Lamishal

Vendle's page

Organized Play Member. 710 posts (734 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.



Sovereign Court

1 person marked this as FAQ candidate.
prd wrote:
Proximity: This trigger activates the trap when a creature approaches within a certain distance of it. A proximity trigger differs from a location trigger in that the creature need not be standing in a particular square. Creatures that are flying can spring a trap with a proximity trigger but not one with a location trigger. Mechanical proximity triggers are extremely sensitive to the slightest change in the air. This makes them useful only in places such as crypts, where the air is unusually still.

So for the sake of arguement, let's put a Fireball Trap on the floor in the middle of a U-shaped 5-ft wide hallway, 15 feet from either corner. Its triggering condition is: proximity.

Q1: Is there any chance to find the trap without triggering the trap by meeting its requirements?

Q2: How would a rogue disable the trap without triggering it?

I searched for earlier threads on the same subject but didn't find anything that applied specifically to my questions. Perhaps someone has a higher Search modifier.

Sovereign Court

This game is already being played in South Korea, and soon will be unveiled in the U.S. You can read more about it in Wikipedia.

I have seen this game played in Beta, and I am impressed. The graphics are exceptional, from armor and character models to beasts and monsters to water effects and buildings and landscape. I haven't yet seen the higher character levels and zones of the game world, so I can't say if the "end game" is robust.

Character creation allows for a huge variety in your avatar's appearance. I made a rather convincing halfling, while my friend created a tall muscled warrior and then a dwarf-like cleric.
I found the storyline's beginning to be mildly interesting, although a bit narrow as all characters begin as one of two races; this could be an issue for immersive roleplayers. I am pleased so far with the crafting system; later on, the crafting system should allow players to choose (within limits) the style and color of the items they create.

Sovereign Court

Hey, I was at the local shop yesterday and I noticed a few handouts that were being unpacked by the shop owner. At first I wasn't too interested, but then I saw the PAIZO golem near the bottom of the flyer. Investigating further, I found the Pathfinder Beastiary Sampler handouts. It's looking good! I especially liked the reworked Shadow Mastiff.

Could someone please provide a link if this has already been mentioned on the boards? Or perhaps it hasn't been officially crowed from the rooftops just yet. Either way, more information on these Samplers is wanted!

Sovereign Court

Last weekend I got to play a bard character in our weekly game. This was a treat because I am usually the DM, but a player had an adventure idea he wanted to run. Anyway, overall I was disappointed in the bard's abilities in combat.
1. Moderate base attack became a problem against most enemies we encountered. My bard used a whip and serveral times tried to disarm or trip opponents, and never succeeded. I tried to give myself every advantage (bardic music, magic weapon, Invisibility, Improved feats) but completely failed to have even a modest showing in melee. I can partly attribute this to the particularly challenging monsters the DM used.

2. Bardic music group bonuses were a great help, and several times gave the group's paladin bonuses at critical points. Some of the abilities are still unclear as to what action it took for the effect, so I used a standard action unless it was clear otherwise.

3. Bardic music attacks were also useful and fun to roleplay. I managed to use Paralyzing Song on one enemy out of four in one encounter, and Frightening Tune on one enemy out of five in another.

4. Spells were slightly frustrating but on average useful. Most commonly I relied on Greater Invisibility, followed by Mass Suggestion (which never worked). Haste let me get into position for attacks with the whip and to get the right range for my bardic music effects and attacks. The frustrating part was feeling handicapped at doing damage, though looking back I had the options of buying wands and using my UMD skill, or summoning spells.

5. Skills were difficult to assign. Like another poster, I chose a human bard with a +3 modifier, and still felt I was leaving out needed ranks. Taking Perception and Perform to the max, I spread a great remainder of ranks between one or two high Knowledge skills and a few low ones to make use of the class Lore ability. Except for some low rolls during play, this worked well. Taking 20 on a knowledge check once in a while brought back that feeling that the Bard really did pick up some odd bits of lore. Acrobatics worked nicely, too.

Overall, I felt this play experience pointed out exactly the traits that make the Bard a support class. It did fill the skill monkey role adequately, but is a poor choice for melee, and especially poor as a caster (apart from buffing spells). It is also adequate at battlefield control, as long as those targets share a language with you. On a side note, the bardic Inspire Courage wasn't as beneficial to the paladin (already immune to fear and charm) but I can't think of a more suitable alternative.

Sovereign Court

For my next gaming session I've rolled up a 14th level human bard. His stats are approximately as follows after level-gained bonuses: 12 STR, 16 DEX, 12 CON, 16 INT, 10 WIS, 20 CHA.

What would be some good feat choices if I wanted to focus on his magic or skills? Human bards (choosing bard as the favored class) can get a lot of skill ranks.

In this case, I was designing the character after a Lasher I made back in 3.0. I've selected the following for him: Agile Maneuvers, Combat Expertise, Improved Trip, Greater Trip, Combat Reflexes, Dodge, Defensive Combat Training, and Lunge. With this build, he has a decent modifier to his CMB when attempting a trip attack (even though the whip only gives a bonus to disarm attempts). He can trip from 20 feet away and raise his AC by 8 when using Dodge, Combat Expertise, and the Fighting Defensively option. If he trips an enemy, they provoke AoOs from anyone near them (but not the bard, using only the whip) when they fall down and again when they stand (unless they make a high Acrobatics check).

It would be helpful if there were Pathfinder weapon enchants that added to trip, disarm, or sunder, but I understand the first book doesn't have room for everything.

Sovereign Court

Usually, I find a little more than half of what Ms. Coulter says is pertinent or decidedly factual. This time, I was pleasantly surprised to find I agreed with just about all her points and anecdotes. Ms. Coulter is a very opinionated conservative Republican, so the article may not be to everyone's taste.

Read it HERE

Sovereign Court

I could not find a common thread for Pathfinder prestige class suggestions, so I've made one. Please post your favorite existing prestige classes that you wish to see support for, or your own classes that you would like to see in print.

Here is my own creation: the Varisian Bodyguard

Spoiler:
Varisian Bodyguard (VB)
Prerequisites: BAB: +6
Feats: Shield Proficiency, Toughness, Improved Initiative
Skills: +8 (Sight-based) Perception modifier*, +4 Sense Motive
*Special: the VB may substitute Hearing or Touch-based total modifiers if she is capable of pinpointing a creature with those senses (tremorsense, blindsense, etc.)

Hit Die: d12
Attack progression: as Fighter
Saving throws: Good Fort
Skills: 2+(Int mod) per level
Class skills: Acrobatics, Climb, Intimidate, Knowledge(nobility&royalty), Perception, Ride, Sense Motive, Swim

1st level: Ward Ally: A VB may use a free action to designate one of her allies within 60ft as her ward. This choice can be changed once per round and lasts until a new ward is chosen.
Once per round, if her ward would be struck by an attack and the ward and VB are no more than 5ft apart, she may make an opposed attack roll. If she meets or beats the attacker's roll, the attack is deflected and has no effect. The VB gains a +1 bonus to this opposed attack roll every two class levels. When moving toward or next to her ward, the VB may increase her own movement by +10 feet.

2nd level: Armor Training: This ability is identical to the Fighter's armor training. If the VB already has Armor Training from the Fighter class or any other source, the levels stack for determining the total bonuses. Armor Training bonuses improve at the same rate as a Fighter.

3rd level: Retribution: Once per round per attacker, the VB may immediately make an attack of opportunity against any enemies that attack her ward (including attacks stopped by the Ward Ally ability). The VB gains the same bonus to these AoO's as she does to the Ward Ally ability.

4th level: bonus feat

5th level: Harm's Way:Once per round when the ward and VB are no more than 5ft apart, the VB may choose to immediately redirect the damage from one attack against her ward to herself. If the attack does physical damage, damage reduction does apply.

7th level: Protective Reach: If the VB wields a reach weapon, she may use Ward Ally, Retribution, and Harm's Way abilities when within 10ft of her ward(or 15ft for large size VB's). Bonus feat.

8th level: Shielded Ward: At the start of each round, you can choose to apply your shield bonus to armor class to yourself or your ward. This choice remains set until the start of your next round.

10th level: Master Guardian: You can no longer be caught flat-footed, and opponents gain no bonuses for flanking you. You gain a +4 competence bonus vs. mind-influencing spells and effects and poison. Once per day if your ward would die from a spell or effect with the death descriptor, they are instead reduced to -1 hit points and stabilized.

Sovereign Court

An issue came up in my group's playtesting, and this is my proposal to fix it. As a spellcaster rises in ability, the challenges also increase. The way monsters are built, they begin to have excessive numbers of hit dice in comparison to their CR, which in turn enhance their saving throws. This makes it more and more difficult for even a high-level dedicated spellcaster to affect targets with their top spells, to say nothing of spells a few levels lower. I propose giving the dedicated spellcasting classes a scaling ability similar to those introduced for other classes.

Example: For every 5 levels a PC has in a spellcasting class, he gets +1 to the DCs of spells he casts from that class's spell list.

I might wish to divide this ability by divine and arcane magic, so that some multiclass characters can also benefit.

Example: For every 5 levels a PC has in any arcane spellcasting classes, add +1 to the DCs of his arcane spells.
For every 5 levels a PC has in any divine spellcasting classes, add +1 to the DCs of his divine spells.

I could suggest this be written up as a feat, but it is more powerful than most feats; therefore, I decided to write it up as a new magic option.

Sovereign Court

I had the opportunity recently to play in an epic game with the Pathfinder rules set. The module we agreed upon for this test was the Quicksilver Hourglass. Spoilers may follow.

Spoiler:

I ran a level 30 barbarian, while the other party members were an Arcane-blooded sorcerer/archmage, a cleric/radiant servant of Pelor, and a highly-researched powergamed rogue/aberrant sorcerer/duskblade impersonating Nightcrawler. I will relate my observations about the barbarian first, and then comment on the other PC's feedback.

At first, I was reluctant to play a barbarian because I would be required to keep track of a new set of numbers; i.e. rage points. Once I created the character however, I found tracking my rage to be no more trouble than hit points or spell slots. In short, it was quick and simple. I made immediate use of the extra damage, surprise accuracy, fast movement, and the extra Will save rage powers.

In the first encounter, the party was forced to immediately make several Will saves or lose all actions, a fear ability generated by several undead around them. Unfortunately for me, this happened before my initiative. I did not take the feat for Raging as an immediate action, so I had no special bonuses to Will saves and did not have access to my rage power for an extra saving throw. I was out for the entire combat, as was the archmage. The second encounter was much more fun for me. Facing several glooms (a race of epic rogues, basically), my barbarian truly shined. He could not be caught flat-footed or be considered flanked by any of them, and his Terrifying Rage epic feat sent most of them into panic on his turn. He had the same effect on the devils in the next room, and gave the dragon the 'shaken' condition. Against the dragon, I made use of Dire Charge and spent nearly 80 rage points on my first turn. +30 to hit x5 swings, +30 to damage x5 swings, no rage penalties, boosted DR, +15 Dodge AC vs. melee. My full attack contributed slightly over 500 damage, and the Nightcrawler character (abusing an oriental adventures prestige class that allows a full attack after a teleportation effect) finished it off on his turn with two full attacks with duskblade channeled spells. The poor dragon didn't even get to use its quickened epic spell.

When we had to close the game for the night, I took stock of my character again. He had taken no more than 1/4 his health in damage, which nearly made tracking temporary health from raging a moot point. He spent 130 rage out of 302 rage points in encounters that represented half of the adventure; a pretty even rate imo. He dealt damage equivalent or above a truly powergamed munchkin in the right situations, and he maintained some weaknesses covered by other classes. For example, he was the only party member without a bypass for a doorway covered by Wall of Force.

The arcane-blooded sorcerer was built as a blaster focusing on the Intensify Spell metamagic. She used Bonded Item for her staff and made it quite powerful at half cost; quite significant in the range of Millions of goldpieces. The 20th level ability was a great addition to the class as well, and helped her remain mobile while providing support with metamagic'ed spells. Versus other spellcasters, she used Antimagic ray and Ice Claw Prison to great effect.

The cleric was by far the least flashy PC and did the least amount of damage. However, her Destruction spells were quite effective, and her positive energy channeling turned the first encounter from a TPK to a smooth victory. Restorative magic continues to be a staple for the party, if this example is any guideline.

Sovereign Court

The premise here is simple; people from different parts of the U.S (and parts of other English-speaking countries) use different words to mean the same thing. Please respond with what words you use from the previous post's examples, and then add your own words to the list.

First up: Cyclone, twister, or tornado(e)?

Sovereign Court

I am very happy to see bards finally get this ability. I also think the performance for this power should include (oratory) for those smack-talking bards.

Sovereign Court

Hello,

I just thought I'd mention I participated in a naming contest the Air Force (USAF) is having for its newest tanker aircraft, the KC-45A. Senior officials will decide on its name after reviewing submissions from Active Duty, Reserve, and gov't employees of the USAF.

What is it I suggested for the name? The Pathfinder, of course.

Sovereign Court

My wife and I were gaming with our regular group last weekend, and toward the end of the session we started making characters for a 16th level game that one player was very enthusiastic towards. I made mention then that, although I like higher-level play, I am unsatisfied with the skill system at high level for the classes that currently get 2+Int mod per level. My wife then offered the following suggestion:

Why not give all the classes 8+ Int mod skill points per level, and bring back the x2 cost of cross-class skills?

I am going to be playtesting this idea next week at 16th level. Perhaps it will give the players too much, but I doubt it.

Sovereign Court

A month ago I requested that my shipping address be changed because I have moved. My next Pathfinder (#9) appears to be headed to my old address as well. I still have not recieved Pathfinder #8 (order #936085).

Thank you,

Vendle

Sovereign Court

I changed my subscription delivery address last month, but according to the email I recieved, Pathfinder CotCT #2 is going to my old address. Is there something else I need to do to fix this? Thanks in advance.

Sovereign Court

I checked my most recent e-mail regarding the shipment of Pathfinder CotCT #2, and found it is being shipped to my old address. On my subsciption page, I have already updated my current address, but the Pathfinder apparently hasn't been redirected. Is there something else I need to do to fix this? Thanks.

Sovereign Court

I have a problem and I hope I can glean some helpful advice from our outstanding community.

The Harrow deck is going to play some part, large or small, in the upcoming adventure path. The deck looks like a fun prop to me; the style of the art doesn't particularly appeal to me and yet I find it very fitting for this deck. Plus the images are both classic D&D and mysterious.

The problem I have lies with one of my players. This player says the deck makes them uncomfortable because of its similarities to a Tarot deck, which the player opposes on religious grounds. Now, I know the player is generally not closed-minded about role-playing, fantasy, dark magic and a plethora of other issues. What can I say or do that will ease this player's mind and make the adventure path easy to enjoy, without removing the Harrow deck? Of course, removing the deck is still one solution, but I would enjoy presenting it to the other players. Thanks very much in advance.

Sovereign Court

Are druid animal companions limited to those listed in the PHB? I re-read the druid class features and it seems to be so. The starting companions "must be from the following list". But there are no rules on selecting future animal companions (apart from the advanced list in the PHB) that I can find. So, what are the guidelines for, say, choosing a new dinosaur from Savage Tide? Thanks.

Sovereign Court

I really admire the work your people have put into this site to make it easy to use. What I'm really pleased with, however, may just be a fluke. You see, I'm deployed and my computer access is often limited and of course restricted. There are many entertainment sites (TV sites, movie sites, D&D homepage) that are blocked from being viewed. I'm very glad that Paizo's pages aren't blocked by the "games and entertainment" filter that I have to work under. So thanks!

Sovereign Court

Question: Where did you hire so many transmuters for your staff?

You start with blank paper, and it turns to gold.

To extrapolate, this sort of product is exactly what I would use over and over again. A cheap, quick guide to a campaign world, with tips on character creation and new useful feats. Keep 'em coming!

I think this sort of thing would pay off for Greyhawk, large areas of Forgotten Realms, and Ravenloft. Hopefully it's an idea you'll kick around.

Sovereign Court

In a recent RPGA game I played in, I noticed something unbalanced. A veteran player had chosen for his druid's animal companion, a panther. Now normally I think this is fine. The DM also approved. The problem came in our first combat. The player, who won initiative in the surprise round, declared that his panther was using its pounce ability. It proceeded to advance 40 feet to the enemy and then use all five of its attacks.

I asked the GM about it later, and he didn't seem to understand my issue. What do you think? Because Pounce allows a creature to make two claw attacks and two rakes, shouldn't it be only allowed in place of a full attack action? That seems a bit much in the surprise round for a character's companion creature at 1st level.