Proving Grounds


Pathfinder First Edition General Discussion

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150gp is the amount of gold I had left (actually 0gp, 150gp is character starting gold) the price of a +1 equivalent AoMF has already been put in.

So basically if the Witchfire starts off flying, all melee types are screwed, unless they have been buffed with flying themselves (which is allowed), so if Way has that buff then combat commences as I have written.

prototype00


prototype00 wrote:

150gp is the amount of gold I had left (actually 0gp, 150gp is character starting gold) the price of a +1 equivalent AoMF has already been put in.

So basically if the Witchfire starts off flying, all melee types are screwed, unless they have been buffed with flying themselves (which is allowed), so if Way has that buff then combat commences as I have written.

prototype00

Ahh, gotcha on the gold now.

You are screwed with the witchfire. Even if you are already wildshaped to a queztocoatl. It has fly 50' clumsy. You are at +3 normally, -4 for huge, and -8 for clumsy. Net -9 fly modifier.

Surprise round:
Witchfire has maneuvered so that you will fly 60' right underneath her. She hits you with a ranged touch. 27.93 damage. You use wings, so you now have to make a fly check to maintain altitude. You have a 90% chance to fail, and drop another 10'.

Round 1: She goes again, moves down 10' and touches you again. Another 27.93 damage.

Your turn. She is 60' directly above you. You cannot make the DC20 fly check to move more than 45º angle. You can climb with a move 25' up and 25' over. (50' diagonal) This does not put you in range to hit her. You could cast a spell, or move again. Still, not in range to hit her.

Round 2: She goes again, flies into range and touches again, another 27.93 damage. That puts you down.


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Don't feel bad, though... Damn Witchfire kicked all our asses so far... -.-'


Tarantula wrote:

Sorry, you're right, I thought they updated the PRD already. 4k. You listed 150gp. Still 3850 short.

Yes, there are huge sized flying forms. It is a problem if it is 60' directly above you. You have a +3 fly skill modifier. Huge gives you a -4. To fly up at greater than a 45º angle you need to make a DC 20 check. This means the witchfire is able to just stay above you, until you die.

Full casters are generally accepted to be better than a martial. I was doing a druid to compare specifically the animal companion itself only (with minor buffs) and not the entirety of the druid.

I just noticed he had a druid.

@ Prototype-->This will only show that the other class is doing the heavy lifting so the monk would not get credit.


Wraith, how should we "calculate" Initiative reroll mechanics?

I was bulding an Oracle of Battle yesterday just to see how it would fare without his spells... Turns out he has the slightly higher DPR and slightly lower AC.

Sure, he's using a Greatsword, but unlike most Monks here so far, he isn't extremely optimized for damage. Most of his feats are not related to damage.


It would not really affect the average, and we are already assuming the higher roll wins.

I will say you increase your init modifier by 50%. That may not be mathmatically correct, but it will work for now..

So if your init is a +6 then it becomes a +9.


wraithstrike wrote:

It would not really affect the average, and we are already assuming the higher roll wins.

I will say you increase your init modifier by 50%. That may not be mathmatically correct, but it will work for now..

So if your init is a +6 then it becomes a +9.

I see. That's good enough for me... If I have some free time later today, I'll try to run Mork, 2HR and MoMS Ranger through the encounters.


According to what I can find, average of 2d20 drop lowest is: 13.825.
http://www.enworld.org/forum/showthread.php?196736-What-is-the-Average-Resu lt-of-2d20-Drop-the-Lowest/page2


Tarantula wrote:

According to what I can find, average of 2d20 drop lowest is: 13.825.

http://www.enworld.org/forum/showthread.php?196736-What-is-the-Average-Resu lt-of-2d20-Drop-the-Lowest/page2

so an additional 4 to the check?


So... Basically the same as Improved Initiative? Makes sense...


Lemmy wrote:
So... Basically the same as Improved Initiative? Makes sense...

yeah...that makes sense.


Tarantula wrote:


An interesting thing about shadows, they have create spawn, which states:
"A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds."
If you look at the glossary, for ability score damage, penalty and drain, you get:
"For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration."
So RAW, you can never die from strength damage, and so shadows never create spawn.

Except for the special bit of text that (Greater) Shadows have:

Quote:
Strength Damage (Su) A greater shadow’s touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.


Here's Jakiro's performance against the Greater Shadow

Surprise Round
Sneakily the shadow approaches from under then ground and wacks Jakiro. Even when flat-footed, Jakiro's touch AC is 19
Shadow attack 0.65 * 4.5 * 1.05 = 3.07 Str damage

Round 1
Jakiro goes first, in his wisdom realizes he cannot reliably act against the Greater Shadow if it hides in the ground. He drinks a potion of fly.
The shadow attacks from the ground, Jakiro's touch AC is now 27.
Shadow attack 0.2 * 4.5 * 1.05 = 0.95 Total 4.02 Str damage
Snake Fang 0.8 * 0.95 * 18.5 * 1.1 * 0.5 = 7.73

Round 2
Jakiro spends 1 ki to dodge better and flies a way above the ground, forcing the shadow to expose itself if it wants to get at him and spend a full move action to reach him (thus leaving the shadow in flurry range).
Shadow attack 0.05 * 4.5 * 1.05 = 0.24 Total 4.26 Str damage
Snake Fang 0.95 * 0.95 * 18.5 * 1.1 * 0.5 = 9.18 Total 16.91

Round 3
Jakiro spends 1 ki to attack once more.
Flurry 3 * 0.95 * 18.5 * 1.1 * 0.5 + 2 * 0.7 * 18.5 * 1.1 * 0.5 = 43.24 Total 60.15
The flurry finishes off the Greater Shadow, after Jakiro sustained 4.26 Str damage.


Sorry about my laziness. I did start the thread. I will finish my barbarian today, which gave up a lot of offense in order to stay alive. It will be a good comparison to the other barbarian that hits really hard.


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I wish I had the time to post here more often. I like this thread.

But this is a very busy week for me, so I barely have any free time.

Liberty's Edge

Lemmy wrote:

I wish I had the time to post here more often. I like this thread.

But this is a very busy week for me, so I barely have any free time.

It is a great thread. Hopefully it keeps going.


No rage:

Grok 10
Dwarf Barbarian (Invulnerable Rager) 10
CG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 23 (+11 armor, +2 Dex, +1 natural, +1 deflection)
hp 100 (10d12+25)
Fort +10, Ref +6, Will +8; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +1 trait bonus vs. divine spells, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training; DR 10/lethal, 5/—; Resist fire 2, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 Furious Dwarven waraxe +18/+13 (1d10+11/x3)

FF 18/10 (1d10+20/x3)
Ranged +1 Composite longbow (Str +5) +10/+5 (1d8+6/x3)
Special Attacks hatred, rage (29 rounds/day)
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 14, Int 12, Wis 14, Cha 7
Base Atk +10; CMB +13; CMD 29 (29 vs. Bull Rush, 29 vs. Trip)
Feats Extra Rage Power, Furious Focus, Iron Will, Power Attack -3/+6, Steel Soul
Traits Classically Schooled, History of Heresy
Skills Acrobatics +4, Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb +9, Escape Artist -1, Fly -1, Handle Animal +3, Perception +20 (+22 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +9, Spellcraft +15, Stealth -1, Survival +15, Swim +12
Languages Common, Dwarven, Goblin
SQ fast movement +10, greed, hardy, rage powers (beast totem +3 ac, beast totem, greater, beast totem, lesser, eater of magic [1/rage], roused anger, superstition +4), slow and steady, stability, stonecunning +2
Combat Gear Potion of fly (2), Potion of invisibility (2), Potion of magic fang, greater +1; Other Gear +2 Mithral Full plate, +1 Composite longbow (Str +5), +2 Furious Dwarven waraxe, Arrows (40), Cold Iron Arrows (50), Masterwork Silver Arrows (50), Amulet of natural armor +1, Belt of giant strength +4, Cloak of resistance +1, Eyes of the eagle, Ring of protection +1, Featherstep Slippers 260 GP, 5 SP
--------------------
Special Abilities
--------------------
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eater of Magic (1/rage) (Su) Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, she can reroll the saving throw against the effect (this is not an action). If she succeeds at the second saving throw, she is not affe
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
History of Heresy +1 save vs, divine spells
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (29 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Roused Anger (Ex) You can rage even when fatigued.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

with rage:

Grok 10
Dwarf Barbarian (Invulnerable Rager) 10
CG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 26, touch 11, flat-footed 24 (+11 armor, +2 Dex, +4 natural, +1 deflection)
hp 120 (10d12+45)
Fort +12, Ref +6, Will +10; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies', +1 trait bonus vs. divine spells, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training; DR 10/lethal, 5/—; Resist fire 2, extreme endurance (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 Furious Dwarven waraxe +22/+17 (1d10+16/x3) and
. . Claw x2 (Beast Totem, Lesser) +10 x2 (1d8+4/x3)

FF +22/+14 (1d10+25/x3)

Ranged +1 Composite longbow (Str +5) +10/+5 (1d8+6/x3)
Special Attacks hatred, pounce, rage (29 rounds/day)
--------------------
Statistics
--------------------
Str 26, Dex 14, Con 18, Int 12, Wis 14, Cha 7
Base Atk +10; CMB +15; CMD 29 (29 vs. Bull Rush, 29 vs. Trip)
Feats Extra Rage Power, Furious Focus, Iron Will, Power Attack -3/+6, Steel Soul
Traits Classically Schooled, History of Heresy
Skills Acrobatics +4, Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb +11, Escape Artist -1, Fly -1, Handle Animal +3, Perception +20 (+22 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +9, Spellcraft +15, Stealth -1, Survival +15, Swim +14
Languages Common, Dwarven, Goblin
SQ fast movement +10, greed, hardy, rage powers (beast totem +3 ac, beast totem, greater, beast totem, lesser, eater of magic [1/rage], roused anger, superstition +4), slow and steady, stability, stonecunning +2
Combat Gear Potion of fly (2), Potion of invisibility (2), Potion of magic fang, greater +1; Other Gear +2 Mithral Full plate, +1 Composite longbow (Str +5), +2 Furious Dwarven waraxe, Arrows (40), Cold Iron Arrows (50), Masterwork Silver Arrows (50), Amulet of natural armor +1, Belt of giant strength +4, Cloak of resistance +1, Eyes of the eagle, Ring of protection +1, 260 GP, 5 SP
--------------------
Special Abilities
--------------------
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eater of Magic (1/rage) (Su) Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, she can reroll the saving throw against the effect (this is not an action). If she succeeds at the second saving throw, she is not affe
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
History of Heresy +1 save vs, divine spells
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (29 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Roused Anger (Ex) You can rage even when fatigued.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

This barbarian was made more not to die, than to deal out damage, so the DPR is not impressive.

No rage, only power attack=30.86

Rage and power attack=50.33

+ pounce = 53.68

The next post will be the first part of day 2.

Before you post remember that your consumables will be tracked so if you need to change anything now is the time to do so.


This came up in a different thread, but I think it could change how the archery characters handle the witchfire. Ghost salt. It is a 200gp weapon blanch that can coat 10 arrows per use and stays until a successful attack is made. Imitates ghost touch on the weapon.


Nice Tarantula..I do think that would have made a difference.


My post was eaten.

I am too lazy to retype the entire things.

After dealing with a few zombies the heroes know the tomb is not completely abandoned so our characters are put up front.

Short version this trap needs to be dealt with.

Quote:

ENERGY DRAIN TRAP CR 10

Type magic; Perception DC 34; Disable Device DC 34
EFFECTS
Trigger visual (true seeing); Reset none
Effect spell effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23 Fortitude negates after 24 hours)

Liberty's Edge

I am at lunch, so I will have to post later, but the touch AC makes me smile.


ciretose wrote:
I am at lunch, so I will have to post later, but the touch AC makes me smile.

I am sure it does. I think the monk will be ok with this one.. :)

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