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dreadfury's page

* Pathfinder Society GM. 121 posts (157 including aliases). No reviews. No lists. No wishlists. 26 Organized Play characters. 3 aliases.


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Milani is the best god. Good hope is my favourite spell.

I have a super fun negative energy channeling cleric of nethys. They get amazing domains and spells. Perfect for a home game.

I'm building a negative energy channeling cleric of urgathoa for Pfs. Gonna have amazing fun with her.

Finally a chivalry inquisition fire or healing cleric of sarenre. Cavalier mount with a 9th level caster? Healing with mobility? Yaaassss.

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You can use the flex to pick up stunning fist. stunning fist is not as good as knock out tho.

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I have a Barbarian 2, Brawler 5. gets you uncanny dodge, a rage hit point cool down and all the weapon and armor proficiency you need.

Get basic feats that are needed as pre-requisites.Pick up crane style,dodge,combat expertise and power attack, and shield focus. Get a shield and fight defensively. you can use your brawler ability to get missile shield, deflect arrows, crane wing, etc.

monk is great for saves and evasion but you can get iron will and a trait and haul ass from there and don't forget mind buttressing armor enchants.

Level 7 i have a 30+ AC and uncanny dodge. i have the celestial rage so i can get past good DR. by level 13 i can get up to 68-70 ac and can deflect 5 range attacks a round

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I am trying to find citations for where the book says spell damage wouldn't be doubled.

looking at the feat spirited charge it doesn't say doubles weapon damage it jut says double damage (triple with a lance).

not looking for feels or to be told "your're wrong", looking for rules citations.

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I agree about the sufficient damage portion. I also see the logic of the exception to extra damage dice, but the total clarification has to come from whether or not spellstrike makes the energy damage a portion of the weapon damage and not precision/elemental based on a weapon property.

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right but the extra damage from spell strike is a type of weapon damage, if it wasn't attached to the lance it would 100% double from spirited charge. as in spirited charge with the touch attack of hocking grasp is modified by spirited charge to 6d6.

So these exist without a critical hit.

3d8+3d6+STR+MOD (no bonus)

3d8+6d6+STR+MOD (bonus damage from spirited charge)

3d8+9d6+STR+MOD (bonus amplified by lance/spirited charge)

with a critical hit this becomes

5d8+6d6+5xSTR+5xMOD (no bonus)

5d8+9d6+5xSTR+5xMOD (spirited charge)

5d8+12d6+5xSTR+5xMOD (bonus amplified by lance/spirited charge, noted in spell strike weapon crit stays as x2 so it would be 12d6)

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buy why not? I'm trying to find the order of operations here. just saying "no" doesn't build a solid rules set to work with.

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This is a level 7 character, 3 magus, 4 gendarme cavalier. horse master feat at 7 back into magus for the rest of the game. yea you can kill the mount i guess, but that's what the spell "mount" is for XD

For spell combat it is probably not going to fly that you are mounted and the lance can be wielded with one hand because its super type of two handed weapon doesn't change. but a girl can dream

Spell strike works, holding the charge works, quickened shocking grasp plus charging works. the question is whether or not the damage gets doubled or attached to the x3 damage of a lance. if you spirited charge with just a touch attack the damage will go from 3d6 to 6d6 because touch attacks are weapon attacks IRRC.

I know that one of these answers is correct, I'm mostly just looking for a layering order of operations to figure out which one is the correct answer.

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So the question is what is the damage of a spirited charging spellstriking magus/cavalier?

Mounted spirited charging magus, with a lance, Holding the charge of Shocking grasp CL3(3d6 electricity)

3d8+3d6+STR+MOD (no bonus)

3d8+6d6+STR+MOD (bonus damage from spirited charge)

3d8+9d6+STR+MOD (bonus amplified by lance/spirited charge)

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keenweapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Spirited Charge (Combat)
Your mounted charge attacks deal a tremendous amount of damage.
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

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1 person marked this as a favorite.

casting resurrection on this thread

https://www.kickstarter.com/projects/owlcatgames/pathfinder-kingmaker

just hit 203k!

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This^

I love this answer, I feel like all of the pieces to the puzzle are there. someone with initiative just needs to hunker down and make it happen.

we talk about the transfer of turn based to real time like we haven't already figured out that issue, hell you could even build in combat turn based gameplay with pop up options for AOO responses. MTG online does that.

I really just need/want to be able to play all of the adventure paths as a mod of IWD2.

I guess diablo3 will have to sate my needs for now.

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Almonihah wrote:
Pathfinder Adventures is the game based off of the Adventure Card Game. As far as I know (not having played it) it's at least playable.

I have played it. Micro purchases murder my game experience with games like that.

im searching for something without the nickels and dimes.

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the David wrote:

What Joana said.

Also, there is a Pathfinder MMO that deviates from the OGL. I'm not sure what happened with that game, I haven't heard anything about it for some time now.

I suppose the Adventure Card Game could be turned into something that looks a lot like Fire Emblem. With some added cut scenes it could be a closer adaptation of the Adventure Paths.
Last I heard was that there was work being done on an adaptation of the Adventure Card Game, but I have no idea how far that project has progressed.

I heard the MMO was dead, this seems like a happy middle ground.

I am clueless XD

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I haven't even done a cursory google search into this as a forewarning.

Why is there no Pathfinder Ice Wind Dale or Bauldurs gate style game out there? you literally(figuratively) have all the resources at your disposal, the best story lines, vibrant landscapes and worlds to explore, and easy to make linear progression campaigns.

We live in an age where you don't need production of physical copies of games to make an amazing gaming experience (see steam and battle.net) and Ill bet you a Thessalonian farthing that you could hold it to that limited graphics style and come out ahead.

Who is in charge and who do I have to speak with to get the ball rolling on this?

thank you for letting me vent about the lack of awesome games from good game systems. If any indy developers want to step up you have my support... emotionally...

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Baumfluch wrote:
If it replaced all, it would also replace the size change, so my cat would stay small...

You are Correct it replaces all listed benefits including size changes. its like pressing "b" when evolving a pokemon.

This lest you keep animals the size category you want them to stay at like stopping a Roc from going to large size.

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For the love of Nethys and Gorum, Mounted Combat rules for unseating your opponent. so far the only thing that exists is unseat the feat. but no bonuses are given for being on a mount or anything to that extent.

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Spelling is amazing and near unbeatable. You should look into the finale songs and go cheerleader bard at this point. U less you can retrain feats you are going to be under powered for a long time. Spells to select in the future for cheerleader bard are heroism, good hope, moment of greatness, saving finale, inspired greatness etc. You have a lot of options and they are all going to pick up hardcore around level seven.

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Hey everyone I am slow cooking a hardcore version of the Rise of the runelords campaign and i have decided to make the last fight a true pcs vs all of the runelords. im hunting down stat blocks for them and so far i have alderpash,Krune and Karzoug.

I am curious if anyone did the legwork on making any of the others or if i should just do them for myself. that being said i need Belimarius, Sorshen, Xanderghul, and Zutha (azlantist can be replaced by alderpash and i like him as a character better anyway.)

Should i also include Xin? his immortality was little more clockworky than the rest of them but i do have a great mini for him.

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damage in pathfinder is usually about going fist i would get improved initiative instead of eschew marterials. make sure you enter

combat with your hour long and 10m/L buffs rolling. also as a bear

shaman you can summon an army as a standard action.

take some summoning feats like augment summon +4 STR and CON to you summoned bears.

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Hey guys. i need your help. in my game tonight i have altered a fight in the final book of Wrath of the righteous. Vorlash is getting a coven of mythic witches. so I'm turning to you to help make them lickety split.
Here is the issue. I made a really awesome debuff spamming witch (SLOTH) but i need six more to roll with the seven deadly sins. so here is the challenge to you awesome players.

*they may not be used tonight.

I need six badass witches. any race (even demons)

level 20
35 point buy 3-5 mythic tiers. loot equivalent to their character levels/HD.

lets make these mythic players have a fight to remember.

Heads up! I nerfed the swift action arcane/divine cast any spell you want for a mythic point down to arcane bond level. (IE the mythic point casts the spell at the spells speed not a swifty) so if you can work that into your build that would be great.

me love you long time. have fun go crazy and i mean CRAZY you want a shapeshifter witch? make it. after all is said an done i will report here to tell you how awesome/creamed your witch got.

they will all be fighting in tandem as a coven with vorlash and other super critters that show up.

lets rock the boat.

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Pasha Cassius Ardolin of Qadira the level 12 Ranger has reached the ranks of 12. This weekend is eyes of the ten. Victory will be ours.

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Play a bard with the mask of stoney demnor bracers of the glib entertainer and the glibness spell rolling with a maxed out versitile performance comedy. +44 and more to bluff treating yourself as a casting bard. Then take the alchemical bluff item to boost it 10 more +50 something to bluff maybe 60.

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Perhaps the general repulsive nature of a humaniod mass of worms or insects could shy them away... imaging alter self... picking up a girl/guy at the local pub... next morning worm that walks passed out in bed next to you.

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I guess the memories would be part of it.. but after living for a few thousand years as a mass of worms wouldnt they kind of evolve out of that?

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Title says it all. Why do masses of worms have genders? Do they reproduce? I think not considering magic makes them.

I had a brief image of two worms that walk joining like star craft templars and becoming a horrible mass of worms archon.

But why does it have a gender!?!?

Fyi this is not a cisgender flame thread im trying to come up with a cannon response.

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Also now that my party is progressing at a decent pace (we play 6 hours every friday with a 6 player party) i am starting to get a feel for how the higher level fights will go. they will be made memorable. the storm king will be getting a pair of thunderbirds templated to the abyss and back again.

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DanP wrote:

My party of six just killed the Chimera last time, fairly easily even though I bumped it up with the giant template. After finishing the siege, they entered the Citadel and killed the Vrock. That is where we finished for the night. We play 3 hours every two weeks, so I have to make every combat/encounter count. I am taking out some of the encounters to move things along, and will combine others - the Vrock did shriek so that is a good point that everyone left is on alert.

Similar to some other comments here, I have a barbarian that the monsters hit everytime but he has so many hit points and does so much damage that he is hard to put down. I also have an archer that never misses. Worried that the clerics will tire of support role. Most dangerous PC is the archmage due to his save or die spells with high DCs. My general strategy vs. the party is to make them make saves plus combining encounters. Interested in other ideas to keep them challenged.

at higher levels make sure to have the monsters burn limited wish for spell reflect and make the wizards pay for min-maxing spell dcs they cant make.

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Hey man i get it. Im running wrath with six min maxed players. Its a total crapshoot on a week to week basis. Heroes die.. but a paladin should never die...why did he not have a heroic defiance loaded

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Just did hard mode on monday night. we had two life oracles 7,8 a 9 inquisitor an 8 multiclass monster and a 9 halfling roc ranger. we actually got the cr 16 super demon down to under 40 hp before he fled...aslo the paladin chick didn't die. twas a fun night.

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3 people marked this as a favorite.

so the way i ran the final fight was this. playing 10-11

Movie plot spoiler:

the kings gf used her scroll of arcane eye to scout out the area and saw the party instead of the harpies.

in an attempt to scare them off i had the king cast enlarge person on the false king. made that guy gigantic and the whole party shrieked. I burned another round casting silence on one the boulders and threw it into the middle of the party while casting black tentacles on that same area.

most of the party retreated into the left most cavern to hide. the wizards got a few acid balls off on me and I didn't throw up energy absorption because we were getting close to time.

I added see invis to the sorc because she saw a lot of casters. the invisible ninja was enjoying his greater invis for the entire scenario and ran straight up the stairs to be within 5 feet of her. she took a five foot step used her want of glitter dust and the king went full bore on the guy... it was not pretty. 5 hits came out to 102 damage BAM. dead, dead ninja.

The other giants were getting picked off by the god wizard. king and queen D-doored into the back room and the king cast righteous might. then air walk to walk up to him even though he had the reach to hit him. the queen wall of forced themselves in the room with the god wizard, forcing the party to watch the wizard quigon-jin style while they finished off the last of the giants.

The time was getting closer and closer to being called as the store was closing so i opted to not grab the wizard and kill him and instead he threw a bunch more fireballs twisted to acid and the game was over.

king went down even after i burned his heal on himself. the queen was going to cast black tentacles up in the corner to catch the god wizard.

all in all it was super fun and i went out for beers with the dead ninja . and now we are friends.

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andreww wrote:

Enlarge Person is a 1 round cast time, not a full round action, which creates some weird timing issues. She could Dimension Door him in on the round he starts casting but he risks disruption. She could do so on the round the spell goes off but he then wouldnt be able to act as he would have had his action. I think the only way for it to work is for her to ready an action to Dimension Door him just prior to the spell completing so he arrives just before he completes the spell and becomes too large to be teleported.

Part of the issue with the encoutner for me is that it assumes the main villains have cast an awful lot of buffs when they do not actually know when combat is going to begin. Atga's aren't too much of an issue being either 1 hour/level or 10min/level but Formoch has spells lasting 1 minute, 3 x 1minute/level and 2 x 10 minute/level. I could see him casting the 10 minutes per level well before he gets to the Stairs but the others smack of heavy metagaming, especially if he conveniently has 1 minute duration spells up as Atga dimension doors him into melee at the start of a fight.

You need to reread the scenario. The giants snd harpies are at war. The giants are going down to the stairs to kick the queen harpy off. Play them how you would play characters knowingly going into a harpy nest. Use the scrollnof arcane eye to scout out the party before going in.

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Let me solve this for you. Go beastmaster ranger. You get druid list and can focus on lance and mou ted combat.

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You dont need that much con as a paladin. You wo t be in the frey if you play the charges right

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AMF cant be dispelled via dispel magic.
My nuclear option is wave after wave of terrifying creatures starting with 5 bebliths and followed by a few erniyes and a score of babaus then after i have worn them down i will wade into the fray and start casting my control spells after buffing into oblivion

is the rune master alteration effect permanent? it seems so as a curse effect.

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pro tip, for the last battle, cast enlarge person on the "fake" king to make him seem more impressive, and silence a rock before throwing it at them. its a two round burn but i should be pulled off before combat. they are planning to fight harpies after all.

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So far I have killed three characters in PFS
1 level 11 ninja at the storval stiars final boss
1 level 11 sorc Rufge of Time at the final boss
1 level 10 rogue words of the ancients 2 Sphinx full attacks, 1 was pouncing. seven attacks hit an AC of 30.

Monday i am running the waking Rune... people seem to keep dropping it.. it seems fear has hit the masses.

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Carlos Robledo wrote:
joe kirner wrote:
otherwise I would say in all other cases you would use arcane bond to recast any spell on his prepared list.

This.

As GMs we don't have knowledge of his spellbook contents, so I would limit myself to what is in the scenario and on his prepared spells.

that sounds like the fairest way to do it. i doubt it will matter though that is the last resort spell.

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Aaron Mayhew wrote:
dreadfury wrote:
Is it safe to assume I can use his arcane bond to use summon monster IX? or does the lack of spell book force me to not assume that a 17th level conjuration wizard doesn't know how to cast summon monster IX?

Earlier up in the thread, someone said that you should limit what he can cast with his arcane bond to spells he'd normally have prepared for his tier/difficulty. So on hard mode, yes, by all means, arcane bond a summon monster 9. On normal mode... well.. there's a reason they don't give it to him as a prepped spell. Krune's hard enough without having to fight him and a Glaabrezu (for instance).

Edit: I should add that I'm not sure this was a hard and fast rule, just more of a guideline. I don't think it was decided whether it was an actual ruling.

I wouldnt summon a top tier guy but rather a bunch of lower tier guys. I went back to thinking having him use it on mages dysjunction if the party amfs him.

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Is it safe to assume I can use his arcane bond to use summon monster IX? or does the lack of spell book force me to not assume that a 17th level conjuration wizard doesn't know how to cast summon monster IX?

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Oh my ill have to check for a faq that seems like an oversight. It seems as though fe doesnnot transfer to beastmaster pets. This saddens me. Oh well back to the drawing board.

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Dan Simons wrote:

Leave that raptor out of this discussion! Stop trying to inflict his siblings on other GMs... :P

Everyone move along, nothing to see here.

Just spreading the good word of raptorkind.

Eventually they should ban it.

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Beastmaster rangers like myself take the archtype to gain acess to all the critters. Raptors with favored enemy are scary ass creatures.

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Where should i send a planeshifted person? Positive energy plane is a kill. So would all the abyssal planes. What about hell or an elemental plane?

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andreww wrote:
No, that is well beyond the base capabilities of Wish and to have a PFS GM suggest they want to punish their players seems to go directly against the spirit of GM'ing in PFS.

I meant it light heartedly. Resurrecting kurshu is the way to go. Although i do favour a storm of vengeance after traping them in a room

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If i get my wish off could i summon cthulhu? Gming this in two weeks feeling like punishing them if thry get too rowdy.

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Beastmaster rangers will benefit from this thread as well. Keep in mind you can keep the Roc medium at 4th level and fly around on it if you are small.

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I have gmed about 20 games in pfs got my first kill on storval stairs. Ninja ran up to the sorc and real king that could seenhim. She glitter dusted and he got a hasted full round off. All hits... it was 102 damage. Pretty brutal. My second kill even tho at the time he didnt die due to a rules argument was forbidden furnace of the forgotten koor. I drowned a paladin in three feet of lava with an elder fire elemental while his party could only watch in terror.

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What level ranges are we talking about? The ranger and paladin aretied for first in my book. A beast master ranger with yhe archer style will out dps a barbarian due to target switching ease. The paladin can be made to be unkillable and do 300 in a single hit by level ten

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One of those coupons says cannot be combined with any other offer

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Rangers and druids get it with a salamander spell