Sajan Gadadvara

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Would vital strike deal 2d6 con damage on rapier of puncturing, on a critical would it become 3d6 drain.

would sneak attack work with this weapon when using this ability?


So I'm trying to create an organic feel for the game where the players have freedom to do things, and they have consequenses. One of the players rightfully should have died but we had a split encounter and he wasnt there the next session, but he was a sorcerer in melee with a bone devil with 7 hps. He wanted to playtest the Magus class, so I decided instead of killing him I would turn him into a vampire since the group realy hated the sorcerer for sunbursting them with the morrowfall. He is a diabloist and went to their ship, they have a boat they stay on and dominated the rogue and got the morrowfall with one of his imps and stole it. This was about a month ago. Last night in Walcourt the rogue dropped his +1 defending mithril rapier to use his bow in a deeper darkness spell. The enemies can't hit except on a 20 on anyone in the group so the dark stalker grabbed his rapier and ran. Is this too cruel? Should I replace the items with others? I have a plan for them to get the morrowfall back before they face Ilnerik, but I felt that is exactly what the enemies would do in that situation. Any thoughts?


This is a rant, and a request for better gameplay, not a slam against individuals. Please don't take it as an insult. Paizo has incredible story ideas, but you publish things that don't work in actual game play, and break your own rules constantly.

We just finished running the infernal syndrome. Liebdaga's cage lasted 8 rounds against the PCs due to only one being able to damage it. It hit one time in 24 attacks against the PC's. Liebdaga didn't have an effective -5 levels, he had effectively -17 levels with the penalties to his stats, etc. Add to this losing all his useful SLA's a terrible attack method, and the staggered condition and you have him fireballing for 11 damage against all PC's making the very simple save. With his weakened DR and lowered AC everyone overcame it and he died on round two TAKING OVER 300 POINTS OF DAMAGE in two rounds of full attacks/coup de grace on his unconscious body. This is not even a CR 8 encounter. SUPER DISAPPOINTING.

But I start reading mother of flies to prepare for next week. I see CR 4 monsters with +4 to hit all over the place, they cannot hit a level 9 equipped party with ac's ranging from 25-30. I will have to give them alchemical items so they can make touch attacks. I see tiny creatures relying on flanking for sneak attack. Tiny creatures do not have reach and do can't threaten so they can't flank. I will have to give them reach weapons and house rule that it allows them to flank into the next square. I am seeing an NPC with agile moves with no combat manuever feats and no combat manuever feats. You can argue he can disarm with it, but he has weapon finesse and already uses his dex to disarm! These things are very irritating. He will have toughness instead. These three problems are in one hour of reading through the book. At least use enemies that will have a 25% chance to hit someone so the players are worried that they MIGHT get hit.

Once in a while there should be encounters the party just slaughters, but usually it should be challenging or what's the point? My rant on Liebdaga the Twit is over. Definately not an infernal duke. At least allowing his allies (weaker devils) to have a way to teleport in once the engine was shut down would have provided time for him to regroup for ONE full attack, and he maybe would have hit someone.


6 people marked this as FAQ candidate. Staff response: no reply required.

I cannot think of one cold spell on the cleric/oracle list.
I suppose you could energy substitute on flamestrike to make it cold. The blizzard oracle power is a supernatural so it doesn't qualify for this revalation. Anyone got any ideas? Am I missing something or did a cool idea just get totally not playtested?


So I've been playing with the artificier idea. Evil spiderman seems really fun at first until you realize a lot of the spidey powers are built into some magic items. Artificier web spinners to do ranged grapple/bull rushes would be incredible fun however. I thought to myself who's the coolest artificier. It's obviously Tony Stark. This would have to have some house rule leniency obviously, but I'm thinking he would start out as a human with skil focus:use magic device and exotic armor proficiency:ironman suit. Using weird science to upgrade the suit.

Potential weird science inventions shield could be a must for survivability. Levitate and eventually fly. Lightning bolts from the hands and chest plates. Some scorching ray shoulder cannons possibly fireballs(missiles)

I'm thinking the armor itself would provide gauntlet type damage possibly with some cool upgrades like shocking grasp.

I am looking for useful and fun flavorful ideas. Please add to them.


I was looking over the artificier at www.d20pfsrd.com and wondering to myself what is the DC. Is it the minimum as in a wand?


If you use a potion of say haste does the permanency continue to affect your whole group? The wording of the discovery implies that it would.

Has anyone yet used the summoner's early entry to get potins of fire shield/stone skin and tried them with this ability? How did that turn out?


So I have been looking over the advanced player's guide thinking about a character to play in an evil kingmaker game. My last three characters have had pets, and as much as I want to try the summoner out, I don't think I have it in me to have a familiar/animal companion whatever at the moment.

I was looking over the alchemist class, and my first idea was the team player alchemist making smoke clouds to thwart archers, infusion to give nice buffs to the melee types, using elf as race and archery feats as backup.

Then I got to thinking about the spell list and other powers. Transformation actually raises your BAB increasing your deadly aim damage. I was looking at by level 20 dealing 16d6 + 7(24 int) +1 PBS +12 Deadly Aim with 6 ranged touch attacks per round, 3 at full BAB as a supernatural ability. The splash damage alone would be 36*6 with the ability to leave out allies. Does this seem a little overpowered to anyone else? Obviously it is limited times per day and takes most of your discoveries in potent bombs. Thoughts?

As a side note I would like to see a shot on the run class feature for the alchemist, since you can't combine the standard action bomb and the shot on the run feat.

Random thought. Has anyone used snatch arrows yet to throw bombs back at the alchemist?


After playing a summoning/wildshaping 3.5 druid I decided I love the class, but not the bookwork. My character sheet was a 3 ring binder of spells, summons, and wildshapes accessible to the character. Pathfinder has simplified this some, but here's my idea. I would be interested in how the idea is perceived, and if anyone has built this type of character before how it played out and how much fun it was.

Probably domain druid. Animal companions are awesome but extra bookwork and slows down combat. Might keep it though, not sure yet.

Alternate druid from I believe unearthed arcana(minor easy conversion), give up armor, shield, and wild shape to gain monk armor, monk fast movement, ranger favored enemy(or maybe favored terrain would fit more), swift tracker, and track

1 Combat Casting
3 Weapon Finesse
5 Dervish Dance
7 Weapon Focus(Scimitar)
9 Power attack
11 Quicken Spell
13 Improved Critical(scimitar)
After that I figure a campaign is pretty much done

Spellcasting will be mostly battlefield control, possibly some summoning, and some healing/status removal counting on melee for damage

Scimitar for enemies with SR and flame blade for touch attacks on Big nasties with low touch and no SR.

Criticism/Ideas for improvement welcome

I've considered throwing in a little shadow dancer for HIPS, evasion, and rogue trait fast stealth

Also considered 2 fighter levels to get to dervish quicker


I've been reading up on my COT and I am excited. It will be the first pathfinder AP I have GM'd, and I think it's going to be a good one. It is still a few months from when we start but I'm thinking, instead of pulling fresh undeveloped characters to Janiven's place to have a nice dinner, this is where we start. The players already have a write-up of what she tells them given to them before they design their characters, and the players at this point tell THEIR story of why Janiven selected them to each other as a way of introducing their character and how they fit into this campaign. I would like some feedback on what others think of this idea.


1) does a character casting produce flame get a free touch as with other touch spells?

2) Can a character with multiple attacks use the full attack action to attack more than once per round with these spells?

3) Can a character with two-weapon fighting feats take TWF penalties to get extra attacks per round with these weapons?

4) Can a character with rapid shot take the penalty to toss an extra produce flame per round?

5) Can a wildshaped creature add produce flame damage to successful claw attacks and if so does a missed claw reduce the duration by 1 minute as if missing when throwing the flame?

I think that about covers it.


I was reading the DPR olympics and the downfall of the monk in a straight DPR setting of either having lower defense or lower offense than other characters. This got me thinking of how it could be compensated in a campaign. Monk's increased movement and ability to stealth makes them a great scout. Carrying a quarterstaff, potions of shillelagh, and potions of mage armor(or having the party mage cast it on you every day) would be a great way of compensating here. I don't like the idea of buffing in combat because you're losing turns, not very good, but when you come into enemies stealthily, handwave your friends to slow down, danger is near, and pour the oil of shillelagh on your quarterstaff you are ready to start power attacking. At higher levels the quarterstaff could be dumped if your H2H damage gets better.

What do others think on this topic? Obviously this is more useful in wooded areas than in a desert, where there isn't many places to hide.


So we did an arena battle this weekend. Warning for the faint of heart, this is a pre-fight spelled up battle. Spells in effect resist energy(fire, electric, ice, acid) barkskin, bull strength, bear's endurance, cat's grace, freedom of movement, wildshape(medium air elemental), and deathward. The build was a dwarven 1 fighter/9 druid.
Ended up with something like 140 HP(max hp, dwarf, bear's endurance, toughness, favored class) and 40 AC with wild dragonhide plate and wild tower shield, and boosts from the spellups. Really without the level of fighter it would have probably done better, large elemental would have been more powerful, would have lost some AC with a dragonhide breastplate and heavy shield, but a 35 AC full spellcaster is not something to be ashamed of. Would have probably gotten a little back from the elemental shape being a little stronger.

Round one put all enemies except the invisible assassin in a wall of thorns, round two was shillelagh and move into the thorns, round 3 was start dealing 2d6 +7 damage to people trapped in the thorns and they help kill themselves by trying to run away. The fighter on our side bull rushed people into the thorns if they got close to escaping, and our team's red mantis assassin coup de grace'd the invisible assassin.

I just wanted to post this for everyone who thinks the pathfinder druid is terrible :) Everyone in the arena thinks they got beat down by a halfling not an air elemental, +1 for hat of disguise.

For those who were curious the build was
(fighter) toughness
1 blind fight
3 Improved Initiative
5 Power attack
7 Craft Magical Arms and Armor
9 I forget, power attack never got used
Didn't use animal companion, went with weather domain, never used the powers though so we didn't get to test those out.


would weapon mastery's increase of the critical threat damage multiplier increase the damage

i.e. would a 20 fighter with a flaming burst kukri do 3d4 + 2d10 fire on a critical hit?


We did our first playtest of the oracle and cavalier last night and it was an elven battle oracle and an elven cavalier riding on a roc(the cavalier's mount) both level 8

battle oracle was using magic vestment on buckler and chain shirt, 16 dex, +1 seeking bow, rapid shot, point blank shot, toughness, mounted combat, and mounted archery. had weapon focus and improved crit longbow as well as ironskin(never got used) as revelations. 70ish HP with toughness, 12 con, and favored class going to HP

cavalier order of the sword focused on archery and some mounted combat.

Level 8 oracle with a mighty bow divine power and rapid shot was doing 1d8+5 (19-20x3) at I believe +11/+11/+11/+6 with a +1 bow and lesser bracers of archery

First combat we fought a drider and 3 pugwampi's in a cave, cavalier went first and took out 2 pugwampi's, oracle had divine favor up the first round from a ready'd action and took out out the last pugwampi and cut the drider in half. The Roc took hover and caused a cloud of dust to effectively blind the drider. The drider couldn't see it's targets so cast mage armor

The second round, the cavalier moved in and the drider became visible again, and he whiffed. Oracle dispelled mage armor. Drider whiffed

Third round the cavalier finished it off.

Second battle was vs. a youngish black dragon, I believe CR 7-9 range

Cavalier got initiative and challenged/charged it for 52 damage, dragon ran over 100 ft away, oracle didn't have time to put on divine power before battle so just rapid shotted and dropped it hiting with 2 out of 3 arrows.

We didn't have time to test the cavalier out when challenging and lots of enemies to flank it, but the classes appeared to play quite well. I built the oracle and it had moderate states around the board, focusing on self-buffing and long term buffs, lower CHA didn't hurt so much (16 at level 8). AC was 22 unbuffed with 16 dex and mithril shirt, 28-29 buffed.

We decided order of the sword may be too powerful. It's hard to tell with just 2 battles, but in a small campaign it should have some difficult with many opponents getting flanking bonuses if challenge is always used.


1 person marked this as FAQ candidate.

If a weapon is poisoned, how long does the poison last?

Assuming Bob the fighter gets bit by 3 snakes in the same round each with a DC 14 save, 1 save cures.

If he makes each save does that stop the DC from scaling because he has effectively "cured" the poison, or does the DC scale with each dose until he is poisoned, and then when he is cured the DC goes back down to 14. The example in the book makes it appear they scale, but I'm assuming that is because he failed his previous saves.

Most poisons in 3.5 worked for 1 hit then were gone, drow poison worked for 3 hits, are all poisons now 1 hit then gone?

Thanks in advance for some clarification

If others have questions about the pathfinder poisons, please feel free to post those here as well, hopefully we can get them all answered.


Actually on second though this probably belongs in the rules area, anyone know how to move a thread?


Are they still considered proficient with all martial weapons or was that done away with?


I'm thinking about playing without characters having an alignment. Obviously this means there is some editing of certain spells and items, but overall not a huge impact on game play. Smite evil is a big concern but could just become "Smite." If you use it in a way your deity wouldn't like, you're still in trouble.

Has anyone done something like this? How did it turn out?


Reading the fighter vs Monk thread, I want to give the advantage to the gnome monk who takes profession (inventor) and the master craftsman, and create magical arms and armor to create the steam powered quarterstaff (i.e. animated)

What other fun things can we do with gnomes? Profession butcher didn't seam to have the same flare for master craftsman, though craft alchemy could explain those flaming arrows.


Spoiler:
If the PC's decide to retreat when going against the bastards of Erebus after the initial assault, when they come back, should I have the bastards with some new variety of "hired muscle" possibly a gift from the council, or should the ones that are still there simply be more alert, patrols, etc? I'm thinking if they take out half the enemies in the compound that it may not be challenging enough when they go back fresh and better aware of what they're facing.


I had an idea for a feat this morning that could give Evocation the boost it in my opinion needs, adding a little utility. I'm curious what people think about it and if it's seen as overpowered or about right.

Prerequisites, Skills: Spellcraft 5 ranks, Knowledge (Arcana) or Knowledge(Planes 5 ranks, greater spell focus [Evocation]

Your evocation spells are more powerful than most. When someone affected by an evocation spell you cast that deals energy damage fails their saving throw, they are subject to a bull-rush attempt using your caster level + primary casting stat bonus (int for wizards, wis for druids/clerics, cha for sorcerers/bards) as your CMB. If the target fails it's saving throw by 5 or more they are dazed for one round. This does not knock airborn creatures out of the sky, but rather they have to fight for one round to regain control of their flight.


does it last a number of rounds = to your int modifier or does it last 1 round? It says both in the description.


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