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Weapon Focus is better than Furious Focus, at least at level 2 (assuming there is a weapon that you will stick to, but I assume the elven curved blade is the weapon of choice for this character).
She'll be attacking at +7. With Furious Focus she'll will be power attacking at +7. With Weapon Focus it will be attacking at +8 or power attacking at +7. With Weapon if there is an attack of opportunity power attacking would still be +7 instead of +6 with Furious Focus.
Additionally I'd examine her traits. You can rebuild and respend wealth freely until you play your first game at level 2. Threatening Defender or Armor Expert traits are really good for such a character. Armor Expert allows Mithril Breastplate with basically no penalty while Threatening Defender trait allows free use of Combat Expertise until level 4, and reducing the penalty thereafter. Note you can't get both though.
I'd go with Cleave, it's one of the better low level feats in my opinion.
She's a new player and rolling more attacks is fun. You can swap it out at level 4 per rules of being a fighter.
Trip is nice, but it's more of a support role and I think something that gives more spotlight to new players is a good thing. It could be she likes the support role however.
I have a couple of PFS characters planned out. A fighter who is level 3 that I am probably going to multiclass into monk at level 9. I have an Oracle that currently level 3 and will remain an Oracle throughout his career. I have a level 2 swashbuckler that will multiclass into Magus when he hits level 3. When I do another character I'd like to make a sorcerer that would eventually go into Dragon Disciple.
So I guess I like multiclassing for the most part.
I believe you can, but expect table variation. In short, I would try to get the item from the scenario in question to minimize scrutiny, and especially for social skills (bluff/intimidate/diplomacy) I'd really try to avoid using a generic 'masterwork tool'.
On the bright side, if you get a masterwork tool and the GM doesn't allow it for that particular scenario you aren't down a ton of gold.
I saw that post in the other thread but let it go as I didn't want to get side tracked, so thanks for making this thread.
First off, dispelling a myth right now - A blackblade is right on track in terms of magical enhancements by the WBL chart.
Level 9 - 46,000 gp
Well what else do you get?
Teleport Blade: Never be without your weapon, no matter what.
Ignoring everything over level 12 for the moment, we can go further if people really want to.
Is there really that many useful low level arcana? What is so reality bending? Arcane Accuracy is nice I guess, but that is still a martial effect. Hexcrafter/Bladebound does have a harder time with this since they want hexes and arcana.
So what happens is your level 3 arcana is basically locked into damage instead of whatever else you may choose. Oh, you also can't get extra arcana until level 7. I probably wouldn't want to anyway unless playing a hexcrafter.
Speaking of Arcana - at 12th level the difference of the arcane pool between bladebound and normal is 2 arcana, made up for by a feat if the loss is really that bad. And let us not forget the Blade itself has an arcane pool for it's own abilities, which is 3 at this level.
Is Blackblade more martial? Yeah, a bit, due to locking in a couple choices instead of having flexibility. Hey that almost sounds like what an archetype would do? Crazy huh?
If you really want to do martial mix Kensai with Bladebound. Now that would be a martial Magus.
This is a valid point, but I tend to take Extra Arcana feats to pick up the other Arcana or Hexes I might otherwise get. Of course, you then are loosing out on feats, but an Arcana/Hex is generally worth more than a feat anyway.
I want to see these amazing reality bending arcana that you can pick up at levels 3 and 5.
I don't get the hate for Bladebound. I really don't.
Here is the trippy fighter build I am working on in PFS, granted it doesn't come online till a bit late, until then you just hurt things.
Twohanded weapon trip Fighter:
No archetype applied, but could use Lore Warden or Two-Handed. I did core fighter for heavier armor.
Traits - bluff skill increase (take your pick, there are several), threatening defender
1 Fighter- Combat Expertise, Power Attack, Improved Feint
An oracle would be better in a sense, but then you would be limited to only affecting undead/negative affinity creature (and outsiders with a feat).
A negative energy channeling cleric would be better in the sense you typically have more targets available, but as you discovered you are splitting stats more ways. There aren't really any clerical pit spells but perhaps you can team up with a friendly wizard or sorcerer.
Alternative dips -
2 levels in Ninja. Cha synergizes well and with the Ki pool you can increase your movement speed by 20' on demand or get an extra attack. Other benefits include 1d6 sneak attack and a ninja trick or combat feat of your choice.
3 levels of fighter + Mithril Full Plate, plain or any archetype that doesn't remove armor training. Other benefits include a couple more feats, no BAB loss, possibly additional AC depending on your current dex. Downside is Mithril Full Plate is pretty expensive and three levels is kind of a lot.
I might suggest an Elemental Sorcerer dip instead? More spell diversity and you get a +30 land speed as opposed to +10.
Don't do this. All it would take is a 15 level dip :)
If I were building a tree with a quadruped eidolon this is where I would start -
Bite, grab (bite), swallow whole. Getting stuck inside a tree sounds reasonably thematic.
Slam attacks. While not optimal, it's supposed to be a tree right?
If you are carrying Merry and Pippin - Mount evolution.
My off the cuff answer to something like that would be no.
In the case of gunsmithing it's more or less required to make the class/archetype work rather and subbing in another feat for it doesn't feel right.
That is different than say a Lore Warden who wants Combat Expertise as a feat at level 1 when they get it as a bonus feat at level 2, which I would allow retraining for.
GMW lasts hour/level
So it's very likely that these could be prebuffed, esp with an extended rod.
Personally I would rule that Keen Edge does not count towards the +10 of a weapon. It does not grant the Keen property (in fact it explicitly says it doesn't stack with it, making it different effects). If someone had improved critical you would not count that as a magical enhancement I presume.
I WILL GIVE YOU 28000 GOLD TO GO AWAY!
Aasimar Wood Oracle.
Favored class benefit to increasing Wood Armor. Wood Armor revelation with Magical Vestment spell seems like it would be legit.
Wood Bond with a longspear, reach and fighter-like attack bonus.
Become a plant-monster at later levels if you want with Tree Form.
Thorn Burst for terrain control + damage as a swift action (caltrops stop charges).
If the age thing for a dragon is really a problem, just RP it as a 'stunted' dragon who can never grow bigger - he learns to get more powerful by other means (class levels).
As far as the crossbow thing, eh, it's fluff the price is up to you. I'd let her have the thing (secret special masterwork weapon) for the cost of a trait. You can let her explain how it works or you can come up with the details - 'There is an extra string that a lute normally wouldn't have, a special brace that looks like it's meant to go over the shoulder is really to support the trigger mechanism'. Crossbows are typically pretty terrible weapons anyway.
Of those mentioned above - I can't play The Confirmation at level 2
The Glass river rescue - technically my oracle is doing this now as a play by post, but it has been going on four months and the thread while not dead is basically on life support. I'll pull the oracle from this if it will get us a game in a new tier.
This will level Kath. While I have some serious sitting down to do and thinking about the direction I want to take him, I can easily have that figured out by the time we start the next mod.
Additionally I have my oracle at level 3, and he's currently in a PbP but I hope the one he is in will be finished by game day - However that particular game is currently moving at a snails pace. If it's NOT done by game day I may consider pulling him anyway....
Also, don't underestimate your parry and riposte attacks! It renders your need for AC null past 11. As your attack rolls effectivly ARE your ac.
Yes and no. Signature deed could potentailly be used for other deeds. Lets also not forget ranged attacks and the fact you are limited by AOOs.
Yes, 14 str is a good investment of Str and I'm pretty sure I said you can get close if you build strength :)
The raging barbarian will laugh at you, but it can still get the job done.
Consider the Wakizashi. Consider it with Improved Critical. It crits on 15-20, therefore it hits 15-20 no matter how high the opponents AC is.
The Wakizashi is a nice weapon, it's light so it qualifies for Pirana Strike, it's piercing and slashing as opposed to the rapier which is only piercing.
However, just because a weapon threatens a critical does not mean it automatically hits, only natural 20's offer that benefit.
Weapon damage dice is determined by the GM, likely a d8 or a d10. Crit is only on a 20.
Since it's an improvised weapon you pretty much ignore the size category - It's one-handed, two-handed or too big to use. In this case it is an anchor that you are using 2 handed.
So really you are looking at only using 1 feat - Catch Off Guard, and a sub-optimal weapon. That's basically fine. To get the most out of Catch Off Guard possibly consider disarming as part of what your guy does.
Here is my quick homebrew solution that I think will solve your problem-
Use the swashbuckler and create your own archetype - instead of getting deeds at levels 1/7/11/15 you get rogue/ninja tricks. Replace the 'guile' pool with Panche (though I like the term guile better to be honest). That should let him get the tricks he wants while being more fightery - there aren't that many must have rogue talents I hope and if there are he's complaining too much.
(You keep the deeds at level 3 because..... Precise Strike....)
Personally I agree with this.
An AoO uses the attack action, which we know is a standard action. Creating and throwing a bomb is also spelled out as a standard action. Based on that, I see no reason why you couldn't use a bomb in an AoO.
No, an AoO does not use the attack action. As a simple counter example Vital strike uses the attack action, you can not vital strike on an AoO.
People really need to read the ability about what they are arguing about
Bombs are unstable, and if not used in the round they are created, they degrade and become inert
This line says (or at least it implies) that it's possible for them to not be used and describes what happens when they don't. Creating and throwing the bomb is a single standard action - no one is disputing that and it's very clear.
However an ability granting a splash thrown weapon attack is not the same as granting a ranged touch attack - it's simply not. If we disagree on that point then there is no point in arguing further. As you can tell from this thread I'm not the only one that thinks so. At the bare minimum, expect table variance.
It also fails a simple logic test - is the conductive property roughly equal to other +1 enhancements when used in this manner.
Your logic makes my brain hurt.
A spell like ability that grants a touch attack doesn't mean the touch attack is part of the ability..... If it wasn't for my horse I wouldn't have spent the year in college.... *blood starts shooting through my nose*
Where does the word 'touch' ever appear in the Bombs ability. I'll wait while you find it.
Kaito Darkborn wrote:
Responding to the bolded part - you can absolutely choose to make but not throw an alchemist bomb, it would be unusual, but you could.
They only exist as part of the ability. The ability IS Bombs. The ability is not "Bomb creation", you can't like make a Bomb and then have it exist for any length of time afterwards.
The length of time is 1 round. One could for example make a bomb and use it for an attack of opportunity later in the same round.
Bomb is a supernatural ability that allows one to make temporary ranged splash weapons.