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Posted: Wed Feb 26, 2014 7:14 pm
by Avoraciopoctules
Is there anything keeping you from putting the Deflecting weapon quality into an Amulet of Mighty Fists and then giving it to a Kyton Evangelist to protect a huge swathe of the battlefield from ray spells using its animated chains?

Posted: Wed Feb 26, 2014 7:58 pm
by name_here
You can definitely allow it to make deflection attempts anywhere in range of the chains. However, it lacks combat reflexes and so only gets one attack of opportunity per turn.

Posted: Wed Feb 26, 2014 9:15 pm
by Avoraciopoctules
Great. And since Deflecting only works once per round, you aren't really losing out.

If you have a special snowflake kyton with Combat Reflexes, you might be able to give it some ~8300 GP spiked chains that also have Deflecting to up your protection, but it is probably more economical to just planar bind another generic one and hand it a 4000 GP amulet.

... The precise way the deflection roll works isn't explained clearly. I think it defaults to an unmodified CMB roll against the CMD of whoever you bounce the ray at. Does the ground have a CMD number?

Posted: Thu Feb 27, 2014 3:37 am
by hogarth
Avoraciopoctules wrote:Is there anything keeping you from putting the Deflecting weapon quality into an Amulet of Mighty Fists and then giving it to a Kyton Evangelist to protect a huge swathe of the battlefield from ray spells using its animated chains?
Just my GM saying "I don't allow 3rd party stuff".

Posted: Thu Feb 27, 2014 7:48 am
by ishy
Don't think the ground is a valid target, so with a CMB of +10, it means your kyton will mostly be redirecting rays to itself.

Unless you bring along some crap covered farmers, chained to the devil.

Posted: Thu Feb 27, 2014 10:55 am
by rasmuswagner
Avoraciopoctules wrote:Is there anything keeping you from putting the Deflecting weapon quality into an Amulet of Mighty Fists and then giving it to a Kyton Evangelist to protect a huge swathe of the battlefield from ray spells using its animated chains?
Other than the shitty writing? No.

Posted: Fri Feb 28, 2014 4:50 am
by Avoraciopoctules
ishy wrote:Don't think the ground is a valid target, so with a CMB of +10, it means your kyton will mostly be redirecting rays to itself.

Unless you bring along some crap covered farmers, chained to the devil.
That sounds reasonable, and also pretty thematic. I shouldn't have any problems with the 3rd-party thing, since this is for a game I am MCing.

The PC forces for this encounter are going to be one level 9 lich sorcerer (early access to the template with MC permission), 2 level 7 fighty types with some magic, and about 100 soldiers of levels 2-4.

I'll probably send a few evangelists, one sacristan, some kind of support caster, and a few dozen skirmishers in the same level range as the normal soldiers. The level 7 characters will probably end up dueling the kytons without the lich being in a good position to directly back them up, and the mooks slug things out in the background.

Posted: Sun Mar 02, 2014 8:40 pm
by Lago PARANOIA
Between the various unarmed attack geegaw, Samsaran spell filtching, Greater Hats of Disguise, Feral Combat Training, Guided/Agile weapons, an idiotic trait that boosts your luck bonus by +1, an idiotic weapon property that boosts your morale bonus by enh/2, the Plant Domain for a level/2 damage bonus, the Destruction (Rage) subdomain for rage powers and smite, the Conductive weapon property to make the smite useable, and Blood Crow Strike you should be able to make a clerical unarmed damage dealer that's almost as good as a Divine Metamagic: Persistent Spell abusing 3.0E cleric.

Posted: Sun Mar 02, 2014 9:20 pm
by Cyberzombie
Lago PARANOIA wrote:Between the various unarmed attack geegaw, Samsaran spell filtching, Greater Hats of Disguise, Feral Combat Training, Guided/Agile weapons, an idiotic trait that boosts your luck bonus by +1, an idiotic weapon property that boosts your morale bonus by enh/2, the Plant Domain for a level/2 damage bonus, the Destruction (Rage) subdomain for rage powers and smite, the Conductive weapon property to make the smite useable, and Blood Crow Strike you should be able to make a clerical unarmed damage dealer that's almost as good as a Divine Metamagic: Persistent Spell abusing 3.0E cleric.
Blood crow strike looks terrible to me. A 1 round casting time, and all it really does is let you unarmed strike someone at range, while allowing SR.

What am I missing?

Posted: Sun Mar 02, 2014 10:02 pm
by Lago PARANOIA
It's a spell, so it's affected by stuff that enhances spells. Like Quicken Spell.

Posted: Sun Mar 02, 2014 11:46 pm
by TiaC
Also, due to fucked duration, once you cast it, you can always make ranged punches at that target.

Posted: Mon Mar 03, 2014 12:30 am
by NineInchNall
That's fucking hilarious.

Posted: Mon Mar 03, 2014 1:18 am
by ...You Lost Me
It's a terribly-written spell. The other interpretation is that, after successfully casting the spell, you get a full attack's worth of crows.

Posted: Mon Mar 03, 2014 4:19 am
by TiaC
Well, it has a 1 round casting time, so that can easily screw you. It also doesn't actually say that you get to make attacks as part of casting it.

Posted: Mon Mar 03, 2014 4:25 am
by OgreBattle
Can you grapple or trip with your crows

Posted: Mon Mar 03, 2014 4:35 am
by TiaC
Yes, it's "You can make unarmed strike or flurry of blows attacks against the target as if it were in your threatened area" and you can totally trip someone in your threatened area with an unarmed strike.

Posted: Mon Mar 03, 2014 10:08 am
by Prak
I now totally want to play a cleric whose shtick is throwing burning crows at people.

Posted: Mon Mar 03, 2014 10:24 am
by ishy
Can you cast it on an ally, and then use it to use touch spells at range?

Posted: Mon Mar 03, 2014 3:04 pm
by Maxus
Prak_Anima wrote:I now totally want to play a cleric whose shtick is throwing burning crows at people.
And worships the Red Crow.

Posted: Mon Mar 03, 2014 7:29 pm
by sake
Prak_Anima wrote:I now totally want to play a cleric whose shtick is throwing burning crows at people.
"Thank you, Pathfinder, it's comforting to know that even though I still can't have a decent basic Fighter or Monk, I can totally play one of those weird quasi-KKK crow mage dudes from Bioshock Infinite."

Posted: Thu Mar 06, 2014 9:16 pm
by Antariuk
So the player's guide for the new Mummy's Mask AP is out. And it is so utterly boring I am actually surprised - I know it doesn't give away the biggies, but after reading those pages I am convinced that this AP will not turn any heads other than those of diehard fans of Ancient Egypt. There is nothing new or interesting, all cliches and memes are adapted 100% and at face value, no twists, nothing. You have cliche pharaohs, cliche sphinxes, cliche tombs, cliche mummies, cliche people with turbans, and cliche scimitars. Also this trapfinding trait some people raged about.

The environmental rules are still a joke, as in expect to see all-tiefling parties with hilarious indifference towards walking through the desert in armor. The spells create water and endure elements render 90% of all this moot, so why even bother?

Posted: Thu Mar 06, 2014 9:33 pm
by Wiseman
Antariuk wrote: The environmental rules are still a joke, as in expect to see all-tiefling parties with hilarious indifference towards walking through the desert in armor. The spells create water and endure elements render 90% of all this moot, so why even bother?
BECAUSE RAELIZARM!

Posted: Thu Mar 06, 2014 11:38 pm
by Avoraciopoctules
Antariuk wrote:So the player's guide for the new Mummy's Mask AP is out. And it is so utterly boring I am actually surprised - I know it doesn't give away the biggies, but after reading those pages I am convinced that this AP will not turn any heads other than those of diehard fans of Ancient Egypt. There is nothing new or interesting, all cliches and memes are adapted 100% and at face value, no twists, nothing. You have cliche pharaohs, cliche sphinxes, cliche tombs, cliche mummies, cliche people with turbans, and cliche scimitars. Also this trapfinding trait some people raged about.

The environmental rules are still a joke, as in expect to see all-tiefling parties with hilarious indifference towards walking through the desert in armor. The spells create water and endure elements render 90% of all this moot, so why even bother?
Laaame. I was really looking forward to making my campaign into a ridiculous parody of Ancient Astronauts theory. Maybe I'll be better off making something up from scratch after all. I'll buy at least one module, though, since I do think pyramid dungeons full of deathtraps can be pretty fun.

Posted: Fri Mar 07, 2014 3:35 am
by Koumei
sake wrote:
Prak_Anima wrote:I now totally want to play a cleric whose shtick is throwing burning crows at people.
"Thank you, Pathfinder, it's comforting to know that even though I still can't have a decent basic Fighter or Monk, I can totally play one of those weird quasi-KKK crow mage dudes from Bioshock Infinite."
There's a Witch archetype that lets you play as Bayonetta. Except your hair has to be white, apparently. So it totally isn't Bayonetta!

But yeah, they seriously made "Attention, duelists: my hair is assaulting you!" a playable archetype in a time when fighters and monks still sucked troglodite balls.

Posted: Fri Mar 07, 2014 3:57 am
by darkmaster
Antariuk wrote:The environmental rules are still a joke, as in expect to see all-tiefling parties with hilarious indifference towards walking through the desert in armor. The spells create water and endure elements render 90% of all this moot, so why even bother?
Well obviously you can't have super cool high level environments if you don't have boring low level environments.