jplukich's page
26 posts. No reviews. No lists. No wishlists.
|
1 person marked this as a favorite.
|
The Raven Black wrote: Why the buckler? You can combine unarmed attacks with an ordinary shield just fine. In the example given the grab would involve the one hand. The next attacks would have to be shield bashes, not unarmed. It might be relevant.
Chumbles wrote: Hello,
Long-time player, first-time poster & GM here.
The Dragon Disciple archetype requires that "you are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer" to access it. Does anyone know if it is intended for a character to stick to a common dragon type when selecting this archetype?
For example, if a black-scaled kobold took the Dragon Disciple dedication feat, would they need to select "black dragon"? Or could they choose whatever dragon type they like, essentially becoming two different types of dragon (one black, and one their second selection)?
Any input would be appreciated.
Thanks
It does not "require" any of those things, they just give you better avenues of access. As to the other question, I don't see anything linking your choice for DD to anything else except for the sorcerer's bloodline.
I am running a tournament style game, and had 4 paladins as the enemies. My group made great use of the shove action to toss the enemies into the pit because they were having a hard time hitting them, and it also removed their horses from the equations (spinning blade at the bottom mopped them up).

mrspaghetti wrote: Pounce wrote: Slight necro, but I figure it's threadworthy:
As of the APG, I'm pretty sure an Unseen Servant is an excellent candidate for receiving a Final Sacrifice spell. It is a low level spell slot that can be cast before encounters, mindless, summoned (so it has the minion trait), flies, and it's naturally invisible, making it harder for enemies to smack.
Boom.
Ok, so I just played a game where I was told you can't use Unseen Servant as the target for a Final Sacrifice because you can't target something that is invisible.
I don't think that is the intent of the "Target" clause of Final Sacrifice. You're not rolling to hit or anything, you just make it explode and the damage occurs. You know where it is already because you command it to go exactly where it goes.
Thoughts? You can target invisible things. You can't target undetected things. Unless your unseen servant is sneaking, if it moves it is just hidden. Hidden does have rules about targeting them (see below). I could see a strict reading requiring the flat check, but not outright denying it.
When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don’t affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain flat-footed to the creature, whether you successfully target it or not.
Bast L. wrote: The "ends its turn next to the wall" is a bit too weak imo. Start would be better. I think mostly everything would see this massive wall of meat with mouths or arms, and be like, "I'm getting the hell away from that!"
It sounds like an awesome spell. Reminds me of 2E AD&D's Living Wall, but that effect timing is so bad. You can't even push someone into it. They have to choose to stay there (unless you grab them).
Also, it should have all the features, not choose 1.
The damage disincentivizes enemies from standing near it which helps with disrupting their turns and potentially with AOO's. They either choose to stay and get hurt or spend actions moving that they may not have already.
Captain Zoom wrote: Critical Fumble wrote: I may retrain at level 8 and take Gang Up, which seems to be the easiest of them all. If you mean to retrain one of your Level 1 Class feats, I don't think you can retrain to Gang Up.
Core Rulebook pg. 481 1.1
"When retraining, you generally can’t make choices you couldn’t make when you selected the original option. For instance, you can’t exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn’t meet at the time you took the original feat. If you don’t remember whether you met the prerequisites at the time, ask your GM to make the call. "
So I don't think you can replace a Level 1 Class Feat with a Level 6 Class feat. You can however retrain your level 1 for another level 1, and your level 6 with another level 6.
1 person marked this as a favorite.
|
Inquisitive Tiefling wrote: demlin wrote: Darksol the Painbringer wrote: They have to pay for that AC with reduced Dexterity (which affects saves and skills) and reduced movement. Dex Cap only affects AC and not saves and skills fyi The DEX cap is also removed entirely if you're proficient with the armor and have the requisite STR score.
I think the statement is more meant that characters who use heavy armor are less likely to invest in their DEX at all, affecting those skills and saves, compared to investing in say, STR and CON and such. It doesn't remove the Dex Cap, it removes the armor check penalty and a portion of the speed loss.
Inquisitive Tiefling wrote: demlin wrote: Darksol the Painbringer wrote: They have to pay for that AC with reduced Dexterity (which affects saves and skills) and reduced movement. Dex Cap only affects AC and not saves and skills fyi The DEX cap is also removed entirely if you're proficient with the armor and have the requisite STR score.
I think the statement is more meant that characters who use heavy armor are less likely to invest in their DEX at all, affecting those skills and saves, compared to investing in say, STR and CON and such.
AnimatedPaper wrote:
Off topic, but as I typed that I got a mental image of a Leshy wiggling a furred claw around and yelling out "Look at me! I'm a mammal!" and felt I needed to share that with the forum.
That seems exactly like what a shifter should achieve.
3 people marked this as a favorite.
|
HumbleGamer wrote: thenobledrake wrote: HumbleGamer wrote: Saying that having 3 traits instead of reach is good is a big lie I think you mean to say it's a differing opinion from your own.
Not a lie. You definitely wouldn't be calling me a liar, right? Different point of view would have been tied to comparing something different and almost equal ( which doesn't exist )to the flick mace, but by bringing in Disarm, which in this edition doesn't really shine ( not to say it is useless given the fact you'd need a critical hit ) and Sweep, which has its niche, it leaves just the Trip ( 1 out of X maneuvers ) letf, compared to a higher die and reach.
Really, I said " a big lie " simply because if felt offended by the attempted comparison. Humblegamer humbly bringing us the one true opinion.

1 person marked this as a favorite.
|
Mellored wrote: Puppeteer use magical strings to control puppets from afar, while keeping themself safely away from the
What kinds of features/feats would a puppeteer have?
Key ability: dex
Hp: 6+
Trained. Fort, will, unarmored, simple weapons
Expert: reflex, performance.
Puppet: you gain a medium humanoid construct puppet companion. While at maximum hit points, the puppet can look like a generic member of any race and can pass as a real person with casual inspection. If someone takes a closer look, it is perception vs your performance. The disguise also ends when the puppet takes damage.
The puppet can wield finess weapons, using your dexterity to attack. If it is reduced to 0hp, it collapses into heap and the invisible thread that you use to control it become visible, making it trivial to trace back to you.
Durring a short rest you can recover all it's hit points and restoring it's disguise. Durring a long rest you can completely redo the disguise to be someone else, including another race.
Level 1 feats:
Doppelganger Durring a long rest, you can make your puppet look like a specific person, including yourself. You must be able to study this person durring this time.
Fake blood: the puppets disguise last until it is at half hit points.
How far away can the puppet operate? Is it going to follow the standard minion rules or will it be on an action to action basis for use? Is it only wielding finesse weapons or can it use other weapons? Can the puppeteer control more than one puppet at a time? I could imagine the puppets stealing a couple of features from other classes based on a theme selected at level 1 (but not advancing at near the same rate). What level of attack proficiency would the puppets have? What (if/any) spells will the puppeteer have?this might actually be a good place to apply the themes via focus spells.
Temperans wrote: You are right a d120 is very versatile. You can even have rare dice like:
Divide by 40 get a d3.
Divide by 24 get a d5.
Divide by 8 get a d15.
Divide by 5 get a d24.
Divide by 4 get a d30.
Divide by 3 get a d40.
Divide by 2 get a d60.
But man are d120s difficult to read.
Just make it larger... roll a small bowling ball...
My party knew about the splitting before their fight against the ooze (round 1 recall) they encountered. Once they did enough damage, they split it into 4 and then dropped a burning hand and two bombs on them doing quite a bit of extra damage
1 person marked this as a favorite.
|
Claxon wrote: The answer to the trolley problem is always to kill them all and let the gods sort them out. I think you mean multi-track drifting.
For the atlatl I feel like it doesn't have enough to differentiate it from either the javelin or the shortbow. It has less range (and potentially 1-5 more damage) than a shortbow, and more damage on a crit than javelin but that's really it. I think the range should be bumped up a bit (40-45 maybe), and the damage maybe bumped to 1d8. Not sure on the balance that would have, but that's my gut reaction.
I like the other two as is, as I can see their niche a bit more clearly.

Sc8rpi8n_mjd wrote: Hi everyone.
One of my players have a gnome bard with the Sensate Gnome Heritage.
I'm not sure how this imprecise scent works when used to Seek.
- Does this sense allow the character to automatically detect creatures inside the radius when he spends an action to Seek? I'm referring to the "You can usually sense a creature automatically with an imprecise sense..." in the Imprecise Senses section, and the "preventing creatures from passively noticing its presence via smell alone" in the Negate Aroma spell description. That text implies it is automatic. On the other hand, the Heritage gives a +2 circumstance bonus to Perception checks when the target is inside the Scent range, so that part implies that a check is needed... maybe I'm reading it wrong, english is not my first language.
- Wether you have to roll or not, do you still have to select a 30 ft. cone or 15 radius burst (keeping in mind that the Scent only works up to 30 ft.) when using this sense in a Seek action? Or does it function like an "aura" of sorts, detecting in a 30 ft. radius in all directions from the character's square?
- If you don't automatically detect creatures, how do you calculate the difficulty to detect a creature by smell inside the Scent range? I assume that the DC would be easy unless you take specific precautions that mask your smell or the conditions in the area prevent you from using Scent or make it difficult to use.
Is anyone else confused by this? How would you adjudicate the Sensate Gnome Heritage in your games?
Thank you.
** spoiler omitted **...
My understanding of it is that scent would make it so creatures within the range are made hidden (rather than undetected) automatically (barring certain methods of negation). You would still need to remove the hidden condition, and you get a bonus to to the check to do that if they are in range (again, subject to negation from things like negate aroma).

AstroCat22 wrote: My husband and I and some friends are going to start a Roll20 pathfinder campaign, and I wanted to do a little something different for my character.
I'm still semi- new (played once in a while for the past 6 years. But since we all have families it's hard to get a good consistent session going.) Every time I play, I play as a half-elf Druid. Because I loved druids so much. (Who doesn't love changing into animals?)
So I decided this time I would be something different. I found the Sylph race and decided they seem so cool so I was gonna go that route. Everything I saw that seemed interesting for our group ended up saying a Sylph would be best as a Druid or a Wizard/Sorcerer. I had planned on doing something other than a druid, but I know my (almost 36 week pregnant) brain can't handle learning a wizard/sorcerer and all their spell stuff right now. So I decided to do a Sylph Druid, and I was eyeing up a Sky Druid. But I am SO confused now and don't want to bug the DM to help me with this, and my husband is working from home and I dont want to bug him, so thought I'd see if anyone here can help!
I saw these two:
Regular druid:
https://www.d20pfsrd.com/classes/core-classes/druid
Sky Druid:
https://www.d20pfsrd.com/races/other-races/featured-races/arg-sylph/sky-dru id-druid-sylph
I suppose what I'm confused about are the abilities (mostly wild shaping) and flying. I had assumed that all Sylphs can fly, but I see that the sky druids can only learn Fly at level 5, which seems confusing to me since they have wings (and the main reason I picked Sylph haha)
Under the sky druid's abilities it often will say something and say what it replaces (For instance "Skymaster" This ability replaces trackless step.) But does that mean that the sky druid gets all the other REGULAR druid abilities as normal, just substitute with the ones listed? Or do they ONLY get what's listed in the sky Druid?
If they get the regular druid abilities and just substitute some of the others (such as Skymaster instead of...
This is the forum for 2nd Edition. The question listed is for 1st edition. Flagged to be moved.
1 person marked this as a favorite.
|
This is a game where you can literally ask the bear if it is ok and_or use nature to convince it that this is for a specific reason. If you dont get the bears consent (which as it is part of your character it should be understood it was gotten), then it might trigger anathema.
Seems to me that you should be able to seperate the possiblilities into: A) treat it as a minion - use 1 action to give it 2 actions (or 3 with Companion's Cry), you keep the rest of your actions), or B) you can trade your actions on a 1-1 basis and get 3 (or 4 with haste) moves on your mount. You still get the action economy boost of minion if you want, but retain the ability to move 3 (or more) if that is what you want/need.

Saldiven wrote: jplukich wrote: Saldiven wrote: jplukich wrote: Ten10 wrote: No matter how many ways I have tried to explain to him, "sure buddy you do 22% better damage at ranged you are, however, giving the enemy a +5 to hit" So wait... this is a team game, but you try to dictate how other people play their characters? Did this player volunteer to tank? If so there is some merit to the discussion. If not, why assume they would? Um...because it's a team game, and the Cleric's decision is making things slightly better for himself while making it simultaneously far worse for the party, thereby increasing the likelihood that the entire party fails? That doesn't answer the question though. If the cleric didn't want to play a tank, trying to impose it on them is ridiculous. The assumption they would tank is the failing (unless they volunteered to and aren't for some reason). I have to admit, the fact that you're using "it's a team game" as a justification for an individual player to do whatever he/she wants is kind of funny. Usually, in "team games," individuals make sacrifices of their individual desires for the betterment of the group. A) Nowhere did I say whatever they want, so nice one there. I said, they picked a role to play and it seems someone is trying to foist another one onto them.
B) Seperate from this discussion, barring any disruptive behavior, yes that is accurate as this is a game last I checked.
C) With a "team" there are two ways to pick strategy 1) with a coach or selected strategist or 2) consensus (which doesn't seem to be what the poster I was responding to was trying to reach).
I will admit I don't know the whole scenario, but saying "No matter how many ways I have tried to explain to him" seems like 1 person has decided they are the arbiter of play.
2 people marked this as a favorite.
|
Saldiven wrote: jplukich wrote: Ten10 wrote: No matter how many ways I have tried to explain to him, "sure buddy you do 22% better damage at ranged you are, however, giving the enemy a +5 to hit" So wait... this is a team game, but you try to dictate how other people play their characters? Did this player volunteer to tank? If so there is some merit to the discussion. If not, why assume they would? Um...because it's a team game, and the Cleric's decision is making things slightly better for himself while making it simultaneously far worse for the party, thereby increasing the likelihood that the entire party fails? That doesn't answer the question though. If the cleric didn't want to play a tank, trying to impose it on them is ridiculous. The assumption they would tank is the failing (unless they volunteered to and aren't for some reason).
1 person marked this as a favorite.
|
Ten10 wrote: No matter how many ways I have tried to explain to him, "sure buddy you do 22% better damage at ranged you are, however, giving the enemy a +5 to hit" So wait... this is a team game, but you try to dictate how other people play their characters? Did this player volunteer to tank? If so there is some merit to the discussion. If not, why assume they would?
1 person marked this as a favorite.
|
Seems like you could just add a personal detail or two and run with it. What experience got you interested in Dragons? Did you see one as a child? Did one save/destroy your village or a nearby one?
Are the islanders supposed to be good, bad, neutral? Do you already have a plot or are you looking for a whole reason for the island?
It is when the enemy rolls against your spell dc and critically fails, fails, succeeds, or critically succeeds. It would be the other way if you were rolling the dice as an “attack”.
What weapon proficiency/caster proficiency/armor proficiency would they have to properly emulate the previous class?
|