Mammy Graul

hairy old lady's page

29 posts. Alias of stuart haffenden.


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How about a Hexcrafter Magus for debuffs, you can grant fatigued, entangled, shaken and prone with a single hit. Totally screws the target. Plus you can also use intensified shocking grasps to inflict crippling damage.
Don't worry about healing, that's what you do after combat!


What is E6, P6 etc? sorry for being rather dumb.


Half-elf also qualified for the Elf favoured class bonus of an extra Magus arcana every 6 levels which is well worth considering.
Half-elf gives the choice of skill focus intimidate or exotic weapon or +2 Will save.
Half-elf is the best race for Magus.

I'm in the Frostbite boat!


If I cast frostbite as a level 5 Magus I get 5 charges to use. Do those charges continue to be held if I cast another spell?
So could I cast frostbite on turn 1 and shield on turn 2 and still have those 5 charges to use?

Is it casting another touch spell that make those held touches dissipate?


Corodix wrote:
Chill Touch might be an interesting choice instead of Shocking Grasp, one cast can give you multiple touch attacks at higher levels, allowing you to cast it once and then cast other (non-touch attack) spells on subsequent rounds while still delivering attacks from that spell through spell strike.

Is that legal? I thought as soon as you cast another spell the previous spell ended, along with any unused touches?


Doesn't "For One Round" end at the beginning of your next turn thus meaning that the creature is no longer staggered for you to hit with the sleep effect?
Wouldn't you need something else to stagger it first?


How does Adamantine armour DR work with Barbarian DR?

Thanks in advance.


Better, better, really? are you sure?

Who cares about better? In this question there is no better.

I care about what fits my character design, it could be either but I'll make that choice for each individual character.


I usually give out info about the creatures abilities as follows..

Any check = creature type and therefore the creature traits from B1

DC 10 + CR = creature name and one of it's abilities.

DC 10 + CR +5 = For each +5 thereafter I give out an extra ability [covering everything from resistances to SLA's etc].

If the creature is rare then those DC's start out at 15 + CR, and unique creatures start at 20 + CR.

Pretty standard from the core rules.

I then use the following house rule..

Knowledge Skill rolls:
You can make a knowledge roll whenever you like, although some will have a penalty or bonus as follows..
Out of turn [immediate action] -4 penalty.
On your turn [free action] -2 penalty.
On your turn [swift action] .
On your turn [move action] +2 bonus.
On your turn [standard action] +4 bonus.

You may re-try once [with no bonus] as a full round action.

*When I’m trying to recall something I know, the longer I have the more info I’m going to remember.


Writer wrote:

No, I don't. I think it's a unique ability that should be native to a class whose entire focus is utter mastery of bow and arrow. The fighter trades out reliance on Wisdom and that utter mastery of the bow to be the big stupid muppet who simply does more damage in armor with more health and more weapons.

Hell yes I want the rules to let me do what I want to do. Just like you want the rules to let you keep me from doing what I want to do. It's simply the case that I want to do something and the rules aren't explicitely prohibiting it, so why do I need to be bound to your interpretation of the rules? Because it prohibits what I want to do?

I want a simple, clear-cut ruling so nobody can dispute one way or the other. The more concrete, the less someone like you or I can twist it one way or the other. It seems like a simple request to me.

No sane person would allow a threat range of 100+ ft period. Not only do the rules NOT support your wishes but your DM should be telling you No, No, No.

I'm about to start playing a Zen dude at level 9 and there is no way on earth [or golarion] that that is going to fly. I'd be embarrassed to even suggest it as a possibility.


Is anyone playing a Bloatmage? Are you having fun or does it suck not being able to tie your own shoes?


Maybe there should be a Feat called Advanced Acrobatics where you pick either tumble, high or long jump and gain a +5 bonus to that type.


Yes, like a Giant Mantis!


Join the enemy! Only 3 more deaths required!


Wasum wrote:
hairy old lady wrote:


Orc looks like a nice option. Favoured class bonus +1hp for Wolf.

20 point buy
STR [17] 22
DEX [03] 13
CON [05] 14
INT [-4] 05
WIS [03] 11
CHA [-4] 05

Pump Wis at level 4, plus buy a Headband of Wisdom +2 for minimum spell coverage.
Pump Dex at level 8 for more AoO.

No. Just no. Nonono.

You forgot to add IMO...

Not liking the build is fine, reasonless dislike is not helpful to anyone, especially the OP.


I really don't think the large size is going to be that big of a deal.

I'd recommend the giant mantis.


Some of the latter parts of Serpent's Skull are horribly unfinished. One, in particular has no encounter maps, at all! Just a load of encounters in a city - make sure the DM is prepared for a LOT of work.

If 1-20 isn't a must and you just want a well written adventure to play and enjoy I would recommend Red Hand of Doom. Although written in 3.5 someone nice has converted all the monsters to PF. It runs from level 5 [you could do some intro stuff before that] and runs to level 12ish.


Arcane Duelist looks like a good option for melee, and can still inspire the troops. Take Arcane Strike to add pain. I have a build somewhere, I'll see if I can hunt it out when I get home.


Adamantine Dragon wrote:


I'd still take just about any other archery feat available first, but if I were playing a pure archer ranger I'd eventually take Deadly Aim myself, once I was hitting on a roll of 4 all the time without it.

A 4!

Seriously! I think it's a solid Feat that's good from around an 8 and a half myself.


It's the casting a spell and full attack that seems pretty strong to me but I guess the spell list is where the designers have "balanced" that ability out.

I would have thought [in fact did!] that just casting and attacking in the same round was good enough of an ability to make the class stand out.

You live and learn!


Lets say you have Bab 6/1.

Can you....

Full attack [in this example you'll get 2 attacks from bab 6/1]
AND
Cast a spell [say chill touch]
AND
Attack with your weapon to deliver the chill touch. All in one turn????

Basically going...

Full Round Attack, then Standard Action, then Standard Action - all in one turn? Oh I guess you can shove a 5ft. step in there somewhere too!

The downside to having way too many actions in one round being a -2 to your attacks and making a Concentration roll!

Really?


How can I gain this skill for a class that doesn't normally have it?

Are there any Traits or items that grant Acrobatics?

Please and Thank you.


Oreads look nice too, with boosts to both Strength and Wisdom.


Lead Blades/Instant Enemy = dead monsters and much chest beating.

Pearls of Power level 3 as others have said will keep the combo going through the day.


Have you considered an update for Ultimate Races?
.
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Orc looks like a nice option. Favoured class bonus +1hp for Wolf.

20 point buy
STR [17] 22
DEX [03] 13
CON [05] 14
INT [-4] 05
WIS [03] 11
CHA [-4] 05

Pump Wis at level 4, plus buy a Headband of Wisdom +2 for minimum spell coverage.
Pump Dex at level 8 for more AoO.

Choose Orc Double Axe as weapon [shame about the 20 only crit mod].

You could go with two longsword and eat the -4's but that would make power attacking dodgy, example at level 8 you'd have...
Bab 8/3
Str +7 [probably 8]
Magic +1 [probably +2]
Base +16/+11
2WF +12/+12/+7/+7
PA +9/+9/+4/+4 assuming your companion hasn't given you +2 flanking or +4 from tripping your target. I appreciate this is the point of the build but there will be many encounters where the flanking isn't possible and the foe isn't trip-able or there just isn't the room to position yourselves. It's probably safer to go with the Double Axe for ease [and Weapon Focus/Improved Crit - if you can find room].

I'm looking at this progression..

1st: Power Attack
2nd: Two Weapon Fighting [style feat]
3rd: Tandem Trip
4th: Wis boost
5th: Boon Companion
6th: Improved Two Weapon Fighting [style feat]
7th: Combat Reflexes (or Weapon Focus)
8th: Dex boost
9th: Big Game Hunter (or Improved Critical)
10th: Two Weapon Rend [style feat]
11th: Dazing Assault
12th: Int boost {12 bonus skill ranks}

For the Wolf Feats...
1st: Light Armour Prof
2nd: Ability Focus Trip
5th: Tandem Trip
8th: ???

Side Note: Co-ordinated Charge requires 2 previous Teamwork Feats to qualify.

[EDIT] Removed comment/suggestion regarding Imp. Trip for the AC D'oh!


I think the gp rewards are made up. This may be a sign of "rust" however, and with time he may [you hope] realize that the party isn't suddenly going to become massively overpowered through the exploration of the city.

Having overpowered PC's is a common worry, DM's [at least decent ones] should keep things balanced but it's an easy trap to fall into to think that gp's are the best way to "control" those worries.

Talk to you DM, tell him your concerns, hopefully you'll be able to come to a compromise.


A Brass Golem CR14 would be another good option to by-pass the magic.

Other CR14 offerings include...

Demilich - what's not to like about playing a Demilich!

Div, Sepid - After 45d6 damage over 3 rounds to soften the PC's this guy has a nice array of Sp to make things interesting.

Worm that Walks - Great for messing with those low Will saves.


Any more Feats coming our way?


You could start off with me!