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Sleepless Detective

Abraham spalding's page

RPG Superstar 8 Season Star Voter. Pathfinder Society Member. 11,651 posts (16,496 including aliases). 1 review. No lists. 1 wishlist. 14 aliases.



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So I really like the shielded gauntlet style feats for a character I'm developing and I would like some help getting it online in fairly short order.

I don't need high end DPR but the character needs to offer competent damage.

So far what I have is defense with the occasional slap from shielded gauntlet and the actual primary weapon being either a starknife or a rapier (I'm flexible as to which), dexterity should be the offensive driving force.

Mixing styles is not required, but I would like to.

Two weapon fighting is also acceptable but not required or even sought.

The paths I'm thinking are:
Offense:
Use swashbuckler. Either Inspiring Blade or Flying Blade archetypes would fit the flavor. Problems are getting enough feats.

Use Magus for offense (going black blade and kensai). The black blade would be a rapier in all likelihood and the kensai focus would be for the gauntlet. Problems include getting shield proficiency.

Some flavor of bard. Feats are the primary issue here as well.

Other styles I'm looking at:
Outslug -- Gives 10 foot steps, improves defenses even more and offers a bit of bonus damage.

Startoss Style -- offers good bonus damage and extra hits when I make ranged attacks, however gets very feat expensive.

Upsetting Shield style -- Using the gauntlet as a buckler, and using the gauntlet(buckler) as a light shield in order to get missile and ray shield. Very feat expensive, and likely to be discarded.

I really like the idea of going startoss using a starknife.


2 people marked this as FAQ candidate.

Faith Magic discovery allows a wizard to cast a divine spell using up a spell slot one level higher than it normally takes, as a divine spell.

Faith Magic Discovery:
Benefit: Select one spell granted by a domain belonging to the god you worship. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast. When you first prepare your spells for the day, you can prepare this spell once, using a spell slot 1 level higher than the spell's actual level. This is cast as a divine spell.

If you take Faith Magic at level 7 as a wizard you could then take a 2nd level divine spell (from the a domain) and cast it as a third level spell.

Would this allow you to qualify for Mystic Theurge? (question 1)

Mystic Theurge states that it increases an "existing divine spellcasting class".

I read this to mean even though you qualify if you have not taken at least one level in a divine spellcasting class you will not gain the benefit of the mystic theurge class (question 2, is this correct?)

If that is the case would it be correct to say the best way to take advantage of the faith magic discovery would be to take one level in a divine class at level 8 and then start taking mystic theurge at level 9 (so you can take faith magic at level 7)? (question 3)


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Alkenstar Alchemist

So it always bothered me that alchemists are mentioned in many pieces about alkenstar but we don't have an archetype that is really compatible with the manawastes. This archetype is supposed to help with that.

Alchemy is replaces with a heal stick ability. Each new part of the ability is unlocked at the same time the alchemist would have normally received a new spell level of extracts. I kept bombs reducing their power and making them Extraordinary instead of supernatural as well as mutagens.

I also added some firearms support to keep with the themes of alkenstar. I am concerned that offering gun training at all is a little much, but it doesn't happen until 10th level.

As always thoughts, comments and concerns are welcome and appreciated.


Could a promethean alchemist that has an improved familar feat and appropriate caster level take his homunculus companion as his familiar?


1 person marked this as FAQ candidate.

So the promethean alchemist cannot taken mutagen... However the oenopion gives an ability like mutagen, but technically not mutagen.

Nothing else conflicts between them.

So would the alchemists with both archetypes be able...

1. to craft his experimental mutagens?

2. take other mutagen based discoveries?

And,

3. since experimental mutagen gives the option to create normal mutagens can he now create those as well?


He's mad, but all the best people are.

The idea here is sacrificing for more power. Euphoria is the part that ties in emotions and feelings.

I purposefully did not include gather power as I felt that pulled away from the central theme of giving of yourself for more power now. As a work around to keep the expenditure of burn from killing the class I did offer the option of spending arcane pool points to lower burn. You have to keep the constant balance, go too far in either direction and it's going to hurt.


This guy steals from wizards...

Because that's so smart!

Comments, Concerns, Ideas, and Cookies all accepted.


Link

So I was fiddling around with spreadsheets and developed this while doing so.

It's for Razimarian Priests however the pages of spell knowledge can be helpful for anyone.

You can choose your wealth by level and make sure you don't go over with that, it's at the bottom.

If you want to see just how many spells you'll "know" with your "spell book" just choose your level at on the side and it'll give a break out there.

So far it's only for human sorcerer's with their FCB, but I'll work on that later.

*****************************************************************

Ack! It did not transfer well, so the wealth by level and sorcerer spells known sections are broken at the moment.

I'll fix them in a bit.


You have learned to hide a spell behind the casting of another spell. This masks the second spell with the first from the unwary.

Prerequisites:heighten spell, still spell silent spell
Benefit:when you perpare a riding spell select a second spell. When you cast the riding spell the second spell is cast as well. If any save throws are required then the dc is set to the altered spell level of the riding spell. If the save throw of the second spell is failed the target of the riding spell does not recognize that the second spell was cast on him.

People trying to identify a riding spell take a -10 penalty to recognize the second spell was cast. If the second spell is lower level than the riding spell this penalty increase by 5. If the second spell is higher level that the riding spell the penalty decreases by 5.

A riding spell has a spell level of both spells combined +4.


Link

Going to regret this, I just know I'm going to regret this...

So I didn't like words of power. Hence this document that's been bouncing in my brain for a while.

The key idea is object based programming. Spellcasting is the class, spells are the object.

You choose the effect (closest to what you want) and then adjust the attributes of the spell to fine the level. Some attributes have sub-attributes. For example cones, lines and blasts have sizes; while multiple has number of targets and distance between targets.

It is a work in progress. The sheet is open for comments (I'll be controlling edits to try and help prevent shenanigans), and suggests are welcome here as well.

Long term I need to put in the 'default' levels for various spells 'archetypes' to give a starting point for others to use this guide.


So this is kind of an one post optimization guide for a specific build, hence the spoilers to help divide the post into parts to make it easier to read (hopefully).

The basics

Human (or Half elf)
Unchained Monk (Monk of Many Styles)
Staff Magus (hexcrafter optional, but recommended)

Leveling Order
Monk first, Magus Second, Monk third, Magus Forever (maybe)

Feats that matter:

Bonus feat: Exotic Weapon Proficiency(Fauchard)
level 1 feat: Weapon Focus(Quarterstaff) <- this is why unchained monk first.
Monk Bonus: Spear Dancing Style (Fauchard)
Magus Bonus: Quarterstaff Master
3rd level: Ascetic Style (Quarterstaff)
Monk Bonus: Spear Dancing Spiral
5th level: Scorpion Style
7th level: Ascetic Form
If you take hexcrafter: Hex strike
Sometime before 15th level: Gorgon's Fist
Sometime after 10th level: Perfect Strike
15th level: Medusa's Wrath

So here's what happens:

Spear Dancing Style is free of prerequisites due to Monk of Many Styles, and means any feat we can use with a quarterstaff we can use with a Fauchard.

Ascetic style lets us use a quarterstaff (read: Fauchard) with any feat that normally requires unarmed strikes. This means we can stunning fist, hex strike, and perfect strike with a Fauchard. Ascetic Form means we actually get enough uses of stunning fist and perfect strike to make them worthwhile.

That's cool, gets you through the lower levels have fun with a polearm that is one handed and has an 18~20 crit range that provides possible stunning, or your rerolls after level 10 (to qualify for perfect strike)

Grab a wyroot handle for your Fauchard so you can recharge up to 3 arcane points a day.

So What?:

Now the real fun begins at level 15, when you get Medusa's Wrath.

Medusa's Wrath gives you two extra unarmed attacks (read fauchard attacks now) when you full attack that can only be used against enemies that are: dazed, flat footed, staggered, paralyzed, stunned or unconscious.

You have a second level spell called Frigid Touch... that auto-staggers its target.

That means you have two extra attacks against that enemy, so your full attack is now +X/+X/+X/+X-5/+X-10 (without haste).

Other Thoughts:

You also qualify for weapon specialization if you want it for the quarterstaff (read fauchard), and if you really want to you could take ascetic strike and monastic legacy to take your weapon damage up to 2d6 at end game levels, but I think that would be a waste. Dazing spell would be a good choice.

Finally consider 4 levels of unchained monk total instead 2. This would open up the ki pool to you with 1 power, and put your total BAB to +16 at level 20 instead of +15 (meaning +X/+X/+X/+X-5/+X-10/+X-15 without haste). This would allow taking Ki Arcana and allow you to expand your arcane pool points if you so choose.

Stats:
The base build would be Strength -> Intelligence -> Wisdom focused, probably in that order, unless you really wanted to be good with the stunning fist for some reason, then bump wisdom over intelligence (I wouldn't).

Alternative Stats:
If you really wanted too you could take weapon focus(fauchard), weapon finesse, and slashing grace to be dex focused instead of strength. This build would be much stronger on the defensive side. I would stat this Dex -> Wisdom -> Intelligence, and stay out of armor to make the most of your wisdom to AC bonus. This build would benefit more from going level 4 monk and getting a monk's robes. All in all your defenses are going to be awesome, since you have that shield bonus to AC, the dexterity and wisdom to AC, bracers of armor for armor bonus, so on and so forth and really good saves (monk 4 magus 16 is +14, +9, +14, Monk 2 magus 16 is the same save wise).

Ascetic Form:
Ascetic Form is only really useful IF you want to have perfect strike, stunning fist, and/or hex strike. If you don't want these abilities see below.

************************************************************

For staff magus:
Spear Dancing Style is awesome. You can grab the polearm of your choice and use it instead of a quarterstaff.

If you want to go strength focused two levels of unchained monk of many styles will do you.

If you don't want to go strength focused you can go straight magus and take the two weapon fighting and weapon finesse. If you do this I would suggest being dexterity focused and taking slashing grace as well (in for a penny in for a pound). You are going to need weapon focus(polearm) instead of weapon focus(quarterstaff) though.

Drawbacks:
The biggest drawback is the two rounds it takes to get your styles going. You qualify for style master at level 8, meaning you could take it at level 9, allowing you to start in spear dancing style from the get go without spending a swift action and immediately launch into ascetic form with the swift action.


So here's what I'm wanting:

Investigator with VMC cavalier with the order of the eastern star.

My intention is to use slashing grace or fencing grace along with challenge and studied combat to see my melee damage through.

This requires 3 feats, either way (weapon finesse, weapon focus, and grace).

I would also like to take Stalwart to stack up on the DR I'm getting from order of the eastern start, which would also require three feats (Diehard, Endurance, and Stalwart).

I will only get feats on 1, 5, 9, 13, 17. If I go human I can have enough to cover everything, no problem however very long term to get it done. However I think I would prefer combat expertise to fighting defensively, and eventually I would also like Improved stalwart if I can get the bonuses to make it worth while.

I would like to stay single class investigator.

So where I need advice:

1. Which would be better, combat expertise or fighting defensively, and what can I do to improve them?

2. Should I go with an agile weapon and skip the grace feats, use an agile weapon until later in the game and then get the grace feat or simply rush for grace early?

3. Should I consider any archetypes for the investigator? I was kind of looking at the psychic detective since it fits the theme with the order of the eastern star well.

4. Intelligence or Dexterity as primary? I'm thinking Dexterity.


Do the talents that increase the spell casting ability increase the spell casting ability you have in your social identity too, or are you stuck with just the base spells that come at level 1 for your social identity?


15 people marked this as FAQ candidate. 2 people marked this as a favorite.

How do I qualify what feats I qualify for with which weapon? Is it based on how I use the weapon, or how the weapon is listed?

Example: The bastard sword is listed as a one-handed exotic weapon, but can be used as a martial two handed weapon. Can I use a bastard sword with slashing grace?

Second Example: Can a phalanx fighter use slashing grace with a polearm that he can use as a one-handed weapon even though it is listed as a two-handed weapon normally?

We have two FAQs that suggest different things. One says the bastard sword is a one handed weapon here

FAQ wrote:

Cleric: Does a cleric, whose deity's favored weapon is the bastard sword, receive free martial or exotic weapon proficiency with the sword?

Since the bastard sword is listed as an exotic weapon, he receives the Exotic Weapon proficiency with the weapon, allowing him to use it one-handed.

and is then contradicted by this FAQ

FAQ wrote:

Exotic Weapons and Hands: If a weapon is wielded two-handed as a martial weapon and one-handed with an exotic weapon proficiency, can I wield it one-handed without the exotic proficiency at a –4 penalty?

No.
Note that normally you can't wield a two-handed weapon in one hand. A bastard sword is an exception to that rule that you can't wield a two-handed weapon in one hand, but you must have special training to use the bastard sword this way. Without that special training, wielding a bastard sword one-handed is as impossible as wielding a greatsword one-handed.
(The same goes for other weapons with this one-handed exotic exception, such as the dwarven waraxe.)

Edit 7/26/13: Correction of a typo in the second sentence that said "you can't wield a two-handed weapon in two hands."

Which states that the bastard sword is actually a two handed weapon with an exemption clause.

However the position that a weapon is how you use it is also supported by the last FAQ on bastard swords which kind of cleans the prior two FAQs up in relation to the apparent contradiction:

FAQ wrote:

Bastard Sword: Is this a one-handed weapon or a two-handed weapon?

A bastard sword is a one-handed weapon (although for some rules it blurs the line between a one-handed and a two-handed weapon).

The physical properties of a bastard sword are that of a one-handed weapon. For example, its hardness, hit points, ability to be crafted out of special materials, category for using the Craft skill, effect of alchemical silver, and so on, are all that of a one-handed weapon.

For class abilities, feats, and other rule elements that vary based on or specifically depend on wielding a one-handed weapon, a two-handed weapon, or a one-handed weapon with two hands, the bastard sword counts as however many hands you are using to wield it.

For example, if you are wielding it one-handed (which normally requires the Exotic Weapon Proficiency feat), it is treated as a one-handed weapon; Power Attack only gets the one-handed bonus, you cannot use Pushing Assault or Shield of Swings (which require a two-handed weapon), and so on.

If you are wielding it with two hands (whether or not you have the Exotic Weapon Proficiency to wield it with one hand), it is treated as a two-handed weapon; Power Attack gets the increased damage bonus, you can use Pushing Assault or Shield of Swings (which require a two-handed weapon), and so on.

An unusual case of the handedness rule is an ability that allows you to treat a two-handed weapon as a one-handed weapon. For example, the titan mauler's jotungrip (which allows you to wield a two-handed weapon with one hand) allows you to wield a bastard sword in one hand even without the Exotic Weapon Proficiency, and (as the ability states) treats it as a one-handed weapon, therefore it is treated as a one-handed weapon for other effects.

I italicized what I feel are the most important parts. The last paragraph especially since it specifically calls out other abilities that alter the handedness of weapons. This specifically states that how you use it is how you determine effects for the weapon, does this include qualifying for feats?

In other FAQ's we have seen that "other effects" include qualifying for feats, favored class abilities and archetypes as shown in the half-elf and half-orc FAQ:

Quote:

Half-Elf or Half-Orc: Can a character of either of these races select human racial archetypes (such as from Advanced Race Guide?

Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).

Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ and two Advanced Player's Guide FAQs.

Even this is obviously not clear cut though because the FAQ on the titan mauler specifically does not allow the use of large two-handed weapons as two-handed weapons even though they are one-handed weapons for the titan mauler

FAQ wrote:

Barbarian--Titan Mauler: Does the Jotungrip class feature (page 30) allow the Titan Mauler to use oversized weapons?

No. Jotungrip allows the titan mauler to use two-handed melee weapons in one hand, but only if the weapon is appropriately sized for the character. The massive weapon class feature allows her to use oversized weapons with decreased penalty, but does not allow her to use two-handed weapons of that size in one hand.

Update Page 30, in the titan mauler archetype, in the Jotungrip class feature, in the first sentence, insert the word "melee" between "two-handed" and "weapon."

If this is the case then I would submit that the answer to my question is: The weapon is how it is used for all effects including qualifying for feats and abilities.

Sorry I forgot a part:

The only other FAQs that throws this into question are the one regarding the lance

FAQ wrote:

Power Attack: If I am using a two-handed weapon with one hand (such as a lance while mounted), do still I get the +50% damage for using a two-handed weapon?

Yes.

and of course has it's own problems with this FAQ

Quote:

Weapons, Two-Handed in One Hand: When a feat or other special ability says to treat a weapon that is normally wielded in two hands as a one handed weapon, does it get treated as one or two handed weapon for the purposes of how to apply the Strength modifier or the Power Attack feat?

If you're wielding it in one hand (even if it is normally a two-handed weapon), treat it as a one-handed weapon for the purpose of how much Strength to apply, the Power Attack damage bonus, and so on.


Alright so the vigilante has several class abilities that operate off of surprising the opponent, four to be exact including his capstone!

However he lacks any real means to remain undetected and get that surprise in the first place. Especially in a pathfinder world where darkvision, blindsense, blindsight, and other various senses exist.

Yes the vigilante can use stealth but he lacks anything to actually make him good at it as a class. Some of the specializations have some options (vanish and invisibility for the warlock, a bit of hide in plain sight for the stalker), but for a class that has several major features that are core functions of the class (meaning every specialization gets them) it is lacking support for this key feature.

As such I would suggest if these class features are going to stay, and stay how they are the vigilante needs means to be better at stealth and to get the drop on his opponents in the first place, and a means to do this even as the rest of the non-vigilante party is doing whatever it does.

If this is the direction and features the vigilante is going to push he needs a mechanic or a better means of using the existing mechanics to do so.


7 people marked this as a favorite.

Is it just me or does this entire class seem like a game mechanic for a specific sort of AP?

I mean why do we need a class for this instead of just a subsystem?

It seems to me that the dual identity (and the rest of the "social identity") should simply be something where you trade the ability to use some of your actual class features when you aren't in costume for the abilities it gives.

I'm also less than impressed by the social identity aspect mainly because it's basically an expert NPC class that turns into a PC with 5 minutes of "alone time".

Did I miss something?


Goetic Investigator Archetype

For review and criticism. Please place all comments and thoughts in this thread.


7 people marked this as a favorite.

Spalding's Guide to Optimizing your GM

There is of course more to follow, and I'm always willing to listen to more ideas on the topic.

So I hope this helps people and as always feel free to leave feedback.


Basically what it says. Grab three levels of Phalanx fighter, use a pole arm one handed with a buckler. Grab some duelist levels (or daring champion cavalier) and slashing grace... use a polearm (May I recommend the fauchard?) with dex to hit and damage and with all the benefits of being a duelist.

Profit?

I honestly would like to do with this 8 levels in skirnir magus to have spell combat with a polearm while using a shield. The idea being that with a Fauchard you can use wyroot and abuse the heck out of your arcane pool.

So what do you think? Anything else this could work well with?


7 people marked this as a favorite.

So obviously the first thing to do with any problem between GM's and players is to talk about it in the group and fix it as a group.

That said not every behavior is easily recognizable. So I would suggest that we start categorizing the various types of bad GMs and how to recognize them, as well as suggestions on how to help the GM move off the behavior that is causing the problems.

1) The Counter GM
You get to the game things are going alright and suddenly your major thing no longer works. If you are a fire mage all the enemies are fire-proof, if you are a paladin all the enemies are neutral. If you are ranged there is always fog, wind walls, deeper darkness or some other means that prevents you from attacking at range. Regardless of what you want to do it no longer works. High attack bonus? Everything's AC jumps, high AC? Everything's attack bonus jumps, lots of damage? More HP, SoS/SoD? Nothing fails its saves. So you develop new tactics just to have them closed down too, eventually nothing works because everything is immune to everything.

What to do: Talk to your GM about the problem. It could be he has a weird idea of just how effective things are or he doesn't realize much he's overcompensating for your abilities. Assure your GM you aren't looking to have an easy time, but you would like to be able to do the things you are good at sometimes.

2) The Director
Hey everybody get on the train! You have a part to play and by the gods you are going to play it. This play has a plot and if you side track it everything is going to blow up or just plain not work.

What to do: Talk to the GM about the problem. It could be he's uncomfortable with the system and doesn't understand how to work around various abilities. Maybe he's really only worried about a specific power and he's overcompensating in order to prevent that one type of power from entering the game. Perhaps too much time on the forums has him intimidated about "players taking over my table". Perhaps give him some plot hooks and ideas before the game and early in the planning for future games so he can more directly work in what you would like to see your character develop towards too. Giving him information can help the GM better develop the story to take the actual characters into account instead of having to guess at what everyone is trying to do.

3) The Actor
Oh no! The world needs saved! Fortunately the GM has an NPC for that. Maybe not just one, perhaps he has several. At the end of the day you feel more like you are there to simply witness the NPC's doing everything while you walk around.

What to do: Talk to the GM about the problem. He might miss playing and need someone else to take over so he can get a game or two in from the other side of the table. Maybe he's afraid your PCs can't handle what he is throwing at you so he overcompensates in the other direction. You need to let him know that while it's his world you do want to play in it too. Interact with the NPCs so he gets some acting time in too. If you usually simply say, "We go buy stuff at the store" instead start showing interest in the store and the NPC running it. This allows the GM to get his acting on without having to run all over the PCs to do it.

4) The Tormentor
This GM is a lot like the counter but there is a key exception. All your stuff works, it just takes forever for any fight to end. Literally every fight seems like a three hour slog where whatever you are doing works, but seems to have little to no effect in just ending the fight. Every fight ends with a near TPK, and he swears he's taking it easy on you!

What to do: First consider your party make up. If you are a bunch of intelligence 10 wizards trying to go with a two handed weapon melee build then that might be your problem. However if you have good party balance and your characters are generally well built (your fighter has armor and power attack, your wizard has a good casting stat and so on) then perhaps it really is the GM. He might think that if you don't just barely get by you won't feel like you got your money's worth so to speak. If that's the case assure him that you like a good epic battle every now and then, but not every battle needs to be epic (nor should every battle).

Feel free to add more, and before you get upset realize this is simply to help. Most GMs are alright. I would offer one for GMs with player problems but there are already a lot of things for that out there such as the GMG


A 5th level rogue with 16 intelligence has the underground chemist archetype and bomber rogue talent.

He comes up on a situation where his opponent is flat footed and lobs a bomb at the enemy -- it is his first attack of the round.

Does the bomb do:

1. 3d6+3 damage (just the bomb's normal damage)
2. 6d6+3 damage (bomb's damage and precise chemical weapon allowing sneak attack)
3. Something else?

Second question:

Does the chemical weapons ability basically work as fast bombs with the bomber rogue talent, or does it only apply to "mundane" splash weapons?

My thought is the later.


So if I take the shaman class and the Witch Doctor Archetype and I have the life spirit would I be correct in thinking I have two pools of channel energy: The first at full level with 1 +Charisma uses a day and the second starting when I hit level 4 with effective level of class level - 3 and 3 + charisma uses per day?


There is no wrong way.

Except yours -- that's just sick.


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So this might someday turn into a guide, but for now I'm simply doing a cliff notes version to gather my thoughts on teamwork feats and how to utilize them effectively. feats worth sharing but not taking independently

First Up: Good Teamwork Feats
Allied Spellcaster -- Useful for the spell penetration help, better when you and your teammate share a spell. // If you have a caster/bodyguard combo in the party then the bodyguard helps with spell penetration simply by being there. However is otherwise a wasted feat for the bodyguard. Better if the spellcaster can share it instead of other way around.

Coordinated Distraction -- Nice in part because you don't have to be adjacent simply threatening. Makes concentration checks harder and scales with the number of people threatening. Must be able to AoO though.

Coordinated Shot -- Situational at best. IF you can flank AND not provide cover THEN it's a +2 bonus. Two conditions makes it harder to like, but for not straight fighter archers it offers bonuses to hit which can be needed.

Enfilading fire -- A much better choice than coordinated shot, but requires more to get. Hurts the melee types you need because they have to spend feats on ranged combat in order to set up the ranged ally. Best if the ranged ally can get it and share it out.

Escape Route -- Probably one of the best teamwork feats out there. Allies can help prevent the need to withdraw and with careful planning can ensure no one eats AoO's from moving. Provides greatly increased tactical options.

Ferociously Loyal -- Free +1 just for your ally being threatened. Great feat for flankers and anyone else in the party. Basically as long as the monster has someone close to it you get a +1. If the ally drops (looking at you rogue) then the bonus increases. Morale bonus so methods of increasing it exist as well.

Lastwall Phalanx -- Situational but good, if adjacent to allies. Sacred bonuses aren't common and it is a bonus to both AC and saves but requires evil opponents. Stacks with the number of allies you can get near you. If you can share it then it is awesome for summoners and conjurers.

Lookout -- plenty of classes and archetypes can be not surprised and this shares it with the party. For parties with more than one capable of doing so expands action economy -- requires surprise rounds however and can cheat you out of initiative though. Situational but great.

Outflank -- good other end to the enfilading fire, as the flankers gain more bonus and is especially good with crit fishers.

pack attack -- good for helping to set up flanking solutions. But requires preplanning so you are adjacent and near the monster at the same time. potentially awkward to use.

Shake it off -- good for casters with valet familiars or if you can share it (summoners and conjurers can use it in such cases). Also useful if the party sticks close together. Untyped stacking bonuses to save throws are nice, and even if only one ally is near it's a +1 to all three save throws.

shield wall -- A good pass off feat if multiple people are using shields. Increases bonus for bigger shields and can provide total cover for multiple allies with a single tower shield expanding defensive options.

shielded caster -- very good choice for martial casters such as the magus, bard or cleric. A minimum of +4 bonus to concentration checks increasing up to +6 with the added booster of helping decrease the effects of concentration DC increasers by half -- but those are still rather rare and require your ally having disruptive. Good for a caster to share out if possible.

spell chain -- great for parties with multiple casters especially ones with witches. Gives double roll on spell pen checks An awesome feat that any party with two casters targeting the enemy should take, best if the first caster uses a multi-target spell to increase target choices for the follow up casters.

swap places/improved swap places -- good if you have a the swift action economy for it and a glass melee combatant like the investigator who wants to hit then fade out of attack range. Combined with escape route can allow you to swap out the front line quickly without burning extra actions. The optional bull rush has potential.

broken wing gambit -- interesting but potentially worth it for every party member.

target of opportunity -- ranged pile on.

Next up options for Parties -- these are ways to spread the teamwork love

Druman Blackjack == Best option for teamwork feats. Everyone takes a single level and one person stays fighter until 4. Gives up 3 feats but allows you to share or more teamwork feats with everyone, without meeting prerequisites and from anyone that has the teamwork feat. Infinite reusability and lasts for hours at a time. At level 8 works with anyone not a blackjack but doesn't last as long and if all are blackjacks a free +1 on skill checks and save throws. At level 12 provides two teamwork feats. Allows each party member to selectively build out to the teamwork feats that are easiest for them to get and then allow everyone to share based on the needs of the party. Also allows iron will and improved iron will (as well as teamwork feats) to be bonus feats. Stacks well with most other archetypes.

Holy Tactican == faster share at lower level and give five bonus teamwork feats. Provides on the theme of shared tactics well.

Tactician fighter / cavalier/ Exemplar/ Vanguard / Divine Commander == shares teamwork feats for less time and more specific on what is shared. Exemplar gains other thematic bonuses and can inspire which is nice.

Next Up: Teamwork for the Solo.


So what do you think? Worth the change up or not? You get +6 to damage with simple weapons over 9 levels but that means you give up +4 to hit over those levels with studied combat.


During times of peace and renaissance a gentleman might earn respect among his peers and a place with a noble order through his wit and drive instead of his steady swordarm. A gentleman Knight nevertheless upholds his code and duties with the same zeal that the cavaliers of old did.

Challenge(Ex): A gentleman Knight may expend a point of inspiration to use the cavalier's challenge ability as a cavalier of his level. This ability replaces trapfinding and all instances of trap sense.
Order(Ex): A gentleman Knight gains an order at second level as a cavalier would. He must adhere to the edicts of his order and gains all the abilities that a cavalier would from the order. This replaces Poison Lore, all instances of poison resistance and poison immunity.


The hound of Baskerville does not have access to the varied extracts of other investigators. Instead he relies on the steadfast services of his faithful animal companion.

Animal Companion(Ex): At level 1 a hound of Baskerville gains an animal companion as a druid equal to his level.
Animal Focus(Su): At level 1 a hound of Baskerville gains the animal focus ability as a hunter equal to his level. This ability includes the second animal focus gained at 8th level.
Hunter Tactics(Ex): At level 3 a hound of Baskerville gains the hunter tactics ability.

A hound of baskerville does not gain the alchemy ability, these abilities replace it completely.


The physician relies on his medical inspiration and more "natural" remedies to cure people in areas where magic has failed or is viewed with suspicion.

Medical Inspiration(Ex): A physician may use his inspiration ability on heal checks for free. A physician may use his intelligence modifier in place of his wisdom modifier on heal checks. In addition when using inspiration on a heal check he gains additional benefits based on what type of heal check he is performing:

First Aid -- The physician heals the patient a number of hit points equal to his inspiration bonus on the skill check.

Long Term Care -- The physician heals each of his patients additional hit points equal to his inspiration roll. He may instead heal an amount of ability damage for one patient equal to his inspiration roll.

Treat wounds from Caltrops, spike growth, or spike stones -- The physician reduces the amount of time required by a number of minutes equal to his inspiration roll.

Treat Deadly Wounds -- The physician heals the patient an additional amount of hp equal to his inspiration check with only a single use of a healing kit. A physician that exceeds the DC by 5 or more may heal an additional amount of hp equal to his intelligence modifier. Finally a physician can spend an additional point of inspiration to be able to treat deadly wounds on a patient a second time during the day. Each time he heals the same patient again in the same day it costs an additional inspiration point.

Treat Poison or Treat Disease -- The patient may use your heal check in place of his save throw against poison or disease.

At level 4 when the physician uses an alchemical item on an ally (including himself) he may spend a point of inspiration to increase the effectiveness of the alchemical item. When the physician uses this ability he makes an inspiration roll. He may increase the duration of the item by an amount equal to this roll in the form of duration the item already has (if the item lasts minutes he increases the duration a number of minutes equal to his roll, if it last rounds he instead increases the duration a number of rounds equal to his roll). He may instead increase the items effectiveness by an amount equal to his inspiration roll (if the item provides energy resistance it increases by an amount equal to his roll, if it provides fast healing it the amount of fast healing is increased by his roll).

At level 7 the when the physician improves an alchemical item for an ally he may also negate any negative side effects that come from using the item. The physician may also attempt to treat ailments other than those normally treatable by the heal skill. He may attempt to remove any of the following conditions from a patient; blindness, deafness, stunned, confused, fatigued, exhausted, nauseated, paralysis, sickened, staggered, or unconscious. The DC for the check is the Caster level of the effect + 10 and takes a full round action.

At level 10 the physician may attempt to treat wounds that would normally be fatal. By expending 5 points of inspiration the physician may attempt to treat someone that has been killed. The DC of the check is 10+the number of rounds the patient has been dead + the amount of negative hit points the patient is currently at. If the physician is successful the patient is revived with 0 hp and one negative level.

At level 13 the physician may attempt to treat permanent negative energy levels or ability drain. The DC for the check is 10 + the caster level of the effect.

This ability replaces Alchemy.


are they charisma or intelligence based, and are they the normal 10 plus half level. my pdf didnot say.


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So a while back we put together the Sorcerer's Aid Project: Sigils and Talents.

I would like to work on a follow up project: The Sorcerer's Aid Project: Mutations.

A mutation replaces the sorcerer's arcana ability with an ability that is always active generally passive and has no effect on the sorcerer's casting. Instead it's more tied into their physical being. Each mutation should generally be limited to bloodlines that would have a tie in to what that mutation does.

Example:

Positive Energy Conduit
Available to: Celestial, Fey, Verdant
Benefit: Your body is a raw conduit to the positive energy plane. As such you gain 1 temporary hit point every round to a maximum equal to your level. As a melee touch attack you can deal 1d4+1 per level damage to undead. At level 3 you gain a +1 bonus on saves versus death, ability drain and energy drain increasing by +1 every three class levels.

Savage Form
Available to: Demonic, Draconic, Orc
Benefit: You gain two natural attacks from the following list: Gore, Hoof, Bite, Tail slap, Tentacle, Claw (maybe taken twice). These gain a +1 bonus on damage every 4 class levels you have. At level 3 you gain a +1 bonus to natural armor that increases by +1 every three class levels.

Elemental Nature
Available to: Djinni, Efreet, Shaitan, Elemental, Marid, and Draconci
Benefit: You gain energy resistance to your element equal to your class level that stacks with any other resistance to that element you might have. At level 3 once a day if your resistance to that element is not overcome or you have immunity to that element you are instead healed an amount of damage equal to 1/2 your class level when you are exposed a damaging effect from that element. You can use this ability 1 extra time per day at level 6 and every 3 class levels after that.

The mutations do not have to be limited to a specific number of bloodlines but shouldn't be so generic any sorcerer can take them. More suggestions are of course welcome.


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So I've seen a lot of threads suggesting that if you have a low stat then you should act a certain way, or that you are lacking in said stat in all ways without exception.

One example often cited is charisma. If you have a low charisma you are understandably not a people's person (even though you may be a people person), but does that mean you are ugly, unlikable, shy, off-putting, and a jerk all at the same time -- or could you not be one of those?

If you are lacking in wisdom could it be that you are simply unaware and not strong of will while still having a certain amount of 'folksy wisdom' to you that you simply learn from your grangran?

I would argue that by not allowing such expressions and by forcing people into a strict interpretation of what each stat means people are actually acting in a way that will lead to players being overly concerned with their stats and numbers and correspondingly less concerned with their overall character concept to the point of wanting new numbers for things (including substats) to help make the numbers match what they want their character to be more.

I would suggest that allowing the numbers to be more... fuzzy on what they represent without negating the mechanical penalties involved with them can help people look past the numbers and develop more in depth characters.

I would also suggest allowing characters to invest in improving the flaws with skills, traits and feats is a good thing that can help GMs show improvement is possible even if it comes at cost and helps bring a more realistic bent to the game as a whole.

Thoughts?


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So you want to be the all mighty wizard (or not -- sorcerers, oracles, clerics, druids, magi, witches and summoners are welcome too), but the thing is you don't want to be 'that wizard'. We all know the one -- the guy that insists that the only reason the rest of the party is there is to waste time between his turns and how if the whole party was spell casters they could play on super easy mode.

You aren't looking to steal anyone's thunder -- you just want to morph reality at a whim, and there is nothing wrong with that (if you are me at least)!

There are several steps in this and it's a process that is learned and takes practice. But if you are willing to spend the time, effort, and (perhaps most importantly) develop the deviousness then you too can have REAL ULTIMATE POWER, and still walk down the street without a rulebook stuck up your can.

The first thing to do is get on your GM's good side. You want to know his pet peeves, know how he operates his story line and where you can step. Make no mistake -- if you are full on playing a wizard you are very much going to be walking on the GM's toes every now and then. The key is to tread softly and be careful where you step. Have him develop a subtle sign he can give you before you run roughshod over something he wants the party to go through. Generally if the wizard doesn't bring it up, no one else in the party will -- and if they do then it's not your fault it came up. This means that even though you are the guy with the answer, it isn't your answer, so you aren't going to get blamed for it.

The second thing to do is know your party both the characters and the players. A lot of wizards like having high initiative (I am no exception) but the truly masterful take that high initiative and then delay.

By delaying or readying an action you can hit when it matters most with the spell that is needed the most, and you aren't drawing first blood. This can be important as some players greatly desire that, or will see your early actions (even if buffing) as devaluing them. It also tells the GM that you consider him a canny opponent -- not to be taken lightly and that you realize you need to pay attention in order to not be had by his wily ways.

You are going to want to know what your team is about too. IF you have a 'rock of a fighter' that stands solid and trades blows you aren't going to want to be pushing foes away from him or making him unable to sit still and engage. You also don't want to take away from his solid hits with last hit kills or dumping a lot of damage. Clear out the mooks from around him so he can go solid against the large damage source for you.

If you have a bard focus on battlefield control and let him be the major buffer (if he's that sort of bard) -- you both contribute and don't step on each others toes.

And perhaps just as importantly always remember to have mundane means to solve problems with you. Passwall is great! A flask of acid and some magic lockpicks for the rogue is cheaper on your resources though, and keeps other players with skin in the game.

If you find yourself at the end of a turn and you don't know what to cast -- don't cast. Move around and maybe aid other if you feel the need. I have gone entire battles where I cast one spell at the beginning of the fight and did nothing else. I didn't bother with the crossbow I didn't swing my staff I just sat back and out of the way. We have always been able to ignore the concept of 15 minute adventuring day in part because I don't feel the need to cast every single time I have a chance.

This does two things -- it preserves resources and makes you look canny and trusting in your allies. Look if you have a dwarven stalwart defender and you are facing giants you can step back and let her have fun. You don't have to get fancy with the high level spells, just give her a heroism and let her go.

Finally leave some slots open at higher level. You aren't likely to blow through all your spells in a single fight and you rarely need more than a couple utility spells on the spot to save a slot or two of each spell level so you can be versatile in the field.

More suggestions from other players are always welcome.


3 people marked this as FAQ candidate.

So the Soul Forger Magus archetype gets an arcane bond that must be a weapon.

The Familiar Arcana gives you a familiar,not an arcane bond just a familiar.

So if a soul forger magus takes the familiar arcana is there any problem with this?

I know the general rule is you only get one arcane bond type, and a familiar can be an arcane bond, but does a familiar have to be an arcane bond, and does having an arcane bond with an item preclude you from having a familiar?


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So I downloaded and read the playtest material for Advanced Class Guide with a certain amount of glee. Several of my books disappeared in my PCS (permanent change of station) move and this had kind of dampened my spirits when it came to pathfinder lately (I'm just a hardcopy kind of guy).

So I will admit some initial dismay when I opened the document. "51 pages? Too long!" was my initial thought for something labelled 10 hybrid classes. I wanted something I could see and immediately start messing with, not a lot of new rules almost exactly like the old rules but with different names.

Which would currently be my initial complaint -- why are we reinventing the wheel so much? If it's flurry of blows just say it -- calling it a different name and rehashing the ability (in what is my opinion an awkward fashion) isn't helping anyone. If it is a hybrid let it be a hybrid and don't expect us to be surprised if the mechanics are stolen wholesale -- we are expecting it (in some cases looking forward to it)!

And this would bring me to my biggest complaint: Too many new mechanics. I think part of the success of the magus was that it introduced few new mechanics -- we had a resource pool with talent like options and spell combat. Everything else with it was pretty well standard fare.

It is my opinion that if a class is a hybrid then it doesn't really need the abilities of the old class slammed into a new format that doesn't match the old. The bloodrager is a prime example of this: Why reinvent the wheel of bloodlines? Yes they will need some adjusting (such as the bonus spells) but that doesn't mean all the abilities need readjusting. At most change the once per day abilities into a set cost in rage rounds and move on (this makes up for the severally limited spellcasting). Instead of inventing a whole host of new hexes and then railroading the class with specific spirit types add a lot of new hexes to the witch and limit selection of those by spirit type.

So on to the individual classes:

Arcanist -- This class seems a bit wordy to me but nothing too horrible. I think the mechanic for using bloodline abilities should be copied for the bloodrager. My only complaint is how many spells perpared per day the arcanist gets. I do NOT like the fact that it matches the sorcerer's spells known chart. The only other thing I didn't like is the 'fatigued if you spend all your blood focus' throw away -- really? We want people to NOT use a class ability? Instead I would suggest a slight bonus that goes away when the pool is empty. This works for the monk and the gunslinger, why not stick with it on the arcanist? As a suggestion they can only use the bloodline spells from their bloodline while they still have blood focus points.

Bloodrager -- so I love the initial concept, rage and magic. After all emotion and magic have a long and rich history together. So I'm expecting something maybe a bit like a Sith Lord or something. I was instantly disappointed in the general lack of spell casting. The ability to use bloodline powers as part of the rage made sense to me and was a great twist... but the fact that each bloodline had to suddenly be reinvented confused me. A charge mechanic or limited use per hour or something makes more sense to me than wasting the space and time trying to redo each bloodline.

Brawler -- Alright, why can't we just call a monk's spade a monk's spade and simply use the original ability names instead of all these awkward rewrites, in the words of the Tea Party, "Fix old, no New!"

Hunter -- After reading the brawler I was really too mentally tired to give a care about this class. However over all I kind of like it. Feels more like a mix between the ranger and the inquisitor, but whatever.

Investigator -- Alright, this was one I was looking forward too! I like almost everything about this -- it's smooth, a bit subtle and you can easily grasp it. My only two complaints would be I think it might get a bit too much sneak attach, and I would like to see some more of the alchemist discoveries available.

Shaman -- I WANT to like this class. However I feel that like the bloodrager it is too wordy by far. I like the spirits idea, but instead of reinventing the wheel why not list the bonus spells, the familiar bonus (I like), then a collection of revelations and hexes for each ability. It's simple, it keeps the flavor and it saves the word count.

Skald -- Meh, we have an archetype already. Don't get me wrong it's not bad (well spell kenning seems out of place... perhaps I would like it more on the bloodrager -- strike that I would LOVE something like that on the bloodrager), it just doesn't do anything for me.

Slayer -- Peculiar, but I like. Sneak attack is listed twice, I assume that's an editing error. I have to play with it some but it seems well done on first glance. The sneak attack progression might be something to visit for the investigator. This class might work well with the Nature's warden incidentally.

Swashbuckler -- Alright standard fare (I mean that in a good way) my only real disappointment was the utter lack of firearm support and any rogue talents. Sorry I know these are supposed to be two class hybrids but I'm really seeing three play into this one. Also -- come on... just a bit of firearm support... please?


2 people marked this as FAQ candidate.

So this will probably be one of those 'duh' questions but:

Greater Tenacity wrote:


At 15th level, a bodyguard with fewer than 0 hit points gains a +4 morale bonus on attack rolls, saving throws, and skill checks; immunity to fear effects; and temporary hit points equal to its master's class level (maximum 20). It dies only if its hit points reach a negative total equal to twice its Constitution score + its master's class level.

This ability replaces improved evasion.

How often does an animal companion with the bodyguard archetype gain the temporary hit points? Does he gain them only once each time he goes into the negatives, or do the temporary hit points refresh each round if he is still in the negatives?

Personally I think it's the first, but the second seems really thematic and tasty (even if slightly cheesy).


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So as the title says this is my work in progress page, simply because I don't feel like making a new google account simply to use that at the current time.

Nature Warden:
NEEDS:
Animal Companion
Wild Empathy
Favored terrain
Divine Spell casting 2nd level
Good Stuff:
Companion Bond
Natural Empathy
Mystic Harmony (Potentially HUGE!)
Guarded Lands
Companion Soul

Things to consider:
Favored terrain
Companion
Spell casting
Wildshape (affects AC)

Methods of Entry
Druid:
Provides spell casting, AC wild empathy
Consider using rogue for favored terrain due to ability to spend feats to gain more.
Earliest entry: level 6 (druid 3/ rogue 2)
Consider entry at level 7 to pick up wild shape
Ranger:
Can enter PrC straight -- at level 7 -- option sucks
Delayed AC, early wild empathy -- consider for mixing with other classes that need wild empathy.
Favored terrain at level 3 -- later than rogue
Consider skirmisher for mild usage.
Consider Beastmaster and horselord(poor choice likely)
Cleric:
Animal Domain for AC (feather could be best choice)
Possible Evangelist to help buff.
Needs wild empathy and favored terrain
Sorcerer:
Sylvan Bloodline for AC -- Bad Choice!
Barbarian:
Mad Dog True Primitive has potential needs wild empathy and spell casting. Consider druid 4 to mix with barbarian 1. No rage though.
Nature Oracle:
Bonded Mount counts, AC stacks, consider mixing with barbarian.
Nature's whispers nice, consider mixing with noble scion of war to limit need of dexterity.

Other PrC to consider:
Horizon Walker -- capstone is mad useful to Nature warden -- investigate on potential entry methods
Green Faith Acolyte -- gives wild shape which can be used on AC (I think -- needs research).

Consider AC Archetypes.


I finally graduated from basic so I should be available again soon.


So this is an alchemist racial archetype for the ifrit. It combines their love of fire with their skill with poisons along with some love for one of my favorite weapons the battle poi. I want to run this idea by everyone to see the gaps I have missed in it.

Dancer of flame -- Replaces throw anything. You gain Exotic weapon proficiency(Battle Poi). In addition when fighting with two battle poi you take attack penalties as if using a light weapon in your off hand instead of an one handed weapon. Perform(Dance) is a class skill for you.
Inhaled Poison Use -- Replaces poison use. You may put inhaled poisons on your battle poi so that they create a cloud while the battle poi is on fire, doing so is a full round action. Creatures struck by two or more of your battle poi attacks are exposed to the poison on the battle poi. Inhaled poisons applied to a battle poi with this ability last a number of rounds equal to 1/2 your class level.
Smoking Poi -- Replaces swift alchemy. On any round you make a full attack while using two battle poi your square and all adjacent squares are treated as if under the effects of a smoke stick.
Poisonous Cloud -- Replaces swift poison. Those in squares affected by your smoking poi ability are also affected by any poison that is on your battle poi.

I am considering granting the ifrit racial feat that allows you to ignore the concealment granted by smoke but I'm unsure if I should or not. I am aware that this archetype stacks with the vivisectionist and that is on purpose.


What happens to the familiar when the Eidolon is dismissed?


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Right so I haven't actually gotten to the holy vindicator part yet, however I've covered my opinions of your channeling options, traits, and feats as well as where I would put my stats for a channeling primary character:

Abraham Spalding's Guide to the (to be honest) channeling.

As always comments, concerns, criticisms, and the like are welcome and appreciated.

Unfortunately (or fortunately depending on your view) channeling is still one of the more straight forward aspects of the game.


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First off I want to thank A highly regarded expert for his guide and the inspiration to do my own. I do not agree with him on some points but lots of props to him for making one in the first place and for suggesting to me that I should do my own.

Secondly mine is still a work in progress. I intend to continue progressing on it of course but it is currently not complete. If you see something you think I missed, or that you disagree with by all means tell me. You can leave a comment on the document itself or here. If you leave it here I'll probably see it sooner however.

So without further ado, Abraham Spalding's Guide to the Arcane Trickster.

In advance thank you for your time, comments, concerns, and criticisms.


16 people marked this as FAQ candidate. Staff response: no reply required.
Quote:

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: monk. The unarmed damage values listed on Table: monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large monk Unarmed Damage.

That is the specific text from the monk unarmed strike ability.

So lets say I grab a monk archetype that takes away flurry of blows (master of many styles for sake of argument) and then take two weapon fighting.

Can I two weapon fight with unarmed strikes as my only attacks (take unarmed strikes as both my primary and off hand attacks) and what (if any) penalties do I take for doing so?


So what I'm looking at is a Catfolk that uses an Aldori dueling sword.

I would like to use the Sohei monk and possibly have flurry of blows with it. I have considered using the crusader flurry ability with paladin to get long sword flurry since the Aldori can be used as a long sword.

However I'm also looking to go duelist as soon as possible, and would like to completely avoid spell casting.

If the Sohei doesn't work then I would consider ninja next.

So any ideas on how to get this to work as quickly as possible?


3 people marked this as FAQ candidate.

Right so get to level eight with say a psuedo-dragon familiar (or imp... or faerie dragon... or silvanshee -- whatever) and get the familiar form... what shapes can you change into?


This. Wouldn't this be price fixing, and all sorts of illegal?


I came across this today and it seemed to me that all political issues comes down to a variant on the very points she makes in the film.

Discuss?


25 people marked this as FAQ candidate.
Quote:

Prerequisite: Exotic Weapon Proficiency (net), base attack bonus +1.

Benefit: You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net.

Normal: A net is a ranged weapon that imposes a –4 penalty on ranged attack rolls if it is unfolded. Folding a net takes a proficient user 2 rounds.

So um... why would I take penalties on melee attack rolls anyways -- or rather why would I be using melee attack rolls with a net and just this feat?

Also:

What maneuvers can or can't I perform with a net entangling my opponent, and How is the Net Maneuvering feat supposed to work?

Quote:


Prerequisite: Exotic Weapon Proficiency (net), Net Adept, base attack bonus +3.

Benefit: In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a net in this way. Further, if you have an opponent entangled in your net, you can attempt to drag or reposition that opponent as long as he is within your net’s reach or you control the trailing rope on your net.

Again it's a ranged weapon -- you can't entangle an enemy in melee with it.

I'm thinking all these feats need an errata at this point in time.

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