Sigh. You can't do that. "The arm does not give the alchemist any extra attacks or actions per round, ". This has been confirmed by the devs. Thus you can't dual wield two longbows.
Where has it been confirmed? Because as everyone I play with sees it, I'll just be using the attacks granted by two weapon fighting, just with unorthodox weapons. The vestigial arms never give me extra actions; they only allow me to use bigger weapons to take actions I already have.
I will have four levels of Alchemist and (I'm told) a lot of downtime to brew potions. I should also be able to use wands from my extract list no problem. Plus my mutagen should help.
My group is also pretty good at custom treasure, so a set of the greater bracers of archery and the pale green prism ioun stone could be conceivable in my future. Any other Items you could think of?
Grizzly the Archer wrote:
What I don't understand is why get a second set of arms for another bow, just for one extra attack. For trading out the one attack, you lose out on +5 potential to your attack. However, two bow wielding is cool.
It's three attacks actually, But yeah rule of cool. But if their AC proves to be too high I can just switch to one bow.
Make it a weaponmaster fighter to get weapon training back on track and it shouldn't be completely hopeless.
Would the 2 level speed up of weapon training and sub-par abilities really be worth trading out armor training on this high dex build?
We'll be starting a new campaign soon. I proposed a character concept, to which my GM response was "You're doing that!". I'd like any advice or critiquing I can get.
We'll be going from levels 1 to 15 with 20 point buy, and we're allowed to use any Pathfinder published material.
The rest of the party will consist of a halfling witch jinxer, a dwarven mounted barbarian mammoth rider, and a gnome casting-focused nature oracle. We will be going through the Jade Reagent adventure path.
My Build- It's a dual-wielding archer. Mainly worried about the feats.
Human Internal Vivisectionist Alchemist 1/Fighter 1/I V Alch 3/Fighter 11
I'm also worried if my attack bonus will be high enough with the penalties I'll be accruing. -4 from two-weapon fighting, -2 from rapid shot, and up to a -4 from Deadly aim. That's -10 to attack at 13th level O_O. Will I be able to counter that to a respectable attack bonus?
Ah, ha, ha, ha, stayin alive, stayin alive... Just keeping things going.
@Vladimir Thomas- Sorry to burst your bubble, but Ruloc said he wasn't going to add anyone else to this list until it's done. He may or may not start another list, so cross your fingers and hold on to your character descriptions (I know I have a few:).
Yes, Ruloc does take commissions and that would be your best bet if you're in a hurry for your pics. Just hit him up at his Deviant Art page.
@Ruloc-If you haven't guessed, I stalk you when I haven't heard from you in a while. And it seems every time I do, I find another piece of your wonderful artwork. This is a wonderfully creepy piece that I will be recommending as a reference to a low charisma halfling witch Klooless will be playing in an upcoming Jade Regent campaign (alongside Janeko from your list). Keep up the great work!
...And stay in touch, we tend to miss you around here!
Chiming in for an answer. My party encountered a demilich and the "How much damage does this spell do?" question came up. After investigating, I found this thread and now question the targeting of the spell (didn't have a problem at the table, as the demiliches Wail of the Banshee is an emanation centered on it.(which I find more fitting for this spell anyway.)).
The "Ask James" thread has an answer of "only 10 damage/level, total", meaning if the first guy fails and can take 170-200 damage, everyone else is safe. I'm not sure about this answer, as it makes Wail of the Banshee feel like a glorified Harm. Yes, it's at reach, but it's also save negates! Doesn't feel 9th level to me...
I LOVE THE MONKEYS! Not just the band, but these beautiful pictures. Dhima Hona was a brainstorm child of mine that Mobat ended up playing, and I must say, you did it justice. He's not much of a poster so I'll send it along, "Thank you very much!".
P.S. Just so you know, your art is the perfect size for Iphone backgrounds :]
Being helpless, I would be inclined to rule that your Dex and Str mod both become -5, the same as an any other paralyzed creature. You would likewise lose Dodge bonuses and your Wis bonus if a monk. At most, your CMD would drop to 11 (your base attack bonus) + other modifiers that aren't lost when denied Dex (the new -5 modifier from Str and Dex would cancel out the base 10). But do note that the tentacles also get a +4 bonus to attack you while helpless, which could improve to a +8 if you end up prone.
You might actually still be quite resistant to a grapple even if you are held, depending on the extra accumulated bonuses, but the odds aren't in your favor.
P.s. Is that a strength of 8 or a strength modifier of +8?
Necromancy with the answer!
The Pathfinder Player Companion: Blood of Night contains a small blurb in the Moroi (standard Pathfinder vampire) section under the "Secrets of the Moroi heading".
Pg. 8, Blood of Night wrote:
Spells like darkness and protective penumbra (see Ultimate Magic) provide temporary respite from the dawn...
The white witch will forever suck as long as her abilities are anchored to a 1/2 BAB chassis with poor short-range survivability. Nothing you've posted here will make it anywhere near overpowered, because due to their abysmal combat maneuver bonuses, most all of it is effectively useless.
I looked at that, which is why I tied it to the prehensile hair hex letting the witch use int for attack and cmb. Likewise, the witch is a full caster and has numerous touch spells which could be used with the hair. This version would also give her some hexes back, helping with offensive potential.
I love the concept behind the WHW, but find the execution a little lackluster, giving up most of what makes a witch a witch. Starting with an attack with a bunch of holes making its weaker counterpart seem more powerful by comparison and ending with numerous roguish options that are either entirely ineffective or show up at too late a level to be relevant.
I made a few minor adjustments to give back some "witchiness" to the white-haired witch. Too strong? Too weak? Easy to understand? Feedback is much appreciated.
White-Haired Witch Redux:
White Hair (Su): At 1st level, a white-haired witch gains
the ability to use her hair as a weapon. This functions as
the prehensile hair hex except as noted below. The hair is
a primary natural attack with a reach of 5 feet that
deals 1d4 points of damage (1d3 for a Small witch). In
addition, the witch gains the Grab ability with her hair When
a white-haired witch grapples a foe, she does not gain the
grappled condition and is not forced to move the opponent
adjacent. The witch is not limited in the amount of time she
may use her hair in this manner.
At 4th level and every four levels thereafter, a white-haired
A white-haired witch can choose from any of the following
Constrict (Ex): The white-haired witch gains the constrict
Trip (Ex): A white-haired witch who successfully strikes a
Pull (Ex): A white-haired witch who successfully strikes a
Strangle (Ex): When the white-haired witch’s hair is
This ability replaces the hexes gained at 1st and 2nd level.
Rogue Talents: At 4th level, a white-haired witch may
Okay, Ruloc, a few pages back you gave me the go ahead for a switch out. I took some time and even tried a little creative writing, so I got a little long-winded.
Janeko éna kai Téssera:
Name: Janeko éna kai Téssera
Race: 1/2 Tian-Hwan / 1/2 Varisian
Hair: Black; Shaved
Age: Early 20's
Class(s): Alchemist (Internal; Vivisectionist)4/Fighter 11
Adventure: Jade Reagent
"A perfect morning," Janeko whispered quietly, the words billowing from his ever-serious lips to form into misty puffs of smoke in the early morning light ,"to test my adjustments."
His stern, golden eyes drew past the strap of his backpack along the curvature of his left shoulder, admiring his handiwork. The muscle and sinew of a normal man had been meshed with brass and alchemical clockwork, transforming his entire left arm into an automated masterpiece. Great detail had been taken to allow all the articulation and strength of the arm he lost so many years ago, and it showed as the tiny gears and pistons silently whirred to life. With mechanically precise movements, the arm swiftly swept his cloak's hood over his neatly shaved head.
Quietly he climbed down the rough cliff face to the junkyard below. The scent of rusted metal and and rotted foodstuffs carried to his nose by the moist sea air; a smell that reminded him of many adventures as a once-beggared orphan. The heels of his dark leather boots dug into the soft beech sand, leaving small pools where he stepped. Agilely he made his way between the mounds of detritus, his eyes and ears scanning for the telltale signs of his prey.
As he made his way through the haphazard junk-heaps, his attention was seized by a distant THUD, followed by malevolent cackling. With a flit of his cloak, he pursued the unmistakable noise of the soon to be target of his mornings test run: goblins.
Janeko crept behind a pile of dilapidated shipping crates. He leaned slightly past the splintered wood to find a single bat-eared goblin, indistinguishable from any other he had seen. The little bastard had found himself an old trunk and had proceeded to smash the lock with a sizable sea stone. As the goblin dug into his new found treasure, Janeko's left arm snapped to life, reaching behind him to grab his weapon: a longbow composed of nearly as many mechanical parts as his arm.
As he leveled the bow with motorized accuracy onto the now-open chest lid, he grabbed an arrow from the quiver at his hip. He took one final breath as he knocked the missile back, steadying his shot. Like a statue he held motionless, waiting for the perfect moment to end this little monster. He would wait for hours if he had to, frozen and breathless , until his target was lined up.
Janeko didn't have to wait long for the dinky idiot to raise his oblong head from old trunk, now covered in odd dresses and scarves. His chest tightened at the sight; no, at the memory. He could see it all again.
The canvased wagon lousy with the wretches, tossing silk and cinnamon into the air...
His sister and mother huddled together: his father swinging his sword to protect them...
The hot pain of jagged metal digging into his shoulder...
The smell of fire mixed with the chorus of human anguish and goblin glee...
Janeko's stern face twisted to rage as his backpack erupted into a storm of metal and tubes, finally settling on the shape of two slender arms connected by a rotary cylinder at the small of his back. His new arms equipped themselves with his old bow, a well used elven article, and rolled up his back to align themselves at his shoulders, mirroring his other hands. In only a few seconds, the goblin had been pierced from head to groin. Janeko's quiver was empty.
He breathed out, slowly, "Not bad."
Janeko is 5'08" with very fit, athletic build. He has dark black hair that he keeps near shaved, leaving only a slight shading to his scalp. The same is true for his sparse facial hair, leaving only the lightest shading of a mustache-less goatee. Lineage-wise, He takes after his father (Tien), yet his wide brilliant eyes betray his Varisian heritage. He is quite stone faced, rarely showing an emotion other than intense focus. To add to the intensity, He is also know to stop breathing unless talking or sleeping.
His body, while in impeccable shape, is marred by scarred tissue and a missing left arm. In its place is an arm made in steam-punk fashion, Brass and glass tubing filled with red liquid, all made streamlined to be properly shaped like a real arm. His arm is only the beginning to his mechanical adaptations. A large, backpack-like construct of brass cogs, wheels, and pipes is fixed at his shoulders with the bulk of the device resting at the small of his back. When unfolded, it forms into two thin, simple arms and hands, capable of functioning as normal arms, but created for a different function. When combat initiates, the arms roll-up, connected by a pivoting cylinder, along the spin to set themselves even with the shoulders. They then grab an extra bow and mimic his stance only in reverse, allowing him to aim both bows with the same eye. If possible, this is the stance I would like to see him in.
Equipment-wise, He wears celestial chain under his hooded jacket, allowing him to appear under armored. He favors burnt orange and forest green along with other natural colors. He has a pair of magical bracers matching the description of the bracers of falcon's aim (Ultimate Equipment pg. 272) that he wears on his "main" arms. He keeps his quiver and his hip flask (containing his mutagen) on his right hip. He has two bows, the first is a well worn bow of elven make gifted to him by his savior and mentor, the second a bow of his own design made similarly to this, made of copper, brass and wood.
Please replace Roscoe with Janeko, Then place Janeko before Banipani. Thanks, once again, Ruloc!
James Jacobs wrote:
...I get the whole "in same square, someones got to fall down" scenario, but can people really bull-rush them into that predicament the way the tactics of the grey maidens describes?
I actually played a synthesist, Dr. Virgil Halifax, for an AP (Carrion Crown). At one point, I felt bad because of how strong this character ended up. The core weakness of the normal summoner (i.e. the summoner) is wrapped in a nearly impenetrable monster shell.
We even had a scenario where a higher level wizard and his minions ambushed us at night. Everyone but our rogue was asleep, and he failed to perceive the Black Tentacles he cast in the surprise, then Fireball first turn. That was the only (and I mean that, ONLY) time during the entire campaign my summoner took damage. He then Dimension Doored, Summon Eidoloned, flew in, grapple-deaded the wizard, grapple-deaded his minions, and finally mourned the loss of the rest of the party. Being caught of guard won't stop a synthesist.
During the same campaign, I had 3 Dismissals thrown at me. I had to roll a 1 on my save to fail. That might stop a normal summoner, But synthesists have excellent saves.
We never had any Antimagic Fields to my knowledge, but I'm pretty sure our magus and oracle would have had the same reaction I would have had. A spell that totally neuters 3/4's to an entire adventuring party is not a spell to be thrown lightly. It will most likely cause a TPK.
...oh, and for all those summoners out there with Large/Huge size eidolons trying to fit into dungeons/cities, look up greater hat of disguise. You'll thank me!
Whoooo! Free paralyzing touch undead Eidolon!
...On a more serious note...
Your eidolon is not immune to disease and so will be afflicted as any other creature would, receiving it's daily save (I suggest when summoned each morning) and taking appropriate damage. Ghoul fever, however, specifically says that only humanoids will raise as ghouls the next midnight. While your eidolon will take ability damage, it will not become a ghoul.
Just finished this book a few days ago, And it has been some fun. Our haunted metal oracle got whammied with the Sorshen trap and, unknowingly, negated all the social benefits he could have reaped from it by refusing to take his helmet off till he "got better". Much laughter has been had. I must say I love these kinds of "events" in pathfinder games.
On a different note, I posted this question in the rules forum, but maybe here might be better. Direct quote:
During the events of book 2, Curse of the Lady's light, the Grey Maidens have a tactic of "using bull rush to force PCs into squares occupied by other enemies or furniture in order to make them fall down".
Is this a valid use of bull rush, as I can't find rules for it anywhere?
The rules actually seem to the contrary.
During the events of book 2, Curse of the Lady's light, the
Standard Grey Maidens
have a tactic of "using bull rush to force PCs into squares
Is this a valid use of bull rush, as I can't find rules for it anywhere?
If you have the curse of tongues and "gift" somebody your curse in combat, are they then forced to speak a language they (probably) don't know? Does this mean they can't talk? Just wondering, since oracle's burden says they don't receive the benefits of the curse, in this case knowledge of the language they're forced to speak.
Pretty good. How was yours?
Pretty quite compared to previous years. All in all, me gusta. I am, however, officially tired of turkey.
Aaaauuuuugh! Saw my RSS feed go off. Don't toy with my emotions like that! Haha! XD
Sorry, man. I have this habit of poking things that stop moving. I'm just happy to see that as many people as myself wait with baited breath.
I'm DMing the same AP right now, and at about the same part. I have a Wizard/magumbiyan-somthing-or-other and a rogue/sorc/arcane trickster in the party. Their response to "Immune to magic" was, in order:
1)knowledge check for weaknesses or alternate magical responses
...Hell, They even get a wand of Acid arrow as treasure just before these encounters and a golembane scarab last book! The rule is "adapt or die".
On a side note: I remember the Caryatid Columns and then the Glass Golem, what's the third monster?
Peter Stewart wrote:
Would you throw a monster immune to melee damage, or weapon damage at a party?
Yes. At least 2 swarms so far in the adventure. And at lower levels, too.
With 2 ranks in perform you will meet the pre-reqs for the Duelist prestige class. Then you can start having that Int pull double duty in your AC. Grab The feat Hamatulatsu from the Inner Sea World Guide to allow your unarmed strikes to deal piercing damage and thereby gain the damage benefits of the prestige class. check with your DM to see if he'll let you pick different feats when the Duelist obtains combat reflexes and deflect arrows. I would recommend crane style for that added parrying awesomeness.
With this option you could actually still lay in the bed you made with minimal changes.
Edit*-Definitely go crane style, as fighting defensively + combat expertise + Duelist elaborate defenses = huge AC!
@Ed Girallon Poe: No problem at all! Just give me the new characters name and description and I switch it in the list. :)
Okay, thanks Ruloc! I'll take my time putting together as good a description as I can, since it's gonna be a while before any of my others come up.
As for Enre, I love the look of this heavily armored assassin style character and the mask reminds me of The Mask of A Thousand Tomes from Ultimate Equipment. Love it! Keep up the good work. Glad to have you back!
My last character...
"I don't carry a ranged weapon because everything that attacks me from range only manages to tick me off!"
Grappling synthesist. Damage reduction, fast healing, and a AC so high the bbeg had to roll a 20 to hit me. Could fly, teleport, and was faster on land than anybody but the monk. If it had ranged attacks, I usually got an attack of opportunity. This character got synthesists banned from our gaming table single handed.
A CdG is not an evil act but, as others have said, a CdG could be performed with evil intent.
Sidekick- Would you consider a battery victim who, after months and years of abuse, kills their sleeping abuser evil? There are numerous cases in the U.S. alone where the assault and subsequent death of a "helpless assailant" gets classified as self-defense. I don't believe it's as black and white as you seem to be making it.
The argument saying that every feat that does not have the work "can" or "may" is optional to use or not use was never made.
... except for post #254 (though the clarification of "can" and "may" just comes from what I remember from English class)
(emphasis mine) Though in my haste, I only provided one example for "not true of most feats".
JrK-About line B, Where does it say the first attack must be unmodified?
Gauss-I was refuting a point someone else had made that I believed was faulty. I had announced my change of stance on RAI on page 4. The only point of view that I'm advocating now is that under scrutiny, the combination of the rules about Manyshot (and apparently other feats) and the rules about full-attack actions can cause many interpretations, which I do believe needs clarification. Several others have stated with certainty that the way they have described is the way the rules work; I don't see it as "100%" as they do.
As I have stated earlier, my initial argument was swayed. As intended, I do believe the developers wanted Manyshot to only be used in a full attack action containing nothing but attacks. That's RAI. What I have been talking about is the writing and syntax of these abilities. It is my understanding that at some point Pathfinder, the game we all enjoy, is going to actually produce a video game based on these rules. Muddy structure will inhibit that.
I will admit that I am playing a devils advocate right now, but i don't believe my argument was a strawman. I can look at several other feats in core alone that are an optional activation, and they use particularly different terminology. Things that are passive use a commanding tone, "you gain a +1 dodge bonus to your AC", "You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense", or "Add your Strength bonus to damage rolls made with your off-hand weapon." Things that are activated use the words "May" or "Choose" and often start with something like "As a Standard action", for example "Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it", "You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls", and " As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement."
The whole bases behind the still and current disagreements are that the first line of Manyshot sounds like the commanding style (When making a full-attack action with a bow, your first attack fires two arrows) and that when making a normal attack it, functionally, hasn't been defined as any form of known action until after the first attack. The way those two interact is... well...they don't. If the first attack is neither a standard or full round action (since it has yet to be defined), Manyshot's condition of "When making a full-attack action with a bow" won't be filled until after the attack that would have benefited.
Now, to reiterate, I beleive that manyshot is supposed to function as stated here on this board, but as written, it doesn't. Which is why there are still people advocating it and playing that way. As stated before, I don't see a huge advantage being gained or taken away from either interpretation, but if these things are supposed to function a certain way, clarification is needed.
Someone said that these forms of debates help to further understanding of the rules and intent, and I applaud them. That is what I've been trying to do. Yet I feel all I keep getting is "Your just trying to win" or "You just don't get what the developers want" or people calling "Rules Lawyer" when we're discussing the rules.
I've made my point. The writing has holes.
...Either way, I thank you all for your time. To quote musician Barry Gibbs "As long as you're having fun, that's the key. The moment it becomes a grind, it's over."
Okay, let me set a scenario.
In the late rounds of combat, a 10th level fighter has just taken 37 hit points, leaving him at 9. By your logic, the fighter can simply not use feats even though they don't give you an option. So the fighter stops using Toughness, dropping him to -1. The enemy, seeing the fighter as a threat no more, moves on. The fighter has now assured survival, as another 37 damage would have killed him anyway.
Does that sound right to you?
Neither feat gives an option. They specify, you do.
If you didn't have two arrows, you're probably not going to full attack either.
Actually, the way it's written is using a command, as in you will fire two arrows on the first attack of a full attack with a bow, no matter what. As written, it does not give you the option of not firing two arrows on a full attack. Like I said before, muddy syntax.
After much reading and re-reading, followed by scrutiny of the Vital Strike feat, I will consed the point that the intent of Manyshot is to allow it only on a full-attack action that uses only attacks. However, I still believe that the wording of several of the quoted sections muddies the literal interpretation as such.
The keystone for me was that the effective "single attack Manyshot" interpretation would also allow for the "Vital Strike with iterative attacks"
The issue for me now is the fact that attack actions are technically undefined until after the first attack. Until we either make these feats (Manyshot, Vital Strike, etc.) their own actions instead of options to preexisting actions or redefine the attack/full attack timing, there will still be grey area for argument.
Infinite time stop! Infinite shapechange! Infinite true strike! Infinite blink! Infinite everything!
If it wasn't an alteration to a full attack, It should have been placed earlier in the same chapter under attacks (if it's its own thing) or standard attacks (if it entailed standard attacks). Hell, it could stay where it is and still say something about standard attacks, but it doesn't. Which is why I believe that it would simply be a full attack that gave up all iterative attacks for the equivalent move action.
Now look at the capitalization of every other header like it. see the disparity. Capitalization stands for nothing in a header.