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Goblin Squad Member. Organized Play Member. 2,816 posts (3,841 including aliases). 1 review. No lists. No wishlists. 10 Organized Play characters. 16 aliases.



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Sczarni

so was looking at trying to optimize this guy, and I think we finally have a good choice in dips for monks with unchained rogue 3 for dex to damage for unarmed strike.

The downside is losing out on unarmed fist progression, which I believe is made up for in the 2d6 sneak attack and dex to dmg, and the delay in ki powers and dr bypassing.

I personally am not soo enamored by the flying kick (you move your bonus speed, big woo, it's what 10-20-30ft? that's not enough for a charge most the time, but it is helpful after combat starts, so I started with shattering punch for the first style strike (hey let me get that door for you....)

basic gist is
str 10
dex 18 (started 15+ racial for tiefling and +1 at lvl 4)
con 14
int 9 (11 but -2 racial tiefling)
wis 10
charisma 18 (racial tiefling and +1 at lvl 8)

Feats picked up armor of the abyss for +2 ac
darksightx2 for see in dark and darkvision/low light 120ft (come on! it's cool as hell) and then dodge

Archetype wise, took the scaled fist, and took dragon style and combat reflexes for the first two bonus feats, for rogue took weapon focus unarmed first.

Debating gear start out, as much as I love monk robes, for 13k at lvl 8 might be best to wait until later, critiques or suggestion for gear is appreciated, or alternate builds revolving the 3 lvl rogue dip for dex to dmg is appreciate (and dex to hit)

Sczarni

Are there any sources of abiity dmg/drain that happen without a save, or are they all tied to a save for the most part?

Sczarni

4 people marked this as FAQ candidate. 1 person marked this as a favorite.

When I stand from a prone position, using a move action.

Do I move?

This is relevant in the context of a 5 ft step.

My own belief is that a) it's a move action in it's own right, that involves movement... hence when we look at the rule for 5 ft, we can't 5 ft after standing from prone.

Quote:

Stand Up

Standing up from a prone position requires a move action and provokes attacks of opportunity.
Quote:

Take 5-Foot Step

You can move 5 feet in any round when you don't perform any other kind of movement.
Quote:

Move Action: A move action allows you to move up to your speed or perform an action that takes a similar amount of time. See Table: Actions in Combat for other move actions.

You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move action for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.

it seems to me the only distinction is that if you move no actual distance comes down to if you include the vertical plane or not.

we know that if you fly (move 5ft or more) straight vertical you have to take a check for movement....

it would seem logical that movement from prone to standing (effectively at the x plan to 5 ft above x plane) requires actual movement.

FAQ?

Sczarni

Like the title says, and what was the class name and book it was from?

Sczarni 4/5

would it be possible to have a special narrative for the dungeon? Maybe a side supplement for PFS play with faction involvement, or at the min just a sheet of "here's your mission pathfinders the decimverate wants the goodies in it, and you young saps... err agents are the ones we've decided should go loot it!"

I'd love to be able to for PFS credit, and as part of PFS take a char from lvl 1 through 13 there =D (although I realize it may beg the question of why worry about if it's for PFS or not)

Sczarni 4/5

Any chance this could become legal with brew feat being sub'd for something else?

Seems like a kewl way to get some alternate healer types in the game.

Sczarni

1 person marked this as FAQ candidate.

They essentially seem the same penalty to combat, ie you cannot defend yourself well so you lose dex and take a -2 to your ac.

"Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any)"

"Cowering: The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any)."

"Stunned: A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any)."

It seems a bit silly imo to stack all three on a creature or character and say they lose dex and take -6 to ac...

Sczarni

2 people marked this as FAQ candidate.

If I had a lvl 12 monk, and had elemental form 3 on him (makes him large) then had enlarge cast on him, and he had impact on his amulet of mighty fists and had animal aspect gorilla on him.. what would his dmg be?

I know at huge the 2d6 would go to 4d8, but past that I'm unsure.

Sczarni

9 people marked this as FAQ candidate.

If I had an armored coat

armored coat:
ARMORED COAT
Price 50 gp
Armor Bonus +4
This sturdy leather coat is reinforced with metal plates sewn into the lining. An armored coat is more cumbersome than light armor but less effective than most medium armors. The advantage of it is that a person can don it or remove it as a move action (there is no "don hastily" option for an armored coat). If worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor. The only magic effects that apply are those of armor, clothing, or items worn on top.

that was enchanted to be say a +5 armored coat and wore it over a +1 heavy fortification Breastplate what would the ac bonus be?

Would the ac be +7 (+6 ac from bp +1 from enchancement) or +11(+6 from bp, +5 from armored coat (the higher effective bonus total)

To sum it up, is the enchancement bonus considered an effect for how the armored coat works, or just things like fortification/glamer/resists/slick etc...?

FAQ please

Sczarni

Pick up scout archetype? (I hear you can do this since ninja is a rogue still?)

Unarmed strike, or just go with a gauntlet. Enforcer to get free intimidate when you deal nonlethal damage. So you can charge and auto sneak attack, then you intimidate to shake them (assuming they can be) and now (when you're lvl 8) you automatically have them flat-footed for you.

Seem legit?

Sczarni

Aside from Arcane Savant and Mwagabi Arcanist, are there any other ways?

Sczarni

So I've been building quite a few characters, and lately I've been working on a lord sothish type for PFS.

lvl 11 looks roughly like

Tiefling
str 14
dex 14
con 14(18)
int 20(24)
wis 12
cha 5

lvl 1 Unbreakable Fighter
lvl 2 Divination Wizard
lvl 3-5 Eldritch Knight
lvl 6-8 Hellknight Signifier
lvl 9-11 Eldritch Knight.

Feats: Diehard, Endurance, Fast Healing, Combat Expertise, Improved Trip, Greater Trip, Combat Casting, Toppling Spell, Whip Mastery, Arcane armor mastery (-20% ASF as swift), Armor of the pit.

Traits reduce lvl of magic missile meta magics and +1 ac while in med/heavy armor.

AC 35 or so. HP 103 saves 15/10/12
Arcane Spell Failure in mithral full plate with buckerl, 20%

His ranged bread and butter is toppling magic missiles, which each get to trip at a +21 and if succesful they all provoke when they are tripped.

He's lvl 11, but caster lvl 10 so you're a little behind the curve, his spell lvl is also 2 behind a wizard (so at lvl 11, you have only level 5 spells available (still kewl if you ask me and if you took him to 19 somehow he'd have lvl 9s))

Sczarni 4/5

I'm applying this chronicle to my 1st lvl character from having finished Rise of the Runelord with my friends last year.

I've reduced the gold to 1,399 as stated, but do I otherwise keep the chronicle intact?

Sczarni

Highest AC on a wizard, max lvl 10 go!

Sczarni

making my mystic theurge finally and can't decide on what spells to pick for the line up (oracle on one side, sorc on the other)

I've got a decent idea for the sorc side but as for the oracle side at a loss, suggestions?

Grand Lodge

Looking for players for dragons demand, any paizo material accepted, no strange races (ie nothing beyond PFS races)

PFS build criteria, if you want to try out the new playtest material go for it (and please!)

Looking for regular posters, and also for folks to use roll20.net for maps/fights etc.

Sczarni

1 person marked this as FAQ candidate.

For the purposes of feats like spell perfection and well anything, what are level dependent variables?

I assume it's things like range, duration, number of targets, dmg, etc...

but I also assume it doesn't include things like dispell checks in the case of say spell perfection being applied to dispel magic.

So in short "if you use dispell magic to counter a spell, do you add the benefit of spell perfection in dispell check. Or more specifically does spell perfection apply to dispel checks"

Sczarni

Playing in a PBP game, and I've heard new psionics were balanced, but then I see a distinegrate psionic "spell" cast, that on a failed save did a mere 19d6 rather than 21d6... because it was empowered by psion points...

Which as I've been reading, you can renew with dull grey ioun stones... yeah it's one shot, but they are 25gp apiece...

So what are the draw backs to psionics? So far they seem to be able to do anything a sorc/wizard can do, but better, stronger, faster, longer....

Sczarni

like the title says are there any ways anyone knows of to get the fire/electricity or light descriptor added to a dispel magic spell?

Sczarni

and got to thinking about a whip based fighter, he's starting at lvl 12 so the order in which things are taken matter not a whole lot, but here's the run down

str 22
dex 14
con 14
int 7
wis 14
cha 7

Weapon master archetype.

greater weapon focus
greater whip mastery
combat reflexes, imp unarmed strike, greater grapple, standstill, rapid grappler, imp trip.
Traits: reactionary and fates favored (increases luck bonus for a luckstone at lvl 13)

Gear is simple, gloves of dueling, warriors jengasa, +3 mithral fullplate, +3 tower shield, +4 whip, +5 cloak of resists.

at lvl 12 which is when he actually see's the light of play (so eyes of ten etc)

He'll be doing grapple with a 10-15 threat range due to whip and enlarge, and in a single turn can grapple/tie up at just a -5 with only one hand free!

AC is 30, not including Combat expertise and any buffs from other players (deflection and natural armor)

His CMB check at this point will include the whips enhancement, etc so so with weapon training +5, enhancement +4, grapple feat bonuses +4, BAB 12, and str of 22 (or more with buffs) that gives a +31 to grapple at lvl 12, or 29 if using tower shield

Sczarni

like the title says, anyone know how to do it without using a special race?


Any feedback is appreciated, still trying to think of what spells to learn for a spell book and the vestament of mnemonic ...

I'll be adding in persistent spell at lvl 13, telepathic bond is there to a) bypass deafness as far as allies are concerned and for tacticle advantages. the lvl 2 spell selection for sorc seemed kind of slim convocation focus wise anyhow but I feel like this looks fairly solid.

Gear wise I'm thinking a few of the lesser meta magic rods, but I'm kind of struggling on what to pick exactly. I was originally going to go the armor route and build darkleaf leather armor and mithral small shield, but changed my mind because that's nearly half of the 101k I have to spend.

Agathion Aasimar (+2con/cha)

str 7
dex 8
con 18
wis 12
int 14
cha 27

lvl 1 - Deaf Oracle of Lore (side step secret)
lvl 2-5 - Sorcerer (Arcana w/bond)

Traits: Eastern Mysteries (increase dc of a spell by 2 1/day)
Magical Knack (cl +2)

Feats: Greater Spell focus Evocation (+2 evocation dc)
Quicken, Dazing Spell, Angelic Blood and Angel Wings

Oracle spells
(not going to list orisons)
1-cure light, moment of greatness, shield of faith, comprehend languages, obscuring mist, remove sickness
2- cure moderate wounds, admonishing ray, silence, lesser restoration
3- prayer, archons aura
4- Deathward

Sorcerer spells
1- feather fall, shield, magic missile, true strike, mage armor, identify
2-Glitterdust, stonecall, invisiblity, cat's grace, bears endurance
3- Slow, Haste, Fireball, Windwall
4-Dimensional Door, Enervation, Resilient Sphere
5- Telepathic Bond, Icy Prison

Sczarni

6 people marked this as FAQ candidate. 1 person marked this as a favorite.

If you perform trip through a spell modified by toppling spell metamagic, do you get to add a +2 to the trip roll or +4 if you have greater trip?

Toppling:
Toppling Spell (Metamagic)
Your spells with the force descriptor knock the affected creatures prone.
Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.
A toppling spell only affects spells with the force descriptor. A toppling spell uses up a spell slot one level higher than the spell's actual level.

Sczarni

Near as I can tell if you have UMD you can't use ring of revelations as the ring says if you're not an oracle it has no effect, but can you use UMD if you're an oracle say of Battle to add a revelation from ring of revelation for like say Nature, etc...

Sczarni

Looking at Oracle of Lore and Arcane Sorcerer.

the sorc has spells known as if lvl 11 and the oracle as if lvl 8.

If this character was a PFS character what spells would you suggest, and also what would you say the top 10 impacting spells were in PFS up to lvl 5 spells.

Sczarni

You've been a band of adventurers for over two decades now, your lives have been on the lines countless times. There was a fourth, he died during the defense of Helms crest, a ridge just before the long revered and forgotten Sniverfliben stronghold.

During the battle your troupe of four were separated and your fourth member was slain, only his bloodied clothes were found and his heirloom sword which she carried.

Your divine caster tried to resurrect her, but to no avail, even the miracle that you guys performed did nothing.

Your Arcane caster withdrew from the world and now he's called the troupe together for something exciting, it's been years since you last adventured together, and the mundane life while pleasing just doesn't get the adrenaline going like your old comrades and the perils you faced and sought out.

-Party Creation-
One Divine
One Arcane
One "other"

no 3rd party materials, standard wealth, lvl 20. I'll run applications until we have the three man group filled to my liking.

Ideally applicants will talk with each other first and coordinate to make the most optimal group they can out of these three.

I plan on running it loose (ie I may occasionally use roll20.net for position critical things, but for the most part expect some give to the exactness of the rules)

While I want optimized characters, please no gross abuses like Tetori grappler of doom. Characters should all be well rounded and able to have a chance of doing things to lvl 20 encounters without anyone else with them.

This may also involve mythic rules from the playtest set so that there is progress beyond lvl 20, I haven't decided yet. The world will be "galorion" but not exact, it'll be my own modifications with my experience from PFS and just in general role playing.

-Character Generation-
25pt buy, Core races + Aasimar and Tiefling. (if you play aasimar or tiefling, I hope to see no more than one of these and it will impact interactions usually in a negative way)

Starting Wealth 900,000. (Some of the fourths gear was discovered after the battle, a good chunk of it spent to find her.)

Sczarni

the more I use my ninja with whips the more I think it's just crazy good.

lvl 11 human pure ninja, no splashes or nothing...

two weapon feint? check, now they are flat footed, remaining attacks? Hit on die rolls of like 2-3 at the worst most times.

Sczarni

So I've made a lvl 11 3 ki mystic/1 gladiator/7 ninja...

The question is what gear, the feats are all about doing hero's display, whip mastery, dazzling display/shattered focus, and finesse and two weapon bluff.

Basically to ensure I can sneak attack all the time... although I'm debating just getting the twf line because of imp invis from the ninja ki...

Anyhow though, what would some of you guys gear out as? I originally had thought to just ignore armor and basically get a phaselocking +1 whip and a +1 holy whip.

Sczarni

Recruiting now, if we get enough we'll get it up and going.

largely done here on the board and on the roll20.net website. No live sesssions planned right now unless the moons align for everyone.

Ideally plan on playing up, but it depends on who/what we have.

Sczarni

Just downloaded this adventure, if you want to play it'll be played up tier 6-7.

I like to run some of these online first to shake out any thoughts with it etc. We will do the bulk of the encounters on roll20.net

Sczarni

Say the goal of a character was to use Performing combat, Sword and Pistol, Shatter defenses, and Prianha strike and Weapon Finesse. The goal being high reflex and high AC.

How would you go about building it and what would the min level be required to obtain it.

My own theory goes something like lvl 9 or 10, monk, fighter, gunslinger

Sczarni

So I'm debating what to splash for Heavy Armor Proficiency, I'm leaning towards just vanilla Fighter at lvl 1. So was hoping to poll folks on that here.

Next up was to vivisectionist or not, I want to go master chymist, so I really only gain a few d6, ie 3-4d6 over the build in sneak, but if I stay with bombs I end up with 9d6 ultimately. The utility of having something to throw seems pretty decent to outweigh the sneak attacking.

Race I've decided on Oni Spawn, alternate racial traits, maw or claw, prehensile tail, and fiendish sprinter. lvl 5 stats look like

Str 20
Dex 12
Con 12
Int 14
Wis 14
cha 5

Rise of the rune lord traits and APG traits, so went with monster hunter and family ties.

Feats I'm thinking on are fiendish sightx2 (so I can see in dark) and Armor of the pit +2 natural ac.

For the two discoveries, Feral mutagen for sure (increase the die and add another natural attack) and the second was a bit of a debate but was thinking Spontaneous healing or Explosive bomb.

Opinions, thoughts, and advice please? The goal is a frontliner that can take some hits. I was originally going to make a invulnerable barbarian, but as we have a barbarian (just vanilla) I wanted to do something a bit unique.

-edit-
Also gear advice, about 7k to spend. I know Amulet of mighty fist and plate armor are on my lists of things, but curious on any other suggestions. I do plan on using blistering invective too perhaps so intimidate bonuses work well too if cheap (like those cracked ioun stones)

Sczarni

7 people marked this as FAQ candidate.

I've read the pinned and grappled conditions several times, and the wording regarding what they can do is fairly close in both cases. I would think a character pinned can still attack if they can while grappled.

The point that it hinges on though seems to be the bound and limited actions. one thought is that it can only perform the actions listed after that, which then one wonders why mention that you can't move.

The other thought is that since you're "bound" you look to helpless, which has penalties that don't quite mesh and then you're left being able to coup de grace.

Any help you can shed on this would great. Or if you can point somewhere that has an official clarification on this. Everything I can find is in regards to grappled when it comes to official comments.

Sczarni

please send me a PM with your faction and PFS#.

I'll have the running dialog up in a few hrs.

Sczarni

The inn is a sweltering sauna of of sweat of and steam from the pots, with a thick smell of hard laborers, hops, and a thick sea food stew that is constantly bubbling

Sczarni

The goal is to play up, and as such needs a balanced and good group. If we can achieve such I will run this game VIA PBP and through roll20.

My goal is to get through this quickly, but it may take a month or so, so beware as this ties up your PFS character until completed.

One spot is reserved currently until I hear from my RL buddy who plays a bard, I also won't go without the full 6 that season 4 is built around.

Sczarni

I find this just freaking absurd that a musket master can't reload a rifle faster than a musket. Just ridiculous.

Sczarni

Can you do things like Shift (Su) out of black tentacles without a concentration check etc?

Sczarni

So here's what I'm looking at, I won't bother including gear or what not as it's fairly straight forward.

The goal is the best healing possible and the ability to act as a tank of sorts (even if no aggro method)

just looking at up to lvl 12 for now, I'm thinking unbreakable fighter 1/ Oracle of life (deaf)

Unbreakable gives me the pre-reqs to pick up fast healer and also gives me heavy armor for a one level dip which is pretty sweet.

so for feats I've got selective channelling, fast healer, but the rest are kind of up in the air. The stats at lvl 1 are 10s for everything but the 18 in con and charisma (agithon aasimar variant with incorruptible, scion of humanity, and truespeaker)

Sczarni

I noticed there's a minor artifact in it that acts as a basically recharging +1 tome...

What happens to a PFS that reads this in game?

Sczarni 4/5

I noticed there's a minor artifact in it that acts as a basically recharging +1 tome...

What happens to a PFS that reads this in game?

Sczarni

I'm looking at several animal companion entries, and I see that some have "powerful charge" listed, but without an associated damage, and when I read the bestiary it just tells you to look at the entry to find how much it does...

any help on how much it does?

Sczarni

Assuming you were to be snatching up two levels or more of pathfinder savant, and your goal is to get the most healing for your buck so to speak out of combat, or even in it (in a pinch) what spell would you pick up and from what class? Any level, but the lower the better due to the +1 lvl nature.

Sczarni

So my fiance has a summoner I maintain for her PFS character, it's a pegacorn (Pegasus + unicorn) basically her criteria was I had to make her a unicorn that had wings that she could ride.

She also wanted the prettiest race so I naturally went aasimar because she loved the glitterdust variant racial.

Anyhow, reached level 6 and her two feats prior to it are Dodge and Weapon focus.

I'm thinking Death from above feat, but was curious if anyone else had any suggestions.

Sczarni

how would you make it at lvl 12?


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