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Organized Play Member. 443 posts. 2 reviews. No lists. No wishlists. 2 Organized Play characters.


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Most likely starting the group out at around 5th level but plan on playing for a while. I have some major world overarcing plots but just need some things to help fill in the adventures and fill out the world.


Do you recommend any good third party modules? I'm just not liking the feel for any of the adventure paths I see from Paizo for my current group.


One of my players is wanting help to build a Gray Paladin for my campaign. I am struggling finding a build where I just don't feel it is underpowered. They are all 5th level and 25pt buy. She wants to be a two handed weapon style fighter.


Strike what I just said. It violates the FAQ on double dipping.


How about taking a level dip in Oracle with Lunar Mystery. You then can choose Prophetic Armor which will change your base AC from being calculated with your Dex into your Charisma.

You can then take Extra Revelations feat to get a bite attack or even a pet tiger!


Imbicatus wrote:
Also note that while sewer troll is technically legal for alter self, it's not legal for pfs, and it may not fly for all home games.

I am running my players through Rappan Athuk. I think I will be nice and allow it.


I was just rereading some items as I am DMing a home game in the first time in a long time. I was wondering how long does it take to disable a trap? Usually from playing PFS they always treated it as a standard action however rereading the disable device description is swaying my opinion.

I attached a sample trap description to help us with the discussion. Note it doesn't give a time frame.

Type magic; Perception DC 27; Disable Device DC 27
Effects
Trigger proximity (alarm); Reset none
Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

Reading the description of disable device it says:
Simple Device: Disabling a simple device takes 1 round and is a full-round action.
Complex/Intricate Device: An intricate or complex device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.

But does not give any guidelines for magical traps.


Would they also have a 10ft reach if they were using a weapon?


So I have a new player who has been watching The Last Air Bender and wants to play monk of the four winds. Sadly our group already has a monk of the four winds and it wouldn't really fit the party composition for the world I am creating. I honestly didn't want any monks in my game.

Do you have any suggestions for other class archtypes which might fit what this player is looking for?


We want to animate a keelboat (the smaller one from skulls and shackles) and make it fly.

http://www.d20pfsrd.com/equipment---final/vehicles/water-vehicles/keelboat

http://www.d20pfsrd.com/magic/all-spells/a/animate-objects

Based on this it keeps its HP when animated. Using the animate object rules I am having trouble calculating the cost.


Making a Cruoromancer cohort and had a few questions. Character will be starting as 5th level and is a cohort. I have read multiple guides on here regarding animating dead but still feel like I am missing something.

1. Blood Command Ability: What is the point of this ability at 5th level if they don't get animate undead until 7th level?

2. What are the best feats, traits and cheap items to raise:
a. Caster level for animate dead.
b. Bucket size for number able to control at one time.


We are using the ultimate campaign rules! What about the different wall spells?

Avr-We have a bard in the party who plans to get a lyre of building!


I am currently playing in a kingdom builder campaign where my DM has decided to give us all Leadership at 7th level. We all just leveled and are trying to decide what cohorts to build.

One thing my entire party decided is all of our followers and cohorts are going to be builds designed to either help with building an army of building a city/castle.

We know the two obvious routes with Undead creation and crafting constructs but haven't been able to figure out much more than this. Anyone have any nifty builds or ideas that could help us?


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Are there any guides out there on this feat and any expanded lists of plants you could create?


Woodoodoo wrote:
Ring of eloquence is nice. Giving you the ability to speak in fox form.

That's a great idea! Now I just need to find some defensive items!


I am playing in a kingdom builder home campaign and will be playing a 6th level kitsune mesmerist spirit walker.

Feats: realistic likeness, fox shape, cunning caster

I plan on spending a lot of the time pretending to be someone's familiar. Any suggestions for equipment for this build? We have 16k to spend.

Only definite so far is mule cords.


I am worried about my region. This reorganization has caused our Captain and 2 Luitentants in my area to quit. So far I have not seen come from it other than weaken the reach and potential for the game in my area.

What is going on that is causing so many people to quit and the need for so many people to be promoted?


Say I have a character who finished the first box in skulls and shackles and part of the 2nd. I convert him over for Wrath. Do I get anything for completing the first five for Wrath?


Anyone know what it is and where it can be found?


Lookw like you don't get your role till end of adventure deck 4.


I would definitely like to say I appreciate that we finally get a connection between PFS and the card game.

Just wish it would have been something more unique.


My one thought is maybe make all the cards from the multiclass count as one higher than they actually are.


Am I the only one who thinks this game may have sustainability issues in the near future?

-If they do not release new and approved character decks with a wrath of the righteous I believe people may get frustrated and bored.
-lack or known connections to Pathfinder Society. The two games truly need to be linked. Linking them will cause amazing growth for both.

I know there is discussion that both will come sometime but for this game sooner will be a lot better than later.


Any update on the class decks and if we are getting any new ones in April?

The main reason I ask is I don't see any available for preordered from the distributors yet.


Are there new class decks planned to come out with Wrath of the Righteous?


Isn't there a way to turn your animal companion into a tattoo?


Theryon Stormrune wrote:

Of course.

It means you're one of the Pirate Council.

But what does that mean as it applies to Society play?


Anyone have any clue what this is?


How does Banish work in Guild play?

If I banish a deck upgrade in Scenario 2 what happens in Scenario 3?


Is there a way to be able to play the gunslinger in Society play?


Where does it state I gain the ability to breathe under water and lose the ability to breathe air as it relates to a druid wildshaping into an animal with the aquatic subtype.

I can't seem to find anywhere where it states you gain the subtype.


Wonder if you could make this work as a druid?


So would this allow you to flurry with a ranged or a two handed weapon if your diety's weapon was ranged/two-handed?


Ssalarn wrote:
lostpike wrote:
Sable company marine is not available for pfs.
There was a re-release of it in the Inner Sea Combat book which I believe is PFS legal.

Just looked through book and couldn't find it...


Sable company marine is not available for pfs.


So we all know the first part of the impossible domain that it allows us to use mind affecting spells on constructs.

I am more interested in the next part:

"Constructs are treated as living creatures for the purposes of determining which spells affect them"

So I was hoping for a little brainstorming help for some fun ways we could use this little additional ability it gives!


Savage Technologist is a Barbarian archetype from the technology book. It allows a barbarian to rage and get bonuses to Dex and str. They also get multi fighting with a light weapon and a firearm. Later on they get to add their Dex to damage for firearms.


PFS standard point buy. I am open to any phb race, plus wayaang, kitsune, nagaji, and tiefling.

Gunsmithing is needed feat as otherwise can't buy a firearm in pfs.


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Looking for some advise on how to build a savage technologist for PFS. Build must take Gunsmithing feat to be allowed to have firearms.

Thanks in advance!


Is this going to be converted to PFS?


How does this work with spells which require you to say something or give a command.

Examples: Suggestion, Hideous laughter


For Druids:

Deliquescent Gloves. 8,000gp Designed to fit any hand, claw, tentacle, or alien limb.

The grant you the corrosive weapon ability with a weapon, unarmed strike or natural weapon.

Stack this with Amulet of Mighty fists and choose your flavor. Makes Octopus and Dire Tiger an even better choice.

I really want to say Scarab Breastplate but I have yet to find a vermin form to make it worth it.


If I buffed a claw attack would the rake attack be simularly buffed? My example for this would be a dire tiger.


No scroll. Just trying to see the ways I can gain entry to Diabolist.


So far I have:

Cleric 7

The rest that I have found are 9th or higher:
Wizard/sorceror 9
Summoner 10
Rune:5. 9th

Am I missing a method?


Teamwork Feat Suggestion:

Distracting shot: If you hit a target with a ranged attack while someone with distracting shot is adjacent to your target your ally may make a free trip or disarm against your target.

Mounted coordination: if both mount and rider have this feat: If one does not attack this turn the other gains the benefits of pounce at a -2 to hit on all attacks.


Kolokotroni wrote:
Taenia wrote:

If I remember correctly if an animal has a feat it is considered trained in its use. Since the hunter

At 3rd level, the hunter’s animal
companion is treated as if it possessed the same teamwork
feats as the hunter

I believe they can use the feat if the Hunter has it.

Able to use it is not the same thing as having the knowledge/ability to apply it yourself.

For instance, if a wolf companion has the precise strike teamwork feat obviously if he is flanking he gains the bonus, but does the wolf actually know to move tactically and get into flanking position? Or does the hunter have to do that?

If I remember correctly flanking is a trick you have to teach your companion per the animal archive and then make a free action via link ability to make him use the trick (on your turn.)


Maybe to make this class different from other classes is to open up the selection of animal companions to magical beasts?

Not all of the magical beast as that would be too much work. But maybe do like you did in the Core rulebook. Add 5-6 magical beast companions templates.


Has anyone playtested how two hunters work together especially using the teamwork feats? I think that might be were they would shine.


Did a playtest with a build idea i have considered for a while. A wayaang with a roc companion. He lives in the shadows as he stalks and hunts his prey waiting to swoop down upon them.

Playtest was a level 6th and found a few issues.

A. Prerequisites- Really wasnt able to switch teamwork feats as I didnt meet the prereqs for the majority of the feats. Also the animal companion gets so few skill points it makes this near impossible.

B. Animal Focus- too short of duration. I blew through my uses way too quickly. the bonuses did not have much affect (other then stealthing).

Overall I can see the vision and definitely need to reserve judgment till they open up more teamwork feats next month. I do think they need to just state you can ignore X prerequisite for the teamwork feats. make it much more useful.

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