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Scarab Sages

Good Day,
Please cancel my Adventure Path Subscription after #150.
Thank you.

Scarab Sages

So my players were off to kill an ancient copper dragon (yes, my PCs are evil).
But ancient copper dragons have antimagic field.

What dragon that has access to antimagic field would not cast it as their very first action and then melee the crap out of would be dragonslayers?

Consider, for the dragon, casting antimagic field means that any weapons coming at it (melee or ranged) are no longer magical, so its DR/15 magic soaks up damage.
Its AC 39 makes it extremely difficult for a melee character to hit (especially one that was relying on a lot of magic to boost its numbers), reducing them to "fishing for 20's".

Any spellcasters are pretty much useless.

So, how does one go about killing a dragon that has antimagic field up?

Scarab Sages

So my Alchemist just hit level 7. As his level 3 extract I took Paragon Surge.

Right now, I'm strongly leaning towards using the bonus feat from the extract to pickup Iron Will (since Alchemists generally have a poor Will save).

At level 8 I know I have the options of Extra Discovery: Force Bomb or Holy Bomb. Or Greater Reposition (in conjunction with the Mythic Ability of Combat Trickery).

I do know that whichever feat I pick on the first use of the day will be limited for the rest of the same extract.

But I'm looking for other good choices.

Suggestions?
John

Scarab Sages

Unfortunately I must cancel all my remaining subscriptions effective immediately.

Thank you for your assistance in this.

John

Scarab Sages

In the game I run the Confusion Bomb has come into play. When we started to dig into some of the mechanics of implementation there were some questions.

Confusion Bomb:

Confusion Bomb* (Su): The alchemist's bombs twist the target's perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be at least 8th level before selecting this discovery. [note the FAQ now has a save effect for this]

Confusion:

This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.

d% Behavior
01–25 Act normally
26–50 Do nothing but babble incoherently
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

The key part of the discussion is this: Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.

So, when an alchemist throws a Confusion Bomb does:
A) the bomb damage take place first and then the confusion (thus rolling on the confused creatures behavior); or
B) the confusion takes place first, then the bomb damage (thus the 'confused' creature has been attacked and will go after the alchemist rather than rolling on the confused creature's behavior

We had a lively discussion on this, and while I made a ruling for that instance so we didn't bog down the session, I would like input as to what the correct order should be.

For the session we went with option 'B', but looking at it after the fact I'm more of the opinion that it should have been option 'A'.

Thoughts?

Scarab Sages

Since the FAQ came out that allowed spell-like abilities to be used to qualify for arcane casting requirements, an assimar Eldritch Knight build has been bubbling in my head. Then to round out to level 20, take levels of Arcane Archer.

So, this build isn't finished by any means, but I'm currently playing around with a Ftr 1/Wiz 1/EK 10/AA 8. It gives me +19 BAB, lvl 8 spells (caster lvl 16) and 19d10+1d6 HD.

Stats:

A core assimar doesn't do an archer build any favors with +2 Wis/Cha (the two dump stats). Since you need the daylight spell-like ability to make this combo work you are pretty much stuck.

20pt build
Str 14, Dex 15, Con 13, Int 17, Wis 9, Cha 9

Level increases: +1 Dex (4th), +1 Con (8th), +1 Int (12th), +1 Dex (16th), +1 Dex (20)
Final
Str 14, Dex 18, Con 14, Int 18, Wis 9, Cha 9

Feats to consider:

Required Feats (for AA): Point Blank Shot, Precise Shot and Wpn Focus (Longbow or Shortbow)

Useful feats:
Arcane Strike (using your spell-like ability's caster level) gives you +5 dmg at level 20, uses a swift action (interferes with Spell Critical of the EK)
Rapid Shot
Deadly Aim (maxes at -5/+10 with BAB +19)
Arcane Armor Training or Still Spell or give up armor with spell failure (you could wear Silken Ceremonial Armor)
Wpn Spec
Rapid Shot
Manyshot
Clustered Shot
Point Blank Master
Snap Shot/Combat Reflexes - Improved Snap Shot (threatening with a bow could be useful... the question is how often will it come into play. If you decide to go this route then Improved Snap Shot & Combat Reflexes make this useful, bad guys charge you, hit them as they move thru your 15' threatened range).

Right now my feat tree looks like
1st: Point Blank Shot, Wpn Focus (Longbow)
3rd: Precise Shot, Rapid Shot
5th: Wpn Spec (Longbow)
7th: Arcane Strike, Point Blank Master
9th: Deadly Aim
11th: Snap Shot, Combat Reflexes
13th: Still Spell (not sold on this)
15th: Clustered Shots
17th: Improved Critical (not sold on this)
19th: ??

Wizard:

Arcane Bond vs Familiar - enchant your bow or get a familiar that gives you some slight boosts (Greensting Scorpion for +4 Init would be decent)

Wizard School: needs to be a bonus that doesn't matter if it doesn't scale up, possible choices are:
Abjuration: Fire Resist 5 (with your Assimar resists this is decent)
Divination: Always acting in the surprise round and +1 to Init checks
Transmutaion: +1 enhancement to a physical stat (useful early to boost Dex/Con, limited use later on)
Admixture: swap energy damage
Foresight: extra d20 for the round
Wood: +1 enhancement to Dex, Con or Wis. (useful early to boost a save/stat)

Spells:

Some spells to definitely look at taking: Gravity Bow, Greater Magic Weapon, Haste.
As it is very likely that since Spell Critical (EK) won't come into play due to Arcane Strike using up your swift action, most spells will be less blasty and more buff/battlefield control.

As with any martial build, feats always seem to be at a premium, not to mention trying to squeeze in any caster feats.
Does Snap Shot/Improved Snap Shot work well? It seems like it should.
I'm not 100% sold on the Improved Crit for a bow, should it go into the build or is it not worth it for an archer?

Scarab Sages

Unfortunately due to other real life commitments, I request the cancellation of my subscriptions for:
Pathfinder Roleplaying Game;
Pathfinder Campaign Setting;
Pathfinder Player Companion; and
Pathfinder Modules.

Effective immediately.

At this time the only subscription I will continue with is the Pathfinder Adventure Path.

When finances permit I look forward to renewing my subscriptions (and most likely ordering the items that I missed) as I quite enjoy your products.

Thank you.

Scarab Sages

So with the current ruling on Spell-Like Abilities allowing Crafter feats to be taken in the FAQ
Then an Assimar Alchemist can take all the crafting feats they want, as could other non-casters, all because they have a spell-like ability.

I suppose that is one way to get around the ruling that Alchemists aren't spellcasters to take crafting feats.

The same goes for Tieflings... what other races have innate spell-like abilities that have a caster level based on HD?

Scarab Sages

In my Way of the Wicked game, my players are trying to determine ways to prepare for a dragon.

One of the ideas bounced around was:
Alchemist's Fire + Glyph of Warding (vs Good) with the idea that when the flask breaks the item is 'opened' and the Glyph should go off.

It is an interesting interpretation. And if the item was a chest protected by a glyph of warding and they smashed open the chest... as a DM I would rule that the glyph goes off... so in theory, if looked at thusly, breaking a flask with a glyph of warding on it should have a similar effect.

The flip side of this, is that it could wind up have the party haul around a bunch of 'glyph grenades' as it were...

If I allow this, I'm thinking that I will only allow them to make a number of these equal to their caster mod bonus... or maybe 3 + caster mod bonus.

Thoughts or suggestions?

Scarab Sages

I'm (hopefully) going to be playing in a Way of Wicked campaign in the new year. And I'm considering a Arclord of Nex.

My stats will most like be the Focus/Foible method (18 Int/8 Wis, all other stats 1d10+7).

There are a couple of races that sort of stand out.
1) Human, bonus feat + skill points is never a bad choice
2) 1/2 Orc, darkvision ftw
3) Samsaran for the Mystic Past Life
4) Elf

I'm leaning towards Samsaran, but mostly for the Mystic Past Life to pick up some Summoner Spells (ie Haste at level 2, Black Tentacles at level 3, etc) or to pick up Witch Spells (some cures and other spells wizards don't normally get access to).

The problem is that while I have a good idea what feats I need early, it is the later feats that are stumping me a bit and I could use some recommendations.

Wiz 5/Arclord 10/Wiz 5

Trait - Hedge Magician
1st - Eye of the Arclord [Scribe Scroll]
3rd - Craft Wondrous Item
5th - Craft Arms & Armor, Craft Construct
7th - Arcane Builder (Construct)
9th - Leadership (depending on Cha score)
11th+ is where I'm at a loss on what feats to take (or even consider), especially if I'm trying to gear up with constructs.

Any suggestions, recommendations would be appreciated.

Thanks!

Scarab Sages

Please cancel my Pathfinder Battles Subscription.

Thanks
John

Scarab Sages

I was just looking at my order (#2170841) trying to figure out why it was delayed so long. It looks like it won't ship until backorder items arrive... shouldn't the backorder items just move to the my next subscription order?

Just trying to anticipate when it will actually ship as I'll be moving soon and need to figure out if I need to change my mailing address.

Thanks!

Scarab Sages

Who else got into the 'Land of the Iron Lords'?
I'm currently waffling on what to play... (right now it is probably an alchemist).
Has anyone decided on what they want to play?

Scarab Sages

My party is nearing the end to reaching Tazion and I'm calculating what day they will arrive on.
However I've hit an interesting snag and would welcome suggestions.

Spoiler:
The party secured Nkechi and Athyra's help. Nkechi meant the party didn't lose a week of travel, and Athyra helped reduce travel time by an additional day. The problem is that the Screaming Jungle has claimed both of them from wandering monsters. Athyra from Mzali Rangers and Nkechi was mauled to death by a dire tiger.

So should the loss of these NPCs mean that the PCs lose their bonus travel time? Or have the NPCs managed to contribute enough that the reduced time should carry through?

I'm kind of torn in that while I don't want to penalize the party that I also want the results to be accurate as to when the PCs arrive at Tazion.

Scarab Sages

There have been several coup de graces in our game lately resulting in a total of 5 deaths (2 PCs, 3 NPCs).

So we had some lively discussion about what could be done.

An idea that has emerged was enchanting some light armor (padded or even just cloths) and giving them Fortification enhancements.

Since a coup de grace is a confirmed critical, and fortification has a chance to negate a critical it seems like this is a possible solution.

While it may not be perfect, preventing some of damage (especially from x3 & x4 weapons) would if nothing else put the Fort save within a reasonable range.

Are there any other ways to help negate coup de graces?

Scarab Sages

1 person marked this as FAQ candidate.

Just finished a session where there were a few questions wrt an oversized falcatta.

While I think we got the rules right... there was some confusion about the way it was presented.

Falcatta - 1 handed weapon, thus one size smaller than the intended wielder (wielder was medium, so weapon size is small) Dmg 1d8
1st upsize
Falcatta - 2 handed weapon (both wielder and weapon are medium, no penalties) Dmg 2d6
2nd upsize
Falcatta - 2 handed oversized (wielder medium, weapon is large, -2 penalty to use, -4 if not proficient) Dmg 3d6

Is this correct or was there something else that was missed?

Edit'd for a typo.

Scarab Sages

21 people marked this as FAQ candidate. Question unclear. 4 people marked this as a favorite.

Previously, I’ve been of the opinion that alchemists could not take Craft Arms & Armor or Craft Wondrous Item without taking the Master Craftsman feat first.

In part due to the wording of the bonus feat Brew Potion and that alchemists don’t ‘cast’ spells and thus don’t have a normal caster level.

However recently reading through the Carrion Crown AP I’ve changed my mind. There are a couple of examples (one implied, one explicit) in the CC AP.

Part of what changed my mind was way the two examples were presented, which was that it makes a good story.
And if it can make for a good story with NPCs then it should also make good story for PCs (whether it will or not is another matter).

Just my 2 cents.

Scarab Sages

1 person marked this as FAQ candidate.

I think that Alchemist's should be able to Craft Construct, thru either:

A. Counting their class level as caster level for taking the appropriate feats (Craft Arms & Armor, Craft Wondrous Items, Craft Construct); or
B. By taking Master Craftsman to qualify for Craft Arms & Armor, Craft Wondrous Items & Craft Construct

My reason involves the Carrion Crown AP

Spoiler:

Count Caromarc is a lvl 13 alchemist who is the creator of the Beast of Lepidstadt and other additional flesh golems. So either A. or B. should be correct.

So either the alchemist’s class level does count as a caster level for the purpose of taking the crafting feats, or by using Master Craftsman an alchemist can use a craft skill to become eligible for the crafting feats (of course a slight problem with this is that Master Craftsman does not mention being able to use the craft skill for Craft Construct).

Have I missed a piece of logic?

Scarab Sages

My group finally wound up spending some time at camp, so I gave them the run down on the various duties they and the NPCs could fill.

Their decision is 4 defenders, 2 entertainers, 2 hunters, 2 medics.

The reason for the 4 defenders is because they want wandering monsters to come in and get smacked with 8d6 worth of trap damage. They have managed to kill a constrictor, a giant spider and 3 vipers so far. Fortunately the spider swarm ignored it.

From a metagaming perspective they figure that if they have the camp set up correctly that given sufficient time they should hit level 20 (by monsters wandering into the traps).

I will probably still give them xp for these trap defeated critters, but eventually the area they are in will 'run out' of random monsters, forcing them to at least relocate.

Has anyone else gotten some weird results?

Scarab Sages

Dear Paizo,

Shipment 1470296 should have shipped on the 29th of July. I'm still waiting for it to arrive. This seems longer than previous shipments. Any assistance on this would be appreciated.

Thanks

Scarab Sages

I think there was a slight oversight on the Alchemist Formulae available.

Under the class ability of Alchemy, it indicates that a starting alchemist has 'begins play with knowing four 0-level formulae and two 1st-level formulae of his choice'

However under Extracts per Day and Extracts Known there is no 0-level formulae. Nor are there any listed the Formulae list.

Scarab Sages

Just beat my way thru the FAQ 2.0 and found my answer.

Joshua J. Frost wrote:
hogarth wrote:

In the PFRPG rules, it says:

"While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)"

Does that mean that a Pathfinder Society cleric can worship a "divine concept"? If so, can she choose any two domains, as long as they fit with the "divine concept"?

No, it causes too many abstractions for me to deal with. You lose some abilities (no deity favored weapon, for example) and distance yourself from the flavor of Golarion, something I'm not interested in seeing explored. There are plenty of options for Clerics, flavor-wise and domain-wise.