) and wielding a big sword (but the sword does not have to be like stormbringer although that's part of the original deal).

I am even interested in skills.


Maybe Weapon Focus is a boring feat choice for a build, but I think it is one of the most important for a "martial" class, especially for one with a 3/4 BAB progression.
Normally you stay with one main weapon your entire career and always benefit from it.

So I wonder, why does it seem that so many builds I see on these boards don't use it? Is it because it's so obvious, because it is boring, or is it because you think you are hitting your enemies often enough without it?

Thanks for your answers in advance.


So, probably a stupid question, but in our last session it came up as we were fighting a mighty yugoloth that had cast mirror image on himself. Our wizard cast glitterdust on him. It was ruled by the GM (after we persuaded him to do it that way) that the dust went through the figments and they were useless while the yugolth stayed in the 10-ft.-radius spread of the spell.

Were we misinterpreting/misunderstanding the rules?

Another question: If a "glitterdusted" creature leaves the area of effect ("Area: creatures and objects within 10-ft.-radius spread", is it no longer affected?


Hello there,

I am currently creating some alternative PCs in case my paladin will die. Hopefully, this will never happen, but nevertheless I have fun in "building" PCs. What I had in mind was the following concept. It is not traditionally optimized, but I hope survivable and able to contribute as a frontline fighter. It's 25 Point-buy

First a probably simple question: Will the DR of the invulnerable rager stack with DR of "Chaos Totem, Greater"? If yes, the build would have a DR12 (only if the opponents don't use +5 or lawful weapons).

I like the concept but would adjust some things(feats, rage powers, items, skills). Probably I didn't go for the most useful items. Is my calculation for the +3 adamantine Greatsword correct? (22.050 GP)

Some things I already considered (race, falchion-use, intimidate-chain) and will not change. Thanks for reading.

12th level Human Barbarian

Ability Scores:
STR: 22 (+6) (16+2racial+2level+2belt), 28(+9) when raging
DEX: 16 (+3) (13+2belt+1Level)
CON: 16 (+3) (14+2belt), 22 (+7) when raging
INT: 10 (0)
WIS: 14 (+2)
CHA: 12 (+1)

Hit dice: 12+11d12(71) +36Con +12fav. class= 131 HP

Speed: 40feet

Saves:
Fort/Ref/Will class8/4/4 + stats3/3/2 + magic4/4/4 + feats0/0/2 = 15/11/12 (raging: 18/11/15, immune to shaken and frightened conditions) (w/ Boots of Speed: 15/12/12, raging: 18/12/15)

Armor Class: (Mithral Breastplate; AC Penalty: -1, Max Dex: +5)
Normal: 28 (10 base, +10armor, +3Dex, +1Dodge, +2Ring, +2Amulet) 29 (w/ BoS)
Raging: 26 or 29 when activating Guarded Stance (27/30 w/ BoS)

Feats:
Weapon Focus (Greatsword)(Human), Power Attack(1), Dodge(3), Iron Will(5), Vital Strike(7), Improved Critical(9), Improved Vital Strike(11)

Rage (29 rounds/day) – Rage Powers: Chaos Totem, lesser(2nd), Guarded Stance (4th,+3dodge to AC, 6 rounds), Chaos Totem (6th), Clear Mind (8th), Chaos Totem greater(10th), Fearless Rage(12th)

CMD: 10+12BAB+6Str+3Dex+2Defl.+1Dodge = 34 (37 when raging, 40 with guarded stance)
Attacks:
Full Attack Greatsword: (+12BAB+6Str+3weapon+1WF) +22/+17/+12, damage: 2d6+12, Rage: +25/+20/+15, 2d6+16, PA: +18/+13/+8, 2d6+24, Rage: +21/+16/+11, 2d6+28 (Threat: 17-20, x2)
Single Attack: +22, 6d6+12, Rage: +25, 6d6+16. PA: +18, 6d6+24, Rage: +21, 6d6+28
Longbow: +14/+9/+4, d8+7

other class features:
DR6/-
+DR6/lawful
chaotic weapon (chaos totem feature)
Cold Resistance 4
Endure Elements (Cold)
Greater Rage

Gear (108,000)

Belt of physical perfection+4 16.000
Mithral Breastplate+4 20.200
(Chaotic) Adamantine Greatsword+3 22.050
Cloak of resistance+4 16.000
Ring of Protection+1 8.000
Amulet of nat. armour+1 8.000
(Chaotic) Comp. Longbow+1 (+6St) 2.600
Boots of Speed 12.000

104.850

Skill Rank class stat spec. total
Perception 12 3 2 +17
Acrobatics 12 3 4 +19
Survival 12 3 2 +17
Swim 6 3 6 +15
Climb 6 3 6 +15
Diplomacy 12 1 +13