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Grand Lodge

Was Aesocar overlooked when the list of associated gods were picked for this subdomain? Her areas of concern specifically include medicine. Just realized this when someone suggested I pick up the medicine subdomain for my PFS character... and I couldn't.

I know it's a tall order with PFS1 already sent to pasture, but a campaign clarification that added her to the list wouldn't go unappreciated.

Grand Lodge

I was under the understanding that if you don't have the Improved Grapple feat, you only provoke when you first initiate the grapple, not every subsequent round you maintain it.

GM believes that you provoke every round you make your combat maneuver check to maintain, in addition to the initial grapple maneuver. I found several flow charts that agree with my side of the discussion, but he says the flowcharts are "fan-made rules," and not official.

Can someone point me to some clarification on this?

Thanks,
-Rob

Grand Lodge

I know traits don't normally stack, but Blessed Touch doesn't read as a trait bonus (at least, it makes no mention of bonuses). The Rescued campaign trait from Jade Reagent adventures, on the other hand, explicitly gives +2 trait bonus to HPs healed with cure spells.

Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Rescued (relevant part): You gain a +2 trait bonus whenever you use cure spells to heal damage.

Yay, or nay?

Grand Lodge

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Alchemical Mummy (the burning kind)

Tiefling
Alchemist 10

[Discovery 2] Immolation Bomb
[Discovery 4] Precise Bomb
[Discovery 6] Directed Bomb
[Discovery 7] Preserve Organs
[Discovery 8] Fast Bombs
[Discovery 10] Mummification

[Trait] Fast Drinker (awesome when combined with prehensile tail, Alchemical Allocation, and potions of Good Hope and Improved Invisibility [the ones made by summoners])
[Trait] Unscathed (boost resists by 2)

[Feat 1] Throw Anything
[Feat 1] Brew Potion
[Feat 1] Point Blank Shot
[Feat 3] Rapid Shot
[Feat 5] Two-Weapon Fighting
[Feat 7] Extra Discovery
[Feat 9] Improved Two-Weapon Fighting

Items: The usual, but you'll want either a Darksire Amulet to boost resistances on the cheap, or (better) Major Ring of Energy Fire Resistance.

Resist Fire 12 (20 with ring), Electricity 12, Immune Cold

Combat Methodology:

Step 1) Start by making a full attack on yourself (five attacks at level 10 w/ rapid shot, two-weapon fighting, and improved two-weapon fighting), using Immolation, Precise, Directed, Fast Bombs. Take care if you're using budget build, as you only have 12 fire resist to work with (5 base damage from immolation bomb + int + other mods).

Step 2) In subsequent rounds, do whatever you want, as you now have a 60-damage fire aura/cone (5 @ 12 damage a piece, save for half) for next the five rounds. Damage can scale quite high if you budget for better resistance and high int. And being passive damage allows you to do other things, like drinking one of your unlimited potions of Good Hope to buff the party.

Notes: This hasn't in any way been optimized. Its a rough concept that I've only gotten to try out in a single game so far*, but it was fun. :) I hope to bring a version of it to a PFS game at some point, and to have my character cackle wildly whilst smashing all his bombs over himself and proceeding to immolate everything around him for next several rounds.

* (It was a mythic game, and GM was kind enough to let me take a Mtyhic Discovery for bombs to spontaneously change the damage type to cold)

Grand Lodge 1/5

Ajaxis wrote:
"Donkeys and mules have the same statistics as ponies (see the Bestiary)." Ultimate Equipment 82.

Aha, ty.

Grand Lodge 1/5

I would think they would be, as they're listed in the equipment section of the Core Rulebook, as well as mentioned in animal archives as possible mounts -- however, they don't seem to be statted anywhere. I can't find any official post regarding this, nor is it mentioned in the FAQ or erratas.

Grand Lodge

Maybe an alchemist? Their bombs are fire damage...

Grand Lodge

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Mythic Evil Lincoln wrote:
Jiggy wrote:
Caineach wrote:
I think you are getting 2 conversations crossed.

In a 230-post thread? Poppycock! ;)

If you can get it better-sorted, by all means, be my guest!

No, no, this is something very good to keep in mind.

Long threads plus intense topics tend to get confused like that. Everyone self-check.

Brain: Are you pondering what I'm pondering?

Pinky: Uh... yeah, Brain, but where are we going to find rubber pants our size?

Grand Lodge

Also, House of Seven Gables by Nathaniel Hawthorne is rife with double crossings, murders, bad dealings, corrupt judges, etc. Would be a good one to adapt into an adventure.

And speaking of the aforementioned, Alexander Dumas' "Count of Monte Cristo" could also be a good backdrop for an adventure. Pathfinders become involved in a deep conspiracy for revenge. Do they expose the conspirator (murder is murder, after all), or do they help him exact justice?

Grand Lodge

Charlotte Gilman's "The Yellow Wallpaper" would make for a good investigative-type adventure.

Teaser: A Blakros baroness has just given birth to twins, but the mother has mysteriously gone missing! The only thing left in her room is a diary, but the observations recorded therein quickly turn from loving memoirs to twisted horrors lurking in the shadows and walls.

Grand Lodge

This actually answers my question quite well. In addition to making the target more squishy vs ranged attacks, it would help my luchador, El Vato del Rio*, when he does his special move: The Cascada Muerta pile driver!

Was hoping that after knocking someone prone form ki throw/binding throw shenanigans, that when I moved them up into the air 10ft (20ft next level!), that they'd be able to fall prone upon taking the falling damage. Seeing as people tend to agree that yanking someone up 5ft and dropping them would work, then 10ft or more should also do the trick.

1) El Vato Charges and clothesline the enemy! (Ki Throw / Binding Throw)
2) People's Elbow! (Vicious Stomp)
3) Move to cover! (Free grapple from Brinding Throw)
4) Ankle lock! (Constrict damage from his Tri-City Championship Belt, aka Anaconda's Coils)

Next round:

1) Arm lock! (Maintain grapple + constrict)
2) The Power of El Vato explodes! (Shirt of Immolation)
3) CASCADA MUERTA PILE DRIVER!

** El Vato and grappled target leap skyward 10ft (20ft next level!) in a column of smoke and flame. El Vato slams the target into the ground. Target takes 1d6 points of falling damage and is knocked prone, triggering Vicious Stomp, which I just flavor as part of the pile driver or as a leg drop. Fortunately, I can do all this while maintaining grapple because Tetori are awesome like that and threaten even whilst grappled. And add +2d6 tag team damage to everything, since getting flank is super ez with Ki/Binding Throw **

Repeat awesomeness!

* Currently 7th level @ 3 ninja and 4 tetori. El Vato can currently auto-succeed a DC 40 jump to carry his opponent 10ft up ezpz by spending 1 ki point for the +20 bonus. His heavy load is also 3600 lbs, so weight is rarely an issue.

Grand Lodge

Assuming I have control of the grapple, can I can use the Move action of the grapple rules to place my opponent upright (no longer prone) in an adjacent square when I'm done moving him or her about? Or, perhaps, upright before hand as part of the movement?

Was trying to find some rules for forcing an opponent out of prone position, and this was the closest I could find.

Grand Lodge 1/5

Disk Elemental wrote:
Ratfolk was the boon for Tier 2 GMs at Gencon.

Outstanding.

Grand Lodge 1/5

Just noticed in the AR all that beautiful red text lifting the Ratfolk embargo (main ARG heading still says nothing from Ratfolk is legal, but the red text below says it is... assuming the former is an oversight?).

Were there Ratfolk boons given out at GenCon? Or is this some clever foreshadowing? :o)

Grand Lodge

What's an ecclisitheurge cleric, if you don't mind me asking? Or rather, which book is it in?

Grand Lodge

Hey All,

Was reading up on the treesinger archetype, and saw that the treant does double damage vs objects. This got me thinking about making a sunder specialist -- of sorts. I'm keen on the idea of a hulk-smash treant, but I'm not sure how effective it would be.

Here are my initial thoughts on feats and such at each level for the treant (PFS, so level 10 is about where it caps for animal companion in regular play).

01 Toughness OR Extra Item Slot for some future beneficial item
02 Power Attack
04 +1 int
05 Improved Sunder
08 Improved Natural Attack
09 +1 wis
10 Deific Obedience (Rovagug, +4 hit/dmg vs objects)
13 Greater Sunder

At level 10, vanilla STR 26 treant would be:

+20/+20/+20 @ 4d6 + 24 damage vs objects.

Does this seem viable at all, particularly with lack of adamantine? What other feats would you suggest (for both the druid and treant)?

Thanks,
-Rob

Grand Lodge 1/5

Okay, thanks for the responses.

Grand Lodge 1/5

Question about further enchanting an item that appeared on my #00-34 Encounter at the Drowning Stones chronicle. There are three Core Rule items that were fluffed to use a different item slot. The one of particular interest is this one:

Spoiler:
Amulet of Natural Armor +1 (Crocodile Skull Headdress)

Is this item considered unique, or can I enchant it beyond the +1?

Grand Lodge 1/5

Sniggevert wrote:
Warhaven wrote:
Kind of curious why Android is singled out as not being legal for play in the People of the Stars section, and nothing is said about the other races presented. Why not simply state, "The races presented in this book are not legal for PFS play unless they appear on a Chronicle," as per the usual?
Answered above...

TY.

Grand Lodge 1/5

Kind of curious why Android is singled out as not being legal for play in the People of the Stars section, and nothing is said about the other races presented. Why not simply state, "The races presented in this book are not legal for PFS play unless they appear on a Chronicle," as per the usual?

Grand Lodge 1/5

Spoiler:
In Destiny of Sands Part 3, you gain 3 mythic tiers for the duration of the adventure. The Mythic book says, " Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2." Emphasis mine. If the ability increase is permanent, wouldn't that mean you get to keep the stat increase regardless of losing your mythic tiers at the end of the scenario?

Grand Lodge

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thejeff wrote:
|dvh| wrote:
EntrerisShadow wrote:
I really wouldn't say hermaphrodite is offensive as in the context of a magical world like Golarion since it would be the appropriate definition, as opposed to the real world where no actual human hermaphrodites exist. I would assume part of a magical hermaphroditic race is that they have true primary sexual characteristics of both genders instead of being genetically one gender or the other with differently developed genitalia.
No actual human hermaphrodites exist? Since when?

Intersex people certainly exist. They prefer not to be called hermaphrodites.

As far as I know, "fully functional" human hermaphrodites don't exist. People with both normally functioning primary sexual characteristics. Capable of both fathering and bearing children.

Fortunately, things are changing. While the procedure was developed to correct Mayer-Rokitansky-Küster-Hauser syndrome, I could see it being used for intersex people who want to have children, but could not normally do so due to under developed sexual organs.

Exciting times!

Grand Lodge 1/5

ARGH! wrote:
I was going to use my Thasilonian magic boon to make a sin-mage of lust, and was going to get a friend to play a monk. For the monk, it says you can make your unarmed attacks with any part of your body...

I'm thinking Night at the Roxbury...

Make sure you flank for that extra +2. :)

Grand Lodge 1/5

Might want to mention in the Blood of Angels section that Whimsy was reprinted/changed in Inner Sea Gods. It didn't mention that, so I thought it was simply given the banhammer and was about to retool my character for free.

Will require prestige/gold now to fix. :(

Grand Lodge 1/5

graywulfe wrote:
Whimsy is still legal. The version from Blood of Angels is no longer legal, but the one from Inner Sea Gods is legal.

Ah, didn't know they reprinted it. Thanks.

[edit]

Eh... yeah. Wow. So, I guess I'm going to be spending some prestige and gold to retrain. *sigh*

[edit 2]

Dagnabbit! Tyranny was also changed drastically. There goes my sword saint...

[edit 3]

On the flipside, flotsam subdomain is now legal and super awesome.

Anyway, thanks again.

Grand Lodge 1/5

I was looking up some unrelated stuff, and just now noticed that Whimsy subdomain is no longer legal. I know I can pick a new subdomain for free, but I picked up the subdomain via the Separatist archetype and it was the sole reason for taking the archetype.

As such, am I limited to only selecting a new subdomain, or can I change archetypes (or remove it completely) for free since that was the whole purpose of taking said archetype? Or is intent irrelevant and I'm stuck with it?

Thanks everyone,
-Rob

Grand Lodge

The Spaceballs character sheet is my new favorite. :)

Grand Lodge

The Spontaneous Alchemy rules are reminiscent of a classic CRPG called Darklands -- one of my very favorite CRPGs of all time. I'd really like to know from the devs if these new rules were inspired by the game.

In any event, I'm a happy camper, to say the least. :) This book really made my day and I'm nearly teary-eyed over all the new fireworks and the ability to light off a whole shenanigans worth after one has acquired a few ranks of craft alchemy. *sniff*

Next game is going to be glorious... *queue epic Tchaikovsky*

Grand Lodge 1/5

Hey Everyone,

I have a bazillion prestige right now after a long period of slow advancement + Borderland Keep (generates +1 prestige in place of day job).

Aside from Pathfinder Society Field Guide and the the Pathfinder Society Primer, are there are any other sources of vanities or prestige purchases? I have a whole lotta' prestige I need to spend.

[edit]

p.s. Thank you for the responses!

Grand Lodge

So, if you cast Holy Sword on a Brilliant Energy weapon, does the blade disappear and all you're left with is a hilt? :)

Grand Lodge

Although, I had thought about running a scenario where the big bad used the wand on some innocents... just to mess with the paladin. :)

Grand Lodge

There are also a few miscellaneous AC bonuses as well from things like Dusty Rose Prism Ioun Stone (+1 insight, 4000g) and Jingasa of the Fortunate Soldier (+1 luck, 5000g).

They also add to your your touch/flat footed ACs and CMD, which is double-plus-good for spellcasters. The ioun stone adds a further +2 to CMB/CMD as its resonance power with wayfinders.

Grand Lodge

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I'd suggest Sleeves of Many Garments from Ultimate Equipment. Then you can create the swarmsuit on the fly when needed, as it normally imposes a 50% movement loss while worn. Or, for a bit more, make it a tear-away swarmsuit so it can be removed quickly if the 1/2 movement penalty is getting in the way.

Grand Lodge

Thanks for the response. I will ask.

Grand Lodge

Maulium wrote:
About spellcasting, I will give wizards the chance to hide their books. And witches the chance to keep their companions aslong as they can be hidden.
Baldur's Gate II wrote:

Protagonist: Ah, I see you still have that... rodent. Dare I ask how you have kept it hidden from our captors?

Minsc: Don't ask questions better left to aged sages. Boo is so quick and evasive and there is ever so much of Minsc to search, there is no hope of getting us apart!

Imoen: Eww, I... really don't want to think about that too much.

Grand Lodge

So, I got the race boon yesteryear at DundraCon, and recently discovered the firesight feat. Was thinking that it was a natural fit with an eversmoking bottle, but then I realized that ifrit aren't immune to the effects smoke inhalation.

Was hoping to do an alchemist or investigator (something with craft alchemy), but I'm running into the smoke inhalation problem. Any suggestions for getting around that?

I could spend 9k for a necklace of adaptation, but I figured it'd be more fitting for an ifrit to have an innate ability of some sort (feat, persistent class ability, etc.) to avoid choking to death on smoke. Something other than holding ones breath, of course. Sadly, smoke isn't considered a poison, otherwise that'd be an ez fix by merely leveling as alchemist.

Thanks,
-Rob

Grand Lodge

I wouldn't mind seeing an ihagnim* statted out. It hasn't had stats since 1st edition.

* What's an ihagnim?:
It's the creature at the other end of a Bag of Devouring.

Grand Lodge

Pun-Pun.

Grand Lodge 1/5

And to add to the late game purchases (though, it's more a mid-game purchase):

Figurine of Wondrous Power (Ivory Goats) :: For 3 hours, once per two weeks, you get a +3 heavy lance and +5 longsword for 21k. And none-too-shabby companion to help fight beside you.

Even more epic if you have Companion Figurine feat from Classic Treasures Revisited. You can activate the Goat of Terror two times per two week period at 6 hours a piece. And your horse gains an 30' aura of terror... how badass is THAT?

Grand Lodge 1/5

Chris O'Reilly wrote:

My problem with big purchases like that is the saving up. I just dont have the dedication to go 5-6 games making no purchases to eventually afford some named item. For thematic reasons I want to play a character with a staff but the only way I can see to reasonably afford one that I would even bother to use is as a wizard with an arcane bond.

Rest of Post:
My cleric bought a wand of lesser restoration after almost dying to a shadow and then never used it.

The zul looks... interesting because of the dex dmg (a common weak point among some specifically difficult enemies) but I dont know where its from. I should hope it doesnt catch on.

Anywho, theres a reason the big 6 items are so entrenched, they are often simply your best/most efficient use of gold when it comes to items. The uses for specific items are often so narrow that to be worthwile they would have to be borderline gimmicky (like the zul or some unthought of interaction between one item and a trait from an old book and a certain reading of a special prestige class).

Yup. Not ez not spending the money. I saved up nearly all my gold except for a few necessary purchases (+2 int headband) until I hit about 8th level to get my Orange Prism Ioun stone (only 27k for us Qadirans), but now that I have it, I love it. Every spell I cast now adds another 0 - 3 caster level as its resonance bonus. I feel like a wild mage. :D

But yeah, it's difficult, not just resisting the urge to spend all that coin on your character sheet, but only just now at 9th level getting a +3 cloak of resistance. Gah. Saves are rough.

Grand Lodge 1/5

Have a couple questions for this feat:

1) Since it no longer requires Ability Focus (a monster feat), and it's not explicitly listed as being banned in the Additional Resources, am I to assume I can now take this feat, providing I meet all other prerequisites?

Was thinking of taking this chain for my crawling vine companion.

2) This feat references old mechanics, and hasn't been updated to reflect the change in Bestiary 2 to what sizes grab and constrict abilities can affect. As such, does this feat no longer provide any benefit to a creature that already has grab and constrict (e.g. crawling vine)?

Grand Lodge

James Jacobs wrote:
Trinite wrote:

James, I'm planning to run a game soon based on the assassination of an Elven king in Sovyrian, and I'm brainstorming things to include/deal with. PCs are all level 8, and NPCs are between level 6 and 12.

1. What tools could the assassins use to help ensure that the king can't be resurrected?

2. What ideas might the assassins come up with to frame the PCs (strangers from another planet, there for research) for the assassination? They would need to work against 10th-12th level security measures.

3. What could be some good ways for the PCs to find clues that connect the real assassins to the mastermind -- an ambitious nobleman -- while they evade capture by the authorities?

1) Red mantis tactics. Disintegrate or other whole body destruction. Coming back to assassinate the king multiple times. Since the NPCs are between levels 6 and 12, they can't cast resurrection, and as such death effects and bodily destruction of the remains would all do the trick.

2) Shapechange/illusion to look like the PCs and "get spotted" at the scene of the crime.

3) This is starting to sound like "Design my adventure for me," and I don't want to set a precedent for doing that since I don't have time. I would suggest watching a bunch of movies on the topic of framing and murder mysteries for inspiration.

Bag of Devouring is my personal favorite means of disposal. Even if they get they drop the ducats on a true resurrection / miracle / wish, it only has a 50% chance of working.

Grand Lodge

How do fire salamanders and other outsiders that are native to the plane of fire survive? Won't they all die off from smoke inhalation?

Fortunately, elementals don't breathe, so they're safe, but everyone else is kinda' screwed...

Grand Lodge

Yes, that's it! Thank you!

Grand Lodge

You can get the Bane Baldric if all you want is the bane class feature from inquisitor. Then you can put most of your levels back into gunslinger.

And speaking of criticals, since you're a dhampir, I would also suggest taking the Numerological Gift trait from Blood of the Night flopbook. If you're not familiar with it, you roll 3d6 when you take the trait and record the number (it can't be changed). From then on, once per day, you can turn any d20 roll that comes up as that number into a nat 20.

Grand Lodge

Hey Everyone,

I can't for the life of me remember where I saw it, but I had come across either a magic item or alchemical substance that when combined with an alchemical item, increased all its saved DCs by 1.

Anyone here know where I saw that? Or was it some crazy lucid dream?

Thanks,
-Rob

Grand Lodge

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Bill Dunn wrote:

Wands back in 1e days were typically found with 100-(1d20-1) charges, based on the treasure tables, although many in published adventures were found with far fewer. So the 50 charge number has absolutely nothing to do with any Gygax preference.

The 50 charge limit came with 3e D&D with the restructuring of the magic item creation system. In 1e/2e, wands were focused on either divination (enemy detection, secret door and trap location, etc) or combat (fear, fire, frost, magic missiles, etc) and were pretty rare. Not every spell could be put in a wand as far as the rules were concerned - although the magic item creation system could allow virtually anything the DM allowed and put the PCs through as far as finding appropriate materials.
The 3e magic item creation system allowed pretty much any spell to be stored in a wand, but also cut the charges down to 50, probably to make the per charge cost reasonable but not ridiculously low and try to balance with the whole new magic item pricing system.

It's because, as Bill Dunn stated, the original wands were 100-(1D20-1) charges. However, Pathfinder is twice as good as 2e, and we also have the maximize metamagic feat, so it becomes 100-MAX(1D20-1)*2. Which comes out to 62. And as we all know, the octal form of 50 is 62. So, naturally, we have 50 charges in wands now.

In addition, Pope Anastasius II was the 50th pope of the Catholic Church. He died in 498, and if we add the "+2 backscratcher" reference from the original AD&D DMG comic, you get an even 500; which of course is divisible by its page number (10), and gives you 50 again.

It's all perfectly clear as to why we have 50 charges. Not sure why nobody else has figured it out...

Grand Lodge

PatientWolf wrote:
Torbyne wrote:
Looking at this, "Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race." The next line is an open ended example so i dont see it as relevant for the point. From this i am getting the interpetation of "Any time ANY THING checks against your race, which is defined as a combination of type and sub type, you include the race chosen with Racial Heritage." Meaning that while the feat does not allow you to write down "Humanoid (human) (Racial Heritage Sub type)" on your character sheet, those words are forever more branded in invisibile ink and you can not ever ignore that. This is a very wide catch all wording that means there...

First you quote the actual text then make a statement completely of your own invention. It specifically says you COUNT as that race for effects related to race. It does NOT say "You are 100% of both human and that race ."

All racial heritage does is allow you to look at as spell like Boil Blood and say "Oh that effects me like an Orc even though I am not one."

It lets you look at a feat like Ironguts and say "Oh I qualify as if I were an Orc even though I am not one."

It allows you to look at Tail Terror and see the requirement Kobold and say "Hey I qualify to take this feat as if I were a Kobold even though I am NOT one."

That is it. That is all it does. Nothing else. Racial Heritage doesn't give you any new body parts.

However, some feats do such as Tengu wings. So what about Tail Terror? Anything in there about growing, sprouting or developing a tail? Nope, it just says you can use one, IF you have it available, to make a Tail Slap.

Pretty much my line of reasoning.

Taking Racial Heritage followed by Tail Terror wouldn't give you a tail any more than Power Attack would provide you with a weapon with which to power attack.

To me, qualifying for a feat does not guarantee a means by which to carry out the feat, unless said feat explicitly says so, such as the Tengu Wings.

Grand Lodge 1/5

David knott 242 wrote:

The bonus to Craft (Alchemy) is given in the Alchemist class description, not in the skill rules. As I recall, the Investigator class description in the playtest rules had no such provision, so as of now the Investigator gets no such bonus from his class. I would be very surprised to see this FAQ answered with anything other than "No reply necessary".

Sorry, maybe my question wasn't clear. Let me clarify.

Can investigator use Craft (Alchemy) to make alchemical items?

DETAILS: Crafting is prohibited in PFS, excepting rogue poisoners, alchemists, and of course exemptions noted on chronicle sheets.

MORE DETAILS: Investigator lists rogue and alchemist as alternate classes. Which leads me to:

Does that mean investigator is an alternate class for both rogue and alchemist?

If so, then I've answered the first question, as an alternate class counts as its base counterpart, yes?

Grand Lodge 1/5

I didn't see it mentioned in FAQ or Additional Resources, other than the class is legal to play.