Bear

haremlord's page

Organized Play Member. 505 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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Scott Wilhelm wrote:

White Haired Witch + Great Cleave.

You see, there is no stated limit as to how many people a Witch can Grapple in her White Hair, and of course when you are grappled in her white hair, she isn't; only you are.

In a gestalt mythic game I'm in right now, I spent one session playing Harry Beardmeister. White-haired witch/mirror witch-fighter, with great cleave, goblin cleaver/orc hewer/giant (whatever it's called), with smash from the air, mythic combat reflexes, always a chance, meat shield, and master grappler. I just flew into the thick of battle and tossed people around. Due to the story we were playing, it was perfectly understandable for my regular character to dip out and Harry to pop in for a cameo.

It was so much fun to hit nearly everyone on the battlefield and keep a hold on the last guy attacked, then use him to block an enemy cleric who tried to hit me with an inflict spell.


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Scott Wilhelm wrote:

I always thought this would be cool, especially for PFS where the GM couldn't just change encounters to adapt.

Level 1, Fighter1: Point Blank Shot, Precise Shot
2F1Bard1: Flame Dancer
3F1B2: Feat
4F1B3: Ability +1, Song of Fiery Gaze

Song of Fiery Gaze gives you and all your allies the ability to see through Fire and Smoke, so this character saves up and buys an Eversmoking Bottle, which makes a huge amount of Smoke to Blind the whole Battlefield, except of course, the Bard and their allies. In the following levels, the Bard takes levels in Snakebite Striker Brawler and Unchained Rogue and starts doing Sneak Attack Damage vs. Blinded opponents.

What else for this character? A half Elf or Half Orc with an Orc Hornbow, Maybe Arcane Training in Arcanist? Rapid Shot at level 3?

But at level 4, this character inflicts the Blinded Condition on everyone and makes his party immune: no Dex to AC, all terrain becomes difficult terrain, and all party members enjoy a 50% Miss Chance.

That reminded me of a plan I had once, but never got a chance to execute.

Human illusionist with racial heritage: gnome, effortless trickery, and a school familiar.

Cast audiovisual hallucination on yourself and allies, and have your familiar maintain it. Update the hallucination to create a battle map with enemies and allies highlighted, as well as illusions and traps marked, so everyone has a tactical readout. You have see invisibility? Mark that invisible opponent. You identify special targets or weaknesses? Mark them!

I never tested it in battle, tho...


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(Ignoring mythic, of course) Tenth level vigilante talent lets you treat a high jump like a long jump.

Leap and Bound (Ex) (Chronicle of Legends pg. 7): A vigilante with this talent adds his Strength bonus on Acrobatics checks in addition to his Dexterity modifier. He is always treated as having a running start when jumping, and his high jumps are treated as long jumps when determining the DC. When the vigilante jumps, he does not fall until the end of his turn, allowing him to attack or perform other actions in midair. If the vigilante grapples a creature capable of bearing his weight, he does not fall, instead remaining adjacent to the creature as it moves. A vigilante must be at least 10th level to select this talent.

As long as you can get your speed high enough and a high acrobatics score, you can get pretty high.


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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.


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Synthesist & Blood God Disciple.

You can turn into a monster that gets stronger by eating people!

:D


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We once dropped a helm of opposite alignment on a glaberzu and he failed his save. That's the only way I know, unfortunately.

Maybe research something similar?


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I've always wanted to be able to summon humanoids (warriors, ogres, whatever) and it surprised me that it was never allowed.

There were some forms that couldn't be taken with the standard group of polymorph spells, but that may have been fixed with the fey form spells. I haven't checked in awhile, tho.

What about illusion spells that target individual senses? Auditory Hallucination is fun, but having one for just sight would be nice (I planned on using it on my party to set up the battlefield like a tactical map, marking enemies, traps, etc... don't need audio for that and it keeps the enemies from seeing it too)


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Spermy The Cat wrote:

If it were unaffected by size changes, it would have stated "regardless of size". At level one, a medium WHW has a range of five feet. Enlarge Person would give it an extra five feet of hair, meaning you have ten. It's when you reach tiny that it shrinks down to an ineffective range.

I hope this helps you out. Love the WHW. What level are you starting, if I may ask?

First off, you must understand that it is not a normal, nor fully serious, game. We are playing 8th level gestalt, 4th tier mythic. I pitched the character AS A JOKE, but my gm loved it and the rest of the group started making suggestions, so I have made Hagomar "Harry" Beardmeister, male dwarven witch (white-haired/mirror witch)//fighter (weapon master). With his 15' reach (at medium size) combined with orc hewer, he can conceivably sweep the battlefield with his mighty beard! Each morning he gazes longingly into his mirror, sometimes talking to it, while stroking his epic beard.

I've always liked the concept of the whw, but I've never made a character that interested me with it until now.

I almost went half-elven with a mighty mustache and magus levels, but since I couldn't do a natural weapon kensai, I
looked elsewhere. I tried to talk someone else into doing it with rogue so he could sneak attack and pick pockets with his stash.


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I once rolled really poorly for a 3.5e game, so to protest I made a halfling cook.

Expert/Survivor/Exemplar

He was tough to kill and could cook up almost anything. The best part was that no one believed me when I said, "oh, he's just a cook".


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Dragonchess Player wrote:
archetypes of other classes that gain spellcasting (child of Acavna and Amaznen fighter, psychic detective investigator, eldritch scoundrel rogue, cabalist/magical child/warlock/zealot vigilante, etc.); with or without multi-classing and/or prestige classes.

I love the idea of a vigilante lich with guise of life. The kindly tavern owner who is always there to hear your troubles and pour you a cold one is secretly plotting your demise in horrible ways...


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A long time ago we were playing a 2E adventure, the Rod of the Seven Parts.

In it, you get a piece of the rod and, with it, you can locate the other pieces. We get to one of the first dungeons and fight an umber hulk in the first room. After killing it, one of the players (who's playing a necromancer) animates the hulk. He then takes the piece of the rod and asks what direction.

GM: The rod points down and to the left.
Player: I order the hulk to start digging.

Due to the way the dungeon was designed, we were able to dig straight to the final room. The GM started flipping through the book.

GM: Okay, this one says if you don't meet these monsters in this room, you meet them in this other room, but you bypassed that so... Okay, you are in the final room.

We basically turned a scenario that should have taken a day or two of consistent adventuring to two encounters that took maybe half an hour. :D


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In order to use trick attack against an unconscious opponent you still have to succeed at your bluff/stealth/computer check and if you fail they...uh...spot you or something I guess?

A handful of spells use Str/Dex for attack rolls OR Int/Wis, but there doesn't seem to be a pattern. At first I thought it was level since most of them that allow you to use your key ability are 4th or higher (but then there's Fatigue, 0th level) and most that require Str or Dex are 3rd level or lower (but then there's Enervation, 4th level).

How many class abilities are not using simple a formula (+1 every 3 levels after 4th, or whatever). It makes programming a spreadsheet more of a pain.

The analog flag, which appears to me should mean "non-powered", yet things like the Bow (or Unarmed) are not analog.


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Ravingdork wrote:
Examples of this phenomenon include the Lore Warden fighter archetype from the Pathfinder Field Guide in 2011, which was later reprinted (with several changes) in the Adventurer's Guide this year

Just outta curiosity, can you say what was changed, or do I have to wait for d20pfsrd?


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For what it's worth, my GM ruled that it was because of rulings like this.

Since everything else is retroactive when things change (your int goes up, you get more skill points, you get toughness, you get HP for all of your previous levels, etc.). His thinking was that if Fast Learner wasn't supposed to be retroactive, it would say that it was the exception.


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First, for reference:

http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/archmage.h tml wrote:
Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/advancedFeats.html wrote:

Cooperative Crafting

Your assistance makes item crafting far more efficient.

Prerequisites: 1 rank in any Craft skill, any item creation feat.
Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

I have a feeling that I already know the answer, but I just wanted to verify.

Let's say Bob has Brew Potion, Craft Wondrous Item, and Cooperative Crafting.

Let's say Harry has Crafting Mastery, but no item creation feats.

Can Bob help Harry create potions and wondrous items, or does Harry need to take Brew Potion and/or Craft Wondrous Item to get any assistance from Bob?

Thanks!


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I was curious about the whole "chosen weapon" phrase used in the Kensai archetype.

For the record, I'm referring to this.

Kensai wrote:

A kensai spends his life focusing his training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in a dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors.

Weapon and Armor Proficiency

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

<SNIP>

Canny Defense (Ex)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

I've read several threads on this board where people are asking whether certain things are allowed, and each one has had people posting their viewpoints, but nothing official. I also saw in the Kensai build guide that the author of the guide said that Stone Fist was useless since they couldn't use unarmed anyway.

So, my question is, can a Kensai choose any weapon, including, but not limited to, simple weapons (such as unarmed strike, daggers, or clubs), weapon-like abilities (such as kinetic blasts, alchemist bombs, or mystic bolts), Ranged weapons, and Martial & Exotic weapons to be their "chosen weapon", or are they limited to the Martial or Exotic melee weapon they got as part of their Weapon and Armor Proficiency class ability?

It doesn't matter if it would be ideal (some people have claimed that there's no reason why someone would choose a simple weapon when martial and exotic were much better, but that isn't an answer whether it's possible). It doesn't matter if it can't be used with Spellstrike or Spell Combat (unless that is the OFFICIAL reason why it won't work). It also doesn't matter if it's a bad choice because unarmed would stay at 1d3 (it's not the damage dice, it's the damage bonuses, right?).


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Firstly, the rules:

http://www.d20pfsrd.com/classes/base-classes/vigilante#TOC-Vigilante-Specia lization-Ex- wrote:
A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s.

I am aware (SEE WHAT I DID THERE) of what it says on page 188 of Ultimate Intrigue. Side note to anyone who typically counts on online resources like d20pfsrd, sometimes it doesn't give you the whole story. While it calls out Perception v Stealth for awareness, I have other questions about it.

Ultimate Intrigue, p188 wrote:

Unaware: On one end of the spectrum, sneaking creature can succeed at Stealth well enough that the other creature isn’t even aware that the creature is present. This state allows the sneaking creature to use abilities such as the vigilante’s startling appearance. The Stealth skill description in the Core Rulebook says that perceiving creatures that fail to beat a sneaking character’s Stealth check result are not aware of the sneaking character, but that is different from being totally unaware. This is also true of a creature that has previously been made aware of the creature’s presence or location (see below) but is currently unable to observe the sneaking creature. In those cases, the sneaking creature can’t use abilities such as startling presence.

Aware of Presence: The next state is when the perceiving creature is aware of the sneaking creature’s presence, though not of anything beyond that. This is the state that happens when an invisible creature attacks someone and then successfully uses Stealth so the perceiving creature doesn’t know where the attacker moved, or when a sniper succeeds at her Stealth check to snipe. A perceiving creature that becomes aware of a hidden creature’s presence will still be aware of its presence at least until the danger of the situation continues, if not longer (though memory-altering magic can change this).

Now the scenario:

Scenario that may be too long for some people and might spoil the general plot of anyone who hasn't seen almost any slasher film from the 70s and 80s:
Campers 1-10 decide to have their Spring Break at Camp Glass Pond. On the day that they are supposed to leave for Camp Glass Pond, Camper 10 says that she won't be able to leave until the next day, so Campers 1-9 should leave without her.

On the way to Camp Glass Pond, Campers 1-9 stop at a gas station and talk to Harold the Gas Station attendant about their plans. He warns them about a group of campers that were killed at Camp Glass Pond several years back by a killer wearing an umpire's mask named...uh...Jacob (social talent: Renown). No one has heard from Jacob since then and many believe that Jacob is just a story or dead, but Harold warns them that Jacob is still out there.

Campers 1-9 get to Camp Glass Pond and break out the alcohol to party. They have enough alochol, drugs, and entertainment to last all of them for the entire week, like any hormonal camper who is away from college has, I guess.

The next day, Camper 10 is on her way to show up early in the morning and is hitchhiking to Camp Glass Pond, and is picked up by Joe Farmer, a seemingly-jovial (yet non-descript, social talent: Many Guises) person who talks a bit with Camper 10 but then suddenly stabs Camper 10. Does Joe Farmer (in reality the slayer vigilante in disguise) get the full Hidden Strike damage, or the reduced damage and why (or why not)? Camper 10 was not aware that the vigilante existed, had no reason to think that Joe Farmer was going to attack (complete surprise), and Camper 10 was probably at least Friendly on the Starting Attitude scale since Joe Farmer was helping them out by giving them a ride. Is that enough for "considers him an ally"? It isn't likely that Camper 10 was "unaware of his presence" since they were talking beforehand. I assume that changing from unassuming mundane to cold-blooded killer isn't startling enough for the startling appearance ability.

Campers 1-9 have no idea what happened to Camper 10 and just assume she bailed (she's like that, I guess) and continue their partying. That night, Camper 9 is pretty hammered and decides to go off exploring Camp Glass Pond by himself, and finds an old tool shed. He's drunk and not paying much attention and stumbles about a bit when a man in an umpire's mask appears from out of nowhere and stabs him with a garden tool (startling appearance + vigilante talent: environmental weapon) and gets full Hidden Strike damage (so adds Mighty Ambush to it, just in case) and Camper 9 goes down. Jacob then makes it look like Camper 9 pulled down the garden tools on top of himself in his drunkenness.

Campers 3 & 4 are wondering what happened to Camper 9 and find his body. They are saddened by his death but convinced that it was an accident. They decide to say nothing to the others yet.

On day 3, Camper 3 spills the beans to everyone and Camper 2 asks if it could be Jacob, the Camp Glass Pond killer that the gas station attendant told them about, but no one takes him seriously. They all decide to mourn Camper 9 the way he would have liked to have been mourned, and continue partying. That night, Campers 7 & 8 both end up dead (who cares how at this point), and it is clear that the campers are not alone (social talent: Triumphant Return) and they all believe what Camper 2 has been saying, that it's Jacob doing it. At this point, Campers 1-6 all know about Jacob and all believe that he is back and is killing off their friends. They can't leave because their cars won't start and they...uh...don't have cell service. They also believe that when Camper 10 shows up (they still don't know she's dead) she'll be able to rescue them. Otherwise they'll have to walk back to town which will take more than a day...yeah.

On the next night, they are all huddled in the same cabin. They have decided to remain together for now in order to be safer. They know Jacob is somewhere, but don't know where. They hear a sound outside (social talent: Mockingbird) and decide to investigate. Campers 2, 5, and 6 go out together, and once outside decide to split up, since they know where the sound came from and they want to surround Jacob. Camper 6 is slowly closing in on the spot where the sound came from when Jacob appears behind him and kills him. In this case, Camper 6 was aware that the vigilante was somewhere in the camp. He thought he knew the location (but was wrong because of Mockingbird). Does Jacob receive full or reduced Hidden Strike? Is "believes the vigilante is behind that door when in reality he is behind you" enough awareness to not be able to use startling appearance?

When Camper 5 reaches the point where he thought he heard Jacob, he finds nothing there. He starts looking for his friends when he hears a scream and runs to find Camper 2 dead. Camper 5 then runs back to the cabin to tell his friends. Campers 1, 3, 4, and 5 are now terrified out of their minds.

The next day, Camper 5 declares that he's going to walk back to town and thinks that Campers 1, 3, and 4 should stay behind. Camper 5 is a long distance runner star at their school and thinks that he'll be faster without them. He promises to come back as soon as he can. Needless to say he dies.

That night, Campers 1, 3, and 4 are alone and haven't heard anything back from Camper 5 and believe he's dead. They hear a sound at the door and find that Camper 2 isn't dead after all, he just regained consciousness and Camper 5 didn't double check when he found him. Campers 1, 3, and 4 fill in Camper 2 with what's been going on since he left, and Camper 2 tells them that he found Camper 6's body, and he thinks he found where Jacob's been staying. He gets them to agree to take the fight to Jacob. They pick up some random pieces of equipment around the cabin in an effort to be armed before their confrontation with the umpire-masked killer.

As they leave for Jacob's lair, Camper 4 starts complaining about being ill and not ready to fight. Camper 2 offers to help Camper 4 back into the cabin and find a good place to hide. Campers 1 & 3 are waiting downstairs when Camper 2 helps Camper 4 up to the room and KILLS HIM. Camper 4 definitely believed Camper 2 was an ally so he gets full Hidden Strike damage. He also adds Throat Jab, just in case, so he can't warn anyone else. Camper 2 then comes back downstairs and rejoins Campers 1 & 3.

Final wrap up: Campers 1-3 enter the ramshackle cabin that Camper 2 claims is Jacob's Lair, where they find Camper 10's body. Camper 2 kills Camper 3 (again, full Hidden Strike damage since they still think he's an ally), but Camper 1 sees it. They fight, Camper 1 "kills" Camper 2 (vigilante talent: Another Day), and escapes.

So: TL;DR; version:
1) What qualifies as an ally for hidden strike to count? Went to college with the person and is now on vacation with them, is obvious. Is a stranger but does a favor for them? Require a Diplomacy check? If so, what level of attitude is enough? Would followers of the same faith meeting for the first time be enough? Typically, the question has been one of the player doing an action that would effect "allies" or "enemies" and thus could determine who was who. In this case, however, the power of the character's ability is based on another character's view. Is there any way to pull this off reliably (Diplomacy or Bluff check, using Any Guise to Disguise as a specific person the target knows) or is this entirely GM fiat?

2) What qualifies as "is aware of the vigilante's presence"? Knowledge that the vigilante might be in the general area? Knowledge that the vigilante is "somewhere near by but possibly not really"? Believes the vigilante is near but completely wrong as far as where (possibly not just a failed perception roll, but a really bad roll or looking in the wrong area)? Let's be honest. If it really is as simple as page 188 seems to make it ("The Stealth
skill description in the Core Rulebook says that perceiving creatures that fail to beat a sneaking character’s Stealth check result are not aware of the sneaking character, but that is different from being totally unaware."), any lookout who is watching for Batman is enough to foil his Hidden Strike ability simply because he's actively using perception. If someone declares that they are looking for hidden creatures, is that enough to foil hidden strike, even if there's no real evidence that a hidden creature is around or they are looking under the bed when the vigilante is really in the closet?

BONUS QUESTIONS:
3) If a vigilante is using Many Guises to disguise himself as a harmless person (or Guise of Unlife to pose as a zombie) and then suddenly attacks in an unexpected way (WHERE DID THAT ZOMBIE GET A MACHETE FROM?!?), I assume that's not enough for full Hidden Strike damage, correct?

4) If a vigilante is using Many Guises to hide in a crowd of similar individuals, can they spring from the crowd to deal full hidden strike damage? I think Heroes of the Streets mentions using Stealth to hide in a crowd, but I could be wrong. Would the target knowing that the vigilante was likely in the crowd somewhere but have no idea what the vigilante looks like be enough to foil it?

5) I found this and was wondering if that is still true for the full release version. Can Up Close and Personal be used to trigger Hidden Strike talents? It occurs to me that if it's true you can 1) Move action to use Up Close and Personal and roll Acrobatics vs. target's CMD + 5. If successful, 2) Swift action to attack with Hidden Strike + Mighty Ambush, if target fails their fort save they drop unconscious for 1d4 rounds, which is plenty of time to 3) Standard action, use Throat Slicer (feat from Heroes of the Streets which allows a coup de grace against an unconscious target who is also blissfully unaware of the vigilante so the hidden strike damage gets added on.

I think that's about it.


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Cantriped wrote:
Quote:
Paizo Response: Gauntlet is actually an unarmed attack, not a separate weapon, so it can’t be enchanted (it uses amulet of mighty fists instead) and it uses all the unarmed strike stuff. All the others are separate weapons and work like manufactured weapons.
This is incorrect (both by RAW and by example); you can enchant gauntlets, because they wrote the Constrictor's Gauntlets (Dirty Tactics Toolbox 25). Which are specifically and clearly stated to be +1 gauntlets, and require the Craft Magic Arms and Armor feat.

And it's wrong because it's a separate weapon, as shown by the Close Weapon Group along with Unarmed Strike which has been out (and unchanged) since the CRB first came out.


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James Risner wrote:
haremlord wrote:
a monk cannot use Stunning Fist with their unarmed strike.
I really don't know why this subject is so hard to grasp.

Here's why:

Quote:


Unarmed Strike is an Unarmed Attack.

Everything I've seen is with people only saying that "unarmed strike =/= unarmed attack" (yes, I get WHY that is still true, but without the caveat that Imbicatus mentioned earlier and only saying that they weren't equal doesn't automatically mean that one is a subset of the either). I apologize if there are a lot of threads where people have pointed out the subset aspect and I missed them. All I saw in my searches were ones that just said they weren't equal.


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I just realized that they are also listed in the Close Weapon group...


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I just wanted to say that I finally got a chance to play my kineticist this weekend and had more fun playing a character than I have had in a LONG TIME! (and that isn't to say that I haven't enjoyed it, but moving things with your mind is just awesome!)

Thanks! :)


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It looks like that I'll finally be able to play my Telekineticist this weekend, and I was hoping for some clarification on how TK Finesse works.

There's a thread here where the questions I've been pondering are located, but to summarize:
Is TK Finesse part of the action taken or does it require a standard action to activate? If the latter, what's the duration (unless you have to use a standard action every round for it)?

Is there a weight limit or is it based on your Basic TK limit?

Is it based on line of sight (meaning you have to be able to see the object you are pulling from someone's pocket, unlike a typical Sleight of Hands check where you can basically just rummage through someone's pocket and pull out what feels nifty)?

My hope is that it's part of the action that you are taking and almost as if you had a reach of <distance of TK Finesse>. So if you can do it with your hands if it was adjacent, you can do it with your TK Finesse within close range. Well... my REAL hope is that it uses the range of Basic TK, but I'm not greedy :D

If I missed the answers to these somewhere, sorry! :)

Thanks!


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I'm building an Unchained monk that I want to have use the Cut from the Air feat, but I don't see using Power Attack too often (more of a finesse build), so I was thinking about taking Power Attack as a Qinggong ki power.

Can a feat picked up in that manner be used as a prerequisite for another feat? If so, do you need to spend a ki point in order to use the other feat? Basically, would I need to spend a ki point every time I use Cut from the Air?


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Anarchy_Kanya wrote:
A kid the PCs had to protect.

We had to do this once. I can't remember how it started, but we ended up having to fight this group of "true believers" of this god in the GMs home game that felt that magic and non-human races were blasphemous and should be burned at the stake.

After the combat, we found a little girl and decided that she needed to be protected and brought back to civilization. That meant that we had this little girl with us that called us heathens and thought (and would say loudly) that we were all damned and belong in Hell.

Basically, the GM would heckle us in a really bad Southern drawl, "GAWD WILL PUNISH YOU!", and there was nothing we could do about it. Good times.

Although one time that 7 year old girl did end up saving the entire party "WITH THE POWAH OF GAWD!"... She was truly insufferable after that.


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What about the wish duplicating a possession spell that is cast upon a dragon in the process. Thus, for the duration of the possession spell, he's a true dragon?

Or, if he actually says that he wants to "wish himself into a true (silver) dragon" then he does. He appears inside it's belly...

Okay, that might be a stretch. :)


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First off, ew.

Secondly, I was curious how the Defense Wild Talent would interact with Elemental Overflow, since you already get fortification equal to 5% x burn (starting at 6th). Would only the highest take into account or stack?

Granted, by the time you get that, your defense talent is already at 30%, so maybe the answer is obvious, but I was just curious :)

Lastly, ew.


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It's funny, this has never been an issue at any table I've played at in the ...uh... 27 years (OHMYGODHASITREALLYBEENTHATLONG?!?) that I've gamed.

If someone does something that helps someone else, we accept it not as something that we expected, but as something given.

We've played evil games, good games, and somewhere in-between. In all cases, we've had party members that helped others, and party members that hindered others. (Fun fact, our evil groups tend to work better together than our good ones, typically)

In fact, unless someone was obviously cheating, we haven't had any fuss if someone brings a character to the table that is significantly more powerful than others (min/maxed... cheating is a different story).

To be honest, however, our last gaming session was roughly 8 hours long, with 7 hours of it with chatting about non-gaming stuff, so... (I may exaggerate, but not much).

Now I want to look back at the characters I've made and take a look if I could have done something different to be more team-oriented (for example, most alchemists I make do not take Infusion because... uh... I want other discoveries? :D )


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Now I feel stupid. Someone just sent me this link:

http://paizo.com/pathfinderRPG/prd/magicItems/armor.html#armor wrote:
A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.

So it's 1*1*1000 + 1*1*2000 + 150 + <cost of shield>

ok... go about your business, nothing to see here :P


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Zwordsman wrote:

So I'm a major bibliophile and never more have I ever wanted to play a class than the Tome EAter occultist. It is just soo cool. granted i"ll almost never "eat" another book but man it is so cool for me.

So my question is..

Does anyone know how to use a book as a weapon? I'd love to use a book as my weapon and spell resource.

I mean I know I can pretty much hit them over the head with it.. or I guess throw it. uinsg catch off guard/ throwanything and improvisedw eapn mastery..

but is there any other way to do it?

I really wish there was some way to like.. have the classic rpg magic tome that you open and the page comes to life and attacks (either an image, pure magic, or like R.O.D style), like star ocean 2 or I suppose the books from final fantasy tactics...

So does anyone have any ideas with that?

I dearly dearly want to make my ultimate book user....
I sort of wish this archetype came iwth the ability inset to use books as a weapon. Like a better (waayyy better please) version of that scroll weapon wizard.

I don't have occult adventures yet.. I was mostly waiting to see if anything in it made me want it.. which now it does haha. So I'm saving up for it now. hoping it has something neat in its item list

What about the Rough and Ready trait? With the right profession (librarian maybe?) you can theoretically use tomes as weapons without using a feat to do it.


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Minor wording error:
Under Spiritualist Spells it says,
"Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Wisdom score."
instead of
"Unlike her number of spells per day, the number of spells a spiritualist knows is not affected by her Wisdom score."

also mentioned elsewhere (just so it's all in the same thread)
Under the Spiritualist Phantom class feature:
"Fully manifested phantoms can wear armor and use items (though not wield weapons) appropriate to their forms."

But under the actual Phantoms' armor bonus section:
"An ectoplasmic or incorporeal manifested phantom can’t wear armor of any kind, as the armor interferes with the spiritualist’s connection with the phantom"


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Since you asked for how to add monsters to your list in general, here are some feats:
Skeleton Summoner
Expanded Summon Monster
Summon Good Monster
Summon Neutral Monster
Summon Evil Monster
Spider Summoner

In addition, Summon Monster lists alternatives that were in published in Paizo books, along with their source.


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Cevah wrote:

References:

Alter Summoned Monster "The new creature has the same conditions and amount of damage as the target creature..."
Summon Monster "It attacks your opponents to the best of its ability."
Summon Natures Ally "It attacks your opponents to the best of its ability."
Mount "...to serve you as a mount."
Phantom Steed "It does not fight, but animals shun it and refuse to attack it."
Mount, Communal "This spell functions like mount..."
Phantom Steed, Communal "This spell functions like phantom steed..."

I think this works fine. However, the Tiger, Dire wolf or Giant Wasp you got for the PS,C will still function as PS,C and not SM4. For PS, you could ride a Crocodile or a Shark. For M,C, you could have a Hell Hound or a Giant Spider for a mount.

This basically changes the form of the conjured creature, not what it does. You do get sensory and movement abilities, but they will no more attack than a Mount or Steed would. Seems OK to me.

I see this spell being used on enemy summons to make them less effective, and on yours to poach forms from other summons lists.

Summon Totem Creature takes 10 minutes to cast, but lasts 1 hour. It acts like SM3 and is 3rd level. This would be a great one to swap.

/cevah

So then I could have a magma elemental mount?!? :-D


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What if the god's portfolio is not one that makes good/evil or chaos/law distinctions?

Such as a god of Cooking or even a god of Nature? Would it make a difference then if the God of Food & Drink was CG and you were LE (hey, even Dr. Doom drinks wine on occasion, right)? Would it still be considered being a blasphemer if you worshiped the god in question because you were a gourmand?

The god of War revels in all battle. Does he care if the conflict is between good and evil or between Upper and Lower Whoodiiville who are fighting over the mineral rights of the strip of land at the border?

I guess this would be a bad question/situation for a Paladin who, in my mind, is less a divine warrior, than a divine warrior of good. In that case it would be harder to justify a paladin of Ares (for example).

EDIT: This isn't specifically a Golarion question. I understand if the game world makes such distinctions. I was just wondering in general.


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Bandw2 wrote:
smother honey on a tarp, wait for the bear to start licking the honey, then roll up the bear in the tarp.

Getting it out of the tarp would be like one massive Brazilian wax.


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AndIMustMask wrote:
the former would still be bestiality (since theres a sentient person inside the tiger who's going at it with a not-so-sentient normal tiger) and therefore 'taking advantage' of that animal, so pretty evil unless you're in a weirdass society in-game.

What if the animal was awakened?

Asking for a friend...


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People are going to find combinations that may not have sounded OP initially, but ended up doing things you weren't expecting, such as Sohei-Bolt Ace (flurry with crossbows and dex to damage and attacks resolved as touch), or Monk-Cleric (wisdom has a double advantage of buffing your AC and your primary spellcasting stat... add in a guided amulet of natural attacks and the Blood Crow Strike spell and the character jumps in power).

My suggestion is to work with your players so they can have the freedom to create what they want to play but also keeping in mind that they aren't the only ones at the table (and thus overpowering everyone else).

My group hasn't played gestalt in awhile and we just started a new game with that mindset. My GM is currently banning hybrid classes as gestalt (he has a gut reaction that it might be too much, but he hasn't fully broken it down yet to verify). That said, he's open to discussion on the matter if someone really wants to play a hybrid, possibly instead of doing a gestalt.

To be honest, however, banning fighter/rogue you might as well not play gestalt. Those are two of the most basic character classes, and if you feel that's too much power, then you might be overwhelmed by Wizard/Sage Sorcerers, or Fighter/Monks, or Druid/Barbarians.

Not to sound snarky, but what class combination(s) were you thinking would be fine? I seem to recall in Unearthed Arcana they suggested gestalting with Expert (basically gives most people a broader skill range).


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My friend was running the Rod of the Seven Parts campaign, where when you have a piece of the artifact, you can sense the direction of the nearest piece.

We find the dungeon where the next part is located and fight the first monster (an umber hulk).

Once we defeated it, one of the players animated the umber hulk, used the part we had to determine the direction of the next part (down at an angle), then ordered the umber hulk zombie to dig us a path.

The GM looked at us, looked at his book, then started flipping pages. He said something like, "Hrm, the monsters in this room say that if you don't meet them there you meet them in this other room... but if you don't go to that other room..."

He finally gets to the last page of that section and we had skipped a big part of the dungeon, ready to face the final boss without having lost a significant amount of resources.

Oh, and we had an umber hulk zombie with us. We called him Bob.

Good times :)


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Do both. Slayer gets sneak and can choose the thrown weapon combat style (and gets the BAB).