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If I were using the GM hat I would say that you could manage it if you found someone with a +4 Con belt and would be willing to train you, use retraining rules and throw in a little extra for use of the belt during that time.
Alternatively Cord of Stubborn Resolve with a stat increase from when you level.
Melee and Ranged Weapons wrote:
Melee weapons are used for making melee attacks, though some can be thrown as well. Ranged weapons include thrown weapons or projectile weapons that are not effective in melee.
Thrown Weapons wrote:
Daggers, darts, javelins, throwing axes, light hammers, and nets are examples of thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons).
Just a couple of quotes from the PRD from Ultimate Equipment as to what is and is not a ranged weapon. Bolded parts are my emphasis. Thrown daggers are definately ranged weapons.
London Duke wrote:
Usually I'm with you. I usually like making the optimal choice for a character. In this case I would not.
Why? There is a reason non-standard races are not allowed at many tables and when you get variants of non-standard races it allows for some extremely powerful (overpowerful) combinations.
I would not try to make the Ragebred because if I were looking at it through the lens of a GM it would not be something I would allow a player to have. Remember the GM has the right (and often the responsibility) to say 'No' to certain concepts. Especially in a group where system mastery is lacking.
Because the Huntmaster can have multiple animal companions, with druid levels divided. If it doesn't work the way I think it does then I apologize.
Hunting Pack (Ex):
At 1st level, a huntmaster forms a close bond with an animal companion. This animal companion functions as a druid's animal companion, using the cavalier's level as his effective druid level. He can choose either a bird or a dog when selecting his animal companion.
The huntmaster can have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. Each time a huntmaster's effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the huntmaster's service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the huntmaster the ability to cast a single spell so that it affects all of his animal companions.
A huntmaster's animal companions gain a bonus on Survival checks to follow tracks equal to 1/2 the cavalier's class level (minimum 1).
This ability replaces mount.
Even if it did work that way it wouldn't be for PFS where you can only have one AC at a time, and evolved companion isn't legal.
Yes this is true, but the OP specifically mentioned PFS and PFS doesn't typically get into the teen levels.
My response was filtered through that context.
Yes, position yourself so if they move they take an AOO, or if they don't move / just take a 5' step, hopefully they've just wasted their actions. If you enlarge when they have already reached you, you'll do more damage but it's not when the ability really shines. Of course if you have allies who charge and ignore positioning because they are... tactically challenged... then it becomes very hard to use the ability to it's fullest. It's actually a big problem if you try and play a reach character in PFS when you have varying groups each time. I speak from expirience. *sigh*
Also as Magda mentioned +10 to hit is doable at level 5 if you have inspire courage running. Also you or one of your bards should pick up the battle cry feat when you hit level 5.
+6 from bab/str/ and +1 weapon, +2 bull strength, +2 inspire courage, +1 battlecry, -1 power attack makes +10 if you have all the buffs running.
Sorry, the archetype is actually called Huntmaster.
If anything is allowed and I were to build a Huntsmaster I'd go with
1) Boon Companion
Cavalier has the following two archetypes that I know of -
Daring Champion (Advanced Class Guide) which has no animal companion at all, but between Precise Strike and Challenge he gets levelx2 in additional damage.
Huntsmen (Animal Archive) trade in your horse and mounted combat feats for a dog(s) and/or a bird(s). The main benefit is your pet(s) benefit from your challenges.
The question you have to ask yourself is why do you want to be an EK over a Magus.
I found an answer once and I have had a kinda crazy EK build rattling around in my head for awhile. This is more or less the current incarnation of the idea (which has never been put into practice).
Wizard 7 (Exploiter Archetype)
The main idea behind this was to get the dimensional dervish feat chain on levels 7,9,11 (and 13 but PFS typically ends at 12).
2d8+1d6-2 actually looks pretty good for what you are trying to do I think (assuming my math is right):
Also realize you would need to tweak more mechanics then just die rolls. Swashbucklers for example are more or less balanced on generating panache 15% of the time before level 5 and 30% of the time afterwards.
I don't see this as a bug.
It's not a 'bug' he's just trying to tinker with the core game system. It's sometimes an interesting thought experiment if nothing else, but it definitely has ripple effects.
Probability and standard deviation.
It's basically the difference between a greatsword and a greataxe.
Hitting a 12 on a Greataxe is 8.3%, hitting a 12 on a Greatsword is 2.78%.
He wants a system where you shift the probability of achieving the average roll on any particular roll towards the middle.
In such a system crits become much more rare and people preform 'more reliably' when making checks.
This is coming from a PbP player who has been toying with the idea of PbP GMing on these boards.
Spoiler blocks are your friend. If someone casts a spell or uses an ability have them post the spell with a spoiler tag for a quick and easy reference.
Example - Hawk uses Energy Body.
As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
Character sheets posted in profiles or other easily referenced locations.
Encourage players to break up numbers. Let me give an example - instead of doing.
Attack: 1d20 + 16 ⇒ (17) + 16 = 33
Attack+Flanking+Haste+Bless: 1d20 + 12 + 2 + 1 + 1 ⇒ (19) + 12 + 2 + 1 + 1 = 35
This does a couple things, first it allows you as the GM to understand where numbers are coming from, additionally if players forget to add or subtract numbers it is far easier to catch (and if I had a dollar for every time a fellow player forgets to add Bless.....).
Limiting material is a decent idea. Also know there several decent sources online where one can look up information for Pathfinder.
If I were to limit material I'd limit it to Paizo's PRD and use PFS ban rules. Add things from there on a case by case basis.
There are no downtime rules for training/leveling of followers that I know of, so you are mostly into GM territory. RAW having followers revolves around the leadership feat. If you wanted to have five level 5 paladins then your leadership would need to be 25+.
Another way to simulate an army by RAW is to have 'leadership recursion'. By that I mean - you take leadership and get a cohort, your cohort takes leadership and get's his own cohort, your cohort's cohort takes leadership (etc etc). I'd definitely make sure to run that by your GM first before you try any such thing though.
Stealing someone else's post and math from an old thread -
100% confirmed to be the case. You can be in pummeling style, attack with a longsword but get no benefit.
FAQ Request: Can I use a standard action to perform actions that are faster then normal standard actions (like Swift and immediate actions)?.
I'm making a swashbuckler/magus right now in PFS.
Levels are going to be
I like the way it's coming together so far, and even though he ends up with more Magus then Swashbuckler levels he will be a 'swashbuckler' first.
I'd avoid the Scabbard in PFS, it looks more tempting when you reach the upper levels though.
I'd just get Battlecry now.
I kinda assumed you had a mount but since you have a weapon as your divine bond just use that to get keen when you want it for now. If you decide you want to spend more gold for keen later nothing is stopping you.
Swashbuckler's Finesse would work. Slashing Grace would not.
In terms of Slashing Grace, the weapon must be in the one-handed slashing weapon category, regardless of how it's wielded. Also remember to have Slashing Grace apply to a weapon you need weapon focus with it, so at minimum Martial Versatility would have to be taken twice, as it does not let you ignore prereq's, and even then it leaves a sour taste to me.
That's my take.
Where did you get this from?
He's is saying that you take a weaker concept, for example throwing builds, or a crossbow build before Bolt Ace became a thing.
I like Ancient Banner of Kings, however there is a fairly hefty cost associated to it. I feel that Battlecry is better then Flagbearer (without the flagbearer) though, so until you can actually acquire the banner then you should hold off on the flagbearer feat. This was something I was sort of aware of, but did not consider it as an option until you mentioned it.
Currently have Channel, Energy Body, and Lifelink. My plans for revelations are to pick up Combat Healer at 7 and Lifesense at 11. One thing I must say, Energy Body has been fairly interesting so far and actually being able to acquire the elemental subtype is really good, not requiring to breath, immunity to poison, flanking, criticals, along with move action/passive healing, and damage to undead. I'm actually wondering if the Aasimar FCB would be better spent on Energy Body rather then Channel Energy, but that may be a discussion for another time.
I'm guessing you are aware Quick Channel is a move action and not a swift, and indeed was what I planning to get before the ACG options were released. The only ability it really conflicts with is the move action self heal from Energy Body.
Fey Foundling is amazing and not something I was aware of when I made my character, though I'm not sure I would have taken it even if I knew. Consider that one of my odd preferences.
I have had quite a few thoughts on this and I am in the process of creating a mobile Fighter in PFS. He's currently level 4.
In the end I settled on a strength based fighter with no archetypes.
Planned Feat Progression
Power Attack, Combat Expertise, Improved Feint
In the above build I decided I wanted Feinting to be one of the things he does, so that could free up some stat points, feats and a trait if you didn't want to emulate that.
Now there are a couple archetypes that could work and play into the build depending on what you want to do.
Dex-based Lore Warden, the problem is you would need Weapon Finesse and an Elven Curved Blade in an already feat strapped build.
Two-Handed Fighter. Have more oomph in your attacks. The tradeoff is the loss of eventual full movement in fullplate and a point or two in AC and skills due to armor training. I wanted to be more mobile so I decided that I wanted to keep armor training. If you carry around a pocket caster and know you will always be getting haste/blessing of fervor this becomes less important.
Martial Master. In any feat strapped build more feats is nice. The downside is that not only do you lose armor training, you also lose weapon training.
Summon Good Monster is... ok. Here is the actual list of what it gives you that works with Sacred Summons-
Summon Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
Summon Monster V
Summon Monster VI
Summon Monster VII
Summon Monster VIII
Summon Monster IX
My conclusion is basically the following, in PFS or any campaign where you end at level 12 or so, taking Summon Good Monster is fine for any alignment as long as you don't mind spam summoning the same kind of creature.
That is really useful thank you.
Quickened Divine Favor + Righteous Might is something worth considering if I want to push more into melee, but that is still a few levels away.
Burst of Radiance is amazing. I don't own the source but I'll pick it up. Sound burst is his current level 2 spell.
Chains of Perdition is also something I was looking at. However it still suffers from not being clear about Oracles using Charisma but at least there is a stronger case to be made for it. I just really want to avoid table variation.
I think that I'll pick up Battlecry and possibly retrain if/when I pick up Banner of Ancient Kings. Flagbearer by itself isn't worth taking I feel.