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But what actually happens if you cast Long Arm on an animal? Does it have no effect if they don't have arms and therefore can only be cast on bipedal animals or what?

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I don't know anything about power components and have no opinion on this.

If you want people who do have opinions to see this you should move it to Homebrew. This is not a Rules Question.

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Only kinda related to you question, but...

A medium dagger is actually considered a one handed weapon for a small sized creature. Thus it can be used two handed for 1.5 STR, and it actually CAN'T be used with weapon finesse. These are actually pretty meaningful differences that have come up in a game I was in.

More relevantly...

I agree with everything The Black Bard said.

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As previously stated, the bonus from Mage Armour and the bonus from your Haramaki would overlap and not stack, the same applies to Shield and any other shield bonus to AC (such as from carrying a shield).

In Pathfinder, bonuses of the same type do not stack; you just get the benefit of the highest bonus. This rule has a couple of exceptions (such as dodge bonuses) but mostly holds true universally. Penalties, on the other hand, always stack; 'cause yolo.

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Sweet, seems my hunch was correct. Thanks guys.

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Right.
Character A has Vicious Stomp and Paired Opportunists.
Character B just has Paired Opportunists.
They are both adjacent (and threatening) character C.

1) Character C falls prone.

2) Character A gets an AoO from Vicious Stomp.

3) Character B gets an AoO because Character A got an AoO, as per Paired Opportunists.

This all seems fairly straightforward.
My question:
Does Character B's AoO need to be an unarmed strike, or can it be just a normal AoO?

One could argue that is does, as the ability that triggered it is the feat Vicious Stomp, which requires the AoO be an unarmed strike. On the other hand, one could argue that Vicious Stomp didn't really trigger this AoO as it was Paired Opportunists which granted it, and Paired Opportunists has no such restriction.
I'm feeling that the RAW favours the latter, but I'm interested to see what a more rules savvy person might say.

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Probably worth mentioning that the way full attacks work has been changed: we know a 2nd level Solarian can get two attacks on a full attack, and apparently a 2nd level Technomancer can get two magic missiles base, three on a full attack.

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Leadership doesn't slow the game down. Just don't bring you cohort into combat.

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Race wise, you should be a kobold. PFS illegal and fabulously fun.
Why are you not evil aligned?

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Purple Dragon Knight wrote:

Reading the above again, I don't think I need Agile Maneuvers to make that mouser work... I'm now wondering if Two-Weapon Grace (Villain Codex) is required or if I can just skip it for some other feat (i.e. holding a mug in your left hand subbing for buckler proficiency probably not a show stopper for fencing grace; the wording is a little vague - I'm wondering if they refer to attacking with a weapon or just holding a weapon)

Edit: I'm not planning to do any real damage with the offhand mug, just drink from it, or use dirty trick... so the 1/2 dex damage in the offhand is just useless in my case.

From Fencing Grace:

"You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied."

Holding a tankard in your other hand counts as being "otherwise occupied" so no I don't think it would work with Fencing Grace.

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Purple Dragon Knight wrote:

Yes, I play a halfling swashbuckler mouser. I have weapon finesse and fight with a rapier. At 3rd he got 'quick steal' which lets you use a steal maneuver after a successful hit:

Quote:
Quick Steal (Ex): At 3rd level, as a swift action the mouser can spend 1 panache point when she hits a for larger than her size with a light or one-handed piercing melee weapon to attempt a steal combat maneuver check against the creature she hit. Using this deed does not provoke an attack of opportunity. This deed replaces menacing swordplay.

I'm assuming the steal attempt is with the rapier (like swashbucklers do when they lift necklaces from ladies in movies).

I would certainly allow this in my game, but RAW i'm not entirely certain.

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Purple Dragon Knight wrote:
(if you *can* add dex bonus via Weapon Finesse to CMB attempts, then would you also add the dex again from Agile Maneuvers?)

No, you cannot. Dexterity is considered to be a type of bonus, and bonuses of the same type do not stack.

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The Strength Domain is fabulous for a combat cleric (enlarge person + reach weapon + combat reflexes), though I don't think Desna gets that. Gorum's decent, you can still be CG and get to use a greatsword. Ultimately, pretty much any deity and combination of domains can WORK for a combat cleric, so I wouldn't despair if you really want Desna. Any old cleric can grab a few buffs and a longspear and power attack and high strength and start hitting things. The domain choice isn't a big deal (although Strength is pretty cool).

Other thing i'd say is that you really should avoid dumping CHA as a cleric since channeling is fabulous even if you don't want to heal all the time. I've seen people dump CHA in clerics, and they tend to end up regretting it. And don't worry about getting you WIS too high. 16, or even 14 is fine, since you're spells will mostly be healing and buffs. Not dumping it lets you have most STR and CON and avoid dumping CHA. I'd actually avoid dumping anything, if you can, because at 2+ INT skill points per level you don't really want to dump INT either.

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Also a Dawnflower Dervish can potentially outdamage, outsurvive, oututility and outskill a Rogue simultaneously, though an Unchained Rogue does have some neat tricks, I guess (1.5 DEX to damage, debilitating strike, skill unlocks) but a regular Chained Rogue is pretty much strictly worse than a Bard except in a few select situations. In those situations, Rogues are great, but they can take effort to set up. And that's not even going near the Slayer (d10 hit dice, full BAB plus sneak attack, rogue talents and better feats. I think they have better saves too, but a could be wrong). Reduced sneak attack isn't a big deal when you survive far longer and hit much more often, meaning you end up outdamaging the Rogue anyway.

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Cuup wrote:
Wild is a +3 Armor/Shield Property that lets you keep your Armor/Shield bonus to AC (including the Enhancement bonus) while wildshaped. It specifically says wildshape, which isn't exactly what the Mooncursed Barb does, but they're so similar, it'd be worth asking your GM if you could use it.

Says its for PFS, so yeah... Expect table variation with this.

(Personally I feel it SHOULD work, but I wouldn't be surprised if others disallow it)

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Re: Themes; for a slightly different approach to Superheroes, you should check out the web serial Worm. I used to think supers were stupid and a waste of my time, then I read Worm.

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Add Greater Trip and Fortuitous AoMF for even more fun...

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Leo_Negri wrote:
I am a big fan of Orcs and half-orcs. Great for playing against type with and with a lot of potential. Granted I'm a fan of strong and perceived as savage races (whether they actually are or not) - Wookies in Star Wars, Klingons in Star Trek, Weren in Alternity's Star*Drive.

This is me also. I like characters that favour a "direct" approach. I play a lot of evocationists and barbarian types. Hitting things isn't the only thing they do by a long shot, but it the thing they're best at. That said, while I like orcs, dwarves and oreads my favourite race is probably kitsune or gnome, though I'm not really sure why. Sadly it doesn't seem as though either will turn up in Starfinder :(

Still glad Ratfolk made it though, and I'm psyched for a (hopefully) balanced Kasatha.

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Alignment: 1d9 ⇒ 1 Chaotic Good

Domain 1: 1d29 ⇒ 21 Repose
Domain 2: 1d29 ⇒ 16 Madness
Domain 3: 1d29 ⇒ 4 Charm

Onathano, the Mad Prophet

Domains: Chaos, Good, Madness, Charm, Repose.

Onathano was once mad, and he still is. As he drove deeper into insanity he saw life as no one else has, he saw the mind as no one else dares. His psyche began to break down, no longer holding the form of a human mind, and as he left humanity behind he opened his eyes, and he SAW. Without the minds walls trapping him into a spiralling labyrinth of order and structure he was free to see how the gears of the mind spin, and that gave him power. People were no longer strange, impossible to understand creatures as they appeared to the insane. Now, he understood them. Now, he had power over them. A lesser man may have used that power against them, but Onathano had no desire for power over others, and had no real idea of how he might use his powers for good. He no longer understood ethics or morals or right and wrong; he was too far into his madness for that. But he DID understand people, and he understood that they NEED right and wrong, and he remembered hazily from his past that a better world was something to strive for.
So as his power grew, his madness spreading until his mind left his body and he transcended reality he gathered around him those pure of heart and strong of will. Those without the power to help the world, but with an understand of how to do so that he lacked. These became his Mad Prophets, as madness lies in the knowledge Onathano grants, but with his guidance they can walk the narrow line of sanity and bring about good in whatever ways they can.
There is no death in madness, only suffering. Onathano cannot die, only continue on with his mind burdened with insanity for the rest of eternity. Living with suffering is not honourable when strength leaves you and you have nothing to look toward, so when each follower of Onathano begins to so deep into their mind that they cannot return (as will happen to each of them, Onathano can only guide them for so long) it is their right to call for aide from another Mad Prophet, who must give them a swift and merciful death. Other's who do not follow Onathano can also ask for this treatment, and will receive it, but only if there is no way back from their madness or disease. Treatment is not given by Mad Prophets, though they may direct the insane and terminal to those who do have that skill.

Onathano's colours are all colours, his holy symbol is a mess of colour forming into a rainbow, and his favoured weapons are improvised weapons (Clerics can choose either Catch off Guard or Throw Anything as a free feat).

That was fun. Now I really want to build a follow of this guy.

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"Thank you, sewer friend."

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Malwing wrote:
To diverge a bit, what if there aren't archetypes as they are in Pathfinder but archetypes being more inherent to the class, like Sorcerer Bloodlines. I think Archetypes were a big hit with Pathfinder and that having them inherent is interesting. I suspect that its not to the extent of d20 Modern though.

I don't know anything about d20 Modern, do you mean in a similar vein to 5e? That could be cool.

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SheepishEidolon wrote:
If you want the full damage bonus for your off-hand, go for claws. No special feat like Double Slice needed, less worries about AB (because no iteratives) and more Str bonus on both claws together than for a two-handed weapon respective two weapons. Of course there are drawbacks (effort to get these claws, defenses vs. natural attacks etc.), but it's an alternative to two-weapon fighting.

And it's 2 attacks, vs 7 from TWF...

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Kris Verschaeve wrote:
plaidwandering wrote:
Read the moms errata, you can't dip for flow how to a style anymore

Didn't know that, thanks.

What if you would turn it around ? Take two levels MOMS to qualify for pummeling style and dragon style.

At level 8 (MOMS 2 +Sacred fist 6), do you count as a level 8 monk for the level 6 bonus feat under sacred fist, because that would get you pummeling charge as well.

The entire Pummelling Style line is not PFS legal.

Also, RAW I do not believe you would count as a Level 8 Monk, no.

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Ysera wrote:

I think I'll stick with the Cleric5/Exalted+ route and pickup a longspear and combat reflexes. Any suggestions on gear for 6th level?

Gear I'm thinking about getting:
+1 Mithral Agile Breastplate
Cloak of Resistance +1
lesser Rod of Extend
Eyes of the Eagle
Headband of Inspired Wisdom +2
CLW wand (2 prestige)
+1 adamantine longspear

with roughly 3k gold left.

Is there any equipment that I'm missing that should be necessary? I want to make sure I'm somewhat prepared with going into mid & higher tier scenarios soon.

Do you really need the Headband of WIS? You seem like you want to Buff and hit things, so I'd go Belt of STR, but both are fine I guess. Chuck that 3k into you armour for a +2.

Oh, yeah; get some way of dealing with flying. It's not that common, but it can really screw over combat builds. A potion of Fly or two is probably fine.

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Does Double Slice increase the half Power Attack bonus to a full one? Or does it only apply to you're normal STR bonus?

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1. You just add it too the Witch's available spells per day.

2. No longer applicable.

3. No, there isn't, unless the specific Hex says so.

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Yeah and the whole "You can move and draw a weapon if you have BAB +1" thing is an exception to this rule, and the only one that I'm aware of. It also ONLY applies to drawing weapons, not anything else (if that wasn't clear).

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You are absolutely correct; if the rule says you spend a move action, you've spent it and cannot use it too move. You could still move with you standard action, but that would be you're standard action gone.

Also, while you're right in that the GM is the final arbitrator, I would definitely talk to you're GM about this, because RAW he his wrong, and while he's perfectly within his rights to house rule whatever he wants, this is kind of a massive nerf to Dirty Tricks, and they aren't that great anyway without massive feat investment.

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Yep you're correct.

All the Universalist abilities are listed under "Arcane School" and so if you loose "Arcane School" you loose them.

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I'd rule it that all you're attack need to be directed against the target of you're charge; I feel that fits with the theme of what a charge is more.

However, as Josh-o-Lantern already stated, the rules are pretty unclear.

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As I read it, you could drink again to regain the bonuses to Fort and Will after you temporary hp runs out, but you are correct in that you're Ref would keep going down. Also, the temporary hp would not stack if you drank continuously, as they are from the same source (this feat) and temporary hp from the same source do not stack, else a 1st level Cleric could get infinite hp from Virtue. No, a different tankard of ale does not count as a different source. And yeah, the Fort and Will boosts wouldn't increase either. Also, as far as I know it's a standard action to drink during combat, so keep that in mind.

However, the bonuses would stack with the trait Fortified Dinker, if you happen to follow Cayden Ceilean.

Hmm, I need to get this feat on my Dwarvish Inquisitor of Cayden...

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Assuming you don't ACTUALLY want to be good at unarmed combat (which would be fiddly to get to work), there are (loosely) three ways to go;

1; Melee Bard, you tend use a two handed weapon, usually long spear (pretty much the best option unless you're a half Orc or something). Grab Arcane Strike at first level, Power Attack at third and hit things for decent damage whilst being better at skills and have a lot more utility than a martial. You want 16+ STR and 14 ish in CON, CHA and DEX. For spells, look for buffs and out of combat utility first, as you plan on dealing damage in combat.

2; Controller Bard, you focus on using spells in combat, maybe backed up with a little tripping from a whip. For feats, Spell Focus (Enchantment) isn't bad, or just Lingering Performance at first level, maybe Improved Trip at third. 18 ish CHA and decent STR DEX and CON will give you the spell DCs you need and let you play with tripping (grab a whip). Grab some good debuffs, as well. Sleep is fabulous at low levels, Hidious Laughter also isn't bad. Glitter dust once you get a bit higher.

3; Archer Bard, probably the "best" form of bard, as you can be almost as good as a full martial archer and not loose a lot of bard stuff. Grab Point Blank Shot at first level, Precise Shot at Third, Rapid Shot at fifth, then Deadly Aim etc. Stats are the same as the Melee bard but swap DEX and STR. Once again, you want buffs and utility over debuffs and damage for spells, but bards get some great early access debuffs, so absolutely grab some for emergencies when you can.

Other stuff: Lingering Performance is fabulous for any build that can fit it. For race, pretty much anything is fine so long as it give a bonus to the primary stay of you're build and doesn't penalise any of its secondary stats.

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How does a TWF Paladin or Cavalier go? Is the doubled smit/challenge worth the huge feat investment, or is strictly better to THF? I'm veering towards the latter, but I'm really not certain.

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There isn't (as far as I know) a chart for XP, but it's pretty straightfoward. Every time you get 3 XP you level up, so if you have 6 you'd be level 3.

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And yeah, absolutely go Unchained Rogue if you can get the book. Its quite literally a straight upgrade.

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You get fame every time you get prestige, so you'll have as much fame as all the prestige you've earned. Fame doesn't go away when you spend prestige, though. It stick around and you end up with a pile of it. Also Two Weapon Fighting is pretty fabulous for a Rogue, but two short swords/daggers is generally a significantly better choice than a gnomish hook hammer (sadly) as they are finessable.

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You've got a 20/9 Bard with NO WAY AT ALL around being silenced? I'm sure he'll figure something out.

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Would the Fight On feat grant extra temporary HP if you were under the effects of Bear's Endurance/Rage something similar? It seems like a fairly useless feat, but it you do it would be slightly better . . .

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And avr; that flurry of misses becomes a flurry of hits with Outflank at 2nd level.

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A Digmaul companion would get one extra attack, albeit a secondary one.

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This has to happen. It's entirely possible I'll end up stealing it :D

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Normal. You're not usually outside in PFS, which has a lot of dungeon-type scenarios, so it'll rarely be brighter than Normal and if it's ever darker you can just use a torch/light spell/dancing lights spell/Wayfinder to bring it up. In PFS play there's nearly always going to be at least one member of you party that true darkness will seriously inconvenience, and probably the same for even dim light, so if you choose either of those one of you're allies will end up ruining it by carrying a torch, unfortunately.

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Looking through this, It seems like a Nine Tailed Kitsune is a lot more viable than I thought. This is fabulous. I'm seriously considering rebuilding my current Kitsune, though unfortunately they're a very feat heavy build.

More on topic, has anyone tried a Summoner Kitsune? It was mentioned upthread somewhere, and it seems like it COULD work if you focus on the Eidolon, but I'm not that familiar with Summoners. Anyway, love to know if it's viable.

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Unfortunately to a large degree the answer to the question "How do I roleplay better?" has a very similar answer to the question "How do I write an award winning novel?"
First off; this doesn't mean you have to be an award winning novelist to roleplay well, but it does mean they use similar skills. You become better at making and understand you own characters the more you immerse yourself in them; think about what they want, their feelings and desires, their backstory and moods, their strengths and weaknesses. You get better at this kind of this the more you do it, the more you're around other people who do it, and the more who read/watch books/films that feature the kind of characters you want to play. It is not, unfortunately, an easy skill to learn, and it's much much harder to roleplay than to make powerful characters, which is why the "Rollplay vs. roleplay" thing is such a big deal. Ultimately, you may not be very good at it, but you're clearly TRYING, and that's all that really matters. You'll get better at it the more you do it, all you need to do is have fun with your characters and don't be too hard on yourself. To be honest, playing a "generic" character isn't a bad thing. Just because you're a classic Paladin doesn't mean you're a boring character. Previous posters have stated that you shouldn't focus to much on wierd "quirks" as they don't make most of a person; but IMHO that's not really a bad place to start. You're character might start out as an Enlglish tea drinking Jack Sparrow who's generally helpful but often goes hunting for tea for hours on end, but keep working on him, slowly fill him out. Eventually you'll have a whole pile of adventures you've play with him and you'll start to get to know him a bit better. It may be slowly, but so long as you're trying you'll eventually get it.

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I have a Paladin/Oracle/Sorcerer/Eldritch Knight with pretty decent saves:
CHA to Reflex instead of DEX from sidestep secret.
CHA to Will instead of WIS from Steadfast Personality.
CHA to all saves again from divine grace.

Also:
CHA to AC instead of DEX (her DEX is 7)
CHA to AC again when smiting.
CHA to hit when smiting.
CHA to a bunch of skills not normally CHA based.

Still trying to figure out how to get CHA to initiative . . .

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"Lancer with Improved Critical (Lance). Never rolled a 19 on a charge attack."

That's not WEAK, just unlucky.

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Gnome Barbarian. With a Wisdom higher than his Strength. Also, I took Intimidation Glare as my lvl 2 rage power, despite having -4 to use it on virtually everything. Plus I don't even have Intimidation Prowess or a decent CHA, so I'm pretty bad at it even without the penalty. CON 22 while raging at lvl 1, though...
What's great is that I got a couple of crits early on, which has led the rest of the party (all new to Pathfinder) to believe that I'm playing a really powerful character.
And before you ask, no, I'm not doing mounted stuff. My Gnome fights on the ground like a proper barbarian.
I'm also about to start playing a Sorcerer/Eldritch Knight who uses unarmed strikes and wears as much armour as possible, but she isn't really all that bad. Mainly because she's actually a Sorcerer/Eldritch Knight/Paladin/Oracle who adds her charisma to EVERYTHING.

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We had a similar problem in my group, and we more or less fixed it with by saying; 'Anything you say is in-character.' So if they want to crack jokes and ignore the game constantly, they can, but they're character ACTUALLY HAS TO SAY THOSE THINGS, which will generally get people into the game a lot more. If they're heavily into roleplaying as you say, they had hardly complain against a rule designed to heighten immersion and encourage roleplaying. It takes a bit of patience to get people into it (they forget, etc.) but it seems to work for us. Obvious there needs to be the odd exception, but for the most part people just don't need to be out of character, and if they're thinking "I'm in character," they're more likely to be thinking about what they're character will do rather than getting distracted with irrelevant stuff.
On a side note, no one should ever get extra XP for talking more. Never let that happen. It's stupid for a multitude of different reasons, the most obvious (but only one of many) being that it means the Bard gets more XP than the Fighter by default, even if the fighter kills a thousand goblins and the Bard hides in a corner when it comes to combat.

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Gnome Barbarian can also work, particularly on a mounted build. Depends how high level you go, of course.

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Wow, Fortuitous is fantastic! I can't believe i've never seen that before. Definitely worth getting.

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