lucien pyrus's page

70 posts. Alias of Lupire Vulpes.




I noticed the light cantrip specifies that

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

Meanwhile Sunrod states

This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.

So these are both different sources of light. Does this mean that if light is cast on the sunrod would expand the normal light distance from 30 for the sunrod to the combined 40 with the overlap? Thus expanding the sunrod's normal light radius from 30 to 40?

would the overlap between the 20+20 aura and 30+30 aura in these two auras have normal light due to both effects raising light by one step?


I've been playing and GMing PF for a very long time. One of the things I really appreciated was the strategy guide for pathfinder first edition.

With the revision I was wondering if something like that might be a good fit too? A small little booklet that just introduces pathfinder 2e and the rules for people new to pathfinder or completely new to tabletop games and does so in a small book that doesn't feel so overwhelming to a newcomer. Things like the quiz to help people realize a theme and then showing multiple classes that could fit it I think is great for new players. Some sample builds around that theme that reminds people there is so much more was great too because it suggested that there could be alternatives in the sample builds.

I think something breaking down the style of combat being about teamwork and talking about how teamwork helps so much and what tactics you can do would do a lot!

Something like that third action attack is risky! Here are some other things that might help your allies so they can do damage they might not otherwise.

I just really value stuff that helps beginners and looks more approachable than a rulebook. IT makes convincing someone to play so much easier.


I'm running under the second option ( if you are participating in the Rise of
the Runelords Adventure Path with an ongoing group undertaking the entire, six-chapter campaign, you may receive credit for playing the sanctioned portions of the adventure as if you had played a pregenerated character. In this case, GMs running the Adventure Path are not
bound to the rules of the Pathfnder Society Organized Play campaign (such as 20-point buy, unavailability of hero points, etc.) when running the campaign or the sanctioned portion of the adventure. Pathfnder Society characters and characters from an ongoing AdventurePath campaign may not play in the same adventure)

Does this allow me to tweek encounters for difficulty sake? Like add an extra mob if the group is running through encounters too fast?


I noticed that on the take 10 section in the book it says

"Distractions or threats (such as combat) make it impossible to take 10."

However Adept activation says:

Adept Activation (Ex)

An Arcane savant can always take 10 on Use Magic Device checks, except when activating an item blindly.

Does the always overwrite the distraction or threat clause? Does Adept Activation allow you to take 10 in combat?


Does fox shape work while your eidolon is summoned? Does it change the eidolon to a tiny creature or does it stay the same size?

I'm just unsure about it.


I discussed with my DM and he is allowing the dimensional anchor from stopping a dismissal.

However, I am stuck with a certain part of the eidolon feature. When an eidolon dies, it is sent back to its home plane to regenerate. If dimensional anchor is cast, then is it destroyed if it dies as the spell doesn't allow it to return?

If so, that would completely remove the use of dimensional anchor to stop dismissal.


1 person marked this as FAQ candidate.

Do they interact at all? Can you make a charge, your lance hits the target, and then your mount pounces on them and makes their attacks. And then it jumps off and scurries away.

Or does doing pounce limit you to just the pounce?


Would an eidolon be able to have mage armor on it? I know a monk can get by the wear no armor and I would think it would work similarily on an eidolon.


Does dragon style let you move through difficult terrain if you are mounted? Or does it only work if your mount has it?


I was playing a game yesterday and we were on the rooftops of a city in combat. We had already been in combat for 3 turns and all the enemies were revealed.

He then said that two of the enemies were studying a player character. I knew immediatly that he was trying to do a death attack.

The problem was that we could see the assassins and we knew they were there. Even he said that our characters could see them.

I knew that he was going to try to kill a character who had a low fortitude and so I tried to mention that he couldn't do it because the book stated that it only works if the target is unaware of you. I said it was an add-on to a sneak attack and that it would only be usable in situations.

He tried to state that the death attack was allowed because we didn't know that he was going to do a death attack and that it was okay to do when it was their first attack.

Instead of arguing further, i had my character (who could see them herself) shout out to the character targeted to take cover. That character dropped off the roof and broke the line of sight so all the studying was gone to waste.

So my questions are, can you do a death attack when you wouldn't get a sneak attack? Even if you are discovered, if the target is flanked or otherwise denied his dexterity can you do it?

The person who was the target wasn't flanked or denied their dexterity so i am positive that she shouldn't have had to hide


Well, I got back from filling in for a game and got to discuss further about a game I was invited to.

At first I was told to play an archer. Now I am told that they need someone to either soak up damage or sit there and be impossible to hit. So they say sword and board or something like a barbarian.

The thing that really bothers me. I'm told at first that I can do archetypes and feats from advanced guide. Now I'm being told that you can get weapons and traits from the adventurers armory and advanced players guide, but nothing else.

No feats from advanced. No classes from advanced. No archetypes.

Every single thing else must be from the core rulebook.

The problem is that I do really want to have a reason to hang out with my friends and I don't have many opportunities to do so. It gives me the ability to spend some time with people when I want to do so. I just have the problem that it doesn't sound very fun.

So what do you think? Playing an almost vanilla game where I can't do any of the things I like and I'm basically forced by party makeup to play one thing.

If yes, what do you suggest?

I want to play something different and some ideas would be great. I want to try something fun and unexpected that is able to be up there taking hit or being hard to hit.

Honestly if there was a class that wasn't a fighter or a barbarian that could do that from the core, I'd love to hear suggestions!


This build was heavily inspired by http://paizo.com/forums/dmtz55e4?Zen-and-the-Art-of-Monk-Maintenance-A-Guid e-to
Archbury the Qinggong Zen Archaeologist
Trait: Vagabond Child
Stats

Spoiler:

20 point buy 13 str/13 dex/ 10 con/ 17 wis(+2)/ 10 int/ 12 cha

With items 23 str/ 23 dex/ 16 con/ int 10/ wis 34/ 14 cha

I decided not to dump int because I like being able to roleplay characters without them being herp derp. It isn't optimized the most, but it is meant to be used in roleplay as well as combat.
Perception: +53
Disable Device: +35
Initiative +5
Invest in wisdom to bring it up to 24
Qingogng zen archer 8/ Archaeologist 12

1st level : crane style, lightning defences
Skill ranks: perception, Disable device, Fly, Stealth
bonus: Precise shot, unarmed strike
2nd: point blank shot, weapon focus
3rd: deadly aim, Point blank master
Bonus: zen archery
4th: Ki pool, Barkskin
5th:Ki arrows, crane wing
6th: Improved precise shot, weapon specialization
7th: deflect arrows
8th: 2nd flurry attack (!)
Class: Bard
9th: arcane strike, Archaeologist's luck +1, 1st level bard spells
10th: clever explorer, Uncanny dodge
11th:hammer the gap, Trap sence
12th: rogue talent: snap shot 2nd level bard spells
13: improved crit, Lore master
14th archelogist luck +2 Evasion, Clever explorer 2, Trap sense 2
15th: Defensive Combat Training, 3rd level bard spells
16th: canny observer
17th : skill focus: Disable device
18th: Trap sence 3 4th level bard spells
19th: crane reposte ,archelogist luck +3
20th: advanced rogue talent: Improved evasion
required items: headband of wisdom (+6 wisdom) and cha +2

you need the +2 to charisma fairly early on for the purpose of learning bard spells. Get it as soon as possible

other items that would be extremely helpful: Belt of physical perfection +6, tome of wisdom +4, manual of strength +4, manual of dexterity +4, boots of speed +5, +5 bow of 22 str

anything else might be great. Just don't know what is what

bard spells known at 20 6 0th, 6 1st, 5 2nd, 4 3rd, 4 4th
Pros of this class choice: strong archer. this character gets 6 attacks and 7 with spending a ki point or using boots of speed.

Great saves. Your fortitude is your weakness, but your reflex and will are awesome and will be hard to beat.

regarding defence

Spoiler:

Awesome defensive ability. Your dex and wisdom bonus will be awesome . this is a real benefit as your dex bonus is not restricted by armor. This makes that 22 dex give you a +6 on top of the 11 bonus of your wisdom. Combine it with items to really give yourself some nice AC. You should be fighting defensively every turn which gives you a +3 bonus to your AC.

Now, if I compare porpentine's one and gave this build the same equipment with the only change that the headband give +2 to charisma instead of intelligence, I would think it would compare. The difference is one Dexterity point, and 3 additions to the monk AC.

Archbury will be fighting defensively so he gains +3 to his AC. So he misses out on one point of AC that One had. So his total AC would be 52 and 39 touch.

But that isn't your real defense here. Your real defense isn't as obvious and it comes in the form of crane wing, deflect arrows, and improved evasion. Uncanny dodge helps too by removing the ability to flat-footed.

As long as you use fighting defensively and let one hand off your bow, you are immune to a melee class from charging you or moving up more than a 5 foot step to attack you. If two of them do it, you won't avoid the second one, but you save yourself from the first. This is quite helpful as it means you won't have to rely on AC if you stay out of range. Normally a fighter would take the hit if a fighter decided to charge them.

Deflect arrows protects you from vital strike from another archer, any singular attack, and prevents manyshot from working. You block automatically a ranged character's highest attack and if they are using manyshot, their two highest attacks. That will only help mildly against another zen archer, but will protect you from the fighter with manyshot. Any further attacks will be at least 5 BAB less, allowing your defenses to shine. This does not apply to a zen archer flurrying however. So it will only protect you from one attack from a zen archer.

Evasion and improved evasion helps you out as well. Any attack that allows you a save for half damage will only deal half damage if you fail, but if you succeed you take no damage. You should have pretty nice reflex saves, so you won't have a problem making them, protecting you from damage further.

Your CMD will not be as good as One and your saves aren't going to be quite as high as one's. Your fortitude will suffer with only +13. That is your main weak point. Something that can target that will be your downfall.

Your reflex should be fairly high, I don't know exactly what to use to calculate it. I would think that it would be only one less than One's. Which would make it a +26. however that is probably wrong. Your will should be just as high as One's though.

Overall you won't be as resistant with saves as One. But you will still have some pretty great ones.
You also lack the spell resistance, which is a good thing and a bad thing. When you are by yourself, spell resistance is good to have. When you are in a group, trying to overcome it can be annoying to say the least

You will make your rogue jealous with your ability to find traps and disable them. Rogues wish they could be as cool as you. But they aren't. Your perception will be legendary and your disable device will be pretty nice as well.

Another nice thing is that your bard abilities give you the ability to buff yourself. This can help make up for saves and increase your attack bonus and even damage. If you have the right bow hanging around, you can take advantage of things that increase your strength for more damage.

I don't know what spells to know to learn that would be most useless, so i'd need some help there.

damage

Spoiler:

Now comes the part about damage. You will not beat one here. You have one less attack and two less notches of deadly aim. Your BAB will not be as high. So you lose damage there.
However you are anything but a pushover. Since you don't have the monk levels, using unarmed damage for arrows will only change it from a d8 to a d10.
This is why I grabbed arcane strike. Every time when you use it, you get +3 to damage. I find that to be more valuable than changing a d8 to a d10

Base attack +15 Base flurry +17
Fist +21/16/12 (1d10+6)
Bow Deadly (+29/24/19) (I think i am calculating things wrong. I am thinking bab 15- 3 for deadly aim= 12. Plus one for weapon focus to make it 13. And then +5 for a +5 enhancement bonus to the bow to make it +18. And then 12 for the wisdom to make it 30. minus 1 for fight defensivly)

Damage is 1d8+6 for str+ 5 for enhancement+ 3 Arcane Strike + 2 weapon specialization + 6 deadly aim=1d8+ 22. +1 for each attack after the first, magic weapon

Bow deadly flurry Hasted (+31/+31/+31/+26/+26/+21/+16)( 1d8+24, +1 for each attack after the first, magic weapon)

Now the cool part here is that you can add in your Archaeologist's luck ability. for the first round after you do it, you can't use magic weapon so your damage drops by 3 but then is increased by three.
As long as you have your luck going, which you can have for 8 turns, you get +3 on attack rolls, damage rolls, skill checks, and saving throws. This is a nice little boost and is what I feel keeps the character competitive with other archers.

One nice thing about zen characters is that they can make attacks of opportunity with their elbow. It works really well when combined with Riposte because you get to hit once with your fist at +21 for 1d10+6. It isn't the end of the world, but every bit helps.

You have a good CMB for being sundered and people can't pass by you or else they will get an elbow to their face for an attack of opportunity. If they don't have the sunder feat, then they will also draw an attack of opportunity. You could swap out the skill focus for Combat reflexes and make sure that anyone who tries to get past will get an attack of opportunity, or else you can only make one.

At level 18, you also get Jack of all trades. This allows you to use any skill. A pretty handy ability. You also get Lore Master and you can take 10 on knowledge skill checks. Another useful ability.

Overall I could use some tweaking, help on what spells to choose, and advice on items. Any commentary would be helpful. Help figuring out the exact stats would help a ton too


Archaeologists are able to disable traps, but are they able to put ranks into disable device?

It doesn't state whether the archetype gains disable device despite referencing using it.


I was told by my GM that I have to make an archer character. I don't know why that I have this requirement, but I wanted to be in the game so I said sure.

I am only allowed feats from the core rulebook and advanced players guide. I can only use classes from the core rulebook, though I can use archetypes from the advanced. I am also allowed to use anything from the adventurer's armory

Of course, the expectation is to go full fighter or Zen archer. Usually full fighter is expected.

However, I want to try something different that would feel a bit different and open up more diverse option

I don't have the ability rolls yet, I keep on waiting to do it so that way I can know exactly what I can do.

I do have a general idea. I thought that I might want to make an archer cleric, but the thing is that I'm supposed to specialize as an archer, as they said they didn't need a cleric. So sacrificing a bit of cleric usefulness isn't really a big deal to me.

I thought I might take human so that way in case if i get bad rolls I can make up with that with choosing my ability increase and also for that bonus feat and extra skill points.

I plan to play a lawful neutral and base it off of acting the role of the justicar. Not the class, but the duties of one. I would take the lawkeeper aspect though and if i violate it, it requires an atonement in order to keep cleric abilities. He hasn't mastered magic yet, but still takes on the duties. My god is Abadar of course

My plan so far is channel negative energy so that way the other players don't try to force me into the healer role, as the best healing I have learned is to kill your enemies faster. Thus he takes on the role of harming those who have broken laws and have been judged to be sentenced to death.

Zen archer 1: Point blank shot, precise shot, bonus(rapid shot), (free) Improved unarmed combat
Zen archer 2: free(weapon focus) bonus (deflect arrows)
Zen archer 3: Free(point blank master), zen archery, deadly aim
ZA 3/ cleric 1
ZA 3/ Cleric 2: Snatch arrows
ZA 3/ Cleric 3
ZA 3/ cleric 4: Skill focus (perception)
ZA 3/ Cleric 5:
ZA 3/ Cleric 6: Manyshot

I chose deflect arrows and snatch arrows to protect myself from any other ranged characters who target me.

Eventually I want Improved precise shot of course, but I am not sure what to select as my domain. Anything past 9 I haven't decided on, as it takes a long time to get to that point.

I don't exactly expect to do an extremely optimized character, but could the character remain useful with the dip in zen archer? Or is it harmed to the point that it can't really keep up with fellow party members who might be more optimized?


I was wondering if i had a 17th level cleric that had a 16 wisdom and a headband of wisdom that gave +3 wisdom would they be able to cast 9th level spells?


It states that it takes two hands to use a longbow. Does that mean that inbetween rounds you don't have one hand free for Crane Wing?

If so, can you use Crane Riposte later with Reflexive shot? Or does it have to be an unarmed strike?


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Part of the Monk flurry of blows states: A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows

Zen archer has
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.

A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.

A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Does this mean you can trip with zen archer's flurry?


Sneak attack notes that it does not multiply on a critical. Does that mean that the multiplier from charging does not multiply it?


It says that it adds a +1 enhancement bonus for up to +6

And then it says that it can stack with others for a maximum of +5

So if it is a +5 lance, would that only be a +5 lance and the enhancement bonus would be needed to be put into adding an effect, or does it become +10 and you have one to put into a bonus?


Is smite evil multiplied in a critical hit? Will charging with a lance multiply the damage?


Would it be possible to use spellstrike with a mounted charge if you had the skirmisher feat?


I assume that you multiply the initial damage with the lance and then multiply that by the 3x crit.

So in total a 6x multiplier on damage. Is this wrong?


I was wondering what kind of mounts are available to a small paladin.

I remember a friend played I think 3.5 and he had a paladin that used a blink dog.

Otherwise is there anything that might be able to overcome things like ladders?


I note that in the description for lance it says you can wield it with one hand while riding.

Do I have to? Is it possible to make a charge while holding it in two hands?


I am trying to make a halfling fighter that relies on a mount to fight. I wanted to do a halfing because then I could have a mount anywhere and have that extra mobility. The table I am playing at is only using the core rulebook as far as I understand.

So for the first question, is a charge considered a melee attack in qualifying for things like power attack?

What about vital strike? Does that stack with the 2x and eventually 3x from using a lance while charging?

Can you only do a single move on a ride by attack?


So if I understand it right, you can use spell combat to cast a spell as an offhand and spellstrike to deliver it.

I know if you fail the DC for the concentration that the spell is lost, but is the strike that would be used to deliver it be lost?

I would think yes it would be, but I still am unsure.


My GM is just converting from 3.5 and has been telling us to add our BAB to our damage. This just doesn't feel right to me. Is it right?