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I'm looking at creating a Human Huntmaster Fewterer, to do something different and fun.
My comments are;
Since Boon Companion is so important, you may want to take it a little early at 5th and at 7th, rather than wait till 9th.

For my Huntmaster I'm thinking of taking the 'Order of the Penitent', that way when I have my pack of dogs Entangle, Trip, and Grapple the enemy, I can simply walk up and make an easy 'Tie-up' manueaver with reduced penalties, bonuses from the dogs, and debuff condition penalties to emey CMD.
It will also be easy to add Riding Dogs into the Pack of Animal companions and still be exceptional, because of the crazy bonuses to Handle Animal to train the dogs with tricks.
Handle Animal (tricks): 3+lvl(in skill)+1/2 level(trainer)+5 (equipment bonus)+ 2 (hunt master feat)+ any thing else. At 4th lvl that is atleast +16 on DC 20 tricks, and i can raise the DC to train more dogs or train quicker.

CHAR / 1st dog / 2nd dog / 3rd Dog (A.C. lvl+Boon+Huntmaster Feat)
Lvl.7th / 7 (1+5+1)/ 7 (1+5+1) / 6 (5+0+1)

Lvl.9th / 9 (3+5+1) / 9 (3+5+1) / 9 (3+5+1) (this requires dismissing 3rd Dog at the end of 8th level, and getting another and reassigning levels)

Char Feats
1. Eye-For-Talent
1. Huntmaster
1. Tactician: Pack Attack
3. Net Adept ?
5. Boon Companion
6. Step-Up
7. Boon Companion
8. Order: Improved Disarm
9. Boon Companion
9. Greater Tactician: Broken Wing Gambit ?
11. Coordinated Charge (as a swift action, the WHOLE PACK CHARGES!)

Dog Feats
1. Coordinated Manueavers (extra INT from Eye-for-Talent)
2. tandem Trip
4. Out Flank
8. Broken Wing Gambit


My high level caster was a Kineticist Psion lvl 15 Named Tassadar.

His name was Tassadar cause he specialied in Metamagic Lightning storms. basically anything within a 40 foot diameter circle would be melted by lightning storms if it was a lower level than him.

What made him fun and unique was that I played him like a Fountain of Knowledge / Military Tactician. He always knew the answer to every question. His quirk was that he was abosultely paranoid of being touched. If another PC simply pat him on the back for doing a good job he would instantly reactact with a dimensional twister that would propell them hundreds of feet away and deal half their HP max.

A one point he was making a stasis clone and they needed a chunk of his flesh for the clone, he asked a npc to cut a small piece away, and when the npc did Tassadar habitually reacted with a mindthrust dealing 100+ damage killing the friendly NPC much to his own embrasment and shame.


Toadkiller Dog wrote:
Just a quick question - I saw somewhere an enhancement for armor that reduced its armor check penalty by one. It also did some other thing, but also can't remember it. But, I think the point of armor is being lighter etc. For the life of me, I can't remember the book that I saw it in, so does somebody have an idea what the hell am I talking about? :D

I believe armor enhancement bonuses (i.e. +1 fullplate) reduces the check penalty by 1 and also increase the armor bonus by 1.


But what if you did move before you cast the hex. Does that mean you have a move action in your next turn to cackle before the hex ends?


when abilities have effects that last for 1 round. (namely misfortune Hex) When does the effect end? At the beginning of the casters next turn or at the end of their next turn.

I had my witch cast the misfortune hex and i figured that since the standard action ended my turn i figure that the effect would last until the end of my next turn. (so i could cackle and extend it and also apply another hex before the effect ends)

My DM disagrees, and believe the effect ends at the beginning of my next turn. Is there some line in a book I could point to in support of my argument?


Could a witch and her familiar Coup De gras at the same time on the same turn? coup de gras x2?

Say she has an improved familar to make the damage 10 instead of 2.


Is a Witches Hex Subject to Spell Resistance?

It seems like its specifically not a Spell or school of magic.

Otherwise I could take SpellFocus(Hex) or apply SpellPenetration feats to Hex's?


Since this thread is still trolling and hasn't been moved yet I suggest an alternative:
Extra spells by max spell lvl!

6/1, once you can cast 6th level spells you can cast an extra spell to the max of 1 lvl as part of a fullround action.

There, troll on that idea for a bit.


1 person marked this as FAQ candidate.

Okay thanks, I guess i just misunderstood the wording.

Also Revival is 30ft radius, does that mean it can work on multiple fallen allies? If they died in the same round? (I.E. Breath weapon wipes out everyone but the cleric, cleric revives all allies with channel revival)

That is super cool and Loads better than Ultimate Mercy.
(except ultimate mercy can wait until after combat, but recieves 2 negative levels)


Breath of life has to be cast within 1 round of a creature dying, if it takes a full round action to cast wouldn't that already be too long after the creature had died to work?


I was thinking of building a basic Sword and Board Paladin to primarily be a Tank / defendor type.

My question is, Can i get a bonded shield? For enhancement bonuses to ac or other shield/armor abilities?

I feel like that would better suit a defender of the weak character.


Everyone says "the rules are fine" but does anyone play with them?
"Poison Use" as a class feature feels like a complete waste (and prone to trading for anything else).

I started a homebrew page with ideas about how to revamp the rules for poisons and make them scale with level. let me know what you think about that too, or whether i would be wasting my time on that.

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/houseRules/newPosionRulesThatDontSuckIdeasOnly


I want to hear what you all think. Am i on the right track to fun or a track to disaster?


I started this house-rule set for POSION because I felt the rules are poorly written and make it very difficult to use poison. Due to the recent additions of Alchemists and Ninjas who have “Poison Use” class features I felt the system need to be updated to make the abilities worthwhile, rather than taking an option available that would trade them away for something useful.
As the rules sit, the cost of using poison is too high at any level; Too high in Actions, materials, and too low of a threat

In car terms it is said: you can have two of three: fast, cheap, or reliable.

In D&D it is: action time / duration, power of effect, or ability to resist. These three determinates scale by level, the power you are capable of performing.

To say it bluntly I would like to customize poisons to change, cost per use, applications per action, the save DC, and the effect.

1) Since many poisons are deemed “save or die” I would first get rid of those poisons or push them into “only at high levels”. This requires some sort of level dependencies. The easiest to enforce is based on HD for everyone and 2xHD for classes with “poison use” to give it some benefit.

2) To make poisons more costly for their specialty I would consider craft(Poison) the relevant skill rather than craft(alchemy).

3) I like the idea of making poisons akin to creating an eidolon.

• Number of base poisons
• Modify base by craft skill check and crafter’s HD (2xHD for “poison use”)
• Modifications Limited in effect by crafters HD (2xHD for “poison use”)
o Time limited ability damage (flushed out of your system after time)
o Which type of ability damage
o Dizziness/deafened/shaken etc. in place of ability damage
o # of applications per dose (limited by lvl / fullbase attack?)
o Material cost (cheaper buys you fewer mods, more expensive more mods) (something like the cost of a scroll of appropriate level?)
o Onset time / frequency / duration

4) Poison’s crafted by someone that require more HD then you have, greatly increase chance of poisoning yourself, or can’t use at all. Since a natural 1 on applying poison is a 5% chance. I would say applying a higher level poison is 5%xHD difference in level (minimum of 5% if you don’t have “poison us”).
5) There are Alchemist and Rogue specific discoveries and tricks that modify poison use, I think there should be more and more useful ones at that. Such as “Poison Focus” and “Greater Poison Focus”.
6) Since there is (Spell: Poison) it can serve as an example of cost/action/effect/level to scale the system against.


Thazar wrote:

As stated it is one does of poison for the listed price in the book. And the only way to get poison by RAW is to make it with the crafting rules or to buy it.

There are a couple of things that Rogues and Alchemist can do to concentrate poison to increase the DC if I remember correctly.

Finally you are into the realm of DM house rule if you want to be able to get more uses out of a single dose of poison. Or if you want to be able to "milk" animals or other creatures you find in the wild.

We have a house rule that poison use or survival can allow you to milk a venomous creature you killed in combat to try and get some poison out of it. (Don't fumble your skill check... and yes I know most skills cannot crit or fumble normally.) Additionally we have a house rule that a "dose" of poison as listed in the book can apply to one weapon or two dagger like items or three ammo like items like arrows or bolts.)

I like the House rules. At times (not when i really ccared though,) our DM has allowed us to "milk" dead venomous creatures after combat.

But all in all, poisons rules are lame.
I think Paizo should more thourghly write rules for (and improve on) posion use if they are going to make it a class feature.


I'm a but confused on how many doses are made when you craft(alchemy) or when you buy it.
It seems like a huge waste of actions and gold if you only get 1 dose when you buy it and it it has a low DC to save against.

Also as a side note, can you make other poisons than what is in the table? Or make stronger versions of the poisons?


I was running a game where an Enchanter had enslaved a number of wizards and used them to create a magical item sweat shop. (by taking away their spellbooks and only letting them prepare certain spells) The wizards were forced to comply because the young daughter of the waizards was basically entralled. And the wizards couldn't even look at her because exploding Runes was scribed on her face.

The PC's, after some intense battles, defeated the enchanter and were in the process of trying to free the wizards when A PC decided to grapple the daughter to stop her tantrum.

I fudged teh rules to allow the PC's saves to not look, which they failed. The blast would have killed the daughter and ALL the PC's in their weakened post battle state, and to prevent the campaign from ending and failing all the quests I said "the recently freed wizard conterspelled the effect as it went off". And reasoned that the wizard had the spell prepared already to work on crafting more exploding runes.

It was hard not to kill the players for their poor playing, but we were having so much fun i didn't want it to end there.


voska66 wrote:
Be a rogue with the Stand Up rogues talent, you still provoke at AOO but you get up as free action so no lost action.

Isn't there an acrobatics check to stand up without provoking?

Also, do boots of levitation prevent you from being able to be tripped cause you're floating?


I suppose what I meant more was if there was a way of making some sort of wonderous item that was activated with a command-word, but only 1 charge per day or consumable, to reduce the cost from lvlxcasterx1800xDuration Multiplier.


Say someone throws out a whip-token which will just fly over and make a trip attempt. Anyone have good ideas to counter?

or more in general, if tripping is a major PC tactic what are some decent/ reasonable ways to counter without specifically building an enemy that can't be tripped, just trip resistant? (1st-8th character level type solutions for ease of discussion)


What is the difference in cost of making a use-activated item cost aswift-action rather than a standard-action.

I.E. a potion/whatever cost a free/swift rather than a standard?


I feel like one of the considerations in preventing sneak attack with splash is that the minimal damage is allpied to the surrounding squares. Adding 5d6 to the main tarrget and 5 to the surrounding targets of the splash.
5d6 = 3.5x5=17.5 + 8x5=40. The extra damage rolled into the splash is huge!


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Since Anti-paladins qualify for all Lay-on-hands feats. They could take Greater Mercy.
My question is, would it be fair to change the feat to say that if the target has no ailments touch of corruption deals and extra 1d6 damage?


There are a number of new feats for lay on hands in UM. I'd like to use some of these for an ANTI-PALADIN enemy for my PC's.

Do all of them transfere straight over from lay-on-hands to touch-of-corruption?

If not, which ones make sense to excluded and what would make a fair replacement.

For example: Since Reward of life acts like resurrection, a negative energy conterpart might be Create Undead.


Sweeping Fend (Ex): At 13th level, a polearm master
can use any spear or pole arm to make a bull rush or trip
maneuver, though he takes a –4 penalty to his CMB when
making such attempts. Weapons with the trip property
do not incur this penalty on trip maneuvers. This ability
replaces weapon training 3.

Is this a free trip attempt? Like as part of an attack? Cause I don't understand how it would be useful otherwise.