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*** Pathfinder Society GM. 1,225 posts (1,232 including aliases). No reviews. No lists. No wishlists. 50 Organized Play characters. 1 alias.


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Wei Ji the Learner wrote:

Paizo and Artificial Intelligence

This would probably be a better fit in homebrew?

im not an artist looking to get paid, im not submitting this for use in one of their books. i am simply pointing out how disappointing and lazy the image for this weapon was in the player core. if they are just going to make it a normal flail, they could have used that space for artwork for a different special weapon, and not have an image for the flickmace at all. the previous book didn't have an image for it.


Tactical Drongo wrote:

I admit I was also kinda disappointed by the flickmace being a flail

I always imaginined it as a mace with a telescope mechanism that extends with the swing and then automatically retracts by internal spring mechanisms or something

exactly this. gnomish creations typically have some mechanics to them, in some weird science-ish sort of way. the flickmace being just a flail goes against the way paizo has always described the way gnomish inventions work. having someone create an artists rendition of a combat yo-yo on a stick, or my combat bilboquet game, would have been much better version of a gnomish weapon, and still fit the text description of the gnome flickmace


Stone Dog wrote:
That is a bastard half spawn of a peppermill and a ball on a stick game.

yes, the name of that game is bilboquet, that was the point. the peppermill is what chatgpt came up with.


I had AI create a better gnome flickmace image since the one in the player core is simply a flail, this image makes it both more complicated and humorous imo
go to combat bilboquet


not sure why this was moved to rule questions since it was started as a request for official ruling for pfs play.


Andrew Christian wrote:
I believe most FAQ's on pets use the word companion to include eidolon where appropriate.

the faq i provided a link to explicitly states animal companion, and uses the incorrect number of hit points for calculating eidolon hp, since animal companions are d8 while eidolons are d10.

LazarX wrote:
Your player is wrong. The only things that get max hitpoints at first level are adventurer classses. Everyone else, INCLUDING NPC classes like Warrior, Aristocrat, get averaged hit die from the get go. The Eidolon is not a player character class.

yes but since there is direction given for animal companions, and none given for eidolons, simply claiming he is wrong without backing it up with an official source does nothing to solve the argument.

this is why i'm hoping mr brock or another person with authority will simply modify the wording of the linked faq to include eidolons. this was not intended as a thread to argue about the rule. i believe most people realize that it probably should be 5.5 hit points per hit die, but it should be clarified since they clarified it for animal companions, and would be a simple, easy change.


I think it is obvious that an eidolon's hit points be calculated the same way an animal companions is. unfortunately the FAQ only includes hit point calculation for animal companions, and eidolons are never mentioned.

searching through forum posts i have seen many people state how they are calculated (5.5 hit points per hit die) but no one has ever officially stated it to be so. i have a player in my group who insists eidolons get max hit points at first level like players do.

so i would like to ask that the FAQ here be slightly reworded to include eidolons if that is the case, or an official ruling on what they should be if eidolons do not use this method to calculate hit points.

thanks

3/5

of that entire FAQ statement, the only thing it mentions as combat animals are animal companions and eidolons. i read that last line as allowing both a familiar and a animal companion (or eidolon) on the map simultaneously.

to me that FAQ simply regulates the amount of animal companions and eidolons you can have on the map, plus the amount of guard dogs (or whatever)you bought from UE.

LazarX wrote:
IF the animal does anything more than function as a decorative feature, it counts as your combat animal.

i'm sorry but that is your own definition of a combat animal, not the FAQs. the FAQ only references animal companions and eidolons as combat animals. it does not include familiars.


there are no rules for dismembering creatures. but i would think that you would require the barbarian to PIN the creature first, then make up some rule about doing that.

but then again the damage could just kill the quasit and he would be sent back to the abyss.

3/5

1 person marked this as a favorite.

the best AC is enough face smashing power that they don't hit you anymore.


There is a MW tool for all skills, as per the CRB. UE did not clarify any specific skill which could not have a MW tool for all uses, therefore Mike Brock would have to come up with a list. He has said previously in this thread that you can have a MW tool for any skill, but only used actively, not passively (ie you need to get the tool out of your backpack and use it to get a +2, you can't get the bonus when you suddenly fall down a cliff or when someone is sneaking up on you)

Therefore, until a specific list of MW tools for each skill gets printed, there exists a MW tool for every skill, including UMD.


1 person marked this as a favorite.
Nearyn wrote:
Is there a rule that clearly state that you do not gain dex AC against an opponent you cannot see?
The closest thing to that would be the rules on armor class which state
Quote:
Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC. If you don't have a Dexterity bonus, your AC does not change.

which i consider RAW saying you get no dex bonus to attacks you cannot perceive (eg the first attack from a stealthed opponent).

3/5

1 person marked this as a favorite.

the only time i saw a bbeg coup de grace a player was because the bbeg was stuck to the ground and couldn't move, and had no range abilities. so because he had nothing to do with his turn he just stabbed the person on the ground.

3/5

I would just like to point out one thing i didn't see in the thread, which is

you must have at least 1 rank in handle animal to train an animal (the only non trained use for that skill is to get an animal to do something it is already trained to do.)

i believe the 3d6 damage to everything in a 10 foot burst for only 50g is much more powerful to a 1st level character than a leopard.


Pretty sure no GM is going to NOT let you sneak attack if you're using stealth. The whole point of stealth is to not be seen, and when you cannot see your attacker you are flat footed to him.

Under the description of armor class it states if you cannot react to your opponents attack you are denied your dex bonus to your AC.

PRD on Armor Class wrote:
Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC. If you don't have a Dexterity bonus, your AC does not change.

I would like to know how that does apply to a character that cannot be seen from invisibility, but does NOT apply to a character who is successfully using stealth.


I would only dislike this houserule in the case of UMD. I regularly make characters who get their UMD to +19 so they auto make any UMD roll to use any wand without having to roll. Otherwise I don't think it would be much of an issue. (But I also think it shouldn't override the ability to take 10)


how does he have weapon focus at 1st level without the +1 bab requirement?


have an npc notice something odd about her

3/5

all people who believe that questions should go to the rules forum, should go there and see that 80% of the people there have no idea of the specifics of pfs rules, and answer anyway. usually incorrectly as far as pfs specific rules are concerned.

if you have such issues with those questions being asked in the most appropriate place (this one), then maybe you should start a thread asking for a new forum for pfs specific rules, instead of complaining about perfectly legitimate questions being asked here.

3/5

an expert

3/5

I'm Hiding In Your Closet wrote:
asthyril wrote:

yes you can recharge it even if it gets down to 0 charges. it only has 10 to begin with and casting magic missile with it costs 2 charges.

HE, actually (then again, he's an Elf, so what's it matter, right? ;)).

What's its maximum charge capacity, and are all staves the same in this regard? I was assuming it had 50.

staves work very different now in pathfinder. 10 charges max, and they are all rechargeable. also you can only give a staff one charge per day.

i suggest reading the rules on staves in the CRB

3/5

recharging staves require 2 conditions
1) have a spell slot equal to the highest level spell the staff can cast.
2) be able to cast at least one spell that the staff can cast

since it can only cast level 1 spells, all you need is to give it a page of spell knowledge so it will know one of the spells the staff can cast. so either shield or magic missile.

yes you can completely recharge staves between scenarios.

your witch could only recharge it if she had the capacity to cast shield or magic missile.

yes you can recharge it even if it gets down to 0 charges. it only has 10 to begin with and casting magic missile with it costs 2 charges.

3/5

i love rolls, especially made with fudge.

3/5

I'm Hiding In Your Closet wrote:

I guess it's time I actually took a serious look at Ultimate Equipment - I have it, just haven't slogged through the meat of the tome, clearly.

The Staff of Minor Arcana costs nearly twice as much as a 2nd-level wand (and I bought the 1st-level magic missile wand with Prestige), but it does have its appeal. Explain to me two things:

- You say my Faerie Dragon can recharge it. How?

- Shield is not a spell Witches get, so it would be nice if he could cast it on me. Question then is: Can a Familiar's Share Spells ability go both ways? Shield (unlike mage armor) is normally a caster-only spell - or can spell-trigger items circumvent that?

P.S.: Your ROGUE? Dare I ask what a Rogue is doing with a familiar?

he can recharge it because he is a sorcerer, and (with a page of spell knowledge) can lose one spell slot per day of the highest level it can cast (level 1) in order to recharge it. note the staff of minor arcana casts magic missile at 8th level, not 1st, so that's 4 missiles.

and finlanderboy is correct, you can cast 'you' spells on him, not vice versa

oh and my rogue is being awesome :) him having a 20 int and a familiar who has all the skill ranks he does. riddywipple can take 20 on opening a lock and get a 50 iirc (with 2 items to boost the skill).

but i guess the most important thing he does is use the minute hand from a broken clock tower (it was broken before i got there, i swear!) as an improvised weapon and flanks for me.


Abyssian wrote:

Asthyril makes a good point with the Force Bombs discovery if you get the opportunity to start at or past 8th level. He (she?) also makes a great point about wisdom- is your GM one who is going to force a lot of will saves? If not, +INT, +INT, +INT! However, I play in a purposefully balanced campaign (PFS), so a gimped will save could mean that I am no longer welcome in a venue that I helped open.

As for preferred feats, I go with Point-Blank-Shot & Precise-Shot, with Precise Bombs as my 2nd level Discovery. Following that, pick what adds to your preferred style of play, for instance Toughness if you find yourself being targeted often or a feat for flavor if you enjoy roleplay. Splash Weapon Mastery is all fine and good, but it has a little bit of overlap of purpose with (what I consider ABSOLUTELY necessary for a bomber: Precise Bombs). If you didn't take a trait that gives you +Will, you really ought to take a feat that does (really, if you like a balanced character, you will do both...).

I'm still here..if intermittently, let me know if you have any more questions.

i believe you are misunderstanding what precise bombs and splash weapon mastery do. there is no overlap at all. splash weapon mastery basically lets you increase the size of your bomb area. even if it is just 1 square, you only need 1 square to hit another target you couldn't get otherwise. precise bombs lets you exclude squares if necessary. that is 2 completely different things. and seeing as one is a discovery and the other is a feat, there is no overlap as to when to choose it either.

trust me, get splash weapon mastery as soon as you can.


the concept that lightning damage spells turn into aoe when cast underwater is from previous editions of D&D.


alchemists add their int to the damage (and splash damage) of all splash weapons, even normal alchemical flasks like acid or fire.

make sure you get splash weapon mastery as one of your first feats, preferably your first.

i would go with a 17 int and 8 wis if you wanted to go the route of a mad scientist type. getting a -1 to will saves isn't going to kill you in the long run. put your level 4 stat boost into int for an 18.

for discoveries, force bombs is really all youll need, having both fire and force will allow you to damage pretty much anything. you can choose any other discoveries that look interesting, i suggest infusions to hand out to your party.

take extra bombs feat if you like, but you should have plenty of bombs as you go up in level. don't take any crossbow feats.

3/5

if you can afford it, a staff of minor arcana is much better for magic missiles, and rechargeable by him. if youre going to spend so much money on a wand of scorching ray, that staff might be a better idea.

ring of wizardry 1 helps also if you need more spells.

my rogue spent 10k on 1st level pages of spell knowledge just to have a bunch of utility. helped a bunch when my familiar can cast 6 or so floating discs when our ship got destoryed in the middle of the ocean in a certain scenario. just got people on the discs then flew across the water until we got to land.

riddywipple with the correct gear is an incredibly useful companion in a lot of situations. he has saved my group several times in just the 6 or so scenarios ive had him in (were in eyes of the ten right now)

3/5

I'm Hiding In Your Closet wrote:

I just got the Faerie Dragon Familiar for my just-now level 7 Witch by DMing the scenario (my first time DMing, too!) last night! BONUS: Who says MY Faerie Dragon has to be Riddywipple? I DM'd the Scenario, my Witch never met him - he was busy using some crazy chronomantic ritual to supercharge his scorpion's evolution, HAHAHAHAHA! That being said, I need to clarify some points for my new old friend:

- Are his hit points still equal to half mine, or can he perhaps stick with what it says in the Faerie Dragon monster entry if they're better there?

- Faerie Dragons cast spells as 3rd-level Sorcerers. I know I can't ever switch out his Spells Known (which does kind of blow if only because one of those spells is that useless-against-high-HDs wunderzauber sleep). My question is not that, but rather: Do his sorcerous powers enable him to use Sorcerer/Wizard spell wands with the ease of a Sorcerer, and not have to use Use Magic Device? I was told 'yes' by the usual DMs at the table, but they've been wrong before.

- Finally, do/can Improved Familiars grant the special bonuses (+4 initiative, +3 Stealth, +1 natural armor, etc etc) granted by normal Familiars, or is there some way to enable them to grant some such thing?

1) no, his hp are always half of yours. even if that is worse than his normal hp.

2)he is a sorcerer, and all that entails. that includes having the sorcerer/wizard spell list, and able to activate spell trigger and spell completion items. and pages of spell knowledge :)

3)no, improved familiars do not add skill bonuses etc. like normal familiars. the bonus you have is an extra standard action per round from a 3rd level sorcerer. that's pretty damn good.

buy him a page of spell knowledge for liberating command (1000g) it is very much worth it.

3/5

Matthew Morris wrote:

My plan is to arm him with a wand of vanish in addition to other wands and just have him hide under improved invisibility,

Something like this...
Talyn: Attack, move
Riddywipple:Ready action use vanish wand on Talyn.

Talyn: Full (sneak) attack, 5' step
Riddywipple: vanish

Repeat as needed ;-)

remember vanish, like invisibility, will disappear after the first attack, therefore only giving sneak attack dice on the first attack.

however, invisible tiny creatures with a reach weapon (even a reach weapon they have no clue how to use) still provides a flank.


yea i guess it is 3rd party, i never noticed. i always thought KQ was just paizo version of dragon magazine.


i don't see why you couldn't do cmb attacks with it, although realistically you shouldn't be able to do anything but burn people, i see no rule against it. i guess if you can do cmb attacks with a brilliant energy weapon, you should be able to do them with a flame blade.

bbt there is a class in kobold quarterly #21 that is called a shaman, which is basically a spontaneous druid caster using the druid spell list (just like oracle for cleric spells). would that help at all?

3/5

why is the feat different than the one in the rival guide, but has the same (almost) name? i made a big post that made me look dumb because it wasn't anywhere near the wording of that one lol. i don't see why it would be banned either. although gaining the undead type would suddenly grant it a bunch of immunities.

the feat he is talking about:
VAMPIRIC COMPANION
Just as your undead existence mocks nature, so too are you granted a twisted companion that reflects the vile nature of vampirism.
Prerequisites: Dhampir or vampire, nongood alignment, 10 levels in a class that grants a familiar or animal companion.
Benefit: Your animal companion or familiar's type
changes to "undead." The creature gains your vampire
or dhampir weaknesses and fast healing 5 · If you are a
vampire, the creature also gains the following abilities...
<stuff you don't get because you'r not a vampire>

Special: If your animal companion or familiar is
destroyed, dismissed, or lost, you may apply the effects of
this feat to the replacement creature. If you are destroyed,
the creature retains its undead type but loses all other
special abilities from this feat. If you have more than one
animal companion or familiar, choose one of them when
you select this feat and apply its effects to that creature.
You may select this feat more than once. Each time you
select the feat, it applies to a different animal companion
or familiar.

the feat i thought he was talking about, but he obviously is not:
Vampiric Animal Companion
Prerequisite: Vampire, Charisma 18, animal companion class ability, sufficiently high level (see below)

Benefit: A vampire with this feat can elect to use its create spawn ability on an animal summoned using the child of the night ability (such as a dire bat, dire rat, or wolf ) to create a vampiric animal companion. This decision must be made as a free action as the vampire slays the animal with its blood drain or energy drain ability. The animal rises from death in 1d4 days as a vampiric animal bonded with the vampire who spawned it. Thereafter, the vampiric animal advances in abilities like a normal animal companion as the vampire gains further class levels in the class that granted the animal companion.

In order to gain a dire rat as a vampiric companion, a vampire’s effective druid level must be 4th. To gain a wolf as an vampiric companion, the vampire’s effective druid level must be 6th. To gain a dire bat vampiric companion, the vampire’s effective druid level must be 9th. At your option, additional animals could be added to this list—use these examples as guides to set minimum levels. Vampiric animal companions count toward the total number of Hit Dice a vampire may enslave, as well as toward the limit of animal companions the character may have at any one time. Any vampiric animal companion the vampire creates that would exceed such limits becomes a free-willed undead. A vampire may also free a vampiric companion in order to enslave a new one, but once freed, the vampiric animal cannot be enslaved again.

A vampiric animal’s statistics are identical to those of the original animal, save for the following changes.

Its type changes to undead with the augmented animal subtype.
It gains a +4 natural armor bonus.
It gains the blood drain vampire special attack.
It gains an energy drain attack (1 level, DC equal to 10 + 1/2 the animal companion’s racial HD + the animal companion’s Charisma modifier).
It gains the dominate vampire special attack with respect to animals of its type.
It gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the vampire qualities of gaseous form and shadowless.
It gains all of the standard vampire weaknesses.
It gains Str +2, Dex +2, and Cha +4.
It does not gain the vampire’s children of the night or create spawn abilities.

edited because i frickin type too slow.

3/5

usually, if you can find no other solution, the most recent printed version is the one you are supposed to use.

in this case the UM is the newer book(april 2011 vs bestiary 2 december 2010), so the rule would be the level 7 requirement, barring any errata or clarification.

it's really not the greatest confirmation, but i really think that's the closest you're going to get

3/5

yes there is a chronicle sheet that gives a faerie dragon as a boon. too many people have it by now to try and be secret about it.


RedDogMT wrote:
Deadmoon wrote:
RedDogMT wrote:
Rerednaw wrote:
For flavor I had the "claws" appear as blades that are in locked bracer/gauntlets. Like a certain red-headed green eyed half-vampire of video game fame.
You can't reconceptualize items/abilities in PFS. They are what they are. Gauntlets are armor, so the eidolon cannot actually wear them. Just make them normal claws.
I will imagine my eidolon however I want, thanks.

By all means, you can make the eidolon into whatever you want in your head. "The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature."

...but for PFS, the physical appearance cannot go beyond the abilities of the creature because you cannot reskin in PFS. For instance, in Rerednaw's case, he wants the claws to be blades locked in gauntlets. He can't do it because in PFS, claws are claws and eidolon's cannot wear armor (which gauntlets are). This is a small point, but one that should not be ignored.

a) gauntlets are not armor, they do not appear on the armor list, do not give an AC bonus, therefore eidolons can wear them all they want.

b) as long as they cannot be removed, and are part of the eidolons body, they can look like whatever he wants them to look like. you cannot claim that he is reskinning 'claws' when 'claws' is never defined as to what they look like, because it is always the player that determines what the eidolon looks like, including claws, wings, or whatever else is decided on.


Rerednaw wrote:
asthyril wrote:
would be worth looking into getting the feats spell focus-conjuration and augment summoning, if youre going to focus on that at all.
Could you be more specific please? How does this help? Thanks!

augment summoning would make any of your summons using your spells or summon monster spell like ability have +4 str and +4 con (not your eidolon though). spell focus is just the prereq for it, and incidentally would add +1 DC to your grease spells or any other offensive conjuration spells you may cast.


Kerney wrote:

Pt cost on your summoner is 18 points.

Recomend Str 14 Dex 14 Con 14
Int 12 Wis 10 Cha 13(15 with racial bonus)

Mage armor is recomended over shield.

HP for Eidolon is maximized for 1st level. HP=10+3(toughness)+1(con).

animal companions and eidolons do not have maximized HP, only characters do. starting eidolon has 5.5 HP rounded down to 5, plus con modifiers etc.


would be worth looking into getting the feats spell focus-conjuration and augment summoning, if youre going to focus on that at all.

3/5

Caderyn wrote:
Your actually allowed to attempt to train a companion a number of times equal to your Ranks in the handle animal skill which if you keep it maxed means you can add a number of tricks equal to your character level between each scenario

i have never seen that rule, and it isn't in the pfs guide to organized play. can you quote your source? is it in a forum post somewhere?


yes, eidolons are special in that they can look like whatever you want them to look like. as long as the locked bracer/gauntlet claws cannot be removed, that's fine.

my first world eidolon looks like a beautiful fey woman with long fingernails.

3/5

but youre only allowed to attempt to train it once per scenario, so it would only have its bonus tricks if you switched it every time.


some things i noticed:

sleep is not on the summoner spell list

you should only have 3 evolution points at 1st level, not 4.

3/5

legal table size is 3 to 7 players

3/5

Chalk Microbe wrote:
You still have to make handle animals checks. Even if it has an Int of 18.

yes, i meant linguistics - sign language would bypass any GM who would claim you cannot command your animal using handle animal while in wild shape. any form can use body parts for sign language for (at least) simple commands

3/5

giving your animal companion a 3 int at 4th level and giving it 1 rank in linguistics to understand sign language, will solve a lot of variance issues with being able to control your AC.


yes, if you grapple and pin the ogre in said scenario, then he can no longer take actions to maintain the grapple on the wizard, since the pinned condition greatly reduces what actions you are allowed to take (it is a very short list, and maintaining a grapple isn't on it)

3/5

Seth Gipson wrote:
Your gonna be hard pressed to get that +2 flanking bonus to do anything with your Handle Animal check at a -2 to start with thanks to 7 Cha and only 3 skill points per level thanks to your 9 Int. Combine that with your absolute (at least as far as I can tell) inability to communicate with the AC at all after you Wild Shape, at least until you get Wild Speech, and it looks more like the AC is just gonna hang out on the sidelines taking up space on the map. ;)

A) all that is needed, even with a 7 cha, is 4 ranks in handle animal in order to auto make any check to order the AC to do any trick it is trained in, and that is not including any racial or tool modifiers.

B) nowhere is it stated that you have to speak in order to command an animal. they can respond to signals as easily as words.

3/5

Brawlen89 wrote:
any tips on how to build a charecter like this? what spells? feats? traits? equipment for that matter... lol this will be my first charecter playing in pathfinder so im pretty noobish will take any help

this is probably better question to ask in the advice forum. just mention you are building a PFS character and lots of people should help with suggestions.

personally i prefer 1 barbarian (for rage), 2 fighter (for 2 extra feats) and 1 other class as my 4 levels in another class, and planar wild shape feat is a must if you're going to be an animal most of the time.

3/5

Avatar-1 wrote:
asthyril wrote:
CRobledo wrote:
Eric Saxon wrote:

So how about Healer's kit? Its a +2 to heal to all heal checks right?

Also, since I have an anti-venom kit, that covers 2 of 3 possible ailments that I might treat.

Is there a CDC kit of some sort, don't know if there is an anti-disease kit? Because then I'd have 3/3 covered.

As someone said above, day jobs are not skill checks. They are a separate check that uses your bonus in a skill as a proxy for your "dayjob skill". Healer's kit (as a consumable) would not work.

I think that so far, only the spell crafter's fortune has been the exception to the rule.

since when do masterwork tools not help your day job check?

The healer's kit isn't really a "masterwork tool" - it's a consumable. I doubt there's some question of whether you can use a healer's kit 10 times over 10 scenarios for day jobs - it would either be allowed or not, and I would assume it's not to keep it simple, since it's not "reusable".

The one exception I can think of was the synthesist wasn't allowed to be in synthesist form to apply Skilled to day jobs, but I assume that had more to do with balance issues.

prd wrote:
Several common items already count as masterwork tools for particular skills. These are the alchemist's lab, climber's kit, disguise kit, healer's kit, masterwork musical instrument, and masterwork thieves' tools. Therefore, there is no masterwork climber's kit, masterwork healer's kit, and so on—those items are already the best available for general checks with the relevant skill.

it is, in fact, a masterwork tool for healing.

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