Greetings everyone,
Thanks for any assistance
Short description of the conflict background: We are playing Curse of the Crimson Throne. My character started at Lvl 1 as battle oracle, LN very loyal bodyguard - guardian was the story concept. She was the bodyguard of another PC, a Lvl 1 paladin with very clear to the public's eye, good moral principles. They bonded very well during the first 3 adventures of the adventure path. During the 3rd book, we were feeling my character had gotten as loyal to the moral code of the paladin, as she was to the paladin himself, so we decided to turn my character's AL to LG. The two characters consequently started developing a master to student relationship as my character wanted to understand the code of conduct more thoroughly. During book 4, my character also took two lvls in the paladin class.
The following came up in one of our sessions: The attacker was invisible through Greater Invisibility but was not using stealth. The party was aware of his presence via Detect Magic The ftr of the party was hasted and was using combat expertise, thus getting a +4 dodge bonus to AC. When the attacker attacks according to RAW: "Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See the invisibility special ability." The question is the following. Is ignoring an opponent bonus the same as the opponent being denied the bonus according to RAW? Dodge bonuses are lost only when the defender is denied his dexterity bonus. Could one argue that when the defender is attacked by an invisible but not stealthy attacker, he does not get his dex bonus to ac but still gets his dodge bonuses?
Solkim wrote:
this would be a houserule, since by the letter of the rule one would only get the -2 bonus with 2-handed weapons, but it is not a bad idea i ll mention it in our next session
wraithstrike wrote: Why is the GM frustrated if he can challenge you? Is it because nobody else gets hurt so he feels like the party as a whole is not being challenged? i think because whereas other characters fail to deal dam with 20-30% at best (in some occasions it is worse than 50-50), the ogrekin only fails with a natural 1
Gauss wrote:
it is not 3rd party my friend the ogrekin is an official pathfinder templatehere is the link http://www.d20pfsrd.com/bestiary/monster-listings/templates/ogrekin-cr-1 of course, like many other things, it is up to the dm to allow templates but in this case he did. probably it was a mistake and that s why i m discussing it but there would not be much difference with a human anyway (str would go down to 26, but there would not be a +1 level adjustment so he would have BAB +10 instead of +9, plus he would get weapon focus as bonus fighter feat at level 10 to get to the same CMB, plus he would get an extra feat as a human to get greater weapon focus for a higher CMB by +1). the only difference is the racial +4 bonus to grapple checks (which makes the difference to +3 for the ogrekin -i dont think it s that big a deal)
wraithstrike wrote: If a GM is going to allow player things such as more powerful races then he has to be willing to bring the pain or just deal with the consequences. I don't know what your AC is like, but either you or the healer should be getting a lot of the attacks. It is not so much that the character can't be challenged. The GM would just have to be brutally efficient. If your group handles character death well all he should have to do is concentrate fire. Well it is not exactly that simple, but this is not something that can't be dealt with. i agree. depending on the intelligence of the opponents that is what he does. in most battles the ogrekin gets out very near to 0 hit points
Solkim wrote:
the character was originally a half-ogre in 3rd edition d&d. i decided to convert him (at lower levels) to pathfinder so it had to be an ogrekin. i rolled vestigial limb and deformed handthe unarmed fighter archetype lets u keep all ur dex bonus and other penalties for grappling in place of the normal fighter ability at 7th level so it s exactly as if u r fighting melee combat (so the rogue can't sneak att), plus the party also has another 3 characters to back up the grappler up (ie healing)
wraithstrike wrote:
indeed these monsters would be very challenging but they r specific monsters. in general most of the times u r way ahead in fact we did have an encounter vs flying opponents with reach weapons
Ravingdork wrote: I don't think you can combine Power Attack with grapple checks to deal damage. yes we thought the same thing at first but then combat maneuvers also say that they r all treated as att rollsplus the power att feat says it clearly u can also do it for combat maneuvers i do see that many other builds can get as high or maybe higher dam
of course the disadvantages r -as mentioned- not being able to fight many monsters simultaneously or fighting in specific circumstances (ie difficult terrain) but on the other hand the latter also applies for most melee dam dealers
u think it is worthless?
I have an ogrekin fighter (grappler) 9th level (essentially 10th given the +1 level adjustment for the race) with the following stats & feats: 18 str (originally) + 6 (ogrekin) + 2 (4th & 8th level) + 4 (belt of giant str) = 30 str BAB = + 9 He has the following feats: Improved Grapple (+2 to grapple checks)
he has also the unarmed fighter archetype so he gets his weapon training bonus in unarmed strikes and grapple only (+2) he has an amulet of mighty fists (+2 magic enhancement to unarmed attacks)
that makes a CMB of +31
with these CMB/CMD, it s very easy to grapple anyone and once he grapples an opponent it s almost impossible for him to escape without a teleport (best rogues have an Escape Artist of +20 at 10th level). and then comes round 2: the grapple has a +5 since the defender did not escape (total +36). he uses the following 3 feats
so in rd 2 he makes his first grapple check (as a move action with the Greater Grapple feat) to pin his opp (success with 2 or higher on the dice). then he gets another 2 grapple check as a swift action and a standard action for damage (+10 str + 2 magic + 6 power att + 2 weapon training + 1d3)x2 = 2d3 +40 for each grapple check
and in rd 3 he gets 3 of these checks since he already has his opponent pinned (total dam 135) my dm seems a little frustrated since he -most of the times- can not avoid this. is there sth i miss with the rules that i should not apply?
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