Tsadok Goldtooth

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Pathfinder Adventure, Lost Omens, Pathfinder Accessories, PF Special Edition Subscriber. Organized Play Member. 20 posts. No reviews. No lists. 1 wishlist.


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I hope there will be smaller sets of pawns with just the new creatures introduced in the Monster Core series as I already have the pawn sets from the 3 Bestiaries.


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Is this new inventor iconic Droven from Fumbus' backstory? Even if it's not I really like to think it is for narrative reasons.


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Given the sneaky and ambush tactics of bugbears, shouldn't this creature be wearing studded leader instead of chain shirts. The noisy trait, especially with the announcement that the errata for that trait gives the armor check penelty to stealth rolls didn't make since to me and I changed the armor type on the door in my game last night.


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Do bandoliers let you use elixirs and alchemist tools with the same action it takes to draw them?


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Leotamer wrote:

This idea isn't without precedent, but these sound more like skill feats rather than just skills.

The Chirgeon, an alchemist path, as long as they trained in medicine, they can use crafting for medicine roles.

For reference, the equivalent bomber skill is that they can deal splash damage only to their primary target.

I think I would need to see the list of new skill feats to see when and if this is an appropriate skill feat.

I certainly agree there could be good skill feats that work better but, like the example of the alchemist, what if i was going to focus on mutagens, I still could have a solid understanding of pharmaceutical treatment. The lore skill would neatly fill that role.


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So I was talking with my friends about using lore to gain intelegence alternatives to wisdom based skills. The idea of lores in general is you can't use them to completely replace the existing skills. I came up with a few useful ones and what the limitations they offer compared to the main skill.

•Lore Theology: You know the history, major cults, denominations, public rituals, symbols and core tenets of religions. For more specific aspects of individual faiths, you have to roll a step higher DC of that required by religion. This does not give you access to secret teachings of faiths or knowledge regarding outsiders.

•Lore Barbery(as in medieval barbers, lay surgeon) or Medic: You are trained in treatment of tramatic injuries and minor surgery including removing projectials and shrapnel, lancing infections, stanching wounds, stiches, setting bones and splinting. You can identify diseases or poison at a step higher DC than required by medicine. You can not use it for long term treatment with mundane medicines and cures.

•Lore Herbalism/Pharmacy: basically the inverse of Barbery/Medic lore. Knowledge of mundane medical compounds and treatments, limited diagnosis abilities, no knowledge of surgery or advanced first aid of tramatic injuries.

What do you all think about these? Do you have any of your own Lores that come to mind like this?


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Another much simpler solution is it could simply increase or decrease your proficiency step by one or maybe double the number bonus for the current proficiency level and untrained is treated as rolling with disadvantage already.


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Maybe hybrid Homebrew rules can fill the gap. Maybe use TEML based scaling bonus dice (T=d2, E=d4, M=d6, L=d8) that you can add to your d20 roll when you have advantage in 5e systems and reverse the order to d20 rolls when you have disadvantage (L=-d2, M=-d4, E=-d6, T=-d8).

Untrained advantage you add your level to the single d20 roll + ability mod and untrained disadvantage you just take the raw d20.


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It might just be me, but it seems odd that Fortitude is used to contest a grapple check.
"An orc brute tries to grab you while you're moving in combat. You reflexively pull away from his snatching grasp. " Or "The wolf tugs on your arm after it bites at you but you pull against it, slipping from its maw" As opposed to "A hobgoblin monk tries to hook your arm before striking you and due to your inner fortitude he fails."
It feels much more like it should be a Reflex save or a passive strength/athletics DC.Then if that doesn't ward it off, you use a check on your turn/reaction, if you have a reaction ability for that, as it currently works in the game. What are your thoughts?


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I was already thinking of taking leadership to get a gernadier alchemist gnome cohort focusing on crafting with her feats.


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So gnomes are the only core race that could do it. Tinkering little buggers.


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Is there any way to craft a lvl 6 Preserving Flask considering that Alchemist don't have caster levels?


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Naw, other tools would be good flavor, but the tree cutting down axe is what I really what I want primarily. Hell a saw back sword would be simple enough for a utility tool.


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Honestly, I am looking for an existing in game weapon that reflects the concept that I could skin as a felling axe. Hell I could make him a dwarf.


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Dwarven Maulaxe. But honestly want a two handed weapon like this.


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After looking at the damage and weight of a warhammer and the battleaxe I think the build I would use would be a 11 lb slashing and bludgeoning two handed weapon that does 1d8 with a x3 crit range. I think that sounds balanced and keeps the damage dice easy to size up with size increases that would come from enlarge person or a lead blades spell. Would you say that sounds fair for GM's to approve?


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HaraldKlak wrote:

The weapon you seem to be looking for is the dwarven waraxe.

Two-handed martial weapon with d10 damage. Special training (exotic prof feat) allow you to wield it one-handed.

I'd advise against creating an improvised weapon to do what you like. While the rules are unclear, an improvised weapon shouldn't be better than the regular weapon choices.

I do agree that the feller axe normally would not be as good as a battleaxe in a fight and would incur a improvised weapon penalty normally but the rough and ready trait removes the penalty for all tools of your trade when they are used as a weapon.

I think there was something regarding picks, the tool used improvised vs the weapons, that might be a good reference. I need to look back into it.


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Pupsocket wrote:
The closest weapon is going to be either a greataxe or a battleaxe. If the tool is designed with two-handed use in mind, it's going to be a greataxe. Remember that your crits are going to be 20/*2.

There we go, that seems to make the most sense to me. Trade the crit multiplier for the alternate damage type. Though I might rather go with a lower hit die because that *3 is really sweet. Makes me wish for a earthbreaker/greataxe with the damage reduced to 1d10 or 1d8 or 2d4 to keep the *3


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I was thinking about building a ranger character as a woodsy outdoors sports man. Largely basing it off of my dad who is a Timber Faller and loves hunting and fishing. Probably using the skirmisher archetype.

The main weapon I obviously want to use is an Axe, but not a double bladed axe of war but a single bit felling axe. The Rough and Ready trait from A.A. would get around having to take an exotic weapon proficiency but now I am scratching my head about the damage it would do and how to keep it balanced and reflect the type of damage you would expect.

I was thinking it would be a two handed weapon able to dole out slashing or bludgeoning damage, as a simple spin of you grip and you could bash them with the butt of the axe. As far as damage, should I use that damage dice from the Greataxe, 1d12, which is also a two handed axe, the damage dice from the Battleaxe, 1d8, because the head could be argued would be shaped different, or use 1d10 to place it somewhere in between the two?