Harsk

TxSam88's page

Organized Play Member. 1,515 posts. 1 review. No lists. No wishlists. 1 Organized Play character.


RSS

1 to 50 of 1,515 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Single move action to retrieve a stored item
Second move item to ready a shield.

Readying the Shield can be done with a move.

https://www.d20pfsrd.com/Gamemastering/Combat/#TOC-Actions-In-Combat


So the way S&S handled mass combat fights was that the party was fighting the other officers, not low level NPCs. Make the Pirate Officers same level/APL as the party, and you'll probably see less difference. As for the rigging, I seem to remember a swing over attack that you use in book 1.

As for Gunpowder/firearms - we used it in S&S And also in Reign of Winter, and while it fit both of those campaigns, we've decided it's just too broken for general use.


Pizza Lord wrote:
If your complaint is that the GM is purposefully out to get you, then they could just use entangle effects or a web, then your cover or AC doesn't even matter, they don't have to use any action on the enemies. If that's the case, you're already screwed. But again, if in any game you want to remove concentration checks or make them easier (assuming you do it fairly and the NPCs get it too), it's not going to wreck anything (except the PCs that are trying to stop an enemy from casting a spell).

No, the complaint was that we shouldn't need to worry about any and all of that, Not for a game that's meant to be fun. We decided that none of that tactical thought was fun, and certainly not casting spells isn't fun. so we just removed that whole ruleset from our game. Suddenly games were more fun, combat when quicker, spells were cast, and there was a joyous shout throughout the land.

But back to the original question: yes, we found that disrupting a spell was far to easy.


glass wrote:

Like a couple other posters, I have never known Readying-against-spells to be a specific issue - the cost is very high, and the potential payoff is no better than the AoO you probably would have got anyway (although TBF, you do get both). So it is rarely attempted.

There is an issue with pure-caster enemies in small rooms without minions being underwhelming, but that is mostly due to AoO not readying. And the solution is some combination of a) don't use those encounters, or b) accept that they're going to be relatively quick and easy and move on. House ruling to help those encounters would have knock-on effects on encounters which are less unfavourable to the caster.

the issue is not whether the party uses the tactic or not, but whether the GM uses it or not. And for the GM to simply add a couple of extra mooks with bows whose job is to look for casters and shoot them when they cast, purely for spell disruption can and does effectively negate a spellcasters effectiveness in any combat.


we saw that it was way to easy to disrupt spells. all it took was a ready action to make an attack when they cast, not to mention the standard AOO if you are in melee range. and the concentration check never caught up with the damage dealt.

We decided it was really not in the spirit of the game, so we just threw it out. No concentration checks in our game.


Diego Rossi wrote:
TxSam88 wrote:

I'll admit raising the DC is good, but we find that most things pass saving throws far too often as is, and we've already experimented with raising all DCs to the highest DC a character has - and so far it hasn't seemed to increase the fail rate enough. We're beginning to think that DC's need to be increased even more to have a failure rate over 10-20%

Are your targets NPCs with character levels or monsters?

In my experience, most monster saves are easily pierced when the encounter is CR appropriate (unless you are my player that feel that anything that doesn't have a 95+% chance of success is useless). NPCs' saves can be way better if they are built to have good saves, but, generally, they still have holes in their defenses.

Both - I've had entire campaigns where the bad guys, minions, monsters, and npc's rarely - if ever - fail a save. to the point that many of my caster builds no longer take spells that allow a save or target the enemy.

And yes, I've done things to increase the DC of the spells.


Mysterious Stranger wrote:

At 15th level a fireball or lightning bolt is not designed to be used against the boss, it is for taking out numerous minions. The saving throws for the minions should be substantially lower than the boss. That means a boost of +2 to the DC of the save should be fairly useful. As I mentioned before the staff also means the DC of the save uses the characters stat bonus and feats. Compare that to a wand of fireballs and the fireball from the staff will do much more damage and be harder to resist.

The staff also gives a +2 luck bonus on AC and saving throw. Luck bonuses are probably the rarest bonus in the game, so the bonus from the staff will usually always benefit the character. It is also a +2 quarterstaff. The value of those abilities is worth at least 22,600 gp without factoring in the fact the AC and Save are luck bonuses.

By having a bunch of commonly used spells available in the staff also allows the character to expand their options considerably. If the character is a wizard, it allows the wizard to use his own spell slots for other spells, while still having access to some basic damaging spells. For a sorcerer it gives them access to spells they normally would not have that take advantage of the characters stats, feats and level.

I'm not saying the staff overall is ho-hum - just that particular bonus. I'd happily take the staff on any arcane caster build I typically play.


Mysterious Stranger wrote:

Raising the DC by 2 is more useful than you think. That is the equivalent to having both spell focus and greater spell focus. Heightened spell also stacks with those. Staves also allow the character to use their own ability score, feats and levels on the spells from the staff. Adding heightened spell to that can result in some very high DC's

Both fireball and lightning bolt are area of effect spells. That makes raising the DC even more useful. With a single target spell raising the DC means one target is more likely to fail and take full damage. On an area of effect spell more creatures are affected so the effect multiplies.

In the case of ray of enfeeblement, the DC as you pointed out is raised by 4. That is a substantial increase in the chance of the target taking full effect.

I'll admit raising the DC is good, but we find that most things pass saving throws far too often as is, and we've already experimented with raising all DCs to the highest DC a character has - and so far it hasn't seemed to increase the fail rate enough. We're beginning to think that DC's need to be increased even more to have a failure rate over 10-20%

but that's all another discussion.

As for this staff, the Heightened spells seem relatively "ho-hum" for a 15th level staff of this cost.


Java Man wrote:
Heighten raises the spell level, not the caster level.

So all it does then is increase the DC by 2 (4 in the case of Ray of enfeeblement)?

seems almost worthless.


A staff of power lists a number of spells that have been heightened to 5th level.

Since the Staff is 15th level, and you can use it's level unless your level is higher, does the heighten on those spells really have any benefit?

Or should they have been heightened to 15th level?


1 person marked this as a favorite.

Greyhawk


Azothath wrote:
3rd Party Products forum

I was checking to see if I misunderstood the Pathfinder rule, hench in this forum - not the 3rd party forum.

Since the rule does work as I thought - I have contacted WolfLair directly about the bug.


Mysterious Stranger wrote:
It looks like Hero Labs has a bug in it that if you choose faith magic with a normal feat it limits you to the first level spell. If you choose it from the bonus feat on the wizard tab it works properly. What is probably happening is that if the feat is from the wizard tab it can check to see what level spell you can cast, but off the feat tab it cannot.

ok, I was selecting it through the Feat Tab and via the Arcane Discovery/Arcana tabs. I'll try as a bonus feat instead

thanks


When I add Faith Magic to my character (Exploiter Wizard), it only gives the option of adding the 1st Level Domain spell from the selected domain. From what I read, I should be able to add any spell that is of the level I can cast (minus 2)
is there something wrong with HeroLab, or am I mistaken/doing things wrong?

Thanks


Skulls & Shackles AP had some ships surrounded with mist to keep hidden and a way to see through it - check out that AP.


1st campaign ever? APL 13 party, rolled stats, non-optimized, and the GM put you up against a CR 16 Daemon. you need to have a talk with your GM about game expectations.


in his gear on page 58 it shows that he has 3 +1 Dragon bane arrows.


Goth Guru wrote:


2: If the GM doesn't have a copy, you can only use a rule if you buy or print out a copy of the rule for the GM.

I assume this is just for 3rd party - as all the Pathfinder rules are available online for free


Mysterious Stranger wrote:


If you include the target is invisible it will be able to “find” that target, but only if they are currently invisible.

So if I ask it to find a six foot tall troll, it should be able to find that 6' tall troll whether it's invisible or not.


I, still not convinced that the spell isn't just locating someone that fits the description. it makes no mention of uses senses, it has no eyeballs, it has no ears, it has no brain. the spell description says it "Finds the subject" nothing else. If your description is good enough to sort out a unique individual within the 5 mile area, then IMO it finds them, regardless of them being underground, in a coffin, upside down, invisible, underwater, in a hut, in a dark place, in a light place. etc.

The spell makes no mention of it being able to see in darkness, go inside buildings, travel through walls, go in water etc, yet it can find someone there, I don't see why "invisible" can't be found as well.


Mysterious Stranger wrote:

If the people at a bar cannot identify the target based on the information given the spell will not either. People at a bar would not recognize the invisible target, so the spell doe not either.

Why not? why can't the description be "A 7' tall, blue skinned troll, wearing a white hat and white pants, but is currently invisible?"

Invisible creatures can be detected, just needs a good roll on a perception check, or have one of many means to bypass invisibility. Maybe one of those bar patrons has such?

Or really, isn't "A creature that's invisible" an accurate physical description?


Warped Savant wrote:

Maybe I'm mis-remembering, but I thought there was something preventing the PCs from leaving Grandmother's Cauldron and going back down into the hut. I can't find it now.

Does anyone know if I'm just imagining things? (My group is likely going to want to do some shopping before going to Buyan. I don't see a problem with them leaving so I'd probably allow it anyways.)

A1. Entrance

A wooden trap door opens in the surface of a large, f lat
boulder here. Beneath the door, a wooden ladder leads
down into the domovoi gulag in the Dancing Hut’s Siberian
configuration. This connection only exists when Baba Yaga
wills it, so when the PCs carried the matryoshka doll through
the trap door, they entered Grandmother’s Cauldron. Baba
Yaga can use this trap door to access any of the hut’s myriad
other configurations, regardless of its physical location, but
since Baba Yaga is present within the Cauldron and has no
reason change it at this time, the trap door leads back to the
hut in Siberia for the duration of this adventure
.


Phoebus Alexandros wrote:
But the table in question says it takes 4 hours for the Helping Hand to locate creature fitting the description if it's 5 miles away. From that, we can infer that the Helping Hand is not homing into said creature directly (which is supported by the "in search of a subject that fits the description" descriptive text).

Agreed - the hand is "searching" - up to 5 miles away from you - so a circle 5 miles in radius. That's over 2.1 Billion square feet, or over 87 million 5' squares. if it were to hit every one of these in the 4 hours it can take to find the target, it would need to cover over 36 thousand 5' squares per round, so about 30,000 feet per second. or Mach 26. even if it had a visual range of 20', that still means it needs to cover over 13,000 20x20 areas. about 6 per round, so still roughly 2600 MPH as it travels the 40' from area to area (assuming my math is right)

This tells me it probably has some sort of magical perceptions that help it home in on the target


Pizza Lord wrote:

Skeletons don't have eyes either, but they still see things, and if you order one to attack trolls that enter a room, they can't 'magically' see an invisible one, even if you (rightly) say that they see magically or supernaturally despite having no eyes, optic nerves, or brains.

They have darkvision.

Correct - Skeletons are listed as having senses, Exactly what senses is the spell listed as having?


Mysterious Stranger wrote:


You completely ignored my point about the description of an invisible creature. So, again I ask how do you describe an invisible creature? To those that cannot see invisible they have no description.

Find me the "closest troll".

But, like I mentioned, the Hand isn't SEEING anything, it has no eyes.

I can say find the closest troll (race is an acceptable description per the spell wording), and invisible or not, it's still a troll, and if it's in the room with me, it's the closest. it's not using vision to find them as it has no eyes, so the fact that it's invisible doesn't matter.


Mysterious Stranger wrote:

The spell also does not state it grants any special senses or that it has any score in any skill. Which means it cannot see invisible creatures.

I disagree

it has no eyeballs - how does it see anyone?

it specifically states that it finds someone who matches the description - I assume it does this magically, not with senses, as it is a magical effect. it does not mention that it needs light, so I assume it can find people in a dark room, if so, then surely it can find invisible people as well.

it says it streaks off in search of the subject, but considering it can find someone that's within 100' in 6 seconds means it's either traveling EXTREMELY fast to cover 31,400 sq ft of area, or is traveling DIRECTLY to them. If it's traveling directly to them, that means it can sense them trough walls, floors, doors, etc.


is this the spreadsheet that's available with the city map?


Looks like it can also be used to locate and designate an invisible foe during combat as it remains 10' in front of the subject.


Herolab has a plugin that has a small print format


Belafon wrote:
Derklord wrote:
Also, the only time books get "corrections" is when they're reprinted, and ARG never had a second print run.

ARG did get a second printing, in August 2015.

But I agree with all your other points.

also, the online AON is the definitive edition - any corrections would be made there


Taja the Barbarian wrote:

The big thing about the Unchained Rogue is free Weapon Finesse + 'Dex to Damage' for both main hand and offhand, which is just a massive number of early feat slots you can spend on something else.

The likely issues this sort of build will face include:
a) Being a 3/4 BAB class will put you behind the full BAB martial characters, and additional attack penalties can be very painful.
b) You'll need to keep two separate weapons enchanted, which typically means you will be 1 enhancement bonus behind (a +3 weapon is similar in cost to a pair of +2 weapons).
c) Actually getting a full attack from flanking will probably be fairly uncommon given the time it typically takes to set this sort of thing up (the more powerful your party, the more likely your chosen target is to die before you have a chance to full attack).
d) You are likely to be somewhat fragile for a front-liner.
e) You will occasionally encounter foes that are actually (Elementals) or practically (Barbarians/Rogues) immune to your sneak attack feature: If they have a DR you can't bypass as well, you are in for a very depressing fight.

ADDENDUM: I keep forgetting to mention that while the Knife Master archetype gets extra sneak attack damage with the Kukri, it doesn't actually grant proficiency with this martial weapon, so you'll probably need to invest a feat or trait to make this a decent weapon option.

A) countered by flanking, invisibility and flat footed opponent.

B) use the gloves which grant element damage, they will affect ALL weapons you use.
C) I have seen attacking from flanking being very common, depending on how resilient the GM makes the bad guys. But attacking from invisible is really your goal - +2 to hit and flat footed, and it makes you harder to hit (50/50 miss if they can actually attack the square you are in.
D) likely to have an extremely high AC (highest in the party) due to high dex, especially at low levels.
E) yes, there are things immune to precision damage, it's part of the game, just like fighters have to deal with things immune to crits.

Knife master works with daggers too, which aside from the crit multiplier, which a rogue doesn't really need, it's basically the same as the kurkri. Most rogues will stick to Daggers, unless they have a spare feat such as the free one Half Elves get.

you also pick up Evasion and improved evasion. it's pretty awesome to e able to just flat out ignore all kinds of AOE's


Merellin wrote:
TxSam88 wrote:

go with Half elf, small races limit your movement too much, Rogue knife master, pick daggers or Kukri's, TWF is well worth it, be sure to pump dex as you level, and pick up Pirhana strike. get any kind of invisibility device you can find. Ring of invisibility, wand of Greater invisibility etc.

get into flanking as much as possible.
pick up the rogue talents that let you sneak attack at other times, Against he Wall and Unwitting ally (IIRC), one allows you to use a wall as a flanking partner, the other allows you to use an enemy as a flanking partner. Don't worry about Crit fishing, as your prime damage is sneak attack.

Don't forget that flanking gives +2 to hit, being invisible means you go against flat footed AC, and you get another +2 to hit.

When you can add an element to your daggers, and pick up a haste item, get one of the gloves that adds element as well.

Around 10th or 11th level you should be able to dish out close to 100 damage per round. 4 or 5 attacks, at 6d8 sneak, plus 2d6 element.

if you want, Ninja is great, you pick up Greater invisibility as a class ability at 10th level. that combined with flurry of shuriken and haste is nasty. Plus you can walk through walls.

Why Half Elf specifically? Could Catfolk work? And Goblins have a 30 foot base speed, And halflings have an alternative racial trait that gives them 30 foot base speed too so speed isn't an issue for either of them!

Dex Bonus - Extra feat, 30' move, skill focus. all seem pretty nice bonuses. it's not as critical with rogues, but their favored class bonuses are pretty good for other classes. But any race that gives a dex bonus and still maintains 30' move would work. As for Catfolk, they work great, our group doesn't allow featured races, so I have little direct experience with them.


1 person marked this as a favorite.

go with Half elf, small races limit your movement too much, Rogue knife master, pick daggers or Kukri's, TWF is well worth it, be sure to pump dex as you level, and pick up Pirhana strike. get any kind of invisibility device you can find. Ring of invisibility, wand of Greater invisibility etc.

get into flanking as much as possible.
pick up the rogue talents that let you sneak attack at other times, Against he Wall and Unwitting ally (IIRC), one allows you to use a wall as a flanking partner, the other allows you to use an enemy as a flanking partner. Don't worry about Crit fishing, as your prime damage is sneak attack.

Don't forget that flanking gives +2 to hit, being invisible means you go against flat footed AC, and you get another +2 to hit.

When you can add an element to your daggers, and pick up a haste item, get one of the gloves that adds element as well.

Around 10th or 11th level you should be able to dish out close to 100 damage per round. 4 or 5 attacks, at 6d8 sneak, plus 2d6 element.

if you want, Ninja is great, you pick up Greater invisibility as a class ability at 10th level. that combined with flurry of shuriken and haste is nasty. Plus you can walk through walls.


MuthSera wrote:
Name Violation wrote:

RAW (rules as written): roll all damage THEN apply the DR

RAW says you need to reach the target to deal sneak attack damage.

Name Violation wrote:

it also says "The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet."

ANY TIME.

The correct way (according to the rules) is roll all the damage, including sneak attack, then apply DR

"ANY TIME" is behind the precondition of hitting the target. While it's unusual, in this unique situation, sneak attack damage should only be dealt if and only if the attack would first penetrate the ward.

That's both thematically and mechanics as written. You have to reach the target.

Melkiador wrote:
“Reach such a spot” is basically vestigial flavor text. It’s referring to vitals being out of reach because of size. But I’ve never seen a rogue in Pathfinder being unable to sneak attack a target because it’s too large.

I disagree. There's never been a more relevant writing of that.

If you're striking a telekinetic ward that deflects blows, you're obviously not striking the vital points you wished to hit. The telekinetic ward has no discernible anatomy.

do you feel the same way about Stone Skin if the weapon attack deals less than 10 damage?


1 person marked this as a favorite.
Derklord wrote:
Forcing every character to be rounded out when it comes to magic item is a good thing.

Forcing characters to be anything except what the player wants it to be is a bad thing.


Oli Ironbar wrote:
What advice do we have on using ABP to close the power gap between two casual players who favor melee and an extensively experienced player who prefers full casters?

give the caster more magic items as he's behind the curve to begin with - at least in our games.


Claxon wrote:


Interesting, I think an aspect I hadn't mentioned before is that despite WBL not explicitly implying level restrictions on access to items, there is a rule hidden someplace about not spending more than 50% of WBL (I think) on a single item (I think it was in the section about building characters at levels higher than 1) which effectively would stop the kind of behavior you're referring to. We simply weren't allowed to "get ahead of the curve".

The only way we saw that we could "limit" this was to say those items were not available to buy, so the players just picked up the crafting feats and started making the items themselves. And to be honest, as play approaches 20th level, it's ok for them to do that at some point.

the issue now is, not only are they getting custom items of their choice easier - but the cost gets cut in half.


Claxon wrote:


Hmmmm.....my only response to that is to say...not in the games I played in.

What we found happened was that with WBL, the players would totally concentrate on one of the big 6 and totally ignore the rest, so they were getting either +5 weapons, or +5 armor far earlier than ABP would give them, and only once they had the main item they wanted mostly maxed out did they then spend cash on the rest of the big 6. this left the character weaker in their other aspects until WBL caught up. Or, they did try to spread their cash around, but quit around +4, because that was usually "good enough" and want to spend it elsewhere

ABP removed this weakness completely, as all the traditional 6 go up together, making for a more balanced, and more powerful/tough/resilient character. Parallel to this, was even though they had cash to spend on magic items not of the big 6 variety -in general they didn't want most of them as they felt they didn't add enough boost to their character. They also complained that they had bonuses to their character that didn't help improve their character at all, usually a mental stat bonus for the martials, or a physical stat bonus for the caster etc. they wanted to be able to move those bonuses someplace more useful

my group found that not only did ABP make the character over the top powerful - it also reduced the fun of getting/searching for/buying magic items.


you could just play a neutral cleric and pick up Versatile Channeler, it won't let you heal and damage at the same time, but you can heal and damage independently - plus, you're not limited to just a single creature type.


Claxon wrote:
TxSam88 wrote:
Liliyashanina wrote:

ABP is indeed fairly martial friendly.

Overly friendly. we tried it for 1 adventure path and discovered that it built far more powerful characters than any of the other Wealth/magic systems we have tried.

Really, how so?

For most martial characters I've played it simply worked out to being how I would build/buy my character assuming easily accessible items for the big six anyways.

Because before, you maxed out at around +4 for most of your weapon and armor bonuses, and you seldom had the stat bonus items at +4, much less giving bonus to all 3.

with ABP, not only do you get +5 and more to your armor and weapons, you get a full +6 to at least one stat. It then freed up plenty of cash to spend on other magic items that just compounded the power level of the characters.


Liliyashanina wrote:

ABP is indeed fairly martial friendly.

Overly friendly. we tried it for 1 adventure path and discovered that it built far more powerful characters than any of the other Wealth/magic systems we have tried.


Claxon wrote:

Yeah, starting by simply removing outright offending kinds of metamgaic options is probably a good starting point.

Quicken (along with anything that would let you cast a spell at a reduced action cost), Dazing, Persistent should all be gone. Toppling spell is good, but I might still allow it as it's less problematic than the others.

Getting rid of the overly effective metamagic options would be a start toward in combat parity.

However, you'll never really overcome the out of combat disparity when casters can still create pocket demiplanes and the like.

If you really want to start down that road...it ends up looking something like the spellcasting in PF2.

Metamagic (using feats, not rods), consumes an enormous amount of resources for a caster. A feat slot each, increased casting time, and a higher spell slot. For that level of investment, they deserve to be potent (IMO they aren't worth it, but I digress). If you make it so that the caster cannot rest as often as he chooses, then as he uses these increased costs, he will wind up with lesser returns. Quickened, as one of the mentioned culprits, cannot be used on anything over a 5th level spell, and 5th level and upwards slots tend to be wasted when casting quickened fireballs, etc. especially when compared to the spells that you could be casting instead.


1 person marked this as a favorite.

So we play the AP's, with 4 party members, and we really haven't seen a huge advantage that casters have over martials - if anything it's just the opposite. Archers, gunslingers, and fighters, can quite often have the majority of situations dealt with before it's even the spell casters turn.

the only caveat I will grant, is that it's way to easy to have a huge over abundance of healing available to a party, which makes many encounters way less of a threat.


glass wrote:

The spell wall of lava is Conjuration (Creation), so I would say that its effect is an object. It is debatable whether it counts as unattended object, but I think it probably does. However, it is definitely not a construct.

Therefore IMNSHO, you can cast greater object possession on it, but you'll get the standard object-possession version with the CP, not the control construct version.

I think I pretty much agree with this. While doable, barring the debatable unattended issue, you'd basically need to build the wall of lava using your CP (i.e. one CP for stone, once CP for burning, etc...)


1 person marked this as a favorite.
glass wrote:
Foeclan wrote:
Back in AD&D 2e, the Monstrous Compendia were in 3-ring binders, so you could arrange them however you like.
...in theory. In practice, I would often struggled to arrange them as I wanted because they were often quite wide-ly spaced creatures on either side of the same sheet. I'm not sure if the OP's project will have the same issue.

this is because they went against their original concept - the original idea was 1 page = 1 monster. so you could do exactly what has been mentioned. arrange as you like, remove to take to a game, publish new monsters in Dragon, adventures etc that could be added etc.

Sadly, with the cheap cardboard and even cheaper paper, the product was garbage.

Another one of TSR's great ideas that had poor execution.


thorin001 wrote:
TxSam88 wrote:
Mysterious Stranger wrote:

The best way to do this is to use the pick only for the first two levels and then switch to a dwarf war axe Once you get slashing grace with the dwarf war axe you not only get DEX to damage it counts as a one-handed piercing weapon, so it works with all the swashbuckler class abilities.

AON lists the Heavy Pick as a one handed piercing weapon. I see no reason why it won't work with the Swashbuckler abilities.

heavy pick

It works. The issue is recovery of panache is linked to crits and pick is 20 only crits, 1/3 the number of crits you get from traditional swashbuckler weapons. That is what makes it suboptimal.

I found that the recovery of Panache was a non issue, the critical thing was to maintain 1 unspent Panache. After a few levels you should be doing enough damage that you're getting the killing blow often enough to keep the panache filled, gaining more on crits is just gravy.

the heavy pick is a devastating weapon - one we almost banned in our games due to it's damage potential. it's entirely feasible to go for a power attack/STR build and get extra damage that way. Since the swashbuckler gets an auto AC boost with the Nimble class feature, dex is less of a critical stat.


Mysterious Stranger wrote:

The best way to do this is to use the pick only for the first two levels and then switch to a dwarf war axe Once you get slashing grace with the dwarf war axe you not only get DEX to damage it counts as a one-handed piercing weapon, so it works with all the swashbuckler class abilities.

AON lists the Heavy Pick as a one handed piercing weapon. I see no reason why it won't work with the Swashbuckler abilities.

heavy pick


is it just me, or is Elvanna not legal as written? I'm building her up in Hero Lab, and it's showing that she has too many hexes, too many feats, too many languages, and too many skill points... among other things


[QUOTE="Bjørn Røyrvik"

Dealing 40d6 points of damage per sphere rather than 8d6, primarily, but also the fact you can only be affected by one sphere per casting, however fun it would be to dump 160d6 damage on someone.

While I will admit that 9th level spells should be nasty, and Meteor swarm as written is a bit underwhelming overall, but the potential to deal 40d6 to a single target (much less 160d6) seems a bit over the top.


1 person marked this as a favorite.

These are our base house rules - as we begin each new campaign they get modified to fit it.

1. No third party products
2. Character creation.
a. Ability stat generation style to be determined by Game Master prior to character generation.
i. Typical styles include:
1. Point build (example: 20 point, place as desired, then apply racial bonus).
2. Dice roll (4d6 drop lowest, place as desired then apply racial bonus).
3. Array (17, 15, 13, 13, 11, 11 place as desired then apply racial bonus).
ii. For Normal Games
1. Initial Stats (Before racial traits) must be between 10 and 17.
b. Allowed races.
i. For Normal Game
1. Core races can be freely chosen.
2. Featured races are allowed with discretion, DM’s approval
3. Uncommon Custom races, rarely with DM’s approval
4. Randomizer with DM’s approval.
5. No custom Races
ii. For Short Games
1. Core Races freely chosen
2. Featured Races freely chosen
3. Uncommon races with DM’s approval
4. Freely use randomizer
5. No custom Races.
c. Banned classes.
i. For Normal Games.
1. Summoner
2. Fighter
a. Archer
3. Undead Lord
4. Arcane Trickster
5. Arcane Archer
6. Anything from Occult Game
a. Kineticist is allowed.
ii. For Short Games
1. No banned list.
iii. At GM’s discretion
1. Gestalt may be allowed.
2. Any banned classes may be allowed.
d. Alignment.
i. Any non-evil alignment is allowed.
e. Equipment.
i. All characters can have “mundane” equipment of their choosing.
ii. No special materials or properties.
iii. Characters still get starting gold on top of “mundane” equipment.
iv. Ignore encumbrance. It is assumed you can drop your gear at the beginning of battle.
v. Unlimited “normal” ammunition except in special circumstances.
vi. No guns/technology except in the “appropriate” campaigns
3. Character Advancement.
a. Experience Points
i. Use “Milestone Levelling”
ii. All party members will be at the same level.
b. Hit Points
i. When rolling for Hit points, reroll until you get a number on the upper half of the die.
1. Example, if you roll a d8 for HP, you can re-roll any result of 1-4.
ii. For Gestalt Games use Max Hit-points
4. Spells and Magic.
a. Use Spell memorization per rulebooks.
b. No spell components are required.
c. Spell Concentration is not used.
d. Use the spell templates we have created instead of the “grid” spell areas.
5. Combat.
a. Bleed is not used.
b. Critical hits:
i. A roll of a 20 is always a critical, unless a 20 is the only way you could hit the opponent. In this case, the Natural 20 is still a hit, but must be confirmed to be a critical.
c. Surprise Round
i. If surprised (unaware) you are considered flat footed until your turn and do not get to act in the surprise round.
ii. If not surprised, you may take a Move or a Standard action.
iii. Even if you have already gone, you are still considered flat footed vs. undetected (Stealth or Invisible) opponents.
d. Precision Damage
i. If any of your attacks qualify for precision damage (backstab) during a round then all of your attacks versus the same opponent qualify for precision damage.
ii. You cannot use precision damage against an opponent who has concealment.
e. Sniping (Attack at range, while stealthy)
i. Can grant precision damage if applicable, typically to a target which has not seen you.
ii. After your attack, if you have not moved, you may make a stealth check. If successful, then you have not been spotted and may attack again from stealth the next round.
6. Movement.
a. Diagonal movement is still 5’ per square, no normal square counts double.
7. Skill and Ability checks:
a. A roll of a 20 is always a success, a roll of a 1 is always a failure.
8. Poison
a. Characters use the Unchained Poison rules. (See Appendix)
b. Encounters use the rules as written.
9. Saving throws
a. A natural 20 is always a success.
b. A natural 1 is always a failure.
i. Items do not need to make a check on a natural roll of a 1.
10. Spell DC’s
a. Spells DC is based on the highest-level spell the caster can cast, not the spells actual level.
11. Magic items and Items carried.
a. Cannot be damaged or broken unless specifically targeted.
i. Unless their description says otherwise.
12. Eidolon
a. Equipment which has been attuned to the Eidolon (worn/wielded for 12 hours) travels with the Eidolon when it is summoned/banished.
13. Feats
a. Use the Elephant in the Room “Weapon groups”
b. “Bladed Brush” does work with Spell Combat and Spell Strike.
c. Banned Feats
i. Leadership
14. Under trial:
a. Automatic Bonus Progression.
15. Fear
a. Modify the different stages of Fear to be as follows:
i. Shaken: -2 Penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks. (This is as normal)
ii. Frightened: -4 Penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks, Cannot take a full round action.
iii. Panicked: -6 Penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks, Can only take 1 action per turn.
16. Sickened and Nauseated
a. Modify the different stages of Sickened to be as follows:
i. Sickened: –2 Penalty on all Attack Rolls, Weapon Damage Rolls, Saving Throws, Skill Checks, and Ability Checks.
ii. Nauseated: –4 Penalty on all Attack Rolls, Weapon Damage Rolls, Saving Throws, Skill Checks, and Ability Checks. Can only take one action per turn. Cannot cast spells with a verbal component.