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Goblin Squad Member. Organized Play Member. 22 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.


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Liberty's Edge

Furansisuco wrote:

If a NPC provoque a AoO, a PC can make Sunder instead a single attack?

For Example, the NPC draw a potion and the player sunder the potion instead hit de NPC

Yes, they can and it doesn't even have to be a sunder. They can just attack of opportunity the potion as a special case.

It might even be way easier to attack the potion since it is AC 13 and 1 hp and 1 hardness for a glass vial.

PRD wrote:

Drinking a potion or using an oil is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion or applying the oil.

Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12.

Liberty's Edge

It does automatically succeed, but for things like Bull Rush where for every 5 you exceed their CMD by you push them back another 5 ft. So this helps in minor situations as a trait should.

Liberty's Edge 5/5

However you can have people cast other spells for you that carry over between mods like continual flame of which you can have only one at a time.

Its trivial to have the continual flame cast upon an burnt out dull gray ioun stone and then implant it for the same effect of casting it upon the hand and its only 25 gp to do it.

Liberty's Edge

The trait would suspend the feat as you are choosing to sacrifice yourself for the sake of your ally when you use the move action to do so. It does have the egde case of being able to provide soft cover for a Large sized ally like an enlarged fighter or animal companion when usually you would not be able to because of the size difference.

The Low Profile feat just stops the usual situation of an ally due to positioning hampering an ally's ranged attack due to the small size of the PC. When you use the trait you give up the ability to benefit from the feat.

Liberty's Edge 5/5

Seeker of Secrets is what you are looking for. Just be warned the Clear Spindle ioun stone does not protect from all charm/complusion spells, only those of evil origin.

Liberty's Edge

It is possible to ready an action to attack with it, but it would only last for that one attack and you would only be able to threaten during that time.

If you ready an action to Kinectic Blade someone at the same time as another player, you would be able to flank for the time that you have the Blade existing.

Get Kinectic Whip to be able to threaten until your next turn.

Liberty's Edge

Well the Players will have plenty of mythic abilities at this point. Depending on their builds pinpointing the square he is in through perception checks can be reliably done. Getting through the 50% miss chance is easier with blind fight and the players should be capable of 9th level spells by this point in the adventure path.

One thing is that the Spell Immunity only makes you immune to spells that are affected by spell resistance since it effectively gives you infinite sr vs whatever spells. And dispel magic is not affected by sr at all as is glitterdust. Now mind blank will be able to protect from divination effects so no true sight will reveal him.

Also there are some personal keepsakes of his that the players could have obtained that would make him fly into a rage if they are messed with.

Liberty's Edge 5/5

For the core campaign's sake though, updating the document to include some race traits to take along with adopted. And the same with any other missing traits that would be appropriate.

Liberty's Edge 5/5

From this line in the familiar entry-

Quote:
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

And this on the arcane bond from the arcane bloodline

Quote:
Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object.

You combine the levels definitely for eldritch heritage and wizard, but the alchemist tumor familiar lacks that language combining them. I would still default to the original familiar entry in the wizard section and rule that you only have one familiar and all your class levels that grant a familiar stack to determine its total power level.

And if you managed to get two famaliars somehow, with the one combat animal restriction that familiar that was your combat animal would stick around and you would only get the benefit from it. Your noncombat animals vanish and have no mechanical interaction at all.

Liberty's Edge

So a sample build at 15 rp for you that gives you 4 natural attacks- Bite 1d8, 2 claws 1d6, and talons 1d6, large, reach and +4 to Str, +2 to Wis?, -2 to Dex and and -2 to Int.

This was just a simple build going directly for the large size which ate half of the rp and giving you four attacks with reach.

Skinwalkers are a nice base to start from, but I didn't go for any magical abilities with my sample.

Spoiler:
Monstrous Humanoid (3 RP)

Monstrous humanoids are similar to humanoids, but have monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid race has the following features.

Monstrous humanoids have the darkvision 60 feet racial trait.
Monstrous humanoids breathe, eat, and sleep.

Large (7 RP): Prerequisite: Humanoids taking this quality must have the giant subtype; Benefit: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.

Normal Speed (0 RP): The race has a base speed of 30 feet.

Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score.- Strength +2, Wisdom +2, Intelligince-2

Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.

Claws (2 RP): Prerequisites: None; Benefit: Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size .

Natural Attack (1 RP): Prerequisites: None; Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature's size . Special: This trait can be taken multiple times. Each time, pick a different natural attack.- Talon

Reach (1 RP): Prerequisite: Large size; Benefit: Members of this race have a reach of 10 feet.

If not using large getting natural flight is definitely useful and getting frenzy would also work to amp up the barbarian rage.

Spoiler:
Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step. Spend 4 more to get 50 ft fly speed and average maneuverability.

Frenzy (2 RP): Prerequisites: None; Benefit: Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

If looking to get the max number of natural attacks then bite-1, claws-2, gore-1, and talon-1 would get you 5 attacks since you can't take any more racial traits from the offense category. Of course your class abilities might let you exceed this.

Liberty's Edge

Peshmonster wrote:


Thank you for the reply ryukadsgc! I am specifically interested in the abilities of a summon while it is "reforming" however. I want to pursue this avenue directly.

Well when its reforming perhaps you could try and talk to it with sending or use plane shift to go directly to its plane, but that would be really resource intensive when a divination spell or a magic item like gloves of reconnaisance can show what it is the next room over.

My own gut instinct would be to say nothing can happen while its reforming because its currently wobbly-planar matter reshaping itself.

But ask your gm as the final arbitrator of the table.

Liberty's Edge

Quote:
A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.

So you wouldn't be able to resummon that particular creature for 24 hours if you wanted intel from that creature, but in the meantime you could use spells like shield other or status to monitor the summon as it goes ahead, if it takes damage, you can have readied a action to dismiss the summon and then resummon it if it didn't go poof from that single hit.

Of course considering the short range of summon monster 25ft+ 5ft/cl its an expensive use of spells to enable this just to look into the next room.

Arcane eye might be more up your alley since it last 10mins/cl and can move around at 30 ft and is naturally stealthy as well. Or other divination spells.

Liberty's Edge 5/5

BigNorseWolf wrote:


Ultimate equipment wrote:

Several common items already count as masterwork

tools for particular skills. These are the alchemist’s lab,
climber’s kit, disguise kit, healer’s kit, masterwork musical
instrument, and masterwork thieves’ tools. Therefore, there
is no masterwork climber’s kit, masterwork healer’s kit, and
so on—those items are already the best available for general
checks with the relevant skill.

It actually does work since Masterwork Artisan tools are a distinct item type from the Masterwork tools

Ultimate equipment wrote:

Artisan's Tools

Type Price Weight
Common 5 gp 5 lbs.
Masterwork 55 gp 5 lbs.

These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.

Masterwork Artisan's Tools: These tools serve the same purpose as artisan's tools, but masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.

Liberty's Edge 5/5

You can actually use both of them to stack since the circumstance bonuses come from different sources, and one can just put the alchemist lab in a handy haversack.

Liberty's Edge 5/5

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For this I would fallback to the example of the Summon monster Line of spells with them summoning of elementals being limited to the ones found in the first Bestiary.

So yes, only human skeletons and human zombies that are changed or advanced as appropriate when you advance in level

Liberty's Edge

Torbyne wrote:
I think you max out at three due to being unable to mix spell combat with flurry or TWF. You can cast one in spell combat, one quickened with spell strike, and discharge a spell storing weapon. But you cant use a spell storing weapon and a spell storing AMF in any round where you spell combat because you are using your off hand to cast a spell for spell combat so you cant use it for TWF; Flurry is a special action which cant be combined with any other special full round actions.

No its a max of four, more usually three, unless you happen to be something with more than two arms and can hold a bunch of spell storing weapons like a marilith.

I was mistaken on using both a AoMF and a weapon with spell-storing since the faq specificly says the one light or one-handed weapon in your other hand.

Spellstrike is a part of making an attack and isn't a seperate action, the 3rd spell either requires a quickened spell or the critcal strike magus arcana.

Liberty's Edge

You can't hold two different spells at the same time.

But what you can do is already have one charge going, then declare spell combat/spell strike and hit the enemy first discharge the spell, then cast the spell as the last part of spell combat.

As you get up in levels and are able to use quickened spells and a spell storing AOMF and another spell-storing weapon, you can extend this to five spells.

Liberty's Edge 5/5

Wow Mike.

Nice schedule of planned events. Application already sent in for a Tier 1 GM

Now to get that set of 3-D dungeon terrain set for Society.

I look forward to the end of Season 5 and the beginning at Gencon 14

Liberty's Edge 5/5

Yeah, I will be planning to run all the slots again as I did last year, and maybe even one or two midnight madness games.

Liberty's Edge 5/5

Jason S wrote:

Thanks for organizing this Chris and Tom, and thanks to my GMs (Carlos Danao and Mike Mckeown) for GMing.

Also thanks Paizo for dropping by to deliver the boons and goblin masks. Also enjoyed meeting Steve Miller, Jesse Riggs and the rest of my table, but I future years I think I’ll make more of an effort to match more (forum) names to faces. It was an enjoyable way to start the convention. Thanks!

Thanks, Jason

I had a fun time too, though Krune died way too easily to a Monk Stunning Fist.

Liberty's Edge 5/5

Hi, Keane Petros, a level 15 Magus is looking for a 14-15 group for his stay in the Diamond City.

He has about reached his pinnacle of power with Spell Perfection for Maximized Intensifed Shocking Grasps, and his Bane Blade arcana for his Black Blade.

He can front line once his illusion defences are in place, and has measures to get around elemental immunities and spell resistance

He looks forward to a scenic trip and enjoying the coffee of the Diamond City

Liberty's Edge 5/5

Hmm, this looks like this would be interesting to join right after Gencon.

Though the adventure paths will have to be used here to get to 20, since Witchwar is still the highest level module right now.

I have a 15th level BlackBlade/Hexcrafter Magus right now and set to be 16th after Gencon. I wouldn't mind running the Moonscar.