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Why wouldn't your Inquisitor just use a bow, and spend that +2 on (say) +1 and Seeking instead?
Low strength? Likes to fire while prone? Prefers the D10 and 19-20 crit range? Thinks crossbows are stylish? Was told scary stories about elves as a child and has developed a fear of bows? Has a thing for Abadar or Brigh?
Ipslore the Red wrote:
Yes. Wraithstrike did not read your question closely enough. A +1 gauntlet of dueling is a weapon and does not take up a magic item slot. A gauntlet of rust does take up a slot.
I believe Ipslore is correct here... a +1 gauntlet with the Dueling property would count as a weapon for the slot rules not a magical glove/hand slot item.
Now a Glove of Storing on one hand and a Gauntlet of Rust on the other would be 2 hand slot items in one slot and would be a no-no.
Hunters Moon wrote:
I think you have that backwards... attuning makes it so they don't activate/aren't effected by the symbol.
So, sure: If your party wanted they could exclude themselves from the beneficial effects of this spell.
"This dungeon isn't hard enough... Quickly Debbie... I mean Darkstar! Uncover your glyph of increase difficulty level and lets buff our foes!"
Normally with a Whip you don't threaten at all. Improved Whip mastery makes is so you threaten at your natural reach + 5'. So a standard non-enlarged human with Improved Whip Mastery would threaten at 10'.
Lunge only extends your reach until the end of your turn... so during your turn you would have a 20' reach with the whip. Outside of your turn you would threaten out to 10'. Still not shabby at all.
Also your retooling of St. Fang as an intermediary works well as an explanation... Heck, with all the Empyreal lord lords and other things granting divine power these days it isn't even a huge stretch.
Edit to correct Ephemeral to Empyreal. Darn you spell check!
James Jacobs wrote:
If you're a paladin, and you're being lawful, then you're devoutly upholding the teachings and philosophies of your deity. If you worship a deity who isn't LG, NG, or LN, you're either shirking your duties as a paladin by straying too far from your LG alignment, or you're shirking your duties to your deity by straying too far from the DEITY'S alignment, which isn't lawful behavior, which means you're ALSO not a paladin.
Gorum is a headstrong and impatient deity, prone toimpulsive and emotional outbursts. His first reaction to
an unexpected situation is typically violence, and when he
spies something he likes, he takes it. He sees no value in
diplomacy or negotiation. His idea of art is blood spattered
on a shield. To him, music is the ringing of metal on metal,
the crack of breaking bone, and the screams of injured
foes. Poetry is the recitation of challenges and the retelling
of battles, victorious or otherwise. He laughs at pacifists,
especially at the fear on their faces as he chops them apart.
He cares nothing for anything but war...
@J Scot Shady: Good luck in your endeavor, I hope you have a blast.
J Scot Shady wrote:
It's outside of RAW, not appropriate to the philosophy of the god and nowhere can I find Saint Fang written up as anything but resembling "a spiky silver dragon but is colored like iron".
That said, if you think you can swing it in your campaign and keep things consistent then by all means go for it! As long as you aren't playing in the PFS then Golarion (like any campaign world) is yours to adjust as you see fit. Don't let anyone tell you it's bad/wrong fun, just do whatever you can to make the most memorable and enjoyable experience for all your players.
I'm a much bigger fan of optimization than most of the group I play with... that said, I've discovered that I have the most fun when I pick a fun concept that seems like a mechanical train wreck in terms of power and then optimize the crap out of it.
C- character with A+ optimization ends up being a solid B character that fits right in with all the other B characters and has the advantage of being fairly unique.
No. Doublestrike is its own standard action. The Doublestrike action is different from the basic "attack" action called out by vital strike.
Bard 1 (Yes, that's one level of wasted spell casting)/Cavalier 5 (Standard Bearer)/Battle Herald X
You get a banner at character L2, scads of battle field command tricks, a lower powered cavalier mount, bardic inspire courage (which doesn't have to be singing - try oratory) and improved leadership and shareable teamwork feats.
Alternately, you could do Bard 1/ Cavalier 4(Standard Bearer)/ Battle Herald X ---- But skipping the last level of Cavalier would keep you from picking up the cavalier's mount.
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.