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Madge Blossomheart

Gwen Smith's page

FullStarFullStar Venture-Lieutenant, Washington—Seattle. 842 posts (907 including aliases). No reviews. No lists. No wishlists. 11 Pathfinder Society characters. 3 aliases.


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Chess Pwn wrote:
Gwen Smith wrote:

The most effective Vital Strike build I've seen was a Barbarian with the Furious Finish feat. At 12th level, with an enlarged battle axe (3d6), Improved Vital Strike and Devastating Strike, he was doing 3d6+6 and 6d6 from the Vital Strike tree. With Furious Finish, he could maximize his damage on that one attack, for 70 damage a round.

That took an investment of 4 feats and ending his rage.

For comparison, with the same weapon and bonuses, with no feats invested at all, his full attack would average 28 per round, 43 with Haste or Blessing of Fervor.

This looks like a very weak barbarian. Only a +6 on the damage while raging at level 12 with a two-hander? I feel this is a very poor example to compare a full attack with.

A barb lv12 could have a str of 4(start) +1(level) +3(rage) SO that's str 8 so +12 per two-handed hit. One feat power attack gives another +12 damage a hit. So with that enlarged battle axe he'd swing for 3d6+24 at least. And with a +20 at least to hit his damage is getting a lot closer to that 60 a round, and he doesn't need to end his rage.

So not saying that it's not a bad vital strike build, just wanting to show a better comparison.

That was just +6 from the Vital Strike feats alone, not +6 overall. Sorry if that wasn't clear.

First thing to remember is that most static bonuses are also multiplied on a critical hit; Vital Strike damage is not. Anything that increases your static bonuses (Power Attack, using a two-handed weapon, Weapon Specialization, Weapon training, etc.) will be better for a full-attack build just from the additional chance at a critical hit.

The second thing to remember is that most things that increase your weapon die damage (size changes, Lead Blades, etc.) will also apply to normal attacks, not just Vital Strike.

The most effective Vital Strike build I've seen was a Barbarian with the Furious Finish feat. At 12th level, with an enlarged battle axe (3d6), Improved Vital Strike and Devastating Strike, he was doing 3d6+6 and 6d6 from the Vital Strike tree. With Furious Finish, he could maximize his damage on that one attack, for 70 damage a round.

That took an investment of 4 feats and ending his rage.

For comparison, with the same weapon and bonuses, with no feats invested at all, his full attack would average 28 per round, 43 with Haste or Blessing of Fervor.

If we can rig up even a shallow zip line, we should be able to use another rope to pull the harness/sling back and forth.

Does anyone have a climber's kit? The metal hooks should serve for what we need.

** Venture-Lieutenant, Washington—Seattle aka Gwen Smith

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Markus Richert wrote:

Well, searching is not!

That is the kind of stuff that would make me never play again with a GM.

But in this special case i think i would have ruled similar.

Like I said, this was one of two GMs I've had who felt their role was to beat the PCs (one of them openly stated that his goal was to kill every PC, every time), and any time they could trick or fool the players was a bonus. There were lots of leading descriptions, specifically leaving out details unless we asked--the whole game was a series of "gotcha!" moments and increasingly ridiculous precautions:

Round 1
Player: I look in the room. Do I see anything dangerous?
GM: No.
Player: I step into the room--
GM: You didn't say you looked up at the ceiling! Gotcha!

Round 2
Player: OK, I look in the room, and I specifically look up at the ceiling. Do I see anything dangerous?
GM: No.
Player: I step into the room--
GM: You didn't say you down at the floor! Gotcha!

Round 3
Player: OK, I look in the room, and I specifically look up at the ceiling, down at the floor, and every other possible direction. Do I see anything dangerous?
GM: No.
Player: I step into the room--
GM: You get stabbed by a rogue!
Player: But you said I didn't see anything...
GM: The rogue is a person, not a thing! Gotcha!

And so on.

I am waaaaaay too old to play that version of the game. I have neither the time nor the patience to semantically parse every word spoken at the table, looking for traps. ("Hmmm...was that an ablative of means or just a preposition that takes an accusative?")

If you want to go for some dirty trick maneuvers, you might look at the Cad fighter archetype instead of Lore Warden.

Another possibility is to go the Brawler route instead of Fighter: Once you have Combat Expertise, you would have a lot of flexibility changing out your maneuvers on the fly. Natural attacks, so I can't disarm? I retrain into Trip. Too many legs or flying? Switch to Grapple or Dirty Trick.

** Venture-Lieutenant, Washington—Seattle aka Gwen Smith

Markus Richert wrote:

Well, i think the GM was right there.

A short "I take a closer look at the trap, what do i see?" is not slowing down the game.

It is not the GMs job to play the game for the PCs. if they don´t search a room, they don´t get the treasure.

I agree with that: if the players don't go in a particular room, they don't get any of the penalties or rewards for that room.

But if the players are walking carefully along the edge of the pit, and at least one has a high enough bonus to make the DC on a 10 or less, I would at least tell them that they notice something in the pit as they are going across. (There are defined penalties for distance, so you can easily adjust the DC for them not being down in the pit.)

Waiting for the magic words "I search" before giving the players a Perception check seems kind of picky.

To be fair, my experience is colored by having played with this GM (not in PFS):

You said you "look" in the pit--the module says you have to "search" the pit. "Searching" is not the same as "looking"! Ha!

Tizno wrote:


So recently we finished up the beginner box and we are just doing random some before going to one of the published AP's

So a player rolled a fighter, at level 1 has 18 strength and using a greatsword has 2d6+6 this correct? seems odd that he could one shot most monsters and even boss monsters whereas our wizard hits with magic missles for 1d4+1 and has a limit number of them

Something smells funny to me but wanted to check the beginner box forum :)

Damage is only one part of the game. The fighter has a terrible Will save, so any bad guy with Sleep, Hold Person, Fear, etc., can take the fighter completely out of combat in one action.

The wizard should have Knowledge skills, so when a monster pops up, the wizard has a chance to say, "Everyone hide your eyes!" before they get turned to stone. Half the time, knowing what you're fighting is as important as hitting it very hard.

The wizard can Detect Magic, so he has a chance to avoid magical traps and spot hidden magical beasties. The fighter's option is essentially "walk through everything and hope I have enough hit points to survive".

The best answer, really, is for each member of the party to have a primary and secondary role, and make sure they complement each other. Each class excels at some things and sucks at some things.

The fighter's primary role (based on your description) is to walk up and whack things with his great sword. When he can't do that, what should he do instead?

The wizard's role primary is...what? Knowledges? Ranged attacks? Battlefield control? Buff the party? Debuff the bad guys?

And so on for the other members of the party.

** Venture-Lieutenant, Washington—Seattle aka Gwen Smith

kinevon wrote:

Actually, from what I understand, that scenario explicitly says that if you don't explore the pit, you don't get the reward.

** spoiler omitted **

From the spoiler:

...or if they bypass the trap entirely, reduce each PC's gold earned as follows

From Disable Device:

A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it. A rogue can rig a trap so her allies can bypass it as well.

I'm going to hope that this is just a wording coincidence and that the scenario doesn't specifically intend to punish highly skilled or just very lucky PCs. If the Rogue has maxed out Disable Device and is able to "bypass" the trap, denying them part of the gold for doing so seems like a really jerk move.

Again, this comes across as influence from video games. I've seen video games where players learned to randomly jump into the air, because sometimes, there are invisible reward squares there (for no reason, with no clues), and you miss out. I also remember the common advice of "touch everything! You never know what might be active!"

Noticeably, these video games rarely any hint of a story worth telling. I will also confess that I hated these kinds of video games, and the prevalence of them during my "developmental years" as a gamer greatly contributed to turning me off of video games altogether.

This "touch everything!" and "randomly jump on every screen" mentality is the equivalent of demanding our players trigger every single trap, slit open the belly of every dead monster ("You never know what he ate last!"), and take 20 to search every square. It's a waste of time (in and out of game), it interferes with the story, and it goes against everything the players and PCs are supposed to do.

You're supposed to bypass traps. You're supposed to have more than one way to get past an obstacle. As a GM, I find it annoying to have to punish players because they happened to choose the "wrong" way to overcome an obstacle.

I can think of at least one other scenario where the players on a time-sensitive mission, but some of the gold is dependent on taking time out of their time-sensitive mission and searching an area. Even better, there's no indication they should search the area (outside of the old school "There was a monster--there must be treasure nearby" mentality), and the search was clearly a digression from their time-sensitive mission. As a writer, I would have punished the players for taking the digression and rewarded those that completely ignored the possibility of "dead monster treasure" and focused on their mission (did I mention it was time sensitive?).

In PFS, we have a unique advantage of being able to abstract reward from encounter. You don't actually have to dig through every pile of offal looking for each gold piece: the society can just choose to give you a bonus at the end of the mission. I mean, if we want to worry about "realism" in a fantasy RPG, then someone's going to have to start explaining what the heck these monsters have been eating for the hundred-some years before the PCs entered the completely sealed tomb...

** Venture-Lieutenant, Washington—Seattle aka Gwen Smith

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Sasayaki wrote:

In the Pathfinder Society Guide to Organised Play, under the section Creative Solutions, it states:

Sometimes during the course of a scenario, your players might surprise you with a creative solution to an encounter (or the entire scenario) that you didn’t see coming and that isn’t expressly covered in the scenario.

How literally should this statement be interpreted? If a module with a pit-trap states something akin to:

Should the PCs search the bottom of the trap, they receive the following rewards: 10gp

But the PCs found the trap, safely set it off, and navigated around the pit without looking in.

The module expressly stated that the PCs must search the bottom of the pit in order to receive the awards. Is this considered "explicitly covered"?

Did the players explicitly say they were not looking in the pit as they navigated around it? Or did they just fail to say explicitly that they were looking? And what was the DC of the Perception check to find the gold in the trap?

Over my years as a player, I have had GMs who looked for any tiny excuse to punish the players.* So if I said "I'm looking around the desk for traps, Perception 27", the GM would say, "Aha! But you didn't say you were looking UNDER the desk, so you set off the trap!" This leads to the amazingly tedious procedure of "I search the three squares in front of me. Do I see a trap? OK, I step forward 5 feet and search the next three squares..."

Personally, as a player, I find that painfully frustrating and boring, and as a PFS GM, I just don't have the time. My new approach to this whole problem is just to assume that when players are looking around, moving cautiously, etc., that they are always taking 10 on their Perception checks. I use initiative cards with their Perception modifiers on it, so when they enter a room, I can flip through and see if anyone's take 10 beats the Perception DC. If so, I just tell them they found it. If not, I'll roll for them in private, and then tell them what they find.

Now, if the players explicitly say something like, "I'm afraid of heights, so I'm not looking into the pit as we go over", or "I'm not going into that room", obviously, that changes things.

*To be fair, a few of them may have just been applying computer-game mechanics to RPs, but at least two had "kill the player characters" as their stated goal when we played.

** Venture-Lieutenant, Washington—Seattle aka Gwen Smith

Well, the most recent season focused on the Pathfinder Society working with the Mendevian crusaders to fight back the incursion of demons flowing from the Worldwound. Iomedae is the official religion of Mendev.

Your paladin of Iomedae could easily have fought alongside the Society members during the crusade. This leads to a whole lot of possibilities:

1) Your paladin fell in love with a society agent and decided to follow them home.

2) Your paladin was actively recruited by members of the Silver Crusade to help continue the fight around the world. Part of the mission of the Silver Crusade this season is to mop up the loose demons and help the veterans of the Mendevian crusade.

3) Your paladin saw how resourceful the society agents were and realized that the society had valuable information and training about how to fight monsters other than the demons you were trained to fight.

4) During the crusade, your paladin incurred a personal debt to one of the society agents (maybe he saved your life or sacrificed himself to save your unit, etc.). You joined the society to repay that debt.

Many characters join the society for purely personal reasons (looking for a lost relative and escaping a bad life are two very common ones). Since the society provides resources and travel opportunities, it's an attractive option for people who are on personal quests. Others join just for the adventure and exploration, just to get rich, just to get more knowledge and training...

Ventnor wrote:
Some kind of bracelet that casts shield, I would think.

You could do that as a Ring of Force Shield. Not quite a bracelet, but close.

You'll have to start with a small character, so if you want to go down to tiny, you'll need Reduce Person.

Look at the Mouser archetype in the Advanced Class Guide--that seems like a good place to start. Some other possibilities are Monk of the Empty Hand, for improvised weapons and mobility, or maybe Underfoot Adept (monk archetype).

In our PFS region (other regions may vary)...
1) Buffer casters are always welcome, and knowledge skills are always useful.

2) Someone who can heal is helpful, but at higher levels, dedicated healers tend to get bored. (At some point around 10th level, every dedicated healer I've seen has threatened to start healing the enemies just to have something to do, at least once.)

3) Party "faces" (Diplomacy, Bluff, etc.) are always needed in PFS, and they are often overlooked (lots of players dump Charisma). There are several scenarios where a good "Diplomancer" can just about solo the entire adventure while the melee beasts complain about being bored. And since Season 4, a lot of the secondary success conditions depend on changing people's attitudes.

In general...
A) If you want to be at all useful at range, you need to have Precise Shot. This goes double if you have melee fighters you expect to stand behind. Normally, you have to burn two feats (Point Blank Shot and Precise Shot) for this, but the Paladin Divine Hunter archetype and the Monk Zen Archer archetype can both get it at first level without the prerequisites.

B) Don't be afraid to change your direction or just start a new character if things aren't going the way you want. Remember that each season has a storyline that will focus on different enemies, so in Season 5 (Year of the Demon), we saw a whole lot of evil outsiders who were immune to fire. (My flame Oracle and my husband's Ifrit sorcerer just took Season 5 off.) If your GM is planning to run the current season, take a look at the blurbs and faction goals for Season 6 before you decide to specialize.

C) Hyper-specialists will have nothing to do in about one in four scenarios. The scenarios are too varied to focus on any single thing. Have your primary shtick, and then have at least one, maybe two other things you can do when your primary shtick doesn't work.

D) Remember that "being useful" does not mean "completely dominating every scenario". A lot of advice you'll see on the messageboards is targeted at completely optimizing your character, and you'll see a lot comments that kind of sound like "If you aren't putting out maximum DPR, your character is a complete failure." PFS is a cooperative game, and everyone likes to be able to contribute. Sometimes, even if you can completely dominate the scenario, it doesn't mean you should.

Mad Gene Vane wrote:
Gwen Smith wrote:

I would pick up Point Blank Master at level 5: not provoking when using a bow is really nice, and it lets you take advantage of Point Blank Shot more.

Point Blank Master is nice, but Archer's get an ability at level 9, where they do not provoke.

Do you burn a feat on something at a lower level, that will be a class ability later on?

This is an honest dilemma I have with the Archer Archetype and I really do not know a good answer.

The Archer Archetype trades out both weapon training and armor training for weak combat maneuvers and increased range increments. This is a terrible trade-off for a fighter. (I run three different ranged fighters between levels 4 and 10, and I have yet to run into a situation where I take any range penalties--not even on my Halfling warslinger. And both distance arrows and flight arrows are cheap, anyway.)

Weapon training is a major contributor to your DPR after 5th level, especially when you get Gloves of Dueling. I always recommend people away from any fighter archetype that trades out weapon training. If you want an archetype for a bow specialist, go with Weapon Master.

Armor training is less important; lots of people say it's worthless but I personally love it. Armor training lets you wear heavy armor without movement penalty and increases your max dex from the armor. You save a bunch of money for not needing mithral medium armor to accommodate your higher dex (or mithral heavy armor at higher levels). By 11th level, it nets you a bump of +4 AC for a total of less than 2000 gp, which is the cheapest AC increase I've ever found.

So for me, the answer is "Archer is a genuinely awful archetype overall--go with Point Blank Master."

Joe M. wrote:

Get Clustered Shots as early as possible. Grab Iron Will in the lvl 3-7 range.

My experience with my lvl 16 fighter archer (started at lvl 1) has been that damage output is never a problem, so it's been a good decision for me to delay pure-damage options when necessary to grab defensive choices (Iron Will) or choices that help me do my thing in situations I wouldn't be able to otherwise (Clustered Shots).

Actually, that's some good overall build advice:

Adjust your plan according to how the campaign goes.

If you aren't having any trouble doing damage, don't worry about picking up the next "increase your damage" feat. If there's a weakness in your party somewhere, see if you can change your build to help shore it up. (I find Additional Traits is a great way to patch holes in a build or help fill a role in a party.)

Bigdaddyjug wrote:
A note on the bracers of falcon's aim, they are illegal for PFS play and a lot of GMs may not realize that they are woefully underpriced for their power level. Consider that keen on any weapon costs at least 6,000g and lesser bracers of archery cost 5,000g, and the bracers of falcon's aim do both of those things and grant you +3 on one of the most important skills. Don't expect your GM to let you get away with them for 4,000g.

Yeah, Aspect of the Falcon is just such an amazing 1st-level spell.

(I didn't think the OP was talking about PFS, or else I wouldn't have suggested them.)

Bigdaddyjug wrote:
Durable arrows are not that big of a deal seeing as a quiver (20) of cold iron arrows only costs 2g. It's not like you're a gunslinger spending 6g each on alchemical paper cartridges. Also, weapon blanches are only good for 1 shot, so if you were to weapon blanch durable cold iron arrows, after the first shot, they would just be normal cold iron arrows and you would have to blanch them again. I do recommend keeping as quiver each of ghost salt, silver, and adamantine blanched arrows on hand for those times you will need them.

It's availability, not cost.

The main advantage of durable arrows is the you don't have to carry 5 or 6 quivers of them or worry about running out. This is completely campaign dependent, though. If your character is always near a town (or in PFS, where you can buy between scenarios), running out of arrows isn't a problem at all.

On the other hand, I had a Zen Archer in an AP who used up over 100 arrows from levels 1 though 4 (before she got her iterative attack). Without Craft(Bows) and some lucky scavenging (bow-using bad guys that she could loot arrows from), she would have been completely out of arrows for about 4 combats during that time (since they weren't always near a place she could buy more). Once she managed to get a set of durable arrows, she's only lost a total of 3 arrows from levels 5 through 7. More importantly, with the durable arrows, she hasn't been in any danger of facing a combat with no ammunition.

For special materials:
You are completely correct that cold iron is cheap enough to just get regular arrows. It's the adamantine ammunition that will make you go broke. At higher levels, you will probably want some adamantine arrows (since adamantine weapon blanches only overcome DR, not hardness--there's some question whether Clustered Shot works against hardness, also). Once you start buying adamantine arrows, you will want to get durable ones. (Side note: Unless your GM says otherwise, you have to buy special-material ammunition in batches of 50.)

Also, durable arrows maximize the use of weapon blanches. Weapon blanch "remains effective until the weapon makes a successful attack". If you miss with a blanched durable arrow, you pick it up and put it back in your quiver. If you miss with a blanched regular arrow, you only have a 50% chance of recovering the blanched arrow.

Bigdaddyjug wrote:
A longsword with Improved Critical, or keen weapon enchantment, will have a threat range of 17-20. A bow with a 19-20/x2 does the same amount of average damage as a katana without Imp Crit or keen (18-20/x2).

See, that's what I get for posting before I had my coffee... Here's what I was trying to say:

Assuming the same attack and damage bonus, a 1d8/19-20 weapon does exact same amount of damage as a 1d8/20x3 weapon. Improved crit on both these weapons keeps the damage exactly the same (1d8/17-20 = 1d8/19-20x3). (The game designers did a really good job of balancing the crit threat/multipliers across different weapons.)

But this is probably a more useful comparison:
Improved Crit/Keen on a longbow (1d8/19-20x3) averages about 0.5 points per shot more than a regular longbow (with your current stats/feats, assuming an AC of 18). When you start firing 3 or 4 times a round, that will add up.

Now, Bracers of Falcon's Aim give you the improved crit threat range AND +1 to attack. That increases your average damage by about 1.1 points per shot. Which adds up faster.

GoldfishBowl wrote:

I'm not parsing everything very well, so I'll ask the experts.

I'm a small cavalier riding a medium mount. I'm using the lance one handed and wearing a shield.

I guess my first question is would a Small sized lance still have reach? My group imagines so, a lance sized even for a Gnome could be well over 5 feet.

Assuming I do in fact have reach... With the lance I threaten not adjacent, but ten feet out. Would I also threaten adjacent with a shield bash? What would my penalties be?

If I had a longsword and a dagger and attacked with only the longsword on my turn, would I be considered 'Two Weapon Fighting' if I later took an attack of opportunity using the dagger?

1) Small reach weapons have the same reach as medium reach weapon, so your lance reaches 10 ft.

2) Correct, you do not threaten adjacent with the lance. You should threaten adjacent with the shield bash (but you might need shield spikes for this).

3) No--you are only "two weapon fighting" if you take an extra attack on your turn.

Vylent wrote:

@SunsetPsychosis - Im not using the archery archetype. im just a plain jane fighter.

@Gwen Smith - Yea, i didnt really like the sound of hammer the gap either. I do use the arrows from Alchemical Archery. I currently have a few trip arrows and tangle arrows. What is a weapon blanche? i did asearch for it and it didnt turn up anything.

Also, is there a way to get a bows crit range larger than 19-20? i dont really see that making much of a difference.

Another thing is what are your thoughts on vital strike?

Arrow questions:

The main arrows you want from Alchemical Archery are the Durable Arrows. Normal arrows are destroyed when they hit and have a 50% chance of being destroyed when they miss. Durable arrows can be recovered nearly 100% of the time whether they hit or not. (If you shoot it into the ocean, over a cliff, into a fire, etc., your GM can rule that it's destroyed.)

By 6th level, you're going to be throwing out 4 arrows a round, potentially emptying your whole quiver in each combat. If you're usually in a big town or city, you'll be buying new arrows once or twice a week. If not, your character would have to spend some crafting time to repair the broken arrows or making new ones. With durable arrows, this isn't a problem.

Durable arrows also make it cost-effective to get special material arrow heads. My archers start with 50 durable cold iron arrows, and I haven't had to buy a new batch for any of them yet. I coat them in silver, adamantine, and ghost touch weapon blanch (10 arrows of each).

You'll probably also want to pick up some blunt arrows in case you run into skeletons or just want the option to do non-lethal damage.

Crit Range:
I'm not aware of any way to get any weapon's crit range increased more than doubled (but I usually only play up through 14th level, so there might be something after that). Bracer's of Falcon's Aim give you the increased crit threat for only 4000 gp, and they give you other benefits as well. Since these are a wrist slot, you can wear them along with Gloves of Dueling, which are my go-to item for any fighter. (If you want to get other feats that require Improved Critical, then skip the bracers or maybe sell them when you pick up Improved Crit. The crit threat range won't stack.)

Even though the crit threat only doubles, the multiplier is x3, so you will be getting a nice damage increase for this. (19-20/x3 does as much damage as 18-20/x2, which is your increased crit threat on a long sword).

Vital strike:
Statistically, you are better off getting more attacks a round than using Vital Strike on any weapon unless you have no strength bonus at all. Now, you can build for Vital Strike specifically, and I've seen some effective melee ones. (There's a barbarian feat Furious Finish that lets you end your rage to automatically deal max damage on a Vital Strike--that gets really ugly, really fast.)

To build for Vital Strike with a bow, you would trade out Rapid Shot, Manyshot, and Clustered Shot in favor of the Vital Strike tree, maybe Far Shot and Focused Shot. To really make this build work, though, you would want to get the spell Gravity Bow (increase the damage dice of your bow), Enlarge Person with oversized arrows, and probably get Deep Sight for 120 feet of darkvision. The idea there is you increase you bow damage to 2d6 (Gravity Bow) or 3d6 (Gravity Bow + Enlarge Person with large arrow shenanigans), then do sniper shots at long distance with Vital Strike, doing 4d6 or 6d6 a round with one shot at a time. Far Shot increases your range increment, and Focused shot lets you add your Int mod to damage. I suppose you go with an Urban Barbarian (rage to increase your dex) and pick up Furious Finish...

This is a very situational build, though, where a campaign allows for spotting enemies 150 or 200 feet away. And the "automatic weapon" version of the archer will still do more damage and have a lot more flexibility than the "long range sniper" version.

I would pick up Point Blank Master at level 5: not provoking when using a bow is really nice, and it lets you take advantage of Point Blank Shot more.

And I agree with Bigdaddyjug: put off Combat Reflexes until after you have Snap Shot.

Any other advice I have is dependent on circumstances.

1) If your GM will let you use a cestus on your string hand, use that for AoOs until you get Snap Shot.

2) If you can get weapon blanches, use those to overcome DR and you can put off getting Clustered Shot a bit. If you can't get weapon blanches and/or you run into a lot of DR creatures, pick up Clustered Shot before Snap Shot.

3) I'm not a big fan of Hammer the Gap. It requires consecutive hits, so if you miss in the middle of a sequence, you have to start over.

4) If you find yourself running out of archery feats, pick up Power Attack to boost your melee options.

For items:

A) If you GM will let you, check out the "Alchemical Archery" section of the Elves of Golarion book (otherwise known as "Hawkeye's shopping list"). My favorites are durable arrows (you can always recover them), tanglefoot arrows, and pheremone arrows (if someone in the group has a pet with scent).

B) If you can't get durable arrows, you will want to pick up an Efficient Quiver.

C) If your GM will let you get Bracers of Falcon's Aim, snap those up as soon as you can find them! If you get those, you won't need Improved Critical.

D) Once you have a +1 bow, get Adaptive on it (1000 gp). If you get hit with strength damage or drain, you won't take attack penalties. And if someone can buff your strength, you can do extra damage without switching weapons.

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GreyWolfLord wrote:

I think a post of mine pointing out the out and out sexist way Council of Thieves was written in some parts, and how it was offensive, actually got a response to the effect of..."so what?" That's how you should expect to be treated type treatment. Not so happy on my part.

I see posts asking about the iconics and talking about girls, but heaven help you if you bring up a post concerning what WOMEN like to see in men. I did, and I got it locked because some guys obviously found it sexually harassing...but on the otherhand, as the Council of Theives thread showed...there is harassment on these boards against women all the time as well that is much more accepted and tolerated.

When this happens, flag the post. Get your friends to flag it. If nothing is done, send a message to the moderators.

Sexism against women is still "OK" in regular society, so a lot of people will let it slide here. As a community, we need to make sure that this kind of behavior isn't tolerated. At all.

** Venture-Lieutenant, Washington—Seattle aka Gwen Smith

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Most of the time, what the players are actually saying is, "But we're the PCs!"

A bit before my time, a player in our area would knock on doors and announce "Pathfinder Society!" This has become somewhat of a running gag. It's always amusing when they are sent to help someone who is expecting them, and this actually works.

You could partner up with a halfling who has Blundering Defense.

1) To add armor spikes, first create a custom armor. (Go to the armor tab and select (New magic, custom or masterwork armor > Custom/magic armor > Add). Then, select your armor and select Click to add a new special ability. Armor spikes is on that list.

2) Braid of 100 masters is a scenario-specific item that isn't in Hero Lab. You can duplicate the effect by using a custom adjustment package. There are a lot of useful community packages at the Hero Lab Community Repository. The "must have" package from this page is ShadowChemoshAdjustments_v2.9.hl (near the bottom). With this package, you can create just about any effect.

3) I'm not sure what you mean by this. Can you give me more specifics?

** Venture-Lieutenant, Washington—Seattle aka Gwen Smith

Tweedle-Dum wrote:
Leathert wrote:
The Ultimate equipment entry for the basic Mug/Tankard says " Tankards are commonly made out of clay or tin." So you can just buy a basic one, it can be made of metal.
while this sounds good to me (if I where the judge) - I would like to add that I could totally see a guy with 30+ clay mugs, each good for one hit/shot. BOOM! and clay shards go everywhere... and the concept of throwing them! LOL!

Now combine that with Disposable Weapon... :-)

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I tend to use the same tactic with healing that I do with poker: I estimate how many more hands/rounds I can last before going broke/going down.

As long as I can last at least two more rounds, I stay on the offense. Once I'm at two rounds left, I play/fight more defensively. If I'm under two rounds I buy in again/take some healing.

From the cleric's perspective, if the party can easily survive the nest round, I keep fighting. If one party member is in danger of going down, I can decide whether to fight or heal. If half of the party is in danger of going down, a good channel will buy most of them one more round, which might be all we need.

Note that this kind of action-economy estimation doesn't apply to life link or shield other where you can heal comrades without taking an action.

Krky77 wrote:

Thanks for the awesome suggestions, guys!

Just Googled Zon Kuthon, he might be a bit dark for my purposes, but I'm definitely leaning towards Zen Archer.
Fighter Archer also seems very useful, I'll have to toy around with numbers a bit to see strengths and weaknesses of both.

The actual "Archer" archetype of fighter is really weak, and it gives up weapon training, which really impacts your damage output in the long run.

Weapon Master is a nice archetype for a character focused on one weapon, but any fighter archetype that doesn't trade out weapon training is decent choice. (If you're going high-dex build, Lore Warden is a nice choice: you trade out medium and heavy armor for knowledge skills, which is a decent way to represent studying how best to kill different kinds of critters, if that fits the concept.)

After the Advanced Class Guide comes out, you could look at the Slayer class. That has some of the feel you're talking about, but I'm not sure if the actual mechanics of the class would fit what you're after. The Assassin prestige class is another possibility.

Also, check out the trick arrows in the Elves of Golarion book. There are also a couple of archery-specific feats for elves, like Stabbing Shot from the Advanced Players Guide.

A while back I did a level-by level breakdown of the Zen Archer vs a vanilla Fighter, counting cover penalties, single attacks, full attacks, and full attacks with ki points. The basic takeaway was that the they are about even through level 3 (<1 point per round difference). Starting at level 4, the fighter pulls ahead a little bit (<3 points per round), but the Zen archer does 1.5 times as much damage when he can use a ki point for an extra attack.

If the ZA picks up Improved Precise Shot at level 6, he pulls ahead of the fighter up through level 8. From level 9 through 12, the fighter starts doing 1.5 to 2 times as much damage as the ZA unless the ZA used a ki point, which put the ZA ahead a little bit (<2 points per round). At level 11, when the fighter picks up Improved Precise Shot, he starts doing 1.5 times the damage of even the ZA's ki point attack.

The big difference was Weapon Training. Once that kicked in at level 5, the ZA had to start spending ki points to keep up, and weapon training 2 at level 9 even made up for not having Improved Precise Shot. Picking up Gloves of Dueling would just make the difference more pronounced. So the big takeaway is...

If you want the highest DPR archer, play a fighter (but do not play an archetype that trades away weapon training).

Even after that exercise, I still play Zen Archers (specifically Qingongg/Zen Archer)--or at least through 6th level (since all their feats are so front loaded). I know they do less damage, but I find them much more fun to play. Higher saves, higher AC, feats available for other stuff, ki powers...

It all depends on what you want.

Heartseeker in the PRD says "A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square. This special ability does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart."

You wouldn't be able to "see", but you would be able to attack most living creatures without the 50% miss chance. It's up to your GM whether you'd be flat-footed to any attacks, take the -2 to AC, have to move half speed, etc. (Temorsense only says it "pinpoints the location", not that you take no penalties for not being able to see. Comparing the wording in tremorsense to both blindsense and blindsight, I would say tremorsense functions more like blindsense, where you only know where things are but still take the penalties for being blind.)

And if something is flying, you're out of luck...of course, the flying creature probably can't see in deeper darkness either, so it would be pretty even.

** Venture-Lieutenant, Washington—Seattle aka Gwen Smith

rooboy wrote:
Also, I typically use Hero Labs to track my heroes. There's a section on there marked as PFS. Do you know if I use that are there any "gotchas" that I should be aware of being valid in the program, but illegal in PFS play? Again, for the most part I think I'll probably start fairly vanilla (maybe, at most, choosing a class from the APG).

Hero Lab's PFS selection is pretty clean as far as indicating what is and isn't legal in PFS. There are some corner cases and bugs, but most of these are not specific to PFS. If you already use Hero Lab for Pathfinder RPG, you're probably aware of most of them.

The only PFS-specific issues I can think of are the "{blank} of the Society" traits: Hero Lab should restrict these to specific classes, but it doesn't. (It's an issue with which books these traits were sourced from; one of the APs printed these traits with the non-restrictive wording, but AP traits aren't valid in PFS.)

Looks pretty good.
Do you get to use traits? If so, there's one called Magical Lineage that will let you apply metamagic feats to one spell at one level lower than usual. That would let you use your Reach feat with Cure Light Wounds but only use a 1st level spell slot. That would really help with your "stay out of combat but heal people who are in combat" strategy.

Just out of curiosity, why the high wisdom? If you wanted to be extra stealthy and have a high AC, you might want to put it in Dex. Or if you want to use Life Link or Shield Other to absorb other people's damage, you might want to swap wisdom and Con.

** Venture-Lieutenant, Washington—Seattle aka Gwen Smith

rooboy wrote:
Register for PFS #6-01: Trial by Machine (I am presuming the 6 refers to season 6, and this is the introductory level 1-5 session)

You're correct that 6 refers to the season, but the number after the dash is the scenario number (kind of like the issue number in comic books). So 6-01 is the first scenario released for season 6, 6-02 is the second, and so on. There is usually a developing story arc over the season, but you can play them out of order with no problem.

The other thing to look for is the tier, which is the range of character levels that the scenario is designed for: 1-5, 3-7, 5-9, 7-11. You're looking for tier 1-5 scenarios right now, just like you thought. If you get past level 3, you'll have a lot more options.

Oh, and have fun!

dunrosh wrote:

Can any one explain me the rules for 2wf

if i have a fighter level 6 he is +6/+1 he fight whit +1lonsword and +1shotwsord he have +4 for strenght weapon focus for both and 2wf for feat

so the first attack is 6+4+1+1-2=10 exact ? whit the longsword
the second attack i ask is it whit the short or long sword ???
1+4+1+1-2=5 exact and for the third attack is it the long sword or the short one and how i calcluated this last attack

ty for your answer

Just a note:

You get the second attack on the off-hand only if you have Improved TWF. (This feat doesn't change the bonuses at all, so it's not immediately relevant to your question. But without it, you only have three attacks: Main hand, Off hand, and Main hand iterative.)

Akerlof wrote:
Mercurial wrote:


One of the things I try to take into account (and all that formula may have) is how likely I am to hit an equivalent level foe. If my attack bonus is so high that it's all but guaranteed, PA seems a better choice than if I'm struggling to hit. In this case I find a properly built DD to have a well above average chance to hit, especially once I start including magical gear.

In my back of the envelope calculations, the Dervish Dancer was hitting on a 6 at level 4 verses a CR 6 monster (with Heroism and Battle Dance being your only non-permanent buffs). The primary attacks at level 8 were hitting the median CR 10 monster on a 4 or better (assuming Heroism, Haste, and Cat's Grace or a +4 Dex belt.) That drops to a 7 at level 4 and a 6 at level 8 with Power Attack.

Just a note on the assumptions:

This is a PFS character, so you have to watch out for fame limitations on purchases: You won't be able to buy a +2 belt until you have 18 fame, which is tight at level 4 (you have to hit all secondary success conditions on 9 scenarios and play no modules). It's more likely to have the fame for a 16K item at 8th level.

Also, at some point you'll have to pick up a headband of charisma if you want to cast any spells above 2nd level.

When I'm doing damage calculations, I usually run the numbers for unbuffed, one round of buffs, and fully buffed to compare them. If you only want to do one set of calculations, I'd assume one round of buffs, on average.

From a logical perspective, there is no way an arrow will ever fit in something the length of your forearm: by definition, arrows have to be the full length of your arm plus at least 3-4 inches. Any shorter, and they won't stay in the bow when you draw it. A crossbow bolt will fit OK, but arrows for longbows and shortbows just...can't. However, by RAW it's allowed, so we'll just have to ignore that.

My first question would be how big are the hooks on the grappling arrow? There's no picture in Ultimate Equipment, so that's going to be up to the GM, I guess. Given that a traditional arrow shaft is around 1/3", and a broadhead point is about 1 inch across, I'd estimate that 5 arrows would need a space about 3.5 to 4 inches in circumference (minimum 1 inch diameter). I think it's reasonable to say that the top of a grappling arrow could fit in that.

The rope gets tricky. Rope comes in different diameters, but based on the weight, I'd say a Pathfinder hemp rope is around 3/4" thick (10 lbs for 50 feet = about 3 oz per foot. Comparing the weight of the cotton rope (from the same site), I'd guess silk rope would be between 1/2" and 5/8". So you could fit no more than 6 "lengths" of rope in the 4 inch circumference forearm is about 10 inches long, so that would give you 60 inches of rope or 5 feet. Even with a 1/4" circumference rope, you'd max out around 10 feet.

As for whether you could shoot it from your wrist: almost certainly not. Any spring with that much "firing power" would always overshoot your hand or perhaps damage your hand from the force.

You could put a grappling arrow in spring loaded wrist sheath, with no more than 10 feet of silk rope. You could not shoot it from the sheath.

However, I would treat a grappling arrow in your quiver as a regular arrow, so you could pull out a grappling arrow as part of the action of drawing your bow. So I don't know why you ever want to put it in a wrist sheath.

bbangerter wrote:
Malachi Silverclaw wrote:

Therefore, 'grappled creatures can take no action that requires two hands to perform' could be understood to apply to non-humanoids in the form 'grappled creatures can take no action that requires two (or more) limbs to perform'.
That is one way of reading it, but not the only way. The other way to read it is that one of your hands/limbs/tentacles is unavailable. In a bipedal viewpoint the two ways of reading it are equivalent. For a more than two armed creature than you need to decide which viewpoint makes the most sense for your game.

There is nothing in the description of grappling in the game or examples of grappling in the real world that says you have to immobilize an arm (I've seen a lot of wrestlers and MMA fighters grapple by grabbing the legs) or any limb at all (I've seen my mother grapple an out-of-control student quite effectively by grabbing a handful of hair, and that "ear pull" that you see in old TV shows still works even though teachers aren't allowed to use it anymore).

There are thousands of methods of grappling in the real world, from submission holds to bear hugs to grabbing clothing to sitting on someone's back. Restricting a grapple to "must grab a limb" seems pretty unnatural. I can't imagine how I would ever catch my cat if I were forced to grab a limb.

(Side note: anyone who doesn't believe an animal gets all of its natural attacks while grappled is welcome to come over to my house and give said cat a bath. I'll even supply the bandages.)

Mercurial wrote:

Maybe something like this? Here I'm taking Weaponmaster at levels 5, 6, 7 & 12.

1st - Dervish Dance
1st - Arcane Strike
3rd - Power Attack
5th - Paired Opportunists
5th - Broken Wing Gambit
6th - Combat Reflexes
7th - Lunge
9th - Weapon Focus: Scimitar
11th - Discordant Voice
12th - Weapon Specialization: Scimitar

Did we ever figure out if Discordant Voice stacked if more than one person is using it? If so I'd stick with the above, but if not, I might be more inclined to make those last two feats:

11th - Improved Critical
12th - Seize the Moment

Seize the Moment would really make those other Teamwork feats come together and taking Improved Critical probably means I can afford another enhancement on my weapon other than Keen... not that I'm likely to do a lot of post-12th level play.

Looking at the wording on Discordant Voice, I don't think it would stack with itself. It says that it stacks with other energy damage the weapon does: I read that to mean that if your weapon normally does sonic damage, this would add to it.

I like Seize the Moment--that would work out better for you than Outflank, probably. (Our teamwork characters had rogue levels, so we were already all about the flanking, anyway.)

Another thing to check out is Oil of Bless Weapon: it lets you auto confirm a crit threat against evil foes, but this can't be used with Keen. With Improved Critical, though, auto-confirming crits is really handy.

I'm not a big fan of Lunge. I really, really want to like it, but it doesn't continue through to your AoOs, which makes it only half as useful, to me. You might want to look at using Enlarge Person to extend your reach and your flanking/adjacent squares. Enlarge isn't as good on a Dex-based character, though, and I think Enlarge Person doesn't work on an Aasimar, so it might not be the best option for you. (Although you could use it and switch to a great sword or earthbreaker: 15 str, 3d6, and 1.5x STR and Power Attack would make a nice backup option if your scimitar is not working for some reason, like DR bludgeoning or high hardness or something.)

If your main focus is a self-buffing melee character, I would consider front-loading the fighter levels, like 1-2 Bard, 3-7 Weapon Master, then back to Bard. You get you BAB up earlier, and the 4 levels of Weapon Master get you a total of +2 attack/+3 damage. If you want the spells earlier, then keep it the way you have it. (I also like to line up odd/even fighter levels with odd/even character levels, so I tend to switch every two levels when I multiclass fighter. That's just personal preference, though, so I get the feat every level.)

Also, remember that you can adjust your plan as you go, too.

Kyle Elliott wrote:
instead of power attack consider the dex based version, pirahna strike. I believe it is still legal for use in PFS.

Doesn't work with a scimitar, unfortunately, so Dervish Dancers can't use it. :-(

The Swashbuckler from the Advanced Class has some tricks that could work with a scimitar, but you'll want to wait until the final version of the book comes out.

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I'm a big fan of teamwork characters! This sounds like a lot of fun.

A couple of thoughts:
1) You have until August 14 to get one chronicle applied to an aasimar character; if you can do that, it's grandfathered in. So you might be able to do it as a aasimar.

2) Power Attack is not as effective with one-handed weapons, and with Dervish Dance, you can only use one hand on the scimitar. If there's another feat you were looking at, it might be a good idea to switch it out. Also, you might consider lowering your strength and use the points in CHA so you can get spells higher than 2nd level. (Assuming you only took 13 STR to get Power Attack; if you wanted the 13 STR for something else, never mind.) :-)

3) I'd actually recommend getting Precise Strike earlier. At lower levels, you'll fight more enemies who are susceptible to precision damage than at higher levels.

4) If you're going to stick with scimitar, you might consider the Weapon Master archetype instead of Lore Warden. (You already have all the knowledge skills from your bard levels, and you're not using Combat Expertise as a pre-requisite that I can see.) If you go three levels in Weapon Master, you can get Weapon Training (+1 attack and damage, untyped); you can then pick up Gloves of Dueling to boost that to +3 attack and damage.

5) Paired Opportunists doesn't usually work with Precise Strike or Outflank: one is adjacent, the other two are flanking. (If you pick up Gang Up, though, you might be able to pull it off, but that takes a 13 Int and another cooperating player. Might not be worth it.) You might check out Escape Route as an replacement for Paired Opportunists.

My husband and I ran teamwork characters with Outflank. Combined with Keen (or Improved Critical) to make the threat range 15-20, this turned out to be really effective.

Wiggz wrote:
Ryzoken wrote:
EDIT: a quick search (amazing function that!) indicates it all works.

Alright, bear with me...

At 4th level or somewhere thereafter, I meet the pre-requisite of 4 ranks in Dance and sacrifice one of my 2nd level spells known. In return I get the Masterpiece Pageant of the Peacock.

This ability allows me to make a Bluff check in place of any Intelligence-based check, although (we think) I'd still have to have at least 1 rank in the various Knowledges, Spellcraft or Linguistics to be able to make the check as they can't be performed untrained. It also grants +4 to Bluff checks and presumably these mechanics work together.

Next, I take advantage of Versatile Performance to replace that Bluff check with a Sing or Comedy check, holding on to that +4 bonus because its really still a Bluff which is actually something else entirely.

So through song and dance (or sarcasm) I'm able to fake Knowledge, Spellcraft and Linguistics ability except that the information gained is completely real, and I do all of that as a standard action and for the cost of 1 round of Bardic Performance which in turn grants the ability for 10 minutes.

Is that about it?

You'll want to double check the wording on both of those abilities. There have been several threads about whether this kind of "double replacement" would work, and there hasn't been a consensus one way or the other.

For PFS, I always caution players about relying too much on any gray areas or rules questions. Since you don't choose your GM (and might not even know who it's going to be), you might not always be able to use that ability. If it's a bonus trick or side feature, no big deal. Just don't make a questionable area central to your build, or you could end up with a useless character half the time. Which sucks.

(And make sure you get your aasimar at least one chronicle sheet before August 14.)

Trekkie90909 wrote:
While each attack individually only requires one hand, the "Full Attack Action" requires both to be effective; grapple states "grappled creature can take no action which requires 2 hands to perform." So no, you would not be able to use TWF + associated feats.

So a can monk flurry with two unarmed strikes, right? Neither one requires the hands at all.

And then could the same monk flurry with one weapon and one unarmed strike? Only one hand is full, so this should still be fine.

But then, why can't he flurry with two one-handed weapons? The action is exactly the same, they all take a full attack action, but this one is not valid?

What if I use a one-handed weapon and a boot blade or armor spikes or a spiked helmet? None of those take up a "hand" so they should be OK, right?

What about a cestus or a spiked gauntlet? They are on the hand, but I can still carry and wield other weapons in that hand, so...?

Lamontius wrote:

Other advice:

1. Remember, you count for providing a flank and get the +2 flanking bonus to your attack roll for your Grapple Combat Maneuver, so pay attention to positioning.

Most creatures who are grappling/grappled can't make AoOs, which usually means they don't count as "threatening" for purposes of flanking. (There's table variation here, but most PFS GMs I know run this way.) Starting at 4th level, the Tetori monk can make AoOs while grappling/grappled, so the monk counts as threatening and can flank.

My favorite use of grapple is to shut down spell casters.

RaizielDragon wrote:
3) Grapple attempts gain bonuses that apply to attack rolls; does this have to be generic attack bonuses, or can it also be attack bonuses applied to Unarmed Strike attacks? For example, would Weapon Focus (Unarmed Strike) also give a +1 to Grapple attempts, in addition to +1 to attack rolls with Unarmed Strike? What about an Amulet of Mighty Fists +1-5? Would that give a corresponding bonus to Grapple attempts, or only to attack/damage rolls for Unarmed Strike attacks?

Since you can actually take "Weapon Focus: Grapple", I would say that "Weapon Focus: Unarmed strike" would not apply, even if you are using an unarmed strike. If you are using some other weapon that you can grapple with (say, a whip or spiked chain), then weapon focus with that weapon would apply when you use it to initiate a grapple.

If you go with Cleric, the Varisien Pilgrim archetype has some interesting options: you can give allies your domain abilities.

Cavalier is a good martial support character, especially with the Order of the Dragon. (I have a Halfling Honor Guard cavalier with Blundering Defense and Bodyguard. She's an AC buffer who can increase an ally's AC up to 11 points against a single attack.)

Bards of course are the original support build, and probably still the best overall. Bard/Cavalier is a nice combo, and it's a good lead-in to Battle Herald if you want to go that router.

The Monk Sensei archetype is nice, also, but it doesn't get really cool until 6th level when you can start loaning out your ki powers.

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David Neilson wrote:
I would think ghost touch. It is admittedly not always useful, but when it is you feel so grateful.

Ghost Salt weapon blanch is much more cost effective.

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wraithstrike wrote:

If the feat said you did full damage using your off hand in a manner that did not specifically call out strength I would agree, but because it does, the answer is no. I don't think it is broken, and I would probably even allow it, but I don't think it is supported by RAW. RAI, it can't really be proven.

As an example if I use intelligence to boost my acrobatics check, and there is another ability that says to add +5 to any ability roll modified by dex then I can't use it. The reason is that dex is not the qualifying attribute anymore. Now if there is another ability that says add +5 to any ability modified by intelligence I could use that because intelligence is now modifying the acrobatics check.

I agree with this as far as it goes, but I don't this is an exact analogy. In this example the bonus is to "any dex check", not "to Acrobatics. Double Slice only affects your strength damage on your off-hand weapon, and Agile only replaces str on weapon damage.

This situation is more like an ability that says "when you make an Acrobatics roll, treat your Dex modifier as 4 higher." Now, if you replace Dex with Int, do you still get the bonus? Does "your Dex modifier" mean "your Dex modifier (or whatever other stat you happen to be using for Acrobatics rolls)" or "your Dex modifier (and only your Dex modifier, and if you use another stat for Acrobatics, then it sucks to be you)"?

It's a similar situation, I think, to spells that say "use your Wisdom to attack" or "add your Wisdom modifier to damage" because it was originally designed for clerics. If another class with a different spell casting stat gets access to that ability, does the other class use their primary spell casting stat or are they just stuck with Wisdom? Based on this FAQ, they are just stuck with Wisdom, but it also says "it's a perfectly reasonable house rule" to use the primary casting stat. It just seems like a very thin line between "perfectly reasonable house rule" and "table variation."

I suspect this issue probable falls on that same line.

Well, it doesn't specifically say "use half damage on off hand weapons". It just says "reduced for off hand weapons". Because of that, I would say that they mean "apply the normal reduction for off hand weapons here." Otherwise, by RAW, we don't know how much to reduce the damage by, which doesn't make a lot of sense.

Because of that, I would argue that Double Slice removes/changes the normal reduction for off-hand weapons, and therefore would apply to Agile weapons and the Dex bonus. Otherwise, you end up with convoluted issues of "Do I add Str and Dex?" and such, usually, the rules aren't intended to that bizarre. I would allow it, and I could probably convince most GMs I know to do so, also.

Now, Power Attack's damage is always halved on off-hand weapons, even if you have Double Slice. So is Piranha Strike. Most of the time, a TWF is just better off without these two feats because of that.

Round 2
Dejik moves along the wall, trying to dodge attacks from the two vultures beside her. Keep talking, so I know where you are!
Acrobatics vs. triangle: 1d20 + 3 ⇒ (1) + 3 = 4
Acrobatics vs. plain: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
If she takes damage from the attacks, she'll use lay on hands as a swift action:
lay on hands: 1d6 + 3 ⇒ (2) + 3 = 5

Oletko loukkaantunut, "serkku"?

Badly accented Hallit:
Are you hurt, "cousin"?

As a standard action, Dejik forms a Life Link with Sarkast.

Rudy2 wrote:
If you feel that strongly about Improved Precise Shot, then I can see your argument. I've never found that feat needed myself as long as your party members aren't stupid.

It also lets you ignore concealment. No miss chance is a huge boost to overall damage.

And there are a lot of sources of cover besides your party members, like other bad guys, standing behind something, being partially immersed in water, etc.

Under strict cover rules, ranged attackers end up dealing with soft cover (-4) most of the time. Less strict GMs might take that down to partial cover (-2), but perfectly clear shots are rare.

Rudy2 wrote:
1) 2 less on attack rolls, one from lower BAB, one from lack of weapon training

When flurrying, you don't have a lower BAB. Your monk levels count as your BAB on a flurry. And until you actually have Manyshot, you're better off flurrying.

Rudy2 wrote:
3) Can't qualify for Manyshot, Snap Shot OR Clustered Shots until level 8, and so won't get them until level 9. At that point, has to choose between them.

Why not take one as your level 2 fighter bonus feat?

Adaptive is a must-have for any archer.

Personally, I like Designating: each time you hit, your allies get +2 attack and damage (morale) for 1 round. A Zen Archer can usually hit once a round, so this becomes a really nice party buff. Greater Designating increases this bonus to +4.

I agree that Seeking is overrated: once you have Improved Precise Shot, you really only have to worry about invisible opponents, and there are better ways around that.

Planar is nice: it only reduces DR by 5, but it works on any outsider. Combine that with Clustered Shots, and you should be holding up nicely against any elemental, demon, devil, angel, or whatever.

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