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I've never seen this very satisfactorily explained anywhere, but from my maths, and without taking into account natural 1s and 20s, which I'm hoping will even out, you should power attack when: number-to-hit < 21 - ( average-damage / power-attack-extra-damage ) So, for example, a 1st level barbarian with a two handed sword, +6 to hit and 2d6+6 damage: average damage is 13, power-attack-extra-damage is 3 (two handed), so number-to-hit < 21 - (4 1/3)
which basically means anything of AC 22 or less. Which is going to be most things for a 1st level Barbarian A Frost Giant, however, with a greataxe, +18/+13 for 3d6+13 damage: average damage 31, extra is 3 again so: number-to-hit < 21 - (10 1/3)
which basically means anything of AC 28 / 23 or less (go for the average of 25). Which for a CR 9 monster is going to be pretty rare. Which makes sense, as anything which does a lot of damage is going to get a very marginal gain from power attack in exchange for losing the chance to do the lots of damage it's already doing. Most of the time, giants shouldn't power attack. Richard
I just want to check I've got a few things right: 1st level Gnome Sorcerer (crossblooded) Alternative racial: Lava Gnome (Darkvision and Pyromaniac), Eternal Hope, Nosophobia Bloodlines: Orc and Solar 1st level bloodline power: Sunsight From all of this, I have low-light vision, darkvision 90' and although I have light sensitivity I'm immune to being dazzled so it doesn't bother me. Then: Feats: Point-Blank Shot
Spells:
Burning hands does 3d4+6 damage. Disrupt Undead and Acid Splash both do +2 damage too (point-blank shot and orc bloodline). I'm getting 2 skill points per level which I'm putting on Bluff and Diplomacy, and wearing very fashionable clothes :-) Where I'm going next with this is down the fire route, with Precise Shot, Scorching Ray, Fireball, etc. First magic item will probably be an elemental meta-magic rod to turn the fire into electricity if I need to, or intensify to raise my burning hands some more. Looks good? Richard P.S.F.Y.I Stats are: STR 5 DEX 14 CON 16 INT 7 WIS 14 CHA 19 and I'm putting my one class point into skills
I *think* this is correct but I want to double check. If I get myself a scroll of Faerie Fire, can I use it with UMD by pretending to be a Mesmerist, that has FF on its list, but thereby only needing to have a high Cha score rather than a high Wis score? My understanding is that spells on scrolls do not have a particular class hard-coded into them. Otherwise, presumably, I could buy a Mesmerist FF scroll. Richard
Although there are some spells which are particularly called "ray", the term seems to have been used as flavour text in some places (e.g. Disintegration) leading me to believe that "ray" was never meant to be a game concept as such and that it is really just synonymous to ranged touch. Am I right? Or do you, for example, have to take Weapon Focus( Ray ) and Weapon Focus (ranged touch) separately? Richard
1) Can a monk with a two handed weapon still deflect arrows when not on his turn, by using free actions to free one hand at the end of his turn and reapplying his hand to the two-handed weapon at the beginning of it? It would presumably mean that AoOs would have to be with unarmed strikes. 2) Am I right that you need to have Shield Proficiency to use a quickdraw shield, so a monk that wants to use such a shield when it isn't his turn will need two feats: shield proficiency and quickdraw? Cheers Richard
I think this is a rules rather than an interpretation question, but an incident came up at our game last night which illustrated that we hadn't (I think) being playing this right. Dominate Person is very much geared on the concept of a "command". The dominated person is only controlled by the dominator to the degree that they obey that command to the exclusion of all else save their survival needs, and it takes a move action to change that command so this is nothing like a puppetteer subconsciously controlling his puppets. So what happened: An NPC bard dominated a PC fighter and told him, trying to be clever, to go and subdue one of his friends (2nd PC) because he's sure that 2nd PC has been possessed. The NPC was trying to make the request sound reasonable because someone had already been possessed earlier in the combat and suggesting subdual is in keeping with what the PC would do - so no need for another saving throw. All fine and well. Then the 2nd PC disappeared and the first PC did not know where, although in the light of what happens next one might even consider that this event is not actually necessary. The first PC still saw the NPC bard that had dominated him as an enemy. There's no "charm" component in dominate. So the PC argued that his survival needs required that he defeat the enemy, which he promptly did before the NPC bard got a chance to use a move action to change his command. So if all of this was reasonable, which I guess is my question, then any time you dominate someone your command to them has got to include "don't attack me and my friends but do this and that instead" or you could find your command ignored. Richard
I couldn't think of a better word than reclassifying, but my question is best illustrated with an example. Assume an elven first level fighter takes Weapon Focus as his 1st level feat and Weapon Finesse as his fighter bonus feat: Could he, on going up a level, take Toughness as his new feat by re-classifying Weapon Focus as his second fighter bonus feat? Or would this be retraining? Richard
I've seen previous posts, and they seemed inconclusive on this point (unless I missed one somewhere). In particular, I'm looking at this part of the feat: "An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible." My question is, if the attacker is doing other things which would cause you to lose your Dexterity, such as sneaking up on you, do you still not lose your Dexterity bonus? RAW as far as I can see implies that if the attacker is invisible then you don't lose your Dexterity bonus no matter what he's doing. In some ways, you are better against invisible opponents against visible ones. That doesn't seem too odd to me - blind people often have enhanced non-visual senses. It does lead to the curious situation, though, that if a hidden invisible rogue 5' stepped out of cover and attacked you, and you have Blind Fight, then he wont sneak attack you on the first attack, but when he then becomes visible he will (assuming you didn't hear him). Is this right? Richard
A bit of a strange thought experiment, this, relating to an adventure I'm writing so I'm not sure if it'll interest anyone else, but in case it does: Imagine some buddhist-style philosopher sitting at the top of a mountain trying to figure out what are the irreducible qualities that make up existence in this Golarion / Pathfinder world, a bit like the mind/body philosophical debates that we have in our own world. I've come up with 6: 1) Form - i.e. body but made a bit more generic. Given that things can be incorporeal I cannot use the term physicality, but where we are physical it includes not just our shape but also our physical qualities such as strength and fortitude. 2) Mind. The second one from our own world. Although I'm not hugely familiar with the new magic system I include psionics / mind-based magic in this. 3) Spirit. The bit that carries on existing even if we have no form (i.e. we've died and become some sort of petitioner) or mind. 4) Polarity. Could just be thought of as +1 (alive), -1 (undead) or 0 (dead), or we could extend this into Energy Level except that I've never heard people talk about undead having lots of negative energy levels (maybe they have). 5) Bloodline. Those features that we have by virtue of our ancestry. Our type mixed in with our bloodline. I believe that this is independent of form, but I mix in that essence which sorcerers tap into because I think type and bloodline are part of the same thing. 6) Alignment. An odd one this, because it is much debated whether or not this relates to Mind. There appears to be in this magical world of ours some sort of cosmic judge that decides where you sit on the alignment axis and therefore how certain spells and items are going to react to you, regardless of what your mind might have to say about the matter. Clearly there is some relationship between mind and alignment, however the relationship has enough wiggle room in it for me to postulate that alignment and mind are separate entities in our existence. If anyone's interested, please comment :-) All the best Richard
For example, 1st level Titan Mauler, n levels Spire Defender Magus. Use weapon wand with an oversized Fauchard (reach), cast True Strike from the wand every round and then either AoO or (when of sufficient level) Vital Strike. Go full-on Combat Expertise and Power Attack, and don't worry about the -4 penalty when attacking with reach over someone's head or the -2 penalty for using an oversized weapon. Is this good, bad or ugly? Richard
This goblin is for the Wrath of the Righteous AP, where by lottery I have to be the Marshall. The build and is built around the Mounted Marshal mythic ability, the point being that I will always be flanking whatever I'm fighting thanks to the fact that I hang underneath my bat. I haven't picked my alchemical extracts yet though I've quoted myself as having Shield up since that seems the most obvious one to use. I also have just over 1K gp to spend for wbl, though of course I have no idea where I will be at the end of the first adventure in terms of wealth actually gained. My 2 points of Fire Resistance come from the Alchemist class Goblin favoured class option. I intend to continue as Alchemist from now on. The only disadvantage that I can think of is that I might be mistaken for something that's come out of the WorldWound. Richard Flus
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Animal Companion
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Let's say you are a little hobbit rogue with a dagger and very low strength (-3 bonus) and you hit with a bit of sneak attack (1d6) and your dagger is +1 flaming. Damage is 1d3 - 3 + 1d6 + 1 (dagger) + 1d6 (fire) What's going to happen here: Do you roll 1d3-3+1 first, turn that into 1 non-lethal hp of damage (minimum - assume you roll a 1), then add another 1d6 (lethal or non-lethal) for sneak and 1d6 (lethal or non-lethal) for fire? Or do you roll 1d3 + 1d6 - 2 and only turn into non-lethal if you roll two 1s? Richard
This is a 5th level adventure consisting of seven short stories linked together by a number of themes. You can find it here: http://paizo.com/products/btpy9kbu?Seven-Sinful-Tales When seven 13 year old kids inadvertently summon the PCs over to their land by simultaneously making a wish in the middle of a stone wishing circle, the PCs have to figure out what those wishes are and sort them out in order for them to return. As they soon discover, each young person has been let down by their parents in some way relating to one of the seven deadly sins. Sorting out all seven problems takes the PCs into troll-infested woods, hunting hippos on a raft, breaking into a pyramid in the desert, infiltrating a city's drug den, and so on - i.e. there's plenty of variety here. Hope you enjoy it. All the best Richard
Is there any limit to the number of allies? I can see this being perfectly balanced if allies are simply companion PCs. However in the group that I'm running PCs are including summoned Monsters, summoned Nature's Allies and we even debated yesterday about trained animal companions. Is this reasonable? Seems very powerful to me when you combine summoning and raging song, especially with all those spirit attacks. Or is there a limitation on accepting the rage? For example, are summoned animals or animal companions with Int 1 or 2 clever enough to choose acceptance? Richard
Let's say a fighter with a magic sword gets turned to stone, along with all of his possessions. Then someone chips away the stone sword from the rest of the fighter statue. Can Stone to Flesh now be used to return the sword to, well, steel? And on a related note: Did the sword still radiate magic in petrified form? Can anything be petrified in this way, even artifacts? Richard
Once again, last night, we had a character death when a high DPR PC was turned against the party. My group quite likes high DPR PCs, so this sort of thing is not unusual. I mean - failing will saves against confusion and domination doesn't happen all the time, but it is inevitable at some point during an AP. It led me to think, is it a bad idea to create PCs that can destroy one another in one round of combat? (For us it's normally the rangers that do the killing when this happens; their ability to suddenly full attack a favoured enemy PC at a distance is pretty devastating). Creating PCs with high DPRs is kind-a sexy, but isn't like walking around with a ticking time-bomb? Richard
My party of 5th level PCs found her pretty much unbeatable. The fact that they were on a boat and she was in salt water I think is the standard environment to encounter one of these things, so I cannot imagine that in itself that would raise the CR. However, the combination of endless 7d6 ranged attacks, 80 foot movement and fast healing 10 meant she could work away on them in a war of attrition. Her DR also meant that eventually the party ran out of cold iron arrows. Being able to lower water at will (!) also meant she had battlefield control. And she has pretty respectable saves too. (The three orcas she summoned at the beginning of the encounter were just an aperitif which the PCs overcame. It was all her other stuff which made her impossible for them). What do you think? Richard
Common sense says that spells whose area is "centered on you" should count as Target: you when it comes to sharing spells with an animal companion. So anitimagic field and detonate, for example, should be able to be cast on an AC. But ... has this been clarified anywhere? Richard P.S. Sorry if this seems like splitting hairs - I just wanted to check
(if you find yourself reading this post in many places - my apologies, but it is a significant moment for me) This month The Horn of Geryon passed its 200 sales mark, which by general 3pp standards classifies it as a "hit". 2 1/2 years on people are still enjoying this "treasure island" type tale that begins with an innkeeper asking the PCs to find his daughter's missing rabbit. (which was inspired, incidentally, by my daughter and her stuffed toy rabbit - called "rabbit" - which at the age of 23 she still goes nowhere without) Anyone who loves Dr Who might also have noticed the strong connection between this adventure and the Dr's first encounter with the Daleks back in 1963 (Snakero -> Skaro, etc). I'm a big fan of the classic series and my adventures are full of references to the old black and white stories. So in conclusion I would like to take this opportunity to say thank you very much to the 200+ people that have bought this PDF, as well as the other adventures that I have written. And as a general note - purchasers vote with their wallets. Your support of the 3pp scene encourages, inspires and guides the material that we produce. Buy the things you like, and you'll make sure that more of what you like gets written. All the best Richard Develyn http://shop.d20pfsrd.com/collections/four-dollar-dungeons,
I've never understood the appeal of this feat. Sure, doing lots of damage is sexy, but DR to one side I would have thought the most efficient way of dealing damage was with lots of little blows rather than with a small number of big ones. In most cases any damage beyond taking an opponent down to -1 hp is wasted. Power attacking barbarians with greataxes are frightening but most of the time smashing someone down to -50 is just wasted effort. If by the laws of probability you were destined to do 100 points of damage over 4 rounds, you'd be better off doing it with 4 x 25 pt blows than with 2 x 50 pt ones. Richard
HeroLab has resurrected this question in my mind with the addition of polymorph spells as spell-like adjustments. (Bravo to them, BTW) The question in my mind has always been what do you lose when you change form. The official rules answer has always been (unless this has changed) that there are too many cases to enumerate. Could we not just use the guideline, though, that form-based abilities are defined as those abilities that a polymorph spell can *give* you. (Not including, incidentally, characteristics changes, which seem to be something totally unrelated to form which a polymorph spell more or less gives you incidentally.) So, for example, energy resistance is in, spell resistance is out. Does that sound reasonable? Richard
What's interesting about this character is his arcane bond. We run a home-PFS campaign BTW. AFAICS, since a heavy repeating crossbow can be fired with one hand, it takes away any issues about having a hand free to cast a spell whilst still "wielding" your arcane bond. The arcane bond item is rather expensive but seems quite legal, especially since as a half-elf I can use Ancestral Arms to give myself proficiency with the thing (oddly missing from the hero lab listing below). Half-drow seemed to make sense for him, and the traits are one for his carry capacity (which is pretty poor otherwise) and one a sort of last-resort save-your-skin thing. Gravity Bow turns his shots into 2d8. Not worried about the reload after 5 rounds since at low levels combat rarely lasts longer and at high levels it's likely to be just one of many things he can do. The feat-plan is Precise-Shot, Focused Shot ... Bullseye shot, Vital Strike. Not sure what to choose for Spell Focus but sticking Enchantment in there for now. From 5th level onwards I can enchant the crossbow for half price, +1 plus abilities, using greater magic weapon from 8th level on for the ordinary plusses. Seems like a good build to me - wondering if anyone has any comments. Here's the Hero Lab output: Pancho
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