Yuri Sarreth's page

163 posts. Organized Play character for Darren Sippel.


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Scarab Sages

No, as qouted in the description of the ability.

The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type.

as per the positive blast rules it can only harm undead.

Scarab Sages

EvilMinion wrote:

I'm still not sure how folks are using Greater Grapple for a second attack on the first round.

Greater grapple reduced the cost of maintaining a grapple to a move action... not making a grapple check in general.

You are not maintaining in the same round you grapple the guy.
That doesn't happen until the next (and following) round(s).

Only on the 2nd+ rounds can you maintain as a move, then use your standard to make another grapple check to do whatever.

On the first round, not so much.

My turn starts.. Standard action attempt to grapple target, success. Move action Maintain grapple with greater grapple feat. The feat description even states you can make two attempts in a single round.

Scarab Sages

Dire Ursus wrote:
Partizanski wrote:

We had a rough time with acid the first time it came up and we dug into the persistant damage rules.

Despite several people helping and the character trying himself, single digit roles cause about 5 rounds of burning.

Rather than a time limit, I would rather persistent damage start at a DC 20, have a free check each round, have another check each action spent to remove it, but instead reduce the flat check by 2 each time an action to remove is taken.

That way with enough work, it is guaranteed to be removed.

5 rounds really? I feel like you guys have to have been forgetting the rule that one action gives you a new roll. 4 x 5 = 20 rolls to beat a 25% chance. That's not counting however many times an ally was helping wipe it off as well. Which they can spend 3 actions a round to give 3 more rolls.

Acid rules are fine imo.

I disagree.. The persistent damage rules are rough I feel.. You say 20 rolls to make 25% chance but that is still low. If you get a hit at that rate in baseball your a very good player.. Last year the best hitter in the majors hit .346 which is just a bit over 33%. Given the luck of the dice that have been seen I can easily see this happening over and over.

Scarab Sages

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Madame Endor wrote:
Annotating the rulebook PDF would be a big help.

Here ya go.. Annotated PDF

Scarab Sages

Ok so under the rules when you get Knocked out at 0 hp you initiative count gets moved to just before the thing that put you down.

Those of you who have played so far how has this worked out in use? Having only read the rules to begin prep for trying to play and run stuff this seems to me like it would be a rather needless pain in the rear to keep track of. More so when the fighter goes down, the cleric heals him and he goes down again on a different turn..

So what has been the actually experience of those who have seen it in action? Does it get easier with use or has it been forgotten in play?

Scarab Sages

Double check with you GM that Bladebound and Hexcrafter will stack if that is an option you consider. I have see rulings that based on the FAQ they do not. Since Hexcrafter adds options for you to select with your arcana and Bladebound replaces your first arcana they both modify that feature and therefore do not stack.

Scarab Sages

Would have to double check but I'm fairly confident there is a clause in The Guide that allows a GM to insert one of the pre-gens to fill out the table if the only other option is to turn away people.

Scarab Sages

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PonyFlare,

I personally find the factions nearly pointless and pretty much completely ignore them. I've been playing about 4 yrs now and have a dozen or so characters. I've played scenarios from all available 'seasons' and quite frankly after the 3rd PC I just started randomly rolling because you have to have them assigned to one.

Very rarely do I feel the factions have more than a extreme tiny influence on the adventures I have played or Gm'd. Even less so does anyone have a PC of the matching faction other than by sheer luck of the draw.. A few make mention or you might be able to guess which they are but even then. <shrugs>

Well all this is at my local group anyway. I feel you can just ignore them and play all you want with nearly no effect, or so has been my experience so I say just do whatever and look forward to having a grand ol' time with the other players that you meet up with.

Yuri

Scarab Sages

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I think to change or discourage this you would have to change the very nature of the way combat in PF works. Since you have the exact same chances to hit and cause damage to something whether you have 1hp or 101hp people are almost always going to 'gang up', 'focus fire.'

After all one dead enemy and one fully healed enemy is always a lesser threat than 2 wounded enemies.

Scarab Sages

In my understanding of things there are no more "dump stats" ie you dont gain any points to spend on other stats or any such benefit to having your stats lower than the baseline.
Its similar to what I have heard Starfinder does.g

Scarab Sages

Baloo Woodtide wrote:

So here’s the predicament. A cavalier’s challenge requires a swift action to assign, and both of the fundamental abilities in the Order of the Flame require Immediate actions, which hinders the entire concept in a few ways.

1st level, looking for that perfect setup against multiple squishy targets, you unfortunately don’t get to act in the surprise round. Unabashed, you start your turn with an excellent charge lane and challenge your opponent. A hit, a one-shot (which is the entire point of charging), and guess what? Your Glorious Challenge, which requires an Immediate action, can’t continue because there’s no more swift actions to spend. Not so glorious.

Dont forget Immediate actons use your swift action of the following round. So yes you swift action challange, charge and one shot, then Immediate action (which is this case is rnd 2s swift action) Glorious Challange. It all works out perfectly fine.

Scarab Sages

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Zarius wrote:
If you can use magic to restore it, it's not real damage. Regardless of the 'intention', by raw the ability drain can be undone without even 'major' magic (7th +). It's not real. It's just different, and harder, to undo than ability damage.

So HP damage is not real?

Scarab Sages

As to your second question you could not make a full attack on someone you have grappled. Your options when in control of the grapple are 1. Maintain grapple as a standard action and if successful preform one of the listed actions.
2. Release the grapple as a free action to full attack and then attempt to grapple them again with the Flurry.

The first question I have no absolute answer. A case could be made that the bodyguard could only aid the wizards attempt to escape under the multiple creature heading. I would see nothing in his grappling you that would force your grapple of the wizard to fail and release him.

Scarab Sages

gnoams wrote:
I think this would work great especially if implemented alongside tiered combat that I've seen other organized play campaigns use. So you play a 1-4 game, one pc is level 1, everyone else is 3-4. The monsters are ran at high tier, but the level 1 guy rolls against their tier 1 defences, and is hit by their tier 1 damage, etc. So in effect, you always play in tier.

<Blinks> Really? This is a thing? As a GM I cant imagine the headache that would cause in the middle of combat trying to remember which of the six PCs at the table is the "odd man out." Flipping back and forth between pages to check numbers. I personally make two different stat block collections, one at each tier and just toss aside the one for the table I dont end up using. Trying to remember whos turn is next and prepping the actions of the next NPC.

Then of course how to they deal with the different HP of the thing your fighting? Are they at the higher level so the upper PCs dont stomp it? Split in the middle?

The idea of more work as a GM just makes me shutter. There is enough going on without another thing to keep track of.

Scarab Sages

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PossibleCabbage wrote:

Nomenclature question. So in Pathfinder to date I might refer to a character's choice to cast a spell, move, or drop something as "actions" since those are actions that a character is taking in the non-game-mechanical sense.

But now, casting a spell (generally) takes 2 actions, moving costs 1, and dropping something is a non-action (even though your character is acting). Since "that action costs 2 actions" sounds awkward" (sort of in the grand tradition of "we have to go up a level before we go down to the next level"), what do I call that category of "things that a character elects to do" just as a class?

Or am I just going to have to get used to "that action costs 2 actions"?

Personally they should just name this the way they seem to be trying and make it easy to understand. They are action points. You get three points on your turn to spend. then you can have a list of actions and they cost x points to do..

"How many actions is action y again?"

Scarab Sages

Hilary Moon Murphy wrote:
Yuri Sarreth wrote:

MY suggestion, on player handouts Please For The Love Of My Old Man Eyes!!!

Can we use a new font type for the 'hand written' notes from NPC xyz..

I have lost track of how many times I've had to spend 45-50 minutes spread out over multiple days to figure out what some of those squiggles are trying to say. Even more so when full of all the fantastical multiple syllable all vowel names some of them have.

That is why as a GM I reformat almost all player handouts into more pleasing and legible fonts. And while I am at it, I increase the font size and usually include black and white images of the person writing the letter if the handout is from a known NPC. Or mini-maps if appropriate.

It is prettier, and infinitely more legible.

Hmm

I retype them as well after I manage to figure out what they say.. If I cant read it during my prep time I figure there is nearly no chance the players well be able to during the game in the middle of the often noisy LGS.

Though it sounds like Hmm goes above and beyond me by a wide margin.. lol

Scarab Sages

I agree with andreww, you are confused as to who is and is not your ally. You attack the nearest creature with your standard attack method.

As a side note my personal group will and does use and expect that to not be purposely gimpped. The rogue goes for the SA if able, the barbarian rages on you. The wizard casts a decent level spell not pulling out the crossbow or club they havent used in 6 lvls..

This is why confusion is a scary dang spell and I beg everyone to not dump your will save..

Scarab Sages

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MY suggestion, on player handouts Please For The Love Of My Old Man Eyes!!!

Can we use a new font type for the 'hand written' notes from NPC xyz..

I have lost track of how many times I've had to spend 45-50 minutes spread out over multiple days to figure out what some of those squiggles are trying to say. Even more so when full of all the fantastical multiple syllable all vowel names some of them have.

Scarab Sages

An argument could be made that the hexcrafter does not have magus arcana as it is replaced by hex arcana. The archetype description calls it hex arcana and states you can select from this list of things at the determined levels.

Scarab Sages

From the description on d20pfsrd "Any effects that apply to rapiers also apply to a spiral rapier."

I would say yes it does.

Scarab Sages

Given the FAQ of archetypes and it stating that if anything is added to available choices I question whether blackblade and hexcrafter stack anymore. Hexcrafter adds options that can be taken as arcana ie witch hexes and based on the faq stating even adding bonus feats that can be taken I think this now means the arcana's of a hexcrafter are changed and since black blade changes the level 3 arcana they conflict per the stacking rules.

Archetype Stacking and Altering: What exactly counts as altering a class feature for the purpose of stacking archetypes?

In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as “weapon training I, II, III, or IV”) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can’t take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class. As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes.
posted June 2015

Scarab Sages

Under Spell Duration,
"Concentration
The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you’re maintaining one, causing the spell to end. See concentration.

You can’t cast a spell while concentrating on another one. Some spells last for a short time after you cease concentrating."

Begin subjected to as spell could break concentration and requires caster check.
"Spell
If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you’re casting.

If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC + the level of the spell you’re casting. For a spell with no saving throw, it’s the DC that the spell’s saving throw would have if a save were allowed (10 + spell level + caster’s ability score)."

If you make the check the spell is still active while held, if not it fails.

Scarab Sages

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The paladin should lay down his weapons and kneel before the captain waiting to be executed. He agreed to fight to the death and he lost the battle. If not for the actions of the priest the captain would have CDQ him next.

Scarab Sages

Retractable key ring.. search on amazon with over 4000+ items that are what you are looking for.

Scarab Sages

Outside of profession usually most of my characters end up defaulting to a double digit craft or perform check untrained. Im not sure why you are saying its so hard when by a byproduct of the games goofy mechanics you can usually make the check untrained.

I'm curious how you get a double digit bonus to a skill when it is used untrained. Unless I am missing something you only get to add your stat bonus.

Scarab Sages

Quantum Steve wrote:

Black Tentacles break the normal rules of grapple. Controlling the grapple doesn't actually do anything, you can't move, damage, or reposition, or anything else the spell and the spell can still damage you.

#2 is different because this would either be a special case in which the tentacles are considered creatures and habe their own special rules, or the creature itself is or of reach and cannot bbw attacked or grappled at all except at range

Not completely true. You can make a grapple check to reverse the grapple and are then in control of the Black Tentacle, as a free action you release the grapple and then can move action and attempt to leave the area of effect to avoid being regrappled.

Scarab Sages

blahpers wrote:
You honestly entertain the idea that the designers intended that nobody can charge with a lance and a horse? Not a druidy horselike magical beast, but an actual horse?

To use a lance it would seem he requires them to be human, or fighter 2, or level 3 to obtain both feats: Mounted Combat, Ride-by-attack.

Scarab Sages

Ravingdork wrote:

Wouldn't more volume generally equate to more pages of content though? What's more, I think Pathfinder has more paperbacks, which means more of that volume is put towards pages of content, and not the covers themselves.

I'm looking at all non-3rd-party books. Hardcover and softcover. Anything that was printed as a hardcopy, with a front and back cover and pages in between them.

Not always, there are a million different minor changes that can be made to something that would effect the number of pages needed to print out. Font type and size, margin dimensions..

Alot wouldnt seem to matter but one or two more pages per print can make a huge difference over the amount you are talking about here.

Scarab Sages

Does the unarmed strike qualify as a light or one handed melee weapon the baldric requires it to be?

Scarab Sages

Well then tie them up while asleep.. They are helpless and unless something else interrupts CDG until hp death..

Scarab Sages

You can though I think most would count that as an offensive action that would break the sleep and awaken them. Question is why would you? They are out of the fight until you run out of rounds and do not cackle.. Simply waiting to be CDG or tied up if you what prisoners for reasons..

Scarab Sages

Being able to take an AoO does not determine if you are threatening.. If it did you would no longer be able to provide flanking if you took all your AoO's for the round.

Scarab Sages

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There is a trait called Birthmark.. Gives you a holy symbol mark that could be on your face/head..

Scarab Sages

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You should hit up your local outdoor sports supply store.. Go look at the tackle boxes.. Lots of options with adjustable size spaces and fold out openings.. Built to hold fishing lures and line and such.. They work wonders for storing little things like pawns and bases..

Depending on how much you want to spend and how ocd you want to be about separating and organizing them, anywhere from 5-6 buck upwards to 100 or more.. lol

Scarab Sages

The monk ability states it can be effected by things that effect natural weapons.. Nowhere does it say that they are therefore natural weapons in and of themselves..

This is the exception that proves the rule that unarmed strikes are not natural weapons.

Scarab Sages

Ok I've read this like 5 times trying to figure out what is being argued.. As Far as I can tell Scott is saying..

A tengu monk that punches then bites at something does not take the -5 to the bite, because "A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

ie a monks strike is a natural weapon..

As a normal unarmed strike is not classed as a natural weapon (Core pg 182.)

Then I would ask what spell or effect is the monks strikes under?

Edit as i was posting.. The monk ability that allows it to be effected then get to effect its attack again? Bonuses of the same type do not stack.

Scarab Sages

If you do zen archer after level 3 it wont matter. Point blank master removes the AOO for using a bow while in melee.. You can just shoot them right square in the face with your bow.. Having the beak and or claws does mean you threaten thou so you can offer flanking..

Manyshot does not work with zen flurry anyway.

Scarab Sages

Melkiador wrote:
You HAVE moved because you are not in the same spot you were before. It's the same reason that teleporting is considered moving.

So if you cast defensively and DD away from something it gets an AOO for moving out a a threatened area?

Scarab Sages

I dont know of anythin right off to change the die size.. Your best bet would be using the amulet to add more dice.. Vicious or elemental damage.. Or ways to just add large static damage pluses.

Scarab Sages

Any spell or magic item that calls out affecting natural weapons will work.. Amulet of mighty fist being the most common..

Scarab Sages

neither one affects the other.. Claws and beak are natural weapons. The brawler and monk unarmed strike are a separate weapon. They have no direct interaction.

Scarab Sages

Adventure at night.. Ignore the claims of vampire by the petty pitchfork wielding mob..

Yeah those are the only two that I can think of without a prolonged search..

Scarab Sages

So other than the fact you would like them to expire and go bad why is this different than the regular brew potion feat?
I mean there is a 'fluff' change and all but I'm not seeing why the existing feat doesnt meet your needs here.

Scarab Sages

Check the Additional Resources page. Additional Resources

I dont have that book so cant answer to that directly but you should be able to see if it is or not.

Scarab Sages

As for the Ioun torch, if you lock up the item description it states it is a dull gray stone with Continual Flame cast on it. It is Caster Level 12 in the item write up.

Given the rules for PFS that spells are cast from the lowest level spell caster able to do so the Ioun Touch would act as a Level 2 spell with Caster Level 12. It can cancel Darkness but not Deeper Darkness, and has a caster level 12 if the target of a Dispel..

EverBurning Torch as for the description given I believe would be Spell level 2, Caster Level 3 from a wizard.

Scarab Sages

TiwazBlackhand wrote:
Are there any actual rules about recovering non-magical arrows? I mean, you could conceivably recover silver tipped arrows, or at-least the silver arrow heads and remount them on fresh arrows using Profession Fletcher (of would that be a Craft skill?). But is it in the rules anywhere?

I dont think there are normal rules for it so would be up to GM discretion, but there is a Durable arrow that can be reused as long as you have the time to collect them after combat. After I get a little money I buy these. You only need a couple dozen of so to last for the fight generally.

Scarab Sages

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Balkoth wrote:

Melee: You see a Devil in the next room! Fortunately, you blanched your sword with silver earlier and your first strike bypasses his DR. Unfortunately, the blanch is gone after the first hit. You could swap to a different weapon, but it doesn't have the +2 enhancement of your main weapon.

Ranged: You see a Devil in the next room! Fortunately, you blanched 100 arrows with silver earlier and you pour silver arrows into him. And those arrows keep your +2 enhancement bonus from your bow. Yay!

Am I missing something here? As a ranged weapon user, is there a reason to NOT carry around like 50+ blanched arrows at all times? Prep them weeks in advance just in case?

"Money" is an answer, but 250 gold gets you 100 Cold Iron arrows AND 100 Silver arrows so it's pretty cheap...

The answer is No there isnt.. An efficient quiver and supply of blanched arrows is the point of bow users.. Cold iron, silver, ghost salt.. Preprepped and stored 'just in case'. The knowledge monkey makes a skill check and says hey it has.... Then you fill it full of arrow sized holes.

Scarab Sages

There are two ways normally to escape a grapple. 1 is to use escape artist skill in which case you would not get the +2.
The other is to reverse the grapple then as a free action when in control to release the grapple. In this case you would receive the +2.

Scarab Sages

I think you may be overthinking this.. CG follow the "For the greater good, the end justifies the means" mantra. As long as they the cleric knows that the larger task mentioned would be more evil and he needs to become stronger to battle said evil then stealing to equip or pay his debts to free up his attention for that evil would be no problem..

Scarab Sages

Silence.. while not specifically stated that it uses audible components the pre-req of Discordant voice does say you need oratory or sing which can be cause to disallow the feat from working in the area of the Silence spell..

Warning that this will be likely a house rule that may very well upset the players but dropping it once or twice to break up the rut might be helpful..