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Rage Power Scent gives you a big bonus to figure out which square a invis (can't see) creature is in.
Creatures that can't be seen have a nasty habit of taking 5 foot steps after attacking and you then have a poor chance to figure where they moved too.
Feat: Quickdraw is a poor choice. It almost never comes into play as you can draw a weapon as part of a move action...if you don't have it out already.
There's a pretty good guild for Invulnerable Ragers if you click on the Guide to the Guides link that's stickied at top of the advice column. Go to the very bottom of the first post for the correct link for guides.
With a dwarf build you don't really need to go Superstitious. You already get a nice bonus to your saves.
Just a suggestion, since this is more flavor then anything else -
Grab a large Dwarven War Axe, normal size it does a D10 damage. Large you take a -2 to hit, need to wield 2 handed, and deal 2D8 damage. If you can get the Impact enchant on it (might have enchant wrong, increase the weapon damage size by one) your dwarf will end up doing 3D8 weapon damage.
With your wizard able to cast enlarge, the dwarf barbarian now does 4D8 damage with reach.
Going with the Barbarian Archetype Scarred Rager, you'll able to rage cycle with just one turn of fatigue.
If you go with Vital Strike & use the feat Furious Finish, your barbarian will end up doing 64 (max 8D8) + all your other damage modifiers.
Feat you would probably -
I know I'm forgetting some stuff but need to get back to work.
The PFS ruling is some obscure post, which I can't find in the mass of posts, made by one of the head honchos for PFS gave a ruling on who, what, and how familiars can UMD when playing in a Pathfinder Society Game.
To use wands or scrolls from a spell list you needed class levels that gave access to those spells. Otherwise creatures that have spells or SLA, those are treated like the trait bonuses that give you a spell. Having those 'trait spells' does not give you access to that classes spell list.
Only reason I know this is I played with a GM that knows the PFS rules forward and backward and reads all the posts. I got called on it and he even showed me the post about it after the game.
If you have a lot of melee in your party a Tripping Magus can be scary.
Wand Arcana with a True Strike Wand
Trip Feat line
Your Trip attempts with be something like D20+Crazy. No need to worry about SR or immunities.
Bumping this as I'm still seeking a answer/opinions on how the Boon on the Chronicle Sheet could work.
Here is the wording on the Chronicle -
Rare Generator: You discovered a damaged generator from which you are able to siphon a small amount of the energy into a technological device. You can cross this boon off your Chronicle sheet to restore 2 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+1 charges to the item. This boon can only restore charges to a technological item that has at least 1 charge remaining.
While most boons are for character only, this one seems to imply you can also use it for a fellow party member.
So is it self only?
By RAW it looks like you can use it for another fellow party member but this is against the general guidelines for Chronicle Boons.
I've sort of done something like this but I went with the Trait: Accelerated Drinker and some potions in Iron Vials loaded into a spring loaded wrist sheath.
Swift action - potion in hand
It is a little more expensive but I feel avoiding the level dip into a class just to get the Reduce Person spell isn't really worth it.
I just ran this and I cried when the party hit the traps -
I had the whole party run into one of the corridors and the gravity trap, randomly, rolled 'normal gravity' the 2 rounds it took the party to destroy the lasers.
Scenario Reporting sheet boon question -
The boon that grants a recharge to a timeworn item. Can you recharge some one else Tech Item, crossing off this Boon?
Or does it have to be your own item?
Little hazy on the answer to this due to how PFS Boons work.
I am building a Vital Strike Character and seeking some suggestions - Help on classes. Here is what I have so far -
4 levels Warpriest
Will be using a Large Bastard Sword, Blessings Destruction & Liberation.
1 Level Feral hunter
This is where I'm flexible. Will probably go Fighter, 2-Handed archetype. This will grant me access to more feats. Unless people have a better idea.
Stats are -
I pretty much have all my feats picked already, unless I go with fighter the rest of my levels. This would give me a couple extra feats which I probably would use for defensive purposes.
If you're going be Human, you might want to take 6 levels of the favored class ability to apply for the Warpriest class Feat ability. While you loose the extra hit points from favored class a extra feat can more then make up for it.
For your Kensai build -
I believe you can take Weapon Focus feat with Muskets as the Kensai class feature. It's just that everyone assumes you have to take it with a 1 handed melee weapon.
This would bring your To Hit with Muskets the same as your Brawler build, if you add Arcane Strike onto it, it's +1 better.
For grins, if looking at Multi-classing, maybe take a look at the Magus, Kensai archetype.
This would help your weak Will save, bump up your AC another point or two, weapon focus, and access to the Magus spell list.
If I take a level dip (one level) in Feral Hunter (Hunter Archetype) have a question on how the Feral Focus would work.
At 1st level, a feral hunter gains a limited ability to change her shape into hybrid animal forms. This functions as the animal focus class feature, except that the hunter always applies the animal aspect to herself, and there is no limit to this ability's duration. She can end this ability as a free action.
When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.
This ability replaces the animal focus, hunter tactics, and speak with master class abilities.
Now this is for s single level dip in this archetype.
Example: Have a 1 level dip in Feral Hunter and 11 levels in Barbarian.
Bit confused here. Say I take a level dip in Feral Hunter, I understand that I don't have the time limit for Feral Focus but can I still change the focus?
Can I drop the focus and then put it back on?
Example: Have Owl up as I sneak around town.
Can you do all this with just a level dip in Feral Hunter?
Warpriest, human, 20 point build, PFS legal
STR 20 (18+2), DEX 10, CON 12, INT 10, WIS 14, CHA 7 (stat bumps will all go into strength)
Traits: Fate's Favored & Accelerated Drinker
1) Blessings: Destruction & Liberation, Weapon Focus: Bastard Sword (class), Feat: Weapon of the Chosen, Feat-Human: Improved Weapon of the Chosen
Levels 1 & 2 favored bonus goes into HP. Levels 3 through 8 favored bonus go into the human favored class - Bonus Feat. Reast of levels go into HP .
Basic Gear: Large Bastard Sword, Full Plate, Standard misc magic stuff, and Lots of Potions.
Tactics (simplified): Have potions (Enlarge and one other) in Spring loaded Wrist Sheaths. First round, swift action to get potion, move to drink Enlarge, standard to Vital Strike. Repeat 2nd round. Figure with Enlarge person + Vital Strike will be doing 6D8 weapon damage. Get Impact enchant on weapon that turns into 8D8 weapon damage.
Things I'm looking to tweak -
3rd level Bonus feat (re-train to Weapon Specialization at 4th)
The 3rd level Bonus Feat I could be talked into re-training to some other combat type feat at a later level, thinking Lunge at 6th level as a example. Also thinking about changing Power Attack & Furious Focus feats as I'm strongly tempted to pick up some defensive feats to help with saves or AC.
I just feel that I won't get that much of a benefit from Weapon Specialization & Power Attack when I'll be making just 1 attack most combat rounds.
Opinions on exchanging them for -
Will check this thread sometime late tomorrow for suggestions.
It is -
Also using daggers, I like getting Reduced Person for my Unchained Rogue. Bonus to AC, bonus to hit, and the average damage actually goes up!
Want to make sure I understand how this Ring works correctly.
Ring of Forcefangs (found in APG pg292)
If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.
This is my understanding of how this Ring works, just not sure if I'm right.
If a 3rd level caster hits you with magic missiles you still only get 1 charge since its a first level spell.
Now say a 5th level cleric attacks the wearing with spiritual hammer (a 2nd level cleric spell). Wearing of this ring would get 2 charges and the Spiritual Hammer would go *POOF* and be gone.
Really need something to bump up your fort/will saves.
Think about picking up a wand of reduce person. Will help your AC, to hit, and your damage should actually be slightly better.
Emerald Spire Level 4 and Level 5 reporting error -
I just tried correcting some Emerald Spires I've ran. When reporting the level 4 and 5 I ran on the same day, the level 4 Godhome glitches by seeming to put the tracking info into the level 5 Drowned Level. While keeping the fields filled out for Godhome. ie get already reported error for level 5 Drowned Level.
Can you change your +2 enchant on your armor to a +1 spell storing?
While this will drop your AC by one, there's a number of very good spells you can put in it. My favorite is Frigid Touch. Grab a couple scrolls and use those to recharge the spell storing if it looks like you'll face multiple encounters.
I'm thinking the easiest to run tanking class is the Swashbuckler/Mouser Archetype. All because of this Deed -
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.
While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.
Class does has two major drawbacks -
Kind of frustrated now. Like the idea behind the class but the feat cost is going be kind of crazy.
Melee Feats don't really work with Gun (range) feats.
So I might just drop the idea of using guns (except as a backup-range weapon) and go with a standard barbarian type build.
Still liked it better then what's up there now. Besides, to get a PFS tracking number for running a game you needed to set it up on paizo before hand.Of course, I've seen a number of times where this setting up and reporting was done at the same time.
This is just a rough draft -
His 'clan' worked one of the spots from the "Rain of Stars".
Started a Dwarf Savage Technologist for PFS and having problems figuring out what Rage Powers to go with him.
Brief description of Savage Technologist -
Character Build - Dwarf
Plan is to fight with Dwarven Waraxe in main hand and Double-Barreled Pistol in Off Hand.
While I do have some idea for Feats, I'm having problems choosing which Rage Powers to grab. I will NOT go with the superstitious rage power line. Any other suggestions welcome.
PS. My original plan was to go 1 level Gunslinger (Gun Tank Archetype - some protection from Crits & SA), 5 levels of Savage Tech (Barbarian Archetype), and 5 levels of fighter.
I've played a Wand Magus (Magus with the wand arcana) that uses the greater trip feat.
Use Wand of True Strike (spell combat feature) with a Trip (using greater trip feat) attack. That's +24 on your trip attack, +more if using a trip weapon. Will trip almost everything.
Have your wizard spells (limited compared to a true spell casting class but you have them) for buffing, damage, & control.
Plus if you want to get a bit more crazy, get yourself a familiar (Improved) that can use UMD. Hand that familiar a bunch of wands and let him buff with some spells.
This build does require getting access to wands and burns through those wands fast.
If you don't mind multi-classing, there are some classes/archetypes that will give you that proficiency. Three classes that I know off the top of my head - (1 & 2) Cleric/Warpriest that has a deity that uses a Bastard Sword as their main weapon. (3) Kensai/Magus Archetype.
You just have to decide if it's worth loosing what you gain.
The rogue trick: Minor & Major Magic are spell like abilities. Due to errata put out a while back, SLA do not work with Arcane Strike.
Power Attack & Rogues: there's been a number of people that have theory crafted power attack for rogues and they all come down to - DON'T. The 3/4 BAB, the penalty on To Hit with power attack, and the AC of targets gets harder and harder to hit as you level just doesn't make it power attack worthwhile.
Improved Feint: Have a love/hate relationship with it. Love it as it's usually pretty easy to pull off versus humanoid monsters. Hate it because of the big penalty it suffers versus non-humanoid monsters.
Can't really give you any advice on builds as there's so many different ways you can go. I will mention that I've seen spring attack builds work well with the scout archetype.
I am not registered, nor do I have the time to really do a thorough play test with it but here are my suggestions, from what I see.
1) Could use a break down for combat stats - bonuses to hit and how your AC is figured out. This allows GMs a quick glance to figure out your character got some of those crazy numbers.
2) Need a place for situational modifiers on combat tab. I have a character with 6 different situation modifiers I try and keep track of when in combat. This means I have these modifiers scribbled in on the side of a character sheet, trying to keep track of them.
3) Should also be a place for situational modifiers on skills.
Used to use both the paizo site and warhorn to find upcoming, nearby conventions. Liked the paizo site for conventions as it only dealt with pfs games, warhorn dealt usually dealt with everything happening (cluster%&$&).
As the paizo event page is now, it's almost impossible finding nearby pfs conventions, specifically the mini-conventions.
Was wondering what the exact ruling was for it as some of those threads mentioned are confusing.
I have a knifefighter rogue which used Feat: Arcane Strike with Minor Magic - grandfathered in before the SLA change.
I converted this Knifefighter Rogue over to a Unchained Knifefighter Rogue when the Unchained and the Unchained PFS rules came out.
Problem: I kept the Minor Magic and the Feat: Arcane Strike in the free unchained rebuild but kept the Minor Magic and Arcane Strike in.
Is this still legal with the Grandfather in rules for SLA?
Don't you need 5 levels in the Unchained Rogue to get access to (1) Skill Unlock feat?
Think PFS is limiting Skill Unlocks to just the Rogue's Edge ability.
(Could be talking about different stuff)
Feat: Arcane Strike - Since your rogue levels now count as caster levels. This will give you a stackable magical enhancement on your weapons, giving you a bonus to hit (very important) and damage
Thanks for the catch, goofed about the +plus to hit, ment make weapon magical.
My unchained rogue isn't that high up in levels yet but I carry around masterwork daggers made of materials, adamantine, Mithral, Cold Iron, for when I need to go through DR. With Arcane Strike providing magic enhancement on them, I can get through just about all DR.
My opinion -
Bonded Item is better for the extra +1 Spell over the Familiar bonuses.
Familiar is better over the Bonded item...if you burn some feats. Namely you need to grab the Feat: Improved Familiar. A Improved Familiar just opens up way to many options available to the wizard. The biggest is allowing the wizard more actions.
Any allies for the Wizard?
Don't care how powerful you are or what's prepped, if you're a solo boss you'll almost always fail due to "action economy". Needs at least one or two good body guards/
Think Black Tentacles have a major flaw in that Freedom of Movement (almost a must have in those high levels) make them almost worthless.