I've got a Kobold Draconic Bloodline Sorcerer (8th)/ Dragon Disciple (9th), and recently noticed that I am not sure how to calculate his Nat-AC. 1) Kobolds have a Nat AC of +1
Question 1:
Question 2:
Draconic Bloodline / Dragon Resistances (Ex):
Dragon Resistances (Ex)
At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4. Dragon Disciple / Natural Armor Increase (Ex): Natural Armor Increase (Ex)
As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.
On another note:
We ran into a lot of questions like "does the shadowdancer has a shadow while his shadow is summoned", "can his shadow mimic all his movements when he is basically a creature of it's own" ?
I never understood that, people have enough time to ponder about their options and the situation while the other characters and monsters have their turn. Even if some options fall flat because something changed on the battlefield, they at least shouldn't have a hard time to figure out quickly what to do on their turn... ...but some players I knew and know seem to phase out until their turn comes up, then they start to ponder what to do, even hit the books and then take 5 minutes or more... to take then the most face-palming action possible. There is however an idea to counter that. At the beginning of every normal round, make people announce in inverted order (lowest initiative first) what they intend to do in the current situation - just let them announce, not discuss their decisions. You can even allow perception checks or tell the players outright what their enemies are apparently doing. Although this is a bit "meta", the players with high initiative are now able to adapt to the slower characters. This doesn't prevent one player with high initiative to run where the wizards fireball will go down, but in that case the wizard has to reconsider what he is going to do on his turn. Also with this trick, you force the players to think earlier about what they are going to do.
Does this work? 1) Become a Level 20 Spellcaster.
Glutton wrote:
I am pretty sure that every rogue would've switched to a mithral chain shirt +X by that point. So you got an additional +1 and probably another +5 competence bonus from another source. Even a +10 competence bonus sounds realistic. So he would have a skill between +33 and +39, Which would put the success-rate between 25% and 50% in case of the dragon.But I still see the problem. I think instead of CR +10, you could add a bonus to the tumble attempt depending on the size difference of the creature. Either:
Or:
Assuming that the rogue has a +5 competence bonus on acrobatics, you would add either a additional +6 or +4. That would be a +39 (50%) or +37 (40%) for a medium sized rogue. Make that a +10 competence bonus and he is at +44 (75%) or +42 (65%). Everyone, who unsuccessfully tried to swat an insect that passed by, knows where I got that idea from.
Some GMs might now that problem: You would really love to give your firearm proficient character a revolver or other advanced firearm at some point, but you hesitate. Handing out an advanced firearm makes it difficult, not to include some kind of twist into any major encounter, that is tailored around the question: “What does this enemy do, not to get hit by bullets?”. The reason for this is, that advanced firearm hits 'on touch' within it's first five range increments. A GM will inevitably encounter times, when revolver-wielding character with a high or even medium BAB progression only rolls his attacks to see, if he either made a critical threat or if he bodged/misfired. Although I had in my time a lot of ideas and twists up my sleeve (a magnetic pull that made impossible to shoot anything further than 30 feet away, War-Golems that the gunslinger couldn't attack on touch, because their armor was made bullet-proof, defensive training for firearms and bullet shield armor, ninjas that could dodge bullets with Snake Style, aso.) many encounters aren't much of a challenge for a gunslinger/firearm proficient character. It is either hit or misfire, the player even told me that it is 'too easy' for him. I could continue with this, putting spells on him, enemies disarming him or hiding in cover... but I think this would get frustrating, if I do that in nearly ever encounter. So my idea is to change the way firearms attack (picked that up from another post):
Example: The bullet penetrates a shield (shield bonus), is slowed down even more by the armor (armor bonus) but then doesn't penetrate the thick hide of the creature (natural armor). In other words: The Gunslinger tried to hit with a +21 but, the giant in front of him has an AC of 26. So, if you shoot someone whose combined natural, shield and regular armor bonus is +3 AC, you only lower his AC by 3, hence the enemy dosen't fall below touch AC. Of course, after the first range increment (early firearms) or fifth (advanced) the attack is resolved normally. With this mechanic you can even introduce new firearm specific enchantments and bullets. Piercing Enchantment:
Piercing, Alchemical Charges/Bullets:
Feat, Finding the weak spot
( Add: You could also handle this feat like Deadly Aim / Power Attack. )
Of course a lot of ways to dodge a bullet in the RAW.... ...but if you want to have more than just a few encounters in your campaign, you will need to come up with something new at some point. Also I assume, that you don't want to build every encounter around the fact, that some one wielding an advanced firearm has an fairly easy job to hit his enemies. Just assume that there are some types of armor that were specifically made to protect the wearer from bullets, so their armor bonus also applies for bullets. Assume that the price to create an Amulets of Bullet Protection is a lot cheaper, because people developed techniques to create them faster and cheaper. Assume that most of the constructs are so heavily armored that you can't hit them on touch with a gun.
GM: "And then you see something that is not of this world! It is a geometrical form, for which even the great god Notch would scarcely find a name. It is an uniform arrangements of matter and mad grotesqueness. Looking at it boggles your mind, its shape seem to twist and turn before your eyes, although it is barely moving or transforming into something different. This thing that must have come from a realm, further away than even the "Nether", because it has neither edges nor corners, but still exists! Now you remember the ramblings of the mad townsman, who lived alone in a church in a desert: “That is not block which can eternal roll!” And then you realise... this thing is ROUND! (Sorry, totally cool idea to use minecraft, but I just had to...)
The draconic bloodline grants the sorcerer the power to grow claws as a free action, for 3 + CH rounds. These rounds don't need to be consecutive. If you enchant one or both claws with "magic fang" or "greater magic fang": 1) Does the spell end prematurely, if you choose not to use the claws for one round during its the duration? Example:
There are three explanations I came up with, why or why not the spell could be still active: The spell has stopped, because the claws do not exist in the second round, so the magic is gone too. The spell is still active, because if you drop or sheathe an weapon, which was enchanted with the "magic weapon"-spell, it dosen't loose it's magic either. Likewise you could consider your claws "sheathed" inside your fingers. The spell is still active, because you do not enchant your claws, but your hands. Your claws are part of your hands, if you grow them you just change the type and base-damage of your attacks. See 2) to for more on this. 2) If the spell does not end prematurely, does the bonus "slip" to your unarmed strikes, whenever you are not using your claws? 3) If you keep the enchantments on your claws (for on reason or another), do these enchantments also transfer to other forms, for instance when you are using spells like "form of the dragon", which grants you claw attacks?
111. You've inherited the small town house of your late uncle Geralt Lambsbottom. Unfortunately he neglected his humble estate so much over the past ten years, that it will be demolished as soon as the lease for the plot it stands on has expired. Repairing and renewing the lease it might be an (expensive or time-consuming) option, but at first you have get rid of all the junk your uncle hoarded and deal with the vermin in the basement, the attic and anything in between. The only remarkable thing is the room where you stayed as a child all those years ago for a few days. Now it is sealed with a big padlock and unlike the rest of the house it is tidy and untouched, but very dusty. Even that ancient and horrible thing of a wardrobe is still there. Back in the day you couldn't close an eye at night, because you believed that the boogeyman waited behind those dark wooden doors and that he would come and take you into a nightmare, if you fall asleep before dawn... but that was just the over-imagination of a child, right? Addendum:
“Frank” is the Clockwork Servant (see Bestiary 3) of you “aunt” Ami Wrenchpiler, who was not really your aunt, but for some reason you were always her favorite “nephew”/”niece”. Before she died, she was a skilled savant, engineer and alchemist, until her last experiment lead to some unexpected and very final results. Although the other heirs already bagged everything of value from her house (no matter if it was left to them or not) Frank seems refuse to serve anyone else but his new master – you. To a trained eye the brazen construct seems to be very elaborate, even for a clockwork servant and soon enough will exhibit behaviors a mindless automaton shouldn't be able to....
@Diego Rossi
@Kolokotroni Okey... just assume the alchemist has not a truckload of pockets spread all over his body, each one containing one or two bombs/extracts each, but instead all of them in once place: If the vials are stored inside an more or less "normal" backpack or bag the alchemist would spend a move-action to pull them out, which would render (for instance) throwing multiple bombs via the "Fast Bombs"-Discovery impossible, as well as other movement actions, if he throws a bomb on his turn. If the alchemist has some kind of specialsed bag, bandolier or similar container, where he can draw all his bombs and extracts from with a free action (like a wizard draws material components from his spell component pouch), it would be possible to sunder this container and make the alchemist loose a larger number of catalyst vials and/or extracts with a single attack - as opposed to one. Btw. the "Alchemists Kit" (or Alchemy Crafting Kit), mentioned earlier in this discussion, only stores the components for extract/bomb creation, not the items themselves. Basically:
If you still want to have all vials in one place, but you don't want such loss to happen within a single sunder attack, you could impose after the first successful sunder a -2 on all bomb throws (i.e. it slides half-way down, but it still clings with one end/string to the body of the alchemist and thus the vials are harder to reach) and only after the second attempt it falls to the floor. Multiple, different pouches (like paranoid wizards own them) would keep such "total losses" at bay, but in that case I would roll wether the enemy hit the pouch with the extracts/bombs, or how many were contained in the pouch he sundered. With that logic:
But I don't want to do that. I neither want an 'arms race', where the alchemist starts to carry around fake-bomb-bandoliers, or sticks up the most important extracts up his nose- just in case the GM has the intention to sunder his materials... nor do I want to be able, to strip a player completely off a mayor ability with just one or two successful combat maneuvers. More Bombs:
...but at one point he would have more than 20, 30, 40+ vials somewhere on his body, easy to reach. If he dosen't put them into pouches/bandoliers or other containers, he has to spread them in little pockets all over his body (coat, pants, scarf, vest, hat, aso.). People can wave their "it is just an concept"-card here, but with 30+ vials all over your body, an GM could easily justify things: like "Oh well, lets see if this bashing attack accidentally hit one vial of yours." ...so again no, I am fine to assume that the vials don't break unless specifically targeted - one per sunder, or if something really bad happens.
@Karse
When the campaign takes place in Golarion (or any other world where adventurers with magic swords are "not that unusual") it is safe to assume that every temple with enough staff as well as nearly every mage, who set up a shop, knows this spell and can at least prepare it within a day. So yes, your sword is not gone, just get the pieces to the next city. Of course at the end of the world that might be not that easy. Also:
Repairing a vial dosen`t make sense either: To pick up the pieces of a bomb-vial, which was shattered by an explosion and then use mending on it, is ... well impossible, or at least takes a long, long time. By the way, if you really want to get pedantic, you can assume that each time an alchemist throws a bomb he also throws away one vial. Which would put the price for one bomb at 1 GP... I usually tell the players to write off a some GP (varies from class to class) when they enter a city and restock, after that I just assume that they have enough _normal_ bolts, arrows, bullets, vials or ammunition for the coming adventure. @Tarantula
As you see: It is totally legit to sunder butter. *prints that sentence and puts it into a frame*
trollbill wrote: I suppose it depends on how you look at it. A fighter with a masterwork backup for his +2 sword who gets his sword sundered isn't as gimped in combat as a wizard who gets his spell component pouch sundered. On the other hand, the fighter is out 8,000 gp while the wizard is only out 5 gp. Not exactly, just walk into the magicshop or temple of your deity of honor, pay a fee of 150 GP and get your weapon (at least partly) restored by a "Make Whole" spell. Seriously, why do people never think of that option?
Shadowborn wrote: One should be very careful not to allow "how can I keep the game challenging for this powerful PC" change to "this PC is really powerful; how can I totally hose him?" Otherwise, you're likely to have players think you're picking on them. ...the best way to make sure that you don't frustrate a player of a PC by picking on him, is to put their names into a hat, pull them out... and pick on each one in the order you have pulled them out... but always leave them a door open so they can 'circumvent' the picking by acting clever. ;) - Anyway, I decided that I will (house-)rule that it is okey to sunder bombs and extracts (or steal them) - until a dev says otherwise. What finally made my decision is, on one hand, the fact that an alchemist is a very flexible prepared spellcaster. He can learn all formulae, can mix up new extracts quickly between encounter, casts effectively every spell silent and is not subject to arcane spell failure... so I think a little drawback for being such a allrounder isn't bad idea. ( The thought of an alchemist in medium armor and with a shield sounds like it could be the perfect nightmare fuel for a GM...) The second reason is that, after I sat down and simulated how a fight work out, if some enemies try to sunder the bombs/extracts, I noticed that the number of bombs/extracts the alchemist looses ranges (per fight) between "fairly low" and "probably slightly annoying if there will be two or more other battles on the same day.". So yeah, it isn't that powerful at all... like I predicted.
@tomorrow
@Troubleshooter
Once I had a bunch eight ninjas attacking them on APL+1 or +2... in their home, while most of them where asleep, when they were mostly unprepared and had to equip themselves first. It was the "suddenly ninjas" start-encounter of the one part of my long-running campaign. ...and I really wanted to have ninjas at some point and start the adventure off with a "bang". I wanted to have something special, something out of the ordinary, something where the players were supposed to say: "He did WHAT?". Because the ninjas took quite some time to shadow their targets and were well prepared, I took the liberty to add something, that should have given a little extra to this encounter: “Snatch Arrows” and “Snake Style”. I ruled, “Yes Alchemist, they can throw your bombs back and they explode at your feet. And yes Gunslinger, they can also deflect you bullets. They are ninjas, ninjas are awesome. Period.” That might sound like I didn't put much reasoning into that decision, but I had a rather lengthy discussion with a few other GMs wether “Snatch Arrows” makes this possible or not. We came to the conclusion that it should, otherwise a bomb would never explode... Also, you only have 'so much' options, if you have got two massive damage dealers in the player group, both of who attack their targets 'on touch' most of the time. And the rest isn't easier on the damage either, don't get me started on the ranger... I already tend to give the most enemies max HP, because otherwise the encounter is a smoldering arrow-spiked, half-way-disintergrated swiss cheese, before I am even done with noting down the initiative in the right order. My idea was, if a ninja had snatched an bomb or deflected a bullet and sill had his immediate action, he could dodge the next bullet, bomb, ray or arrow with his "Snake Style". “Ha!” I, the evil GM, said, “I finally found a realistic encounter that fits neatly into the story, will pose a challenge to them and will force them to come up with something out of the ordinary! But not before they took their part of the beating! HahaHa-HAhahaha!” The ninjas died.
The players adapted, but were only slightly scratched. And (again) I was frustrated and proud at the same time. It didn't help that I was rolling crap on my end of the table. After the third bodge of my the 'deadly badass ninja assassins' I decided to roll the rest behind the screen... but their badassitude didn't improved from that. ...so to answer your question, I already tried to have more guys (with evasion). @Xaratherus
@Steel Storm
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There, he carries vials on his body, ready to sunder... as opposed to “abstracts concepts” … seriously, that really made me chuckle. @StreamOfTheSky
@ThatInfusionDiscussion
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Also if you can't sunder such an extract, how exactly does he put it down then? And finally:
I really do not understand why some guys are raging at this, because... 1) @maguskn
...but I really don't see where "I don't use the normal rules", when I am basically asking if sundering potions and bombs is okey within the normal rules. 2) @tomorrow
Even if I would throw three monks at him, that do nothing else but try to bash his extracts and bombs (which I don't, that would be stupid) it would still take several rounds to smash all of them. Rounds the monks don't have, because they would be gunned down, spiked with arrows, scorched by magic and be dead very quickly...
I might be an evil GM but not a bastard - most of the time. Of course he can take preparations, that this kind of attack isn't effective anymore, after he realizes that his stuff is rather exposed to sundering attempts. I am kinda hoping on that, in fact. Which would be a nice RP for the players opportunity to gather some - let's say - darkwood with which he enforces all his pouches. @trollbill
@Xaratherus No his extracts are "infused" ( http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/alchemist.html#_inf usion ) , they don't go inert if he puts them down and he can give them to other players. Because he can't know upfront which extracts he will give to others and which not (and because that issue never came up), I assume that all extracts are infused "just in case" - so it is possible to snatch one. (At least until he tells me otherwise.) This would make for an interesting twist during one combat. - After one or two encounters I am pretty sure that this won't happen anymore, or he even could put some poison in a very prominent vial on his body - which I would appreciate as a clever move on his side. But that mutagen thing is a nice twist too. @magnuskn
@blakmane From what I came to understand, his bombs deal (put energy type here) damage on a direct hit as well as splash damage, so he ignores any type of DR.
As one of my players told me, that his alchemist can throw five bombs in one turn (Fast Bombs Discovery, high BAB, Two-Weapon-Fighting, Improved Two-Weapon Fighting) I, the evil GM, asked myself: Where does he carry all this stuff? Counting bombs and prepared extracts, he must have nearly 40 small bottles located all over his body, each of which must be easy to reach. I can see this work: Just strap some to the upper arms, outside of the thighs, put them into pouches on the chestpiece, push them into a belt, carry a bandolier for them, BUT.... Can you sunder these bottles? If they are all easy to reach, at least some of them must be exposed. I am quite positive that a NPC could steal them during combat (gulping down the infused stoneskin-extract the next round) but do those bombs and bottles count as "worn" for the purpose of sundering? I mean, can I put a monk in front of him and say... "Flurry of Blows! Well... there goes your stoneskin, your Detonation... and 3 of your bombs."
I know that this isn't exactly Pathfinder related, but I want to convert/design a monster like it so I can use it in my Pathfinder campaign. I am looking for a certain monster I encountered back in the day in "Baldurs Gate" and "Eye of the Beholder". The Problem: The name of that creature eludes me and Professor Google isn't helping either. I only got the german name for them: “Fyrcht” (which is quite clever, I ensure you). They are aberrations that are created or composed from parts or remains of nightmares. If I recall correctly they are your standard, abominable mass of mouths, eyes and tentacles. I just want to take a short look at their stats so I don't need to come up with the entire monster from scratch. So well... anyone know their english name? Why I am looking for them, you ask? As my players are about to enter the “Halls of Reason” on Akiton and will (hopefully) seek out the "basement" there, they will encounter some sort of “psychic manifestations”.
While an alchemist needs to drink a potion in order to mutate (it is a standard action to drink the potion), the master chymist prestige class can change (a few times a day) at will into his 'Mutagenic Form (Ex)'. However it is said that, if the player misses a will check in stressful situations, the character will 'mutate' with his next standard action: Mutate (Su):
What kind of action is needed to change to the mutagenic from, if the character wants to mutate? I.e. he isn't stressed out or he succeeded on the will check but wants to change anyway.
Dominate Person/Monster Problem - I haven't found any answer to the following problem. Given the following scenario:
Now a spellcaster of the group has the idea to dominate the minion with a second dominate spell and (of course) the minion fails his will-roll on that one too. After that he player-character orders the minion to attack his former master. What happens next? 1) The first dominate spell or ability is dispelled and the minion is compelled to attack his former master on his next turn. 2) The second dominate attempt fails, because the target is already under the effect of a compulsion/dominate spell. 3) The player-spellcaster has to roll a casterlevel check vs. the DC ( +x ) of the spell or ability that domineered the minion in the first place, then go to 1). 4) The minion enters a dead-lock unable to do anything, that would conflict with the others of one of the dominators. 5) The minion is always compelled to obey the last command he was given, turning to a new target each time one of the two dominators tells him to, making him effectively run back and forth between the players and the villain. 6) If the minion falls unconscious or his head explodes or whatever renders him helpless... perhaps combined with a fort check vs. the higher DC of the two spells. 7) Roll a D6 and pick a option from points 1) to 6) Resolving the problem to charm a already charmed person is much easier. But there might be conflicts too. But it would be nice to know if I missed a rule that there can be only one charm/compulsion effect on a person at a time or something.
Ultimate Combat (P.136) states that:
My Problem:
Example:
I am confused. The APG describes (I think) on page 79 that any barbarian who chooses a totem rage power can be considered a "Totem Warrior". So well fine no real new rules there, just a pretty name and set of recommended rage powers to complement the Totem Warrior. I guessed back then that it was more like a roleplay-style then a real archetype, because every "standard" barbarian can choose a totem power. BUT The Ultimate Combat book states on page 26 that: "...a barbarian who selects a beast totem rage power (see the Advanced Player’s Guide) cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title), unless she has the totem warrior archetype." ...so a Totem Warrior can choose ANY totem power, without any drawbacks? Why bother to take a "standard" barbarian at all if you have the opportunity to choose from every set of totem powers?
I don't think he can ready any action before the battle has started. By that logic he would be first in anything because he has always readied a fire ball 'just in case'. Also, casting a fireball takes time and is quite obvious with all the gestures and what not. If he starts to cast the fireball, everyone rolls initiative and he fires it on his turn.
A 'little' kobold sorcerer, Level 10 becomes paralysed in battle. Because he has a unfortunate history of getting kidnapped and tied up several times, he gained the feats 'Still Spell' as well as 'Silent Spell' (and as a sorcerer he also has 'Eschew Materials'). Would he be able to cast 'Fly' with 'Still Spell' & 'Silent Spell' and fly away (in the next round) although he is paralysed? In other words, are you able to control flight while paralysed? And can you cast ranged spells while being unable to move, as long as you are able to see your target?
Mergy wrote: Except a short sword is a light weapon, so it cannot be wielded in both hands. Nope you can, CRB Page 141. Core Rule Book wrote: Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only. An unarmed strike is always considered a light weapon. It may not grant any Bonus to damage, but I can wield it in both hands.
When I deal damage with a weapon that my character is wielding two-handed, I add 1-1/2 times your Strength bonus, except the weapon is considered light. Using Power Attack, my bonus to damage is increased by half (+50%), if I am making an attack with a one handed weapon using two hands. So if I take a short sword in both hands and use Power Attack I won't get a 1-1/2 Str Bonus to damage, but the +50% to the bonus damage of the power attack, right? Example:
Normal Attack:
Power Attack (-2 Hit / +4 Dmg):
+4 it is! Thank all of you. :)
Kinithin wrote: By the rules, no, it doesn't stack. (Notice it doesn't say you get another +1 at 9th, but rather says it's +2 at 9th.) Your DM could rule that it wasn't considered that a PC could have natural AC and give it to you anyway, but that's between you and your DM. In fact the DM can't rule that.... because I am the DM. That little guy is the "If one of you guys want to be the DM for a while (Pleeeease!), I am going to play this character so we don't need to introduce a new one that mysteriously disappears, when it is my turn to be the DM again."-character. Basically he stands in a corner, is quite good in being cute as hell and does magic missiles, or pushes the chars into the right direction... if they are going to kill themselves.
Does the natural armor bonus, a draconic bloodline sorcerer gains from his "Dragon Resistances (Ex)" stack with natural armor he acquired from his race? I think it dosen't stack, but I am not completely sure. I a play 5th sorcerer/4th dragon disciple Kobold ('cause kobolds are cool) . A kobold has a racial natural armor bonus of +1 His effective level for Bloodline powers is 9, so his Dragon Resistances (Ex) give him a natural armor bonus of +2 The 4 levels in DD give him a natural "armor bonus increase" of +2 Is his natural armor now +4 or +5 ?
I guess this question was asked a lot of times before, but the search function didn't help me much. Can I pick the rogue-feat "combat trick" more then once, if I select different combat feats? For instance one combat trick for "Two Weapon Fighting" and the other one for "point blank shot"? Thanks in advance! |