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CyderGnome's page

102 posts. No reviews. 2 lists. 1 wishlist.

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James Jacobs wrote:
Queen Moragan wrote:

In your theoretical Swashbuckler base class;

Would the class be proficient in no armor or only light armor?

Would the class be proficient in no shields or just the buckler or small shields and lighter?

Sorry, no book this time:P

I would probably make the class proficient in light armor at most, maybe not even that. They would not be proficient in shields.

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.


Xander_21 wrote:

I'm drawing a blank here guys. I want to play something that is thematically cool, but yet also do well in this campaign as well.

Any thoughts or suggestions I would greatly appreciate it!

Thanks!

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."


blackbloodtroll wrote:

Now, there is an Ioun Stone that grants proficiency with a weapon.

For about the same price, I suppose you could have one that grants proficiency with one suit of armor.

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...


Mawgrim wrote:

I have a character coming into game who is amassing a number of various weapons of all different types, and has the quick draw feat. I am yet to ask him about it, as I've only just gotten his character sheet and going over it now.

Is there any rules, or alternatively any advice, when handling this type of "weapon set" and the potential for trying to cycle through them until the weapons are the most effective against the enemy he is going against?

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.


Dasrak wrote:
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.


eakratz wrote:

Ah but they do stack.

Arcane Pool wrote:
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
I suppose that the part about "existing" weapon enhancement could be argued but by this level the bow itself should be magical making this particular issue moot.

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!!!"


eakratz wrote:
Let's look at the rule again:
Carnivalist Sneak Attack wrote:
A carnivalist gains this ability starting at 2nd level. The sneak attack damage dealt is 1d6 points at 2nd level, and increases by 1d6 points every 4 carnivalist levels thereafter. A carnivalist's familiar can also deal sneak attack damage as appropriate to foes as long as it is within 30 feet of her (though only Small and larger creatures may flank enemies, as usual).
It is clear that the familiar only gains sneak attack from the carnavalist levels. Would it be out of line to allow them to stack? Probably not.

I must respectfully disagree with your definition of "clear" sir.


Chemlak wrote:

An AoO is most accurately described as a free action that may be taken outside your turn and is only available when provoked: you must be able to act to take them, and they are not part of the Standard/Move/Swift action economy.

Short answer: no.

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:
Meowmix wrote:
ok kool thanks for advice, they are still kinda low level atm, so i probably would give him some scrolls or maybe both wand
Wand of Mage Armor is very cost effective, +4 ac for 1 hour at only 750gp for 50 charges.

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.


Seranov wrote:

Yeah, you can only use an Earthbreaker one-handed if you have a Klar in your other hand. And the Klar isn't like a Buckler, but a Light Shield, so you're required to be holding it.

An Alchemist dip might be a way around that, but that depends on your DM. ;)

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.


FelwynGD wrote:
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.


Byrdology wrote:
All weapon enhancements on my temple sword would go to defense...

Wasn't there something stating that the defensive weapon properties required that the weapon actually be used to attack each round?


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IejirIsk wrote:

Had an odd thought that is stuck in my head, and think i gonna try to at least build if not play one, but I dont have alot of experience at higher levels, usually stopping around lvl 5 :(

But what is the feasibility of a wizard using only MM as a spell. Before you sit and yell that that is a lvl 1 spell... The rest of the use would come from metamagic feats. I just wonder how usable it would be at higher levels and lvl 20

So, wanted your all's thoughts

"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."


Ringtail wrote:
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.


IlleSapiens wrote:
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.


IlleSapiens wrote:
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.


Seranov wrote:

13 Dex and 12 Int instead of 12 Dex and 13 Int is advisable so that you can grab Combat Reflexes, and be better at locking down areas.

A reach weapon to threaten a larger area.

Grabbing the Sunder feats down the line might be nice, with how Stonestrike lets you ignore hardness.

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.


RuyanVe wrote:
Any idea what they look like?

These are 6-siders, and there are six in the package. They are the color of coffee with just enough cream, if you like too much cream in your coffee like SJ does. They have the Munchkin head in place of the 1.


JasperPD wrote:
I'd appreciate some input on this.

I believe at this point you've had the input you requested.


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Ravingdork wrote:
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.


asthyril wrote:
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:
gustavo iglesias wrote:
Starbuck_II wrote:

Use activated True Strike don't exist.

Only Command word ones exist.
I'm happy to know. Why, though? Any obscure rule I've forgotten?
Because it's not balanced to let you have a 2,000 gp item that grants +20 to hit and ignore concealment on every attack.

Ah... so opinions on balance rather than rules.


Silent Saturn wrote:

Nicos: any particular reason you picked a Dwarf fighter? They don't really get any abilities that make them better at TWF. All they bring to the table is proficiency with axes, but any fighter would get that (unless we're talking about dual-wielding dwarven waraxes, but those aren't good for throwing).

I mean, yes, for fluff reasons a dwarf would be most likely to focus on axes, but a fighter of any race could wield them, and there are so many races that get a DEX bonus, I'd choose one of them first.

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).


Harrison wrote:

While looking over some Rogue archetypes that might be interesting to play as, I had an idea for the Swashbuckler Rogue, but I'm not fully sure if it's a legal move.

The Swashbuckler's Martial Training ability reads: At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies.

Well, shields can be used as Martial Weapons, so if you pick shields as your one "Martial Weapon", does that basically give you proficiency with that type of shield as if you had the Shield Proficiency feat?

Even without proficiency with shields, you can pickup a darkwood buckler or shield without penalty.


NeoSeraphi wrote:


Im going to start with a one-level paladin dip for martial weapon proficiency and Smite Evil.

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.


Kimera757 wrote:
Wilbur35 wrote:
so i have a character and i'm having trouble calculating the damage. he is lvl 4/2 fighter/cavilier, 16str 1d6+4 with a +1 lance. I do have spirited charge so my normal damage is 3d6+12. If i power attack would the damage be 3d6+24?
Don't lances do more than just 1d6 base damage?

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.


I like how with the "Earth" version of Variant Channeling you can throw up a 30' radius of difficult terrain at a moment's notice. Real nice when you need to do some crowd control and keep the bad guys bogged down.


This should probably be in "Rules Questions" rather than "Paizo Publishing - General Discussion".


Starbuck_II wrote:
CyderGnome 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.

A Sunblade counts as a short sword too, but it is slashing. Just because it counts as it doesn't mean its weapon type is the same.

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.

---
Edit for "its" vs "it's" grammar correction.


Michael Radagast wrote:

I was going to put this in Rules, and then I thought maybe Homebrew...it's not really Advice. Ultimately, I figure if someone wishes to move it they will.

So what do you folks think? Would you allow a Scrollmaster Wizard to multiclass Bladebound Magus, with her scroll blade doubling as a black blade? I know the scrolls change, but supposing that the magic animating them is the same? I don't see any particular reason why not, although I haven't looked very closely.

Thoughts?

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.


Nazard wrote:
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.


shadow_of_doom wrote:


I would like to know several things.

1.should i bring BB on a campout.
2.If so how many should play(i was thinking 3-5 not counting myself).
3.Should i use pregens or not.
4.Should i use the downloadable extras or not since i'm not sure if i want varying characters or quickly made ones

5.Should i do the downloadable mine adventure

6.Should i quickly make another adventure when they finish the first.

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:

Cannon Fodder's got it right. Burst takes your example's average crit damage from 18 to 29 vs an ooze, and from 47 to 58 vs an orc.

However, even assuming every threat confirms, that's still just adding .55 average damage (1.1 with improved critical) given the rarity of crits on an only 20 threat range weapon, so Sleet Storm's correct that burst effects don't cut it.

Unless you're specialing in coup-de-grace, in which case a 20/x3 or x4 plus a burst would be the weapon of choice.

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.


darkkeepr wrote:

I was wondering if anyone knew where I could find information on various Illithid Arsenal and Vehicles/Ships for 3.0/Pathfinder. I've searched and come up with nothing other then mentioning two Dragon Magazines with one of them being for 2nd Edition and no clue how to convert any of the Illithid information I found in 255 and and a creature/vehicle called a Dazreth I found on a wiki site.

If anyone can help I do appreciate it.

Thanks,
- Dark -

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.


Ravingdork wrote:
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.


WWWW wrote:
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."

BUT that no longer applies as FAQ it was based on has been updated here based on this blog entry

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...)


WWWW wrote:
Jerod Winstrom wrote:

Not sure if its been mentioned yet but you add enhancement bonuses of weapons and any associated feats when using a weapon with a maneuver as its special. A +5 spiked chain with weapon focus will add an additional +6 to trip attempts. Add in the property (agile, I think?) that doubles a weapons enhancement bonus for maneuvers, and you quickly pull away in numbers from someone not using a special property weapon. A +5 longsword, for example, won't do this.

Likewise, with the addition of greater whip mastery allowing whips to grapple, with greater grapple making it a move action you could grapple two people at once, since a whip's grapple rules state you only need one free hand. You could also apply affects like chokehold or whatever, from reach.

Perhaps these specialized weapons need more "mastery" feats that allow additional tricks like this with proper investment.

So you are contending that one can not trip with any weapon but a trip weapon.

No... just without the trip properties you don't count the weapon related bonuses on your trip attempt.


Nemitri wrote:

People keep suggesting me starknives but I don't like them, like I said, their damage is 1d4 vs 1d8, the range is 20ft vs 30 ft, cost is 35! vs 1gp! and chakrams weight like 1 pound each so I could carry 20 with me and after the combat go around looking for the ones I threw (since they are not ammunition and thus do not break).

I will not use chakrams in melee, I repeat, I will not use charkrams in melee, I could either take a 5 foot step or use quickdraw to solve the chakram dilema, I am perfectly fine with it, What I really do need help is overcoming the drawbacks of using thrown weapons, mainly the magical enhancement bonus and damage reduction.

Clustered Shots seems like a great choice for this type of build, thanks to whoever suggested it!

Maybe I could talk with my future GM and beg to allow me to use an amulet of mighty fist, but that only works with thrown weapons, I'm sure that could help me quite a lot!

Another question, say I have two-weapon fighting and I do NOT have quickdraw, Can I still throw my 2 weapons? Quickdraw states that it "allows me to use my full attacks with thorwn weapons, but if I have 1 on each hand, it seems silly to require a feat to let me throw those 2, I could argue that it is needed with rapid-shot and with a BaA of 6+ tho...

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.


pathar wrote:

Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

http://paizo.com/pathfinderRPG/prd/classes/monk.html#_monk

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.


StreamOfTheSky wrote:
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!


1 person marked this as FAQ candidate.

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.


Dabbler wrote:

I have some suggestions of my own on that here. An item that costs half that of the AoMF and instead takes up two slots.

The jury is still out on the FoB interpretation, by the way. They are considering it.

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.

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