Poryphanes

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Goblin Squad Member. 12 posts (19 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Goblin Squad Member

The ole wife just isn't sure she'll have the time to dedicate to the game, so we're shedding one of our accounts and looking to recoup some of the cost. Great for someone who wasn't able to get Destiny's Twin but wants it oh so badly.

Bought the $35 package back during the Kickstarter with the Destiny's Twin addon, then upgraded to the $100 Early Enrollment package later on.

This is what the account has:

Reward Quantity
New Player Pack 1
Destinys Twin 1
Daily Deals 1
Early Enrollment 1
Alliance Pack 1
1 Month game time x4
Head Start 1
Shield Mate 1
Character Name
Reservation 1

Really not looking for a specific value, whatever you'd like to offer for it I'll probably take as long as it's reasonable. Private messages only please, thanks.

Goblin Squad Member

I'm not comfortable with my swinging skills, but I'm pretty sure I can say hi. Lemme try.

ho.

crap, hang on...

i.

why the heck is this so hard?

h....h.... ha?

wait! let me copy and paste from my first sentence!

hi.

Yes! Victory!

Goblin Squad Member

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Or does he... you never know where he might pop up. And sing. Bardic-ly.


Do the bonuses gained from Favored Terrain stack with the bonuses gained from the APG alternate Ranger ability Terrain Bond? Since they are essentially the same bonuses, but both are available to a Ranger on the same character, I imagine they would stack, but I want to be sure.


Serisan wrote:


Half-Orc Ranger. Level 1 feat: Razortusk. Level 2: Natural Weapon style, Aspect of the Beast - two claws. Go strength. They're all primary attacks.

I feel it necessary to point out that the bite attack from Razortusk is considered a secondary attack when used in a full attack action, so what you suggest is actually primary claw/primary claw/secondary bite.

Still very nice, especially once you Imp Nat Weapon them up to 1d6.


Piety Godfury wrote:

Toothy and Razortusk ar in the APG. How do these work? Is there an implied relationship, or are they 2 ways to get the same effect?

Toothy says you get a D4 Piercing 'primary' attack and that is pretty much all it says.

Razortusk says you can do a D4 'primary' 'bite' attack or secondary attack in a full attack action at -5. it doesn't have 'Toothy' as a pr-req only 1/2orc.

...So can you only use Toothy as a primary attack? Razortusk can be used as either?

This is further confused because there is a 'trait' in 'Orcs of Golarion' called 'Tusked' that does the same thing as RazorTusk?

...So there is a 'replacement trait' a 'race trait' and a 'feat' all of which do the same thing... sort of. They all are described differently.

...I'm confused

You can use any "primary" attack type as a "secondary" attack, you just have a -5 to your attack roll if you use it as a secondary attack. For instance, if you have a claw attack and a bite attack, you can make either one of them your primary and the other one your secondary. The "Toothy" description is lacking that explanation, probably just to save space, but the rule is still there and you can still do the same thing with "Toothy" as you can with the "Razortusk" feat.


Steel_Wind wrote:

For starters? A little less GM vs. the Players mindset.

How about you NOT try to "beat it" and instead let the character shine? That's why he or she is playing a paladin, after all. Not to "mess up your game" but to have fun.

Sorry, I thought I presented the reason why I'm researching this:

"The party has earned the enmity of a BBEG who has the ability to monitor and study their actions, so I feel justified in coming up with a way to counter this particularly potent ability that they're exhibiting, but I'm at a loss as to how."

My apologies if you missed that in my original post... but there is a good reason why I am looking for ways to "beat" this ability. This is for a specific situation that warrants the party's strengths being compensated for.

***

Moving on, thanks to so many who offered suggestions! My paladin players tend to hold their smites for the bigger threats though, so many small enemies won't really phase them. The "BBEG" in question will be accompanied by several significant threats that are also evil, so I'm thinking that this will provide enough challenge along the lines of having more significant evil enemies than Smites.

I'll definitely incorporate a lot of miss chance circumstances, as it seems to be one of the best ways to counter a Smite attack. I tried to use Stoneskin, but it was blown through unceremoniously, my mistake for not thoroughly researching the new Smite Evil abilities.

If all else fails, this will all be happening after the APG comes out, so anti-paladins, here I come! ;)


One clarification - I'm looking to beat Smite Evil when used against legitimately evil enemies. Sorry I didn't mention that.


So I'm running a group with not one, but two paladins who can Smite Evil. I'm finding it to be a bit overpowered, but unwilling to alter anything in the ability because I'm a purist gamer and I don't nerf just because my players are succeeding more often than not.

My question now becomes... as a DM, how do I beat Smite Evil?

I am mainly concerned with the ability to bypass *all* DR, as it defeats even such previously excellent methods of prolonging a challenging fight as Stoneskin and various DR/- situations. I don't want to resort to AC tampering just to avoid prematurely stunted combat encounters. Again, purist.

The party has earned the enmity of a BBEG who has the ability to monitor and study their actions, so I feel justified in coming up with a way to counter this particularly potent ability that they're exhibiting, but I'm at a loss as to how.

Any ideas or relevant experiences? Thanks!


Ohh ho ho, good point about that wording. Luckily my DM agrees that "wielded" just means you cannot have the weapon sheathed or stowed somewhere else on your person, mainly because the next line reads "without his bonded item worn or in hand".

Unfortunately the character is already level 3 and unable to have much flexibility of choice. I ended up deciding on the EK build and thanks to greenteagamer for pointing out the Magical Knack trait, which is the perfect way to make up for the two lost caster levels.


It's true that the Arcane bloodline has no blaster spells, so all I am really losing out on are the New Arcana spells I get at 9/13/17. The +2 save DC bonus on my Evocation spells at level 15 is very nice, but comparing it to all the other stuff I get from the other path, it's hard to give it any real weight.

My DM is already fine with me using a 2H weapon, I started with a longspear. Having a hand free for casting means you can just let go of the weapon with one hand to cast, since you're not usually casting and attacking in the same action anyways.

It's also true that the majority of the spells I'll be getting the most use out of are levels 2-5, so the more I look at it, the less I worry about losing the one or two level 8 and 9 spells I'd get otherwise.

Curious, which trait adds to my caster level?


I'm on the fence about which path to take for my Sorcerer.

My plans are to be both melee-capable and a standard blaster. I want to be good in both areas, but I don't feel like I have to be super in either. I have the Arcane bloodline (not the best, I know, but it's mostly for RP value) and have my weapon as my Arcane Bond item, so I feel like NOT being melee-capable is a waste of the weapon.

[Path A] Sorcerer 18

PRO: Full Bloodline progression (I really like what I get)
PRO: Full spell progression (I'm indifferent on this)
CON: Low HP for melee (This worries me the most)
CON: Low BAB (Could become annoying)
CON: Mediocre melee ability (I am OK with this)

This path feels like I'd be less melee-capable and obviously more blaster-capable. I'm not sure I want to risk being too weak in melee and have to keep defaulting back to JUST ranged blasting.

[Path B] Sorcerer 7 / Fighter 1 / Eldritch Knight 10

PRO: More combat-oriented feats (Will help the melee side)
PRO: Fighter-only feats (Opens up the "mage-slayer" concept)
PRO: Better HP for melee (This is a big one)
PRO: Better BAB (Less frustration in melee)
CON: Lose Bloodline progression (It's hard to lose SO many extra spells known, plus the level 15 Bloodline Power is a big deal)
CON: Lose full spell progression (I feel like I can live with this)

This path feels like I'm leaning too much towards being melee-capable and giving up a lot of what would make me a good blaster.

Essentially, I'm trying to figure out which option would give me the best chance at being effective in melee all the way to level 18, while still maintaining the ability to step back and blast effectively from afar when needed.

Also, suggestions on how to achieve greater success within either path, or even a third path option that I haven't noticed, are always welcome.