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Silver Crusade

The feat Twin Thunders talks about applying your off hand damage dice a second time after a successful hit with your main hand.

Flurry of Blows is a pre-req, and it specifically works with blunt weapons.

How does a monk benefit from this feat, since he has neither MH or OH attacks while using FoB?

Silver Crusade

This is the pic that has inspired the concept.

Was looking at a Holy Tactician, with a mounted combat/charge focused build, thus letting my allies gain as much of a bonus from Weal's Champion as possible.

Worth noting, this would be a campaign with 8-10 PC's, and we'd be starting at level 10.

Hard part is getting a playable character that is small enough to ride a monkey. Monkey is a tiny creature, so to mount it one would have to be diminutive.

Is the best way to achieve this a Sprite born Aasimar? Re-stat a diminutive monster as a balanced pc option? Cursed human baby? What other options exist to become so small?

Silver Crusade

This is a 3.0 feat, trying to port it over, balanced and tweaked for PF. Critiques and thoughts welcome.

Wild Cohort [General]
You have a special bond with a wild animal, and it is willing to travel and adventure with you.
Prerequisite: 5th Level, Animal Affinity
Benefit: You gain an animal cohort. The animal cohort is generally friendly to you and is willing to follow you and adventure with you. If given proper training, the animal cohort will willingly serve as your mount, guardian, and companion.
You can choose from a badger, bird (eagle, hawk, owl, etc), boar, camel, dog, horse, pony, shark, snake (constrictor or viper), or wolf from the druid’s animal companion list. You may choose another animal you feel is more appropriate to your character, pending your GM’s approval.
Treat your effective druid level as 4 lower than your character level. For example, once you reach 7th level, you would calculate the strength of your animal cohort as a 3rd level druid.
You can use the Handle Animal skill on your animal cohort to ‘handle’ it as a free action rather than as a move action, and you ‘push’ it as a standard action rather than a full-round action. You gain a +2 bonus on all Handle Animal checks made with your animal cohort. Additionally, if the animal cohort is trained in riding or combat training you gain a +2 bonus on Ride checks with your animal cohort.
You can only ever have one wild cohort at any given time.
Special: Druids, rangers or any other class which has selected an animal companion or mount, who take the wild cohort feat gain an animal cohort in addition to their animal companion or mount. Although the two abilities are similar, they follow different sets of rules and must be tracked separately.

Silver Crusade

This is for a campaign that is going to be very fantasy wild west. Guns are common items (advanced firearms are still rare) but pretty much anything in the PF books are allowed. I havn't run this past my GM yet, and was hoping for the opinions of the Paizoboarders.

The campaign in question is the 3rd part in an ongoing story line - because it has changed from d&d 3.0 to PF we have the option to rebuild or create a new character. We'll be level 16 to start and rising into EPIC territory (we've been advised to be prepared to multi-class past 20)

Zen Marksman

Silver Crusade

Exactly what it says. I feel they do, looking for opinions from my fellow paizoboarders.

Silver Crusade

Thats latin for hair. It sounds weird, but what rulings would a necromancer use to animate hair? It's dead, even while still attached to a living body. Magic can animate dead things to achieve leverage and force without muscles, ie via skeletons, so would a clever necromancer slaying a room full of nobles with all their own hair do's/wigs be so far out there? And could they animate their own hair for anime style madness?

Silver Crusade

I'm currently building a whip focused character, a Half-Orc, who will be taking the alt-race City Raised:

APG wrote:
Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.

to gain whip proficiency. I was planning on some 2WF action, but was surprised to find whip wasn't a light weapon, yet Scorpioin Whip is and does lethal damage, does more damage (1d4 vs 1d3), doesn't have any restrictions involving my foes AC and counts as a 'performance' weapon. They're both Exotics, yet one is so superior to the other, was there a mis-print here?

To further add to my confusion, Scorpion Whip's Weapon's Features states:
UC wrote:
performance (plus disarm, reach, and trip if you are proficient with whip.).

making it sound to me like its not even a seperate proficiency, that being able to use a whip will let me use this one too penalty free. What am I reading wrong here?