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Imbicatus wrote:
Warpriest channeling is Wisdom based, but it's a terrible waste of Fervor.

Yeah that's not going to work for what I was trying....

Pretty much need a feat, varient, archtype or small dip class (or prestige class) to tie it to something else (preferably strength or con, though wisdom is better than charisma the fervor though kills it since I don't have a good way to get more.)

Channeling is of secondary importance to this concept, but I also don't want it to be completely pointless right after getting it either.


I'm looking for something fairly specific.... Is there a way to tie channeling to some ability score other than charisma?


Claxon wrote:
Arutema wrote:
It's in the Bestiary FAQ.

That seems like a silly place to put it to me. I would've put it in the core rule book.

Actually, I think the FAQ section of the website just needs to be redesigned. I know in theory it sounded like a good idea to separate it by books, but honestly with the "find" feature in web browsers it's probably much easier to put it all in one so we can search for a specific word/term/phrase.

Why not also post them as a Faqs link at the bottom so that you then have an easily searchable section.

Leave them indexed by book but grouped together of nice ease of access and search.


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Seems pretty simple to me....

Helpless means you can be subject to coup de grace

Helpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

So pinning counts as bound and bound counts as helpless.

So if your ally, in this case a constrictor snake animal companion you can then move adjacent to them one round and deliver a coup de grace the next.

Personally I have basically no issues with this, you have a moderately combat optimized animal companion (being taken out of the fight for 2 rounds as well as who ever is going to be delivering the coup de grace taken out for at least one round.). While the snake has moderately good grappling abilities, much past 4th or 5th he's not going to be able to consistently pin major foes unless they are casters.

Its a neat trick for about 3 or 4 of the beginning levels to over-come enemies, after that he can remove secondary enemies until the party has a chance to dispatch them.

Yes in theory you can make a dangerous grapple mechanic centered character that can take this to a silly level but at that point you're min maxing a full BAB character to depend on something else delivering the final blow and only being able to meat-shield for one enemy at a time.


Are we doing a debate of General VS specific here as well, the Twilight knife does sneak attack... (Specific to the spell)
Vs, General (Incorporeal Subtype... Immune Unless Ghost Touch)

This is to do damage to a shadow demon that has taken up residence in a ruined castle with a floor under a non-dispellable deeper darkness. (castle was there before with the deeper darkness, ended up rolling the shadow demon on a random encounter chart and the DM decided that it made sense for the demon to take up residence there.).

We are a party that is now short our priest (captured with magic jar in the first encounter with the demon. A bit short on magic weapons, We've got a pair of +1 weapons, and a decent amount though not great amount of cash. We've got a diplomacy/con-artist rogue, a witch (my character), and a monstrous brawler that is able to do some damage though the DR of the shadow but not a lot. The cleric once we get her free is likely able to take out the demon (she was close with channeling initially and can align weapons) but getting her free is not completely certain. (prot from evil grants another save with that and fortune with her will save the odds are pretty good)

Current spells are

1. Beguiling Gift
Burning Hands
Command
Cure Light Wounds
Enlarge Person
Identify
Mage Armor
Mount
Ray of Enfeeblement

2. Alter Self
Burning Gaze
Blindness/Deafness
Cure Moderate Wounds
Delay Poison
Glitter Dust
Spectral Hand
(animate rope (patron)

3. Twilight Knife
Lightening Bolt,
Stinking Cloud
Remove Curse

I just leveled to 6th so can select 2 more spells from either the APG or Core but don't have much that will be helpful here that I can see. Suggestions would be helpful.


Twilight knife in the spell allows/creates sneak attack.

It is also a force effect so it effects incorpreal fully.

However . An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.

So does twilight knife do sneak attack damage to incorpreal creatures?


I would really like to get one of these, play table top pathfinder quite a bit and am interested in the mmo.