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Lamishal

Hawktitan's page

Pathfinder Society Member. 1,320 posts (3,537 including aliases). No reviews. No lists. 2 wishlists. 4 Pathfinder Society characters. 9 aliases.


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If you are going Slashing Grace with a whip then you will probably want Flamboyant Arcana and Arcane Deed (Precise Strike) as the first two, both from the Advanced Class Guide.

Again note that the level 11 feat he listed does not work with a whip.


Swashbuckler (could eldritch heritage)
Sorcerer (Empyreal Bloodline)
Druid
Hunter
Magus (arcana for familiar)

If you all wanted to ride axe-beaks while each being a different classes....

Druid
Hunter
Cavalier
Sorcerer (Sylvan bloodline)
Oracle (Nature)


Word of advice, the pregens are typically just this side of awful - avoid them if you can.

There is a download for the pregens on the Player Resources page.

Race information can be found on the Additional Resources page. Note, that to use a source you need to have a copy of it. Here is what you are probably looking for in terms of races -

Advanced Race Guide:

Pathfinder Roleplaying Game: Advanced Race Guide

To create an aasimar, dhampir, fetchling, grippli, goblin, ifrit, kitsune, nagaji, oread, suli, sylph, tiefling, undine, vishkanya or wayang character, you must have a Chronicle sheet that opens the race as a legal option at character creation.
Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).
The new alchemist discovery on page 44 is legal for play for characters of all races.

Dwarves: all alternate racial traits, except craftsman and xenophobic, are legal for play; racial subtypes are legal for play; all favored class options except wizard are legal for play; all archetypes are legal for play. The Forgemaster's 3rd level Craft Magic Arms and Armor bonus feat is replaced with the Heavy Armor Proficiency feat. The Forgemaster's 5th level master smith ability is replaced with Skill Focus (Craft); all dwarven equipment, feats, magic items, and spells are legal for play.
Elves: all alternate racial traits, except darkvision; all racial subtypes except arctic and dusk elves, are legal for play; all racial subtypes, favored class options, racial archetypes, elven special materials except wyroot, feats, magic items, and spells are legal for play.
Gnomes: all alternate racial traits, racial subtypes, and favored class options are legal for play; all racial archetypes except experimental gunsmith are legal for play; all gnome equipment, feats, and spells are legal for play; all gnome magic items except amazing tools of manufacture are legal for play; Ring of craft magic may be used for Day Job checks.
Half-Elves: all alernate racial traits except drow-blooded and drow magic are legal for play; all racial subtypes except drow-descended are legal for play; all favored class options are legal for play; all racial archetypes except wild caller are legal for play. For the bonded witch archetype, energy siege shot is replaced with resounding shot (Advanced Player's Guide 238) at 10th level and arcane cannon is replaced with fire brand (Advanced Player's Guide 222) at 14th level under the bonded item weapon entry; all half-elven equipment, magic items, and spells are legal for play; all half-elven feats except Half-Drow Paragon are legal for play.
Half-Orcs: all alternate racial traits, racial subtypes, and favored class options are legal for play; all racial archetypes except blood god disciple and hateful rager are legal for play; all half-orc equipment is legal for play; all half-orc feats except Tenacious Survivor is legal for play; all half-orc magic items are legal for play; all half-orc spells except half-blood extraction are legal for play
Halflings: all alternate racial traits except Practicality are legal for play; all racial subtypes, favored class options, racial archetypes, orders, equipment, feats, and magic items are legal for play.
Humans: all alternate racial traits except heart of the fields and heroic are legal for play; all racial subtypes, except trailblazer, are legal for play; all favored class options, feats, equipment, and spells are legal for play; all racial archetypes and bloodlines except buccaneer and feral child are legal for play.

In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play.

Aasimars: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spells are legal for play.
Dhampirs: all alternate racial traits, favored class options, racial archetypes, racial equipment except vampire slayer's kit, magic items, and spells are legal for play; all dhampir feats except Blood Drinker, Blood Feaster, Blood Salvage, and Diverse Palate are legal for play.
Fetchling: all alternate racial traits, favored class options, archetypes except shadow caller, evolutions, equipment, feats, magic items, and spells are legal for play.
Goblins: all alternate racial traits, goblin discoveries, favored class options, archetypes, equipment, feats, magic items, and spells except vomit twin are legal for play.
Ifrits: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spells are legal for play.
Oreads: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spells are legal for play.
Sylphs: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spells are legal for play.
Tengus: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spells are legal for play.
Tieflings: all alternate racial traits, favored class options, racial equipment, feats, magic items, and spells are legal for play; all racial archetypes except Fiendish Vessel are legal for play.
Undines: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spells are legal for play.

In Chapter 3, nothing from the changelings, duergar, gillmen, merfolk, samsarans, strix, svirfneblin, and vanaras entries are currently legal for play.
The rogue talents on page 193 are legal for play for characters of all races.

Gripplis: all alternate racial traits, favored class options, racial archetypes, racial equipment, racial discoveries, racial magic items, and racial feats are legal for play.
Kitsune: all alternate racial traits, favored class options, racial archetypes, racial feats, and magic items are legal for play.
Nagaji: all alternate racial traits, favored class options, racial archetypes, racial feats, and magic items are legal for play.
Sulis: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, and spells are legal for play.
Vishkanyas:all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spells are legal for play.
Wayangs: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spell are legal for play.

Nothing in Chapter 4 is legal for play

Simply - a boon is something available to one's character that would normally not be. So as an example if you want to play an ifirt race for example you would need a boon. I think race boons are normally received at conventions.

Then there are boons you receive as you play scenarios. There are a handful that are fun and useful, but for the most part they are all fairly minor.


ElementalXX wrote:
daggers are still your best bet, but they wouldnt be functional with your class features however

Which class features? Daggers would work just fine with Precise Strike.

Daggers with precise strike class feature + deadly aim feat, and possibly far shot for more range. Done.

I think young+advanced is a little crazy and very powerful. You would be lucky to have a GM that lets you do it (unless you are the GM and are making an NPC - then hey).


Well you aren't a spellcasting class but Spellstoring on the armor and Fortification on the shield is a pretty good deal.


Young template, though you probably don't want to play as one -

Size decrease by one category; AC reduce natural armor by –2 (minimum +0); Attacks decrease damage dice by 1 step; Ability Scores –4 Strength, –4 Con, +4 size bonus to Dex.


My swashbuckler dumped his charisma. :(


blahpers wrote:
Seems more like a "let's get past this magical-thingy-generated force field" thing than a "let's disable the enemy's sword" thing.

The thing about PFS is that if you are supposed to get past it you generally will be able to in some way, and if you aren't supposed to there won't be anything of interest behind it anyway. That being said, it might make getting past the magical-field-generator EASIER, which isn't nothing.


Don't make me use the old crane wing style on you sir!


Essentially yes. Might as well do something with your move action and make your opponent easier to hit (and easier to trip once you have greater feint).

Also it's sort of a fun progression.

In a single standard action: Attack - Trip - Attack - Attack

And yes it's not exactly a one hit build which is why I originally put it in quotes, it's more of a standard action build.


It's niche but here's my first thought - assuming you have a good Disable Device it would be really handy for the occasional cursed item that you come across and therefore can be far more liberal with using items that are picked up during scenarios.

Apart from that it would scenario specific and I'm sure it can be used for more creative purposes, especially when you run into various puzzles.


Wolfism wrote:

http://www.d20pfsrd.com/feats/combat-feats/greater-weapon-of-the-chosen-com bat

Greater weapon of the chosen should give you two rolls on every vital strike. I was think combining it with warpriest and a katana to make a more mystical sort of one shot one kill iaijutsu style samurai, using the warpriest's bonus feats to get access to the vital strike feats before they'd normally be able to.

There were also some vital strike feats for druidic casters in the ACG which look interesting but don't quite fit the theme. Anything else that might fit well with a one strike style samurai that I may have missed?

This is my planned progression for a 'one hit' Fighter -

Power Attack, Combat Expertise, Improved Feint
Furious Focus
Weapon Focus
Combat Reflexes
Improved Trip
Felling Smash
Greater Trip
Greater Feint
(Monk MOMS) Viscous Stomp, Dragon Style
(Monk MOMS) Monkey Style or Dragon Ferocity


The Human Diversion wrote:
Hawktitan wrote:

I have never understood why boons from chronicles are sometimes treated as top secret.

If they make a character build interesting why would you want to waste it by getting something that could be cool for your wizard on a fighter.

There are some people who enjoy not knowing a thing about a PFS Scenario before they play it, I try to respect that, although admittedly my above post was a bit facetious.

.

I get that may be enjoyable to not know. It's also frustrating to me as someone who likes to plan out characters. It's great having a Life Oracle who can get an Axe Beak companion! (Not Really). It would be less bad if we were allowed to apply those boons to other characters, but I digress.


RumpinRufus wrote:

You HAVE to go into the Low Templar prestige class.

It gives you the ability to Withdraw as a move action ("He bravely turned his tail and fled,") as well as the ability to switch sides when it's convenient.

AND MOST IMPORTANTLY, you can eat your bard with no penalty to your Leadership score! And there was much rejoicing!

This is prefect.

*breaks down weeping*

Quote:

Low Templar is amazing XD, that is so perfect. What would be the best method of hitting that prestige class? I think Cavalier makes the most sense, but there could be another combination that works better...

Also, am I right in presuming that you can hit this prestige class as early as level 6?

Cavalier looks like a good entry as the Mounted Combat feat is a prereq. Also you could take the PrC at level 6 assuming your skill points and feats are properly distributed.


At some point the cavalier will be required to eat the bard. And rejoice.


I have never understood why boons from chronicles are sometimes treated as top secret.

If they make a character build interesting why would you want to waste it by getting something that could be cool for your wizard on a fighter.


That would take a very generous GM. Liberating Command can not be used on yourself (functionally). It is an immediate action to cast and an immediate action to attempt an escape. You can't do two immediate actions in one turn.


You give one to me (please?).

I'd play an elemental (possibly cross-blooded draconic) blaster sorcerer and rush a robe of arcane heritage, if you spend almost nothing (burn prestige points for gear) and play level 3-7 scenarios at level 5 you would just barely be able to afford it before level 6, using your favored class benefits on your level 9 bloodline from there-on.


Understand that I am not disagreeing with you necessarily, just that the argument could be made (hence table variation). I am just giving the advice that I would give anyone at this point and that would be to avoid the scorpion whip in PFS.


They could argue, because Ultimate Equipment is a later printing and could be considered errata to the scorpion whip.


It kinda is a bit pricey but I haven't gotten a good feel for the new tech stuff yet. It's not going to be an item in pfs that you'll see much that's for sure.

You are getting basically a admantine impact, brilliant energy whip, and that should be somewhat expensive.


Sawtooth sabre can be found in Ultimate Equipment for sure.


Dotting. This is something I am following closely.


I thought that if a weapon appears in a later source that is the version that is used. IE the one in Ultimate Equipment.

So no reach, trip ect.


I agree, fencing grace isn't needed if you have say 13/14 str and PA. It is delicious icing though.


1 person marked this as a favorite.

Greater rod of Quicken.


I'd second the Magus, perhaps the Eldritch Scion archetype.


You would not need 8 levels of MoMS, there is also the Combat Style Master feat.


Quote:
You see, the scorpion whip is a light weapon with the disarm, performance, reach, and trip features. This means you can attack at 10 feet.

Is it? If you look on Ultimate Equipment the only special property is performance (and this is sort of what I am talking about in regards to the scorpion whip).


I'd be extremely wary of using a scorpion whip as the cornerstone of a build due to expected table variation of how a scorpion whip actually works.


Also you wouldn't have to have the arcane bloodline, but it will cost an additional feat or two.

There a feat you can take with the release of the new ACG with the aberrant bloodline - Aberrant Tumor or with two feats can also take Eldritch Heritage from Ultimate Magic and get a familiar that way.


As someone who fences epee I'd say that in terms of weapons for actual combat a rapier is the same as an epee. If you are fencing foil... why are you fencing foil?

*Puts on sunglasses* Bring it foil fencers.

I would like to see a twf archetype for the swashbuckler but I've been trying to think of how to do it without making it stronger then the default, and the only way I see it working is to remove or reduce Precise Strike.

Quote:
Beware that I know this is a terrible idea in game, but maybe take the real world equivalent. I read somewhere that the pirate Blackbeard kept 4 pistols strapped to his chest. During combat, he would draw it, fire and toss it away and draw another. Repeat. Granted, a Pistol is expensive, so strapping 4 to your chest is a bit of an investment. And you still suffer the problem of only doing 1d8, but you don't have to worry about reloading for 4 rounds! :D

Not so unfeasible in PFS. You could burn prestige points to outfit yourself with masterwork weapons.


Brutish Ninja that likes throwing Shuriken. Drawing Shuriken is a free action so use a Katana in one hand when you need to melee and throw shuriken when you want range.

Throwing builds are hard but you should be able to make it work.


Ahhh true, I wasn't considering favored class benefits. I misunderstood the source you were getting it from.

That is actually very interesting. If you could somehow rush and get the Robe of Arcane Heritage early that favored class benefit is particularly good. That leaves me something to ponder.


Shar Tahl wrote:


Elemental Ray(as level 4 and +2 Cha):9/day; +5 attack, 1d6+2 damage

Nope. It is as level 3 and 1d6+1 damage.

Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Sorcerers don't have a domain, that would be clerics and their ilk, so lets remove the part that doesn't matter.

Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.

Which is still pretty good, and more or less amounts to +1 DC on every spell you cast as a racial trait.


I do think we are getting a little off topic here though.


There is a thread that I linked above that shows people who disagree with that statement. Though I agree Magic Weapon doesn't work, but Arcane Strike is just your weapons for the round and specifically does not require a target for it.


No, not really sir.


The default bard is 'more helpful' to physical allies because of Inspire Courage, then later spells like Good Hope. Those abilities also help yourself though too, plus any ray attacks from the sorcerer.

Arcane Duelist is a fine archetype but my gut feeling in this case is to stick with the default bard to keep your skills and knowledges up.


I also feel that it's easier to ease someone into PFS by PBP. It's actually the prefect environment to learn the rules as you have time to look over things, take your time. And it's easier to correct someone without being accused of being a dirty rules lawyer haha.


Quote:
PFS does have some really good aspects online. I've probably played near 80 PFS scenarios here on the boards. All of them have finished, except one. Twice, other GM's finished scenarios for GM's that had vanished, but all of the rest of them flew by very smoothly.

This has been my experience too. I've never had a PFS scenario play by post that was not completed. Though there was one that crawled like it was half dead toward the end, and we only received 1 PP point that I felt was sort of unfair, but I digress.


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Supporting thread that I made when I was a Pathfinder beginner.

Basically the argument basically goes - arcane strike enhances weapons, rays are considered weapons, therefore arcane strikes works with rays. It's also not exactly game breaking.


Christopher Dudley wrote:
Bioboygamer wrote:
I posted a thread a little while ago, but due to a lack of input on my part nothing came of it, so I'll briefly recap:
I don't mean this to sound rude, but it should be pointed out that nothing came of it because you abandoned the thread after posting the question.

He admitted as such.


Quote:
He's a level 3 Ifrit Sorcerer with either the Elemental (fire) or the Efreeti bloodline, but I suspect that he thinks he can use both, since he uses Elemental ray (from the elemental bloodline)

It sounds like he is an Ifrit (race) Sorcerer (class) with the Elemental (Fire) bloodline. He may be crossblooded, but I am going with the assumption that is NOT the case for the purpose of this post.

Quote:
but he claims that at level 15 he'll get an additional +30 ft. to his base speed (from the Efreeti bloodline).

True with either the efreeti or elemental (fire) bloodline. However at level 15 additional movement isn't a massive benefit.

Quote:
He took the Wildfire Heart alternate racial trait, which replaces his fire resistance with a +4 initiative bonus.

Legit. He gains fire resistance from his bloodline anyway so it would be something that he would want to replace. If it bothers you, you may want to houserule it as getting the Improved Initiative feat so he can't stack the trait with it.

Quote:
He also claims to have taken an alternate racial trait that gave him +30 ft. of base speed in exchange for a Wisdom penalty, but I can't seem to find that particular trait anywhere, although I do remember seeing it before.

Nothing I've ever heard of. Strongly advise to disallow it.

Quote:
His Charisma is stupidly high, which means that, with the Ifrit Fire Affinity racial trait, he can use Elemental Ray around 7 times per day, and with the combination of his Sorcerer levels and the Favored Class Bonus that an Ifrit gets, each of those 7 Elemental Rays does 3d6 damage.

He does get loads of elemental rays. 3 + Cha mod + 1 for Ifrit Fire Affinty. If his charisma is 20, it is 9 times a day. He is however greatly mistaken about the damage he is dealing. At third level it's 1d6+1. There are ways he could increase the damage.... Arcane Strike, Precise Shot, a bard's Inspire Courage, which combined would make it 1d6+4. The base damage is 1d6 + (sorcerer level/2 [round down])

Quote:
Even worse, his absurdly high Charisma means he gets loads of bonus spell slots, which he makes liberal use of with the Quicken metamagic feat to cast two spells per turn.

No. At least not yet. Quicken Spells require spell slots 4 levels higher then the spell they are enchancing. In other words he needs to use 5th level spell slots to quicken a level 1 spell which he won't get until level 10. It's still a good feat even so, but first level spells start to look a lot less exciting at level 10.


I don't like whirlwind bit I do like Spring Attack. It's a great way to attack larger creatures with reach and setup flanking with your allies.

I would also consider normal fighter instead of THF. You'll make good use of armor training and save thousands of gold on not needing Mithril.


Quote:
I'm looking for ones that contribute to a team, are fun, and more complex than just lock an' load.

Bard that focuses on archery. Make sure that you pick put Arcane Strike for some penalty free damage.

All your feats will go toward archery but you also have your spells and team improving performances, most notably inspire courage. You can also be the Jack of all trades knowledge guy.


I get it from the following bolded line.

Feathered Companion (Ex): At 1st level, a falconer earns the trust and companionship of a bird of prey. The bird can be of any type of large hunting or scavenging bird (even a vulture). This ability functions like the druid animal companion ability (which is part of the nature bond class feature), but the falconer must take the bird animal companion, and that companion has only half the normal hit points.

The full progression comes from Feathered Companion entry. The Hunter Bond entry is stating that you don't get a NEW companion and that your Feathered Companions HP increases.


A Falconer gets full druid progression on his bird, only with half HP until 4.


Thormind wrote:

Hi,

I want to make an archer with a pet. After some research the falconer ranger archetype seems interesting. I have some questions:

1 - Can it use a Roc as a pet? If not would you still recommend the archetype if i use a regular bird (hawk, owl, eagle)?

2 - What is the difference between an hawk, owl or eagle as animal companions?

3 - Can i still be affective at switching between archery and melee if i loose one combat style feat (from falconer archetype)?

4 - If you want an AC thats at your own lvl, would you take the falconer or would you take a regular ranger with the feat to bring your AC to your lvl (boon companion i think)?

1) No for the Roc. Yes for the regular bird.

2) Flavor

3) Yes. Typically all you 'need' for melee is Power attack, then you are done. Use your other feats for archery.

4) Depends if you want the bird or something else. Either way you are losing a feat, either the one for going into Falconer or Boon Companion if you aren't. If this is for PFS remember the 'real world cost' of getting Boon Companion (you must have the source material).


I'm making something fairly similar in PFS as a fighter, but it only really starts getting in its grove as a mobile tripper at level 6.

Power Attack, Combat Reflexes, Improved Feint
Furious Focus
Weapon Focus
Combat Reflexes
Improved Trip
Felling Smash
Greater Trip
Greater Feint
(Monk MOMS) Viscous Stomp, Dragon Style
(Monk MOMS) Monkey Style or Dragon Ferocity

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