I've been tinkering around with a similar idea for a campaign world.
There was a God war roughly two millennia ago and the gods ended up destroying themselves. The faithful learned to power their own magic through belief (think of it like an electrical grid that suddenly loses the power company... the infrastructure to get power to all of the homes are still there, but no source... and then one day people start installing generators that feed back into the grid). The more faithful in the world, the more power to go around, until things are back to normal. Now, however, people believe in general concepts (the power of love, for example) and those who can tap into that source have "divine" power.
It does require a player to work a bit to pick domains/favored weapons, and develop a creed that fits their devotion, but I thought it sounded fun and different. It also allows for fun RP possibilities when two people have differing ideas on what is the "right way" for the same devotion that isn't always possible in the normal rules.
In our current game, my character is starting to become a lay-priest of a fellow party member because of how cool he is.
I don't know the full build, but he combined street performer bard with mesmerist and has created the ultimate infomercial salesman that turns others into the fail parts of infomercials and routinely hawks his wares and gets us out of tough situations.
I'm making a character that uses (among other things) blade rush, and I have a couple questions.
2) what if the target is 20' away, do I have to move the full 30' before making the attack?
The ACTUAL distance fallen is used to determine damage for Branch Pounce... both Expert Leaper and your Skill Unlock would prevent you from taking falling damage, assuming you succeed at the appropriate Acrobatics check... and hit your target with the attack.
Good :) Branch Pounce wasn't part of my original plan (I just wanted to dive from above and didn't know the rules for it) but now I like it and I want to take advantage of that :D
Ok, wait. How does that effect Branch Pounce?
Branch Pounce (Combat)
Prerequisites: Climb 3 ranks, Stealth 3 ranks.
Benefit: When charging a target by jumping down from above (such as when jumping out of a tree), you can soften your fall with a melee attack. If the attack at the end of your charge hits, the attack deals damage as normal and you also deal the amount of falling damage appropriate to your fall to the target (1d6 points for a 10-foot fall, 2d6 points for a 20-foot fall, and so on). This falling damage is not multiplied on a critical hit. You land in an unoccupied square of your choosing adjacent to the target, and you take falling damage as if your fall had been 10 feet shorter. You can attempt an Acrobatics check as normal to treat the fall as an additional 10 feet shorter for the purpose of determining the damage you take from the fall. If your attack misses, you land prone in a random square adjacent to the target and automatically take the full amount of falling damage.
If I lower the height of the fall for ME does it lower the damage for the target, too?
It took a few times for me to go over this but I think I've got it now.
I'm in the process of making an unchained leaping rogue and I took Expert Leaper and Rogues Edge (Acrobatics) at separate points in the build process. As I was going over everything I started to get confused how they would work together (if at all).
Expert Leaper (Ex): When using the Acrobatics skill to jump, a rogue with this talent is always considered to have a running start and adds her rogue level to the check result. Whenever she deliberately falls, a successful DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen.
Acrobatics skill unlock: With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.
They are both in Pathfinder Unchained, so they should be compatible (I would think), but I'm not sure how.
Expert Leaper alone would get the following:
Acrobatics skill unlock would get the following:
Would you take the best (which would always be Expert Leaper) or would you combine the two (every 5 makes it 10' less, with a bonus 10' at every 10):
Or something else I hadn't considered?
Well done. :-D
Back to original topic, an 8th level stalker vigilante can get the same ability. For what it's worth, in the Giant Hunters Handbook there are rules for using stealth to hide under larger creatures. My thoughts were that HiPS combined with those rules should allow you to hide in the shadows of creatures at least one category larger than you... at least until they move. You might not be hidden from them unless they were unaware of you to begin with.
I just thought that I would add this. It's a day by day accounting of an NPC commoner who retrains into a wizard and what he does every day using the downtime rules. I think he's doing better than any PC I've played :-D
Edit: I realize he isn't a specialist, just thought it should be mentioned... carry on.
Is there a way for someone with a hex (in this case, a Sylvan Trickster with Evil Eye) to deliver their hex through a melee attack (in this case, a dagger).
I know about Hex Strike (requires the hex class ability and is done through an unarmed strike, so no go) and the Conductive weapon property (requires the supernatural ability to use a touch attack or ranged touch, which Evil Eye does neither). Any other way a melee attack can be combined with a hex?
My group has long discussed playing a single character (sort of Voltron-like), but made up of different undead (two crawling claws, a skeleton, and something that was just skin).
I've played as an intelligent sword once, that was fun (3.5 fiend of possession/fiend of corruption build).
But the one that I built that I REALLY wanted to play was Harry Beardmeister, my gestalt mythic dwarven white haired witch. I had him ready to play until the game didn't end up happening. He had some of the dwarven cleave feats, as well, so when combined with the reach of his beard he was a one-dwarf AoE. :)
Oh, and he would brew beer that he would filter through his beard for that added oompf.
Slim Jim wrote:
It sounds like you are saying that a full attack with a bow should be impossible while the horse is moving, but I thought your original premise was that you could only do it when your mount moves 5', double move (70mph in your example), or runs (140mph in your example), but NOT at a normal move (35mph in your example).
So which is it? Should mounted archers only get one attack if the mount moves at all (not counting a 5' step) or should they get a full attack if the mount double moves or runs, but not if the mount only does a single move?
First off, no one in my group ever really fights while mounted, so it has never come up. I'm not here to put in my 2 cents, but I've been reading a couple of threads where this has come up and I'm curious about something. I was trying to ask my group if they ever thought about it and what was the rule, but I was having trouble framing the initial inquiry.
Is the OP saying that you can get a full attack with ranged while your mount has taken a 5 foot step, a double move, or a run, but not a normal move?
For example, if my mount as a 60' MR, I can get a full ranged attack if he moves: 5', 120', or 240', but not 60'?
I'm just curious and if this question derails the discussion, feel free to ignore. Thanks! :)
I remember reading a Hellboy comic where he briefly partnered up with a group of Luchadore monster hunters that did just that. I think two would lock hands to provide the ropes when another needed it...
Just wanted to say that if you dip vivisectionist then take slayer, by RAW your sneak attack is the same as a rogue.
As you were :-D
Does this count?
You "never take penalties for consuming nonmagical alcohol."
Sure, it's mythic, but....
Have you ever had a Pathfinder game (or any other tabletop RPG for that matter) story that legit made you cry?
I just saw episode 15 of Dimension 20: Fantasy High. If you aren't familiar, some cast members from Collegehumor play a game of 5e set in a modern world with fantasy elements. While it isn't a game i'm playing, I find that i'm fully invested in the game as if I were.
One of the best parts is how the PCs interact with various adult NPCs in the world (they are high school students), especially their parents.
In episode 15, the PCs have to split up and rush to their homes because the bad guys have targeted their families. It's a running plot element that the bard doesn't get along with her mom, but she slowly starts seeing her mom in a different light, and when she comes upon the unconscious body she heals her and apologizes... it's a real heartfelt moment that I totally teared up for... as did the player. You could also see how the various moments impacted every player.
It's an excellent show. I highly recommend it!
An abandoned theme park that was built to delight children, but the attractions fell into disrepair and/or had other ideas for entertainment. Sort of a Five Nights at Freddy's meets Disneyland.
The previously well-maintained landscape has since overgrown, with the only paths created by the wandering attractions... places where once the sounds of laughter filled the air, now the occasional creak and muffled scream can be heard. A once merry sign adorns the entrance, covered in dust and cobwebs and a few random brown specks of dried blood...
Ryze Kuja wrote:
Not sure if you watch the Sherlock show with Benedict Cumberbatch, but in one of those episodes he had to deal with a serial killer who owned a hospital that had secret passageways going throughout the entire hospital. When the serial killer built the hospital, he kept firing the architect so that the passageways would be completely undetected. Not exactly a maze per se, but it could be a motive/backstory for why a maze would exist?
That was loosely based on Herman Mudgett (also known as H. H. Holmes), a serial killer who built a hotel where he would rent rooms to tourists and kill them in his maze.
Many years ago, a powerful (wizard/noble/etc.) was corrupted by an alien intelligence to build a portal that would summon the being to the moral world (think Ivo Shandor from the first Ghostbusters movie).
Before the final ritual could be enacted to bring the being into existance, the designer died. Since then, others have found the maze and have taken residence, without any knowledge of its intended purpose.
You could even throw in that the architect is out there somewhere, maybe as a spirit, that is trying to influence others to finish his design to bring out the end of the world.
Another idea could be that it was used as a burial site. Whether it was built to protect their final resting place, or to protect the world from the dead rising... well...
Scott Wilhelm wrote:
I'm not seeing how having a -2 or -4 penalty makes it less cool :) With a set of forks you can shred people. That's awesome! :D
May I suggest a weird alternative?
Hinyasi brawler, hamatula strike, a set of forks
Each successful fork attack gives a grapple check, and you can flurry with them.
I haven't thought this through all the way, but I figure if you keep one fork stuck in the target, they are considered grappled (as are you, this may be where it falls apart), and each subsequent forking maintains the grapple, allowing for grapple damage. If you have quick draw, a lot of forks, and you are allowed to let go of a fork and let the other keep the condition, it may allow you to full attack with them.
I'll have to research this...
True, but it also gets all close weapons. And since you can create any weapon with which you are proficient and since there's the weapon modification that can add a weapon to the close weapon group....
And I like the damage possibilities.
My current character is a gloomblade and I plan on taking two levels of hinyasi brawler as my next two levels. He will then be proficient in all close weapons and will treat improvised weapons as close weapons. That should mean that he can use his gloomblade ability to create nearly anything. I fully plan on having flaming chairs and frost mugs.
In other words, I don't think multiclassing is always bad for them :-D
Ryze Kuja wrote:
Can you imagine how desperately hungry you'd be if you were only satisfied once every three days? You'd start to look at your party members differently...
"It isn't really cannibalism to eat a halfling if i'm a human, right? Hey, Samwise. Can you come here for a minute?"
Seriously, tho, if you start taking penalties after 3 days, and it takes 24 hours to attune, at best you could do this for 3 party members, right? I'm not sure if you'd need it on the whole day to get the benefits the first day or not... still, even when we need to eat, it's typically the other things that kill us before starving to death.
How about requiring a successful knowledge check (maybe with a higher than normal DC)?
You might also consider a special magic item that allows it, perhaps a limited number of times per day.
Huh, yeah ok. It seems like a lot of work for little benefit (you could do the same by buying less food) but sure. It does keep players from doing that.
Way back in 2e days, it took a week to attune, then it worked for a week, then took a week to recharge. It was a nice change in 3e that it only took a week to attune. But, again, it was one of those things that I took for granted without thinking much about it. Like how I KNEW that it was illegal to keep the dome light on in the car while you were driving. Turned out is not
I thought that maybe there was some ancient lore (like from an issue of Dragon magazine or a splatbook) that suggested a reason. I assume balance, but i'm struggling to see why it would be unbalanced otherwise...
In my quest to find an answer, I found a post on stack exchange that suggested it's from the Gygax era of DMs torturing players, and having the ring wasn't fair to the DM.
For as long as I could remember, the Ring of Sustenance took a week to attune (and then only worked every other week, initially) and I never questioned it. It's a magic item, so... because a wizard said so.
It was only last night that I started to wonder why. Was there ever an explanation (in fluff or rules, in any edition) that said WHY it takes a week? In pathfinder, there are a lot of items that take some time before they give their full benefits (typically 24 hours, I believe), but a week seems excessive, and I'm just curious if anyone has an explanation.
Dave Justus wrote:
The way Isaw the suggestion was based on putting myself in the mind of a blue collar worker who was given 80 pounds of gold.
In gaming terms, it isn't "retire and live the good life" money... it's only 4k and even living a simple life it wouldn't last forever.
Me as a modern guy given 80 pounds of gold, I'd think I was rich. There have been stories in the media about people finding a cache of gold coins and being able to turn them into a lot of money (finder's fees, auctions, etc.). Even if I didn't have an immediate way home, I'd still have that urge to hoarde it somehow just in case.
My current thought is securing a place to live, then hiding a chunk of it, because my character wouldn't necessarily know that gold practically grows on trees in fantasy games. :) Once he has had that revelation, he might be less tight-fisted with it.
I'm still not sure how he'll feel about the "kill them and take their stuff" line of thought, tho. Good thing he was built to deal nonlethal anyway :)
Watch the Original Dungeons & Dragons animated series...
That's funny. I had not thought of that. :) And that show is a big one (mentioned a LOT) by us (we are the right age to have seen that on TV when we were kids).
I will think about that. I know one of us has them on DVD... Thanks!!
I probably should have mentioned (stressed) that my character is very simple. For reference, think Bubba from Forrest Gump. He's a shrimpin man who was in the military for a bit but came back home to work in the local fishery. Because of his fishing skills and learning how to use them in combat (net/trident build) he was tapped by the local chamber of commerce in his small coastal town to represent them and bring attention to small businesses in the area. He does that by fighting in gladiatorial events that are broadcast on tv to the entertainment of the masses. (Xcrawl, to be precise... think WWE meets dungeon crawling). We were in an event that went off the rails and we were sent to Waterdeep in Forgotten Realms.
He doesn't know or frankly understand any of that. He just knows that people talk funny and his credit cards don't work but the stuff they just found sold for golden coins which are neat to look at and are probably worth something in real money but his heart was never in the celebrity stuff. He just wants to get home or, barring that, back on a boat and make himself useful. I'm going to assume that he wouldn't ditch his companions, so that's why he'll follow them into adventuring, but the idea of carrying what would take 6 years to earn on a boat is troubling.
Add to that the fact that he has no experience with bags of holding (not allowed in the crawl) and he has no local home (buy one, maybe?) i'm just stuck with what to do.
As a gamer, there's a lot I want to buy, but I want to roleplay this as well as possible.
Magda Luckbender wrote:
Spread the money out three different places. That way you can't lose it all through bad luck. Bury 1/3 in a hidden place. Have someone trustworthy hold 1/3 of your money. Carry 1/3 on your person, perhaps in less bulky form like platinum or gems.
I think this makes the most sense starting off. I'll see if I can buy a home, maybe with a trustworthy crewmate to keep it occupied when i'm out, and take a few coins to have some money. Once he gets used to the change in lifestyle, depending on if they find a way back, of course, he can grow into his new role/ way of life organically.
I realize that i'm over thinking this, and I'll probably submit to the inevitable, but I'd like some others to provide input.
Here's the situation. Last game our characters were sent back in time, from a roughly modern setting (still fantasy, with magic and monsters, but with some modern mentalities and financial institutions) to a standard fantasy world (with gold pieces). During the downtime between last session and our next one, we sold off the treasure we found right before we got here and we ended up with about 4k gp each. My character is a blue-collar worker (a fisherman by trade when he's not doing the "adventurey" stuff) and, after some rough calculation, I figure it would take about six years to earn that much gold as a fisherman.
How would you, as a modern person used to cash, credit, debit, etc. deal with having six years of salary (almost 100 pounds of coins) with no permanent address and at least the hope of returning home some day? I know what I'd do as a player, but I'd like to at least consider this from a realistic perspective.
Would you hide it somewhere so you won't lose it?
Would you try to find someone trustworthy that would hold onto your money like a bank (without really knowing how that kind of stuff works in the past)?
Would you spend it, not truly knowing if another windfall like that will come (it will, of course, but YOU wouldn't necessarily know that)?
My group tends to assume that your class level counts unless it states otherwise (my Sylvan Rogue is the perfect example), so I assumed it was a change, but I can see your point.
To the OP, I remembered an instance where I realized that a player was doing something that wasn't rules-legal (he was using an ability that was only supposed to trigger under certain circumstances all the time) and I mentioned it to him. I believe I said that I think it's only when X happens and he reread it, then brought it to the GM's attention himself. In that case, it was just a mistake. He wasn't happy about it, but he didn't want to be cheating, either.
Correct me if i'm wrong, but this was changed in an errata or faq, yes? Originally it was allowed?
If so, it may just be that the other player was not aware of the change (in fact, the gm might not be either). In the past, when there was a change that affected a character someone was playing, I sent the link to them, typically with a "dude, this sucks" or something along those lines. If you are all good friends, you might even share it with the group (assuming that you aren't doing it to be mean, but really because it was a nerf that hurt a fellow player).
If not, and if it bothers you enough, you can instead be passive-aggressive about it. "Hah, you took arcane deed with precise strike? How is that +0 to damage working for you, since you aren't considered having at least one panache point as well as being effectively level 0?"
My group has been together for almost 30 years now. We still make fun of each other of the cheating that some of us used to do back in the day. "100,000gp for my own mummy? I have just enough!"
Under Path Ability, for every path, it says this:
Path Ability wrote:
Path Ability: At 1st tier and every tier thereafter, select one new path ability from the champion path abilities lists or from the universal path abilities lists. Once you select an ability, it can't be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select them.
You may have a lenient gm, tho, so it wouldn't hurt to ask.
I had an entertainment-focused character that used Major Image for that reason. He would buy books whenever he could and would put them on as shows for kids.
No, because the Kineticist doesnt make traditional ranged attacks, they fire off spell like abilities as a standard action that happen to use ranged attacks to hit. Which may seem like the same thing, but isnt.
That said, while it isn't RAW, since an Elemental Annihilator can use Rapid Shot, a case might be made (at a home game, likely not for PFS) to allow one of them to use it.
Honestly, it's only because it says that it counts as monk levels, which I assumed meant that if you also had monk levels, they would add together. When I looked for a ruling, I found multiple interpretations, including mine, with each person seemingly believing that was just how it worked without realizing that it could be read another way. Even when I initially questioned my assumption (I was making fun of how they don't stack unless I wear a robe) the idea that both classes would be increased by 5 and the benefits would stack was a surprise to me.
In fact, since it doesn't say to pick a class, the RAWiest interpretation is probably that. It increases your monk level by 5. Is the monk class a monk? Then it's increased. Is the brawler class treated as a monk? Then it's increased. Do the AC bonuses stack? One is untyped, one is dodge, so yes.
The easiest is to add the levels together, then increase, imo, but honestly i'm fine with any of the three (or even maybe one I haven't heard yet). It's honestly the least messed up thing i'm doing with this character :D
Edit: side question. Say I took stunning fist (1 use per day per monk level). Would you say that the monk 1/brawler 2 gets 2 or 3 daily uses? It's the same clause in the ability, but it feels different, for some reason.
I don't see anything that says that Brawler and either Monk stack levels to determine unarmed strike damage. Without a rule or FAQ that says it explicitly the abilities from 2 different classes do not stack. The abilities share similar tables, but they are named after the respective class. i.e. they don't share a name, and they aren't the same.
I'm sorry if this wasn't clear, but I was referring to ONLY when they are using magic items (or feats, for that matter). The section ONLY MENTIONS those situations, not any other time.
I know full well that they don't stack in any other situation. Granted, that is weird that they would somehow stack when you put on the robe, but be completely different when not. You could then do a monk 10/brawler 10 and be considered a monk 25 when you put on the robe, but not otherwise...
I looked at a number of threads, but I couldn't find a consensus. I have a Monk (Maneuver Master) 1/Fighter (Gloomblade) 6 that I was thinking about taking two levels in Brawler (Hinyasi) for the next two levels, and picking up a Monk's Robe at some point.
My initial thought was that the levels of monk and brawler would stack when wearing a monk's robe, but now I'm not so sure.
From reading the threads on this forum, I've found three interpretations for calculating Unarmed & AC bonus:1) Monk + Brawler. For this example character (Monk 1/Brawler 2) they would count as a Monk 8 when wearing the robes. (1d10 unarmed, AC bonus +2). Since you get the wisdom bonus at 1st level, you'd get that either way.
2) Monk v. Brawler. For this example, you compare Monk 6 and Brawler 7 and take the highest (1d8 unarmed, AC bonus +1). Since you get the wisdom bonus at 1st level, you'd get that either way.
3) Monk & Brawler. For this example, you'd get the benefits of BOTH Monk 6/Brawler 7 (1d8 unarmed, AC bonus +2). Since you get the wisdom bonus at 1st level, you'd get that either way.
This character doesn't wear armor, so that aspect of it doesn't factor in.
Has there been a consensus? For the record, this isn't for PFS, so I can bring it to my GM, but I'm just curious what others have done.