Valeros

Weables's page

Organized Play Member. 1,082 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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that's up to your GM. custom magic items are always with GM permission, but usually the incorrect slot is a 50% increase in cost by the rules.


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yep, concur with everyone else. there's no reason level 1 characters get level 5 spells. think of it from a game balance perspective anyways, what would be the challenge as everyone would do exactly what you're doing, and obliterate all low level content


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dude, just because you dont like the rules, doesnt mean keep bumping the thread to try to get your version of them verified. I concur again with everyone else. specific trumps general here, and your specific version of command undead can only be used for what it says, period.


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this is something that comes from old fung fu movies. its just a trope, and dont worry about it. yes, you can do it right away. as to why? not everything is about direct mechanical advantage. this, and much about monks, is meant to be about flavor and style


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it dies. horribly. fed to a wood chipper.


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Cavall wrote:

The crux of the argument is that it never had to be an argument in the first place, man. I dont respond to your questions to poke you into reaction. I respond because someone asked a question in the rules forum and I try to answer as best I can, even if it's not the answer you want.

Just ask a question and be willing to accept the answer, rather than ask for validation of something you've already set your mind on.

You don't need us for that. You never did.

this could really be the answer to every single one of your threads


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It causes a strobelight-like effect as the monster and field flicker in and out of reality and everyone within a mile is blinded for 1d4 hours.


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I imagine the god would be a little upset.


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yep. pathfinder is a permissive system, which means feats do only what they say they do. it gives you A tail slap, as Slyme pointed out, which means one. doesnt matter which tail you put it on, you get one.


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i mean, if you eat and dont poop, you eventually explode. so I'm guessing yes?


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all the time. in fact, i prefer it, and always make NPCs available to the players if possible for NPC deaths. i find tying them directly to the story like that enhances role playing options, and my players get a further kick out of taking part of the story and making it their own.


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so i was bored, and if this is too much, i apologize. i did a full build, including gear for standard wealth by level showing what typical gear (just the big six items, really) could get you in terms of saves, to-hit, typical stuff. i tried to keep the general theme, as many feats as i could. Hellcat stealth is still there, trapfinding, assassinate, and i included fast stealth so your player can fulfill their scouting duties quickly and efficiently. I only included like half the skill points (bluff, perception, stealth, disable) to show you the main skills, but theres still a ton more skill points I didnt spend.

the build takes advantage of the dirty trick combat maneuver as a way to get sneak attack if flanking or stealth isnt available. quick dirty trick means that you can forgo your first attack to blind your target, and greater dirty trick means it lasts for 1d4+1 rounds, and cant be removed round one. This a. gives most monsters a 50/50 chance to hit you, because you're considered invisible, and sneak attack is activated for you, and they're flat footed for everyone, not just you. You can also take the rest of your attacks per round and enjoy your sneak attack.

The attack bonus I've listed assumed studied target, but as a swift action, its very easy to apply. I managed an AC of 27 with absolutely no effort, and you could get higher. for most CR9 creatures, thats about a 50/50 chance to hit you with their best attack. saves are reasonable, a +9 will should be decent enough at that level to pass most difficult saves at least half the time, and for a martial that's alright.

hopefully you like. can PM me directly if you have questions if i dont answer here.

Guild Rat Slayer
Human slayer 10 (Pathfinder RPG Advanced Class Guide 53)
CE Medium humanoid (human)
Init +6; Senses Perception +23
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Defense
--------------------
AC 27, touch 17, flat-footed 21 (+9 armor, +1 deflection, +6 Dex, +1 natural)
hp 80 (10d10+20)
Fort +11, Ref +16, Will +9
Defensive Abilities trap sense +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 short sword +19/+14 (1d6+7/19-20 plus 3d6 sneak attack) or
+2 short sword +19 (1d6+6/19-20 plus 3d6 sneak attack)
Special Attacks sneak attack +3d6, studied target +3 (3rd, swift action)
--------------------
Statistics
--------------------
Str 14, Dex 22, Con 12, Int 14, Wis 12, Cha 7
Base Atk +10; CMB +15 (+19 dirty trick); CMD 29 (31 vs. dirty trick)
Feats Combat Expertise, Greater Dirty Trick[APG], Improved Dirty Trick[APG], Iron Will, Quick Dirty Trick[UC], Skill Focus (Perception), Skill Focus (Stealth), Two-weapon Fighting, Weapon Finesse
Skills Bluff +14, Disable Device +22, Disguise +1, Intimidate +1, Perception +23, Sense Motive +4, Stealth +26, Survival +4
Languages Common
SQ slayer talents (assassinate [DC 20][UC], fast stealth, finesse rogue, trapfinding[ACG], underhanded trick), stalker, track +5, trapfinding +5
Other Gear celestial armor, +2 short sword, +2 short sword, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +3, ring of protection +1, 5,980 gp
--------------------
Special Abilities
--------------------
Assassinate (DC 20) (Ex) Can kill unaware foe with a prepared sneak attack (Fort neg).
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Quick Dirty Trick May perform a dirty trick in place of your first melee attack.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +3 (swift action, 3 at a time) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.
Track +5 Add the listed bonus to Survival checks made to track.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Underhanded Trick Dirty Trick blinding can't be removed for 1 rd. Can ignore pre-reqs of Greater Dirty Trick.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


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yeah. the assassin prestige class is largely a trap for that reason. assassins function in teams with either other assassins, or alone.

I'd recommend a rebuild to a slayer. They function far more similar to what this character sets out to do, and at level 10, can do far better what they want. its not too far away.

This is the advanced slayer talent that can be picked up at level 10:

Quote:

Prerequisite(s): Advanced talents

Benefit: A slayer with this advanced talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the slayer must first study his target for 1 round as a standard action. On the following round, if the slayer makes a sneak attack against the target and that target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the slayer as an enemy. If the sneak attack is successful, the target must attempt a Fortitude saving throw with a DC equal to 10 + 1/2 the slayer’s level + the slayer’s Intelligence modifier. If the target fails this save, it dies; otherwise, the target takes the sneak attack damage as normal and is then immune to that slayer’s assassinate ability for 24 hours.

its basically a better version, as it only takes one round. as well, the slayer gets sneak attack, though at a slightly slower rate, but has D10 hit dice and better saves than your rogue build does, so will be sturdier and die less. Studied target provides better to-hit bonus, and really, i'd just take a look, show your player, and see what they say. Most of your feats will still be applicable, so will your target, etc.

Slayers are a hybrid class of ranger and rogue, so your player will have a lot of familiar feeling, but without a lot of the traps they've fallen into.

I can provide a full build if you'd like, but yeah. builds that take 3-4 rounds to do anything just dont work in pathfinder, because combat doesnt last that long. its that simple. any build that has that as a requirement should be rethought.


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Quote:
To the people not even making useful suggestions: I have a second set of MUCH better stats rolled up, but I figured instead of taking the 18, 18, 14, 13, 13, 13, I wanted to be a little different after all the years of playing seriously. Yes I know this character probably has a death wish, no I don't care. the goal is to have fun, not "win".

to be fair, I'd suggest playing point buy with rolls like that too. playing point buy has nothing to do with winning and losing, it has to do with making a character who can actually do the job they set out to do. and if you dislike that, you could always just play with all 8s anyways, no ones stopping you *shrug*


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make a group that uses point buy?


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also, I'm not 100% sure about this, but I don't believe you can use a wand while holding a charge. it would fall under casting another spell, as per the text above.


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correct. You only get the 'touch your enemy' free action on the round you cast the spell. any round after that you need to make an attack using your actions as normal.

Quote:
Holding the Charge: If you don’t discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn’t provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

I grabbed the relevant text from the combat section of the PFSRD and bolded the important part. You can make touch attacks round after round, but making a touch attack is a standard action.

That being said, he can then use a regular attack to deliver both unarmed and frostbite damage, so I've seen players use this strategy to up their damage a little, but not in the way he's using it.


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Have you considered using Advanced Bonus Progression, an optional system introduced in Pathfinder Unchained? it does away with these, and several other 'math required, but boring' items that we know and hate like stat boosts and +1 longswords of utter boringness.

your houserules while nice, arent really balanced (unless you go and fiddle with the cost table for the items, you're taking away one kind of bonus from each player because they wont be able to afford the other anyways, and players will end up short AC).

The unchained subsystem is already reasonably well balanced, though you can bump things down a level or so without anyone screaming bloody murder.

just food for thought


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yeah, this is the wrong forum. flagged to go to house rules. nothing wrong with your question, but it doesnt belong in the rules forum, because it isnt a pathfinder rule


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Don't feel you need to make a huge world, you'll just get frustrated when your players don't explore most of it. instead, only create what your players require, and add more as needed. city oriented campaign? Create the city your players are in, in detail, as well as the nation and maybe a few vague political nations around you for flavour. No real need for detail because unless your players go there, thats a ton of work that will never pay off, and YOU will burn out.

It's totally ok to say 'guys, you're going off on a weird tangent, which is totally cool, but i havent prepped that. want to go a different way, or want to wait for next session and i'll have something ready?' remember, you're human first.

Also, feel free to move your adventure to wherever the players go. Lizardmen going to be your primary enemy? their lair is wherever the players think to look for it! Players often go in weird directions with your plot hooks. its okay to let that pay off for them if you think they're trying and being creative. Don't get stuck in your artistic vision, and let things be maleable.

that's my 2cp


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If a friend asked me to go get water while other friends were trying to kill them, I'd say no and try to stop my friends from killing each other. It's not a reasonable request, even from my best friend. After all, I'm aware my other friends are currently to try to murder them.

if used during battle, I'd definitely require the opposed charisma check to force it, even without the PC assist because of this.

Charm person doesn't make me a moron, after all. Why would I go get water while my friends are murdering each other?


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APs (esp older ones) are designed with 15 PB in mind. you wont be underpowered in comparison to the monsters you fight, even with a secondary combat role.

That being said, unchained rogue, dump str, get dex to damgage, and you'd be fine for skills, damage,whatever. Play an elf or similar race with boosts to dex/int if you really feel like you need help.


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I think at this point we've offered sufficient evidence. The fact that the OP doesn't want to accept it despite having basically everyone in the thread disagree with his premise doesn't mean we should keep rehaashing the same thing.

Not trying to troll, and i apologize if that seems harsh, but as someone reading the thread, all i see is the same circle. Same proof, same nonacceptance.


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Dr Styx wrote:
CRB Caster level wrote:
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt), but also to your caster level check to overcome your target's spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check).
So, the DC of a spell that you have as your focus in gets +1 from the Spell Focus Feat, and +1 from the Bloodmage Initiate Feat.

Except you know, that +1 caster level isnt the same as +1 DC. Yes, it also provides +1 to 2 specific things, spell pen and dispel checks. That still doesn't increase the DC. If you were a level 7 caster, you'd be treated like a level 8 caster for that stuff, period.

edit: for the answer to the OP, I agree with Azten. Remove the extraneous sentence, and you're good to go. Most likely didn't get nixed when the feat changed from writing to publishing. As much as I think it should be looked at, there's so much more important stuff that I can't in good conscience hit FAQ


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How you're handling it is the correct way. If the message doesnt get through, direct your player here. Talking like adults and letting her know that her playstyle isn't something that's fun for everyone else. See if she's amenable to changing, or it's time to part ways.


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I'm guessing your corruptions coincided with the release of horror adventures rather than a specific event. your GM saw the content, got excited, went overboard.

I'll advise you to do the same thing I do when there's a similar story. Tell you to be an adult, and talk with your DM :)


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realistically....What we say doesn't matter. If we do or do not agree with you, it won't make a difference to the end result, and folks agreeing with you may actually make the game less fun, as it will heighten the feeling of being wrongfully punished.

Realistically, if you've talked to the DM and can't change his mind, its a gut check moment. Do you want to stay and play despite that, or do you want to try to find a different group or some other similar solution


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I would so strongly recommend saying you replace dex to ac with int, not in addition. Waaay too much


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you could inquire, but that's typically not what happens, you need to get a thread FAQd to get a real response, devs no longer lurk much on the forums, after the harassment the players give them.


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lower falling damage by 10 feet, improve fighting defensive bonuses, and with skill unlocks, even more


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people make mistakes. mods are people. Thus by the transitive property of people, mods make mistakes.

They seemed to apologize for it, but wasnt good enough for Ashiel. I agree with Kobold Cleaver, not inclined to have a problem with this.

Its their site, they can do what they want, including censorship. You do NOT have a right to free speech here. You signed that away when you registered for the forums, as you do with every forum on the internet.

in the end, my 2cp is, if you really have a problem with it, vote with your wallet, and tell them why privately. I for one, do not.


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I think you're overreacting. would you stab someone in a jewelry store if they grabbed the ring you were eyeing there? No? Then you're a reasonable human being, and would just buy something else, and maybe be grumpy for a day.

Why would your character be any different?


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My new company (Maple Dragon Games) is definitely exploring this idea, but won't have a specific release date till we get our website and launch online. Look for us soon!


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it seems simple to me.

I'd let your players read this, then decide together what you want to do going forward.

talk to each other like grown up adults and get all your feelings on the table.


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Cavall wrote:
Is it underpriced? He's put on a one minute limit.

Which almost every single fight will be less than. Its effectively unlimited aside from the round he would take to cast it


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Archetypes have taken the spot that prestige classes used to hold. back in 3.5, you didnt make it past level 3 without prestiging out to some class or another, often having 3-4 prestige classes alone by high levels.

Archetypes sought to replace that, doing away with annoying unrelated or nonoptimal requirements and letting you pursue your vision from level 1.

Prestiges are a holdover from 3.0/3.5 and I wouldnt expect to see them get much support


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Honestly, a druid makes a damn fine melee oriented character.

Grab the growth domain to enlarge yourself for reach easily, grab a reach weapon from somewhere (a dip, a trait, etc) and the stat boost from wild shape easily overcomes the 3/4 BAB


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Rogar Valertis wrote:
Weables wrote:
honestly, this isnt even really worth discussing. the OP has an opinion that they came in here with, is not going to change it, despite reasonable arguements to the alternative. its just going to devolve.
You are probably right but that doesn't change the fact his opinion is wrong and presented poorly besides.

Very true, but you're not going to change is mind. and no one else is agreeing with him. its pretty obvious that he's the only one who thinks this way, and if you cant change his mind, why bother arguing? Like i said, it'll just devolve.


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it seems pretty simple to me. Begins play = level 1, 0 xp gained.

Any int bonuses that come later have nothing to do with what you gained when you begin play. You get no extra spells for buying an int item at level 4, because guess what, you didnt begin play with that item.


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honestly, this isnt even really worth discussing. the OP has an opinion that they came in here with, is not going to change it, despite reasonable arguements to the alternative. its just going to devolve.


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generally you dont want to set the precedent of teleporting things keeping momentum.

This is generally because its in your favour to be able to teleport, dimension door, etc etc while falling, running, and doing other things without smashing into the ground on the other side


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I want to look away, but I just can't....

did he at least put on his robe and wizard hat?


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Hey folks,

So I've decided that I'd like to make a backup character for a current campaign, and I'd like to go with something that cripples my opponents for my teammates to finish, but not as flashy as a wizard/sorc, if that makes sense.

I've heard good things about a bad touch cleric, or a rime magus, and those seem sort of in the right direction. What I'm looking for, is for folks to share with me a specific build, at about level 5. It doesnt have to 100% work at level 5, but it needs to be at least close.

Thanks in advance for the advice and help!!


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Honestly i think this should be settled out of game rather than in it.

You need to sit down, and explain that you're not having fun with the way the game is going, and you deserve to have fun as well. its a game where everyone should enjoy.

try to find a middle ground with them, out of character. nothing you do in game will help


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Case by case basis, depending on what made the ground difficult terrain in the first place.

Jungle, complete with vines, trees, undergrowth you have to hack away with a machete? it would definitely affect you

an barbarian breaking the ground so its uneven? I doubt it'd effect you

Something your DM will have to adjudicate, since it doesnt come up often enough for there to be an actual rule about it.


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Shaman. Its not 3rd party


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yup. without taking feral combat training, you couldnt use your bite with a flurry of blows at all. Natural attacks cannot be used with a flurry of blows unless the feat is taken. If you also took feral combat training, I'd imagine you could then get your dragon bite (and the 1.5x str damage along with it) and use it with a flurry.


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you actually do x4. The rule is that you add all the multipliers and subtract 1.

So 2 (double) + 3 (crit) - 1 = 4

You do 4x normal damage


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Holy morningstar (i think those are bludgeoning and piercing)

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