James Jacobs wrote:
I must admit I would be disappointed by a swashbuckler who couldn't use a buckler. That particular shield is the reason for the name after-all.
No snark intended, I've just always liked that particular fighting style.
Try a Cleric of Besmara, the Pirate Queen... they get the option to take a familiar instead of a domain.. Your GM should have details as they are part of the AP.
Take the "Catch Off-Guard" feat and melee with your arrows when pressed.
"Why don't I use a normal blade? Once when attacked by a were-beast, I found myself down to my last silver arrow... I swore to Erastil (or other god of choice) right then that if I could fend the beast off that I would forsake all weapons but his own."
Correct me if I am wrong... (and I'm just going off the top of my head so I might be), but don't Ioun Stones only work for sentient creatures?
Edit: Yep, looked it up, they require a sentient (3+int) creature.
Brad McDowell wrote:
Im a big fan of the Eastern Weapons. The Nodachi can be argued for the best the weapon in the game. What's not to like about the Katana and Wakizashi? Naginata with its x4 crit. Sansetsukon and nine section whip if fighting defensively.
Well... he would get Nodachi, Katana and Wakizashi proficiency via Swordtrained...
Honestly, this should not be a problem as long as you are playing with at least some attention to weight limits and basic "what fits where" logic. I'm not saying you have to account for every pound on the player, but pointing out that he has enough varied maces and battle axes to move the character near the border of medium or heavy encumbrance may prompt a rethink of just what parts of his kit are important. "So, you are crawling into the kobold tunnels with a lance, a glaive and your usual kit of 8 medium weapons? Are you sure that's wise?"
Encumbrance aside, assembling a reasonable, varied weapon set is time honored common sense approach. If you are a melee combatant you should always try to have a weapon of each type (bludgeoning/slashing/piercing) available. Similarly, as soon as you can afford it, add silver and cold iron to the mix. The key point to being functional while doing this is to overlap - a cold iron morning star covers bludgeoning/piercing/cold iron all in one 6 pound/16gp package.
Alternately, my suggestion was to use a +1 spell storing arrow to "contain" the acid arrow spell and use the physical arrow as its method of delivery. This would cost 400 GP per arrow (the spell would be stored in the arrow as part of the casting and would not need to be prepared before the battle) for a caster level 12 charge of the "acid arrow" spell. This would work like an ordinary +1 arrow, but if it hits it deals 2d4 acid damage for 5 rounds.
The spell storing weapon enchantment only applies to melee weapons.
The Arcane Pool would be enhancing the bow... so it would stack with other enhancement bonuses on the bow.
What you need to consider is that the problem is actually that the enhancement bonuses on the bow don't stack with enhancement bonuses on the arrows.
"Ok, I shoot my musket at the BBEG. What do you mean quarterstaves don't shoot bullets?!? I'm a gunslinger gosh darn it! What do you mean I now treat my gun as an improvised weapon equivalent to a quarterstaff? I should have thought of that before I took a level of Monk of the Empty Hand?!?! ARGH!!!"
Let's look at the rule again:
I must respectfully disagree with your definition of "clear" sir.
I fully agree...
That said the absurd portion of my brain just pictured a party with a panther style feat chain focused Evoker who runs circles around his allies to provoke non-lethal attacks of opportunity so he could then substitute blasting spells for his return AoOs. "Quick! Slap Merwin as he runs past so he can rain fire down upon our foes faster!"
Valandil Ancalime wrote:
Scrolls or (perhaps partially charged) wands are the way I would go.
Additionally, one of the first items lower level casters seek out is often a lesser extend metamagic rod which can double the duration of 3 spells (of 3rd level or lower for the lesser version) per day. They have a market price of 3k gold, but that price could be reduced as part of a reward - perhaps a grateful hedge mage is willing to sell it closer to creation cost to the adventures who just saved his daughter.
I know I am looking forward to getting one on my lowbie wizard, by 4th level a single casting of Mage Armor would last 8 hours.
Nothing in Thunder and Fang says you can only use an Earthbreaker one handed if you have a klar in the other.
In a previous thread it was pointed out to me that the buckler description specifically calls them out as being made of metal... and thus actual bucklers are not eligible to be made of darkwood.
That said, I think that's really dumb & think most people would be happy to house rule handwave their way around that. If you want to (or have to) be strict about RAW, well no darkwood (actual) bucklers for you - save your cash and buy mithril.
I am still new to pathfinder and my DM said when you do an attack with shuriken, you throw multiple shuriken per attack (ex. 1 standard action w/out rapid shot). This would mean my 3rd level ninja could throw 2 shuriken per attack w/out rapid shot. This seems wrong... can anyone clarify the rules for throwing shuriken???
When you make an attack with a shuriken you throw 1 shuriken per attack. You don't throw a handful.
The only "special" rules for using shuriken are:
1) They count as ammo, so you can draw them as a free action without quickdraw.
2) They are a monk weapon, so you can use them with flurry of blows.
"Feldor the Missile Master? Aye Lad, I remember him... he terrorized many a kobold horde with his oddly obsessive mastery of the magic missile spell. For a time it was wondered if any could match his offensive prowess... that is until an apprentice challenged him to a duel, rendered all his spells useless with a basic Shield spell and then drubbed him into unconsciousness with a club."
You may wish to switch out that darkwood buckler for a regular, masterwork buckler then, since the darkwood buckler isn't actually a buckler, despite its moniker. You can't use the hand using it to use a weapon.
Or... it could be that he is using a buckler made of the special material "darkwood". Difference being that it would have cost 2g.
Suppose that's true. Plus his picture my friend did only has him with the one so it'd be sad to change that. XD Well, anyways. Like I said. Some feat builds would be much appreciated. I really like that little combo, Gnome. I actually looked at the trick feat and considered it back before I bought the vigor scabbard. But the whole combo thing really is good.
Well, even without the ranged combo, still consider Quickdraw. With a Quickdraw shield you can stash you shield as a free action before you make your attacks, 2-handed power attack and then pull the shield back out again as another free action.
Also Quickdraw helps reduce the chance of wasting attacks by letting you draw throwing weapons as part of your attack cycle. For example, if you killed one ghoul on the first attack of your full attack action... rather than waste the rest of your attacks you can draw a dagger/axe/javelin and hurl it at the next ghoul in line.
FYI I was also thinking of taking quickdraw, especially since I'm making use of magical scabbards. I have scabbard of vigor right now, so it'd be handy to sheathe the weapon midfight, use the effect, and then be able to get it back into the fray quicker.
You might consider skipping the two bastard sword route and focusing on the flexibility that a single Bastard Sword gives you. Using a non-light weapon in your off hand is an additional -2 on all your attacks. If you 2-hand a single bastard sword you add 1.5x the damage you would get from both your strength bonus and from power attack.
Pick up Quickdraw, Equipment Trick (Heavy Blade Scabard) and Opening Volley. Then you can whip your scabbard at an opponent as a swift action at the start of combat, get youself a bit of bonus damage and a +4 on your first attack, then charge and hit your foe with a 2-handed power attack. If you find yourself in a situation where you are closing a gap against ranged foes or otherwise needing to defend yourself you can pull your Quickdraw Shield as a free action (and put it away just as quickly). Finally you can carry a few javelins (perhaps pre-wrapped with an Amentum for additional range) for cases when you need more than one ranged attack in a combat.
As a Stonelord you really want a reach weapon. Nothing is more annoying than dropping into defensive stance and having an opponent stand 10' away from you. Also, remember armor spikes... that way you can still threaten close while using your reach weapon.
Since you are a dwarf, consider the Dwarven Dorn Dergar. Sure it's an exotic weapon for everyone else, but as a dwarf it's only martial. Also you can take a couple of feats and be able to use it one handed (and keep your shield) and swap between using it as a reach or close weapon as a swift action.
Having your long time character suddenly snuffed out by a Power Word: Kill spell from the GM? No save, no chance to avoid. Nothing. Just an unceremonious collapse unto death in front of "Enemy Spellcaster A."
It shouldn't give you a pissed off feeling... it should make you feel relieved. Never again will you need to play with that particular GM.
The one example i can think of is a charm person potion, if you can trick the person into drinking it it is as if they are voluntarily failing their save against it. it has been a long time since i read that so i might be remembering it wrong, but i do think the act of drinking the potion means you are failing your save against it.
But wouldn't the drinker also then count as the caster? So he/she/it would be charming his/her/its self?
Umbral Reaver wrote:
Ah... so opinions on balance rather than rules.
Silent Saturn wrote:
Dwarven Maulaxes are actually fairly nice. They have B & S damage, the range increment of a Throwing Axe(10') and the Crit multiplier of the Handaxe (x3).
Even without proficiency with shields, you can pickup a darkwood buckler or shield without penalty.
I'd say go with 2 levels of paladin... As a summoner you are going to be stacking Charisma already, so the save bonuses from Divine Grace will be great and Lay on Hands will just be gravy.
Small lances do 1d6, medium lances do 1d8. Small sized mounted characters are very popular because their medium sized mounts fit inside buildings and dungeons.
Ah, but a Sunblade also counts as a bastard sword. It is called out as a special unique snowflake of a weapon and thus has an entire paragraph dedicated to its special hybrid status.
If you can find something in the Scrollmaster's weapon scroll description that says it also counts as some weapon type other than a short sword I must have missed it.
Michael Radagast wrote:
A Scrollmaster's weapon scroll counts as a short sword. A Bladebound Magus's Blackblade has to be either a slashing weapon, a rapier or a swordcane. A Short sword is a piercing weapon. So no, all other considerations aside (and there are a bunch) it wouldn't work by RAW.
And that doesn't even begin to start hammering out how the scroll's spell level could scale, what would happen if you used the spell, etc.
Well, for revelations, I'd suggest: Skill at Arms for the weapon and armour proficiencies, Dance of the Blades to negate the movement penalty from the lame curse, and Armour Mastery (to negate the movement penalties associated with medium armour, as well as the Dex penalties). The Iron Skin one is also kind of cool (and useful for a melee fighter with d8 hit dice), and worth an Extra Revelation feat.
Well, as a Half Orc he is already proficient with a Falchion... so I would be less concerned with Skill at Arms.
Have you considered dipping into Barbarian Qutoes? The ability to ignore fatigue that comes with the Lame curse makes it easy to flip rage on and off repeatedly in battle when needed.
The BB sounds perfect... I would recommend pre-gens with the math already done on them for the first time or two you play with a new group... and always try to have a filler encounter or two ready in case they finish sooner than you figured.
All that said, remember to get out of your tents... RPGs actually got banned on most campouts in my troop after our scoutmasters stumbled upon one game of Battletech too many. All things in moderation.
There was a creature in Ravenloft called a "Witchbane Leech" whose presence on a spell caster imposed a spell casting failure chance. The more leeches the higher the failure chance. In fact I believe one module had a section that revolved around the PCs being captured and held in steel shackles containing water and a number of witchbane leeches to keep them from just blasting their way out of the sanatorium where they were held.
Obviously, these are old D&D creatures... but it wouldn't take much to either convert them or create something similar from scratch.
I'm Hiding In Your Closet wrote:
I've had my eye for a while on Ultimate Combat's Kensei Magus-variant. I like it better than the base Magus. One character I wanted to make for Pathfinder Society was an Elf Kensei who specialized in the elven curve blade - but what I need to ask, then, is how well does any Magus do who prefers two-handed weapons?
If you use a 2 handed weapon as a Magus you effectively give up your Spell Combat ability... which is a pretty big deal.
Cult of Vorg wrote:
Similarly if you've got a friend in the party (using a keen scimitar or similar weapon) setting you up with the Buttterfly's Sting feat energy burst weapons can be quite nice.
Mind Flayers are Wizards of the Coast's Intellectual Property and unfortunately aren't covered by the OGL (Open Gaming License). As such don't formally exist in the Pathfinder universe.
Maybe the folks in the Conversions forum can help you out.
Or Magic the Gathering game mechanics. There is a point in between where you stop and apply the interrupt effect. It's all done in the present.
You just called out the Magic the Gathering interrupt system as an example of how spells should reasonably work? I have no words. I'm going to step away from the computer and try to forget I ever read this thread.
Take a page from Tolkien... one of those insanely wealthy merchants has invested in a level 2 spell... Magic Mouth cast on his purse and set to start screaming "Help! Help! I'm Being stolen! Thief! <NPC Name> is being robbed! Help! I'm being stolen!"
After finding that there is an actual risk, I think your PC may well move on to easier pickings. In a fantasy world where magic is common place there isn't any reason for the wealthy to walk around with their money unprotected.
Perhaps I have missed an errata or some such but without that I see no problem with applying all modifiers to the weapon even if not a trip weapon.
You did miss a FAQ/Errata... and then I missed the update to that FAQ/Errata finally d20pfsrd.com also failed to update their FAQ/Errata sidebar on the Trip weapon property... so all around it's a super multi-goblin cluster gnaw.
Here is a link to the confusing (and now incorrect) d20pfsrd.com page (see the sidebar) that says:
"For example, you'd add the enhancement bonus from a +5 whip to your trip combat maneuver roll because a whip is a trip weapon. You wouldn't add the enhancement bonus from a +5 longsword to your trip combat maneuver roll because a longsword is not a trip weapon. In effect, there's no difference between making an unarmed trip attempt and a trip attempt with a +5 longsword because the sword doesn't help you make the trip attempt."
So everyone who is arguing that only trip weapons can count their bonuses (like I was) are now wrong but understandably so as things have changed on us but popular resources haven't changed to update the shift.
TLDR Version: Yes, you now count your weapon bonuses on Trip/Disarm/Sunder checks. (But you only count them on dragging and repositioning if the weapon does have the Trip Feature...)
No... just without the trip properties you don't count the weapon related bonuses on your trip attempt.
IRL chakram were carried in multiples just looped over the warrior's off-hand/forearm. So you could easily have multiples ready to throw... though shoehorning that reality into strict mechanistic RAW might be very awkward.
And Brass Knuckles, the Cestus and Temple Swords... and any weapon whose description says "Monks are proficient with X".
John Templeton wrote:
I don't understand Paizo's hate of adjacent reach weapons.
If you can use an adjacent reach weapon without a sizeable investment of your character resources (multiple feats, archetype abilities etc) why ever use anything else?
The Bladed Scarf as it appeared in the AA was a carry over from the pre-Pathfinder RotRL AP write up. As such it was balanced against the 3.5 Spiked Chain which had been nerfed the conversion in Pathfinder. Undoubtedly whomever carried it over in the AA didn't remember that design decision and I'm glad they went back and corrected it to keep things consistent.
The only thing about this that has me confused is...wouldn't Message be a MUCH better choice for the spell to build around? Each use can heal all your allies instead of only one...
Disrupt Undead was chosen to "double dip" at early levels so a caster facing the undead could do 1d6+1 points of damage to it. Not a major improvement I know. As to Message being used to heal all your allies, the spell still only generates 1 (to 3) hp total per spell level... so you while you would have more targets you can still only give that single hit point to one of them.
All in all this isn't really any more disruptive than everyone and their brother carrying wands of CLW, but infinite resource loops annoy me so I had been hoping that someone could shoot this down by citing a concrete rule (or ruling) that I had somehow missed.
Thanks for the input everyone!
I hope I've missed something in this interpretation, but it appears to me by RAW that a Wizard with the Necromancy Life subschool, the Heighten-Spell metamagic feat and the Magical-Lineage trait buffing the Disrupt Undead spell would be able to produce an infinite amount of out of combat healing by just spamming Disrupt Undead at his allies.
The Life subschool's Healing Grace power allows the Necromancer to heal one of the targets of his spells 1 hp (or up to 3 at higher levels) per level of the spell.
If my reading is correct: by using Heighten Spell and Magical Lineage in concert to buff the "effective" level of Disrupt Undead to 1 while keeping it's "actual" level at 0 it would allow the necromancer to heal a party member by 1 point every time they cast Disrupt Undead at them.
I really hope this is not the case as it would make a 1 level wizard dip a bit insane.
Yeah Dabbler, I know it's still under debate... I probably shouldn't have mentioned it at all. Please ignore my earlier off-topic rumblings... I didn't mean to derail the thread.