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Matt2VK's page

Goblin Squad Member. FullStar Pathfinder Society GM. 747 posts. No reviews. No lists. No wishlists. 3 Pathfinder Society characters.


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I don't think Slashing Grace works with light weapons. Which means wakizashi will not get DEX modifier to damage.

Two other possible ways to multi class for access to a Katana -
Ninja, it actually has some nice stuff that complements Swashbuckler.
Kensai, magus archetype.

Both of these classes offer different things but I really like the Ninja as the best multi class that works with Swashbuckler that grants access to Katana.

Suggestion: Home Brew becoming a Lich -

During his research he comes across a story about a band of heroes defeating a major Lich in his lair in the distant past.

Major quest to track down and then raid this Lair to try and find out info about life, death, undeath, and bring the dead back to life. At the end he finds out that the Lich isn't dead but is there as a spirit. Lich attempts (makes) a deal to help him with his goals for his help in getting him a new body.

Party runs around and does a bunch of quests that the Lich guides them on. Remember, the Lich has been cut off from the world for centuries. So the party is going to have to figure stuff out.

At the end, the Lich betrays him during the process of becoming a Lich and tries to steal your party members body. Big fight happens.

Go from there.

PS. This will require a lot of bluff, diplomacy, and sense motive on everyone's part. So stat your main bad guy out for these skills.

The mouser deed allows you to move 5' into the targets square. It also allows you to be considered flanking for any allies adjacent to your target.

This makes being tiny in size a great thing.

I'm just hoping I remembered this right. :-)

That's kind of what I thought but from a number of the threads here on the forums I was beginning to think I was wrong.

Have some questions on if this character is PFS legal and how some of the game mechanics would work.

Race: Wayang
STR 11, DEX 18, CON 12, INT 16, WIS 10, CHA 10 (after racial adjustments)

1) Level 1 Mouser/Swashbuckler Archetype. Class: (1x) Panache point, Swashbuckler finesse, & the Deed: Underfoot Assualt replaces Opportune Parry and Riposte.
Feat: Extra Panache (brings total panache up to (3)
2) Level 1 Kensai/Magus. Class: Spell Combat, Weapon Focus: Katana, other good stuff.
3) Level 2 Kensai/Magus. Class: SpellStrike. Feat: Slashing Grace.
4) Level 3 Kensai/Magus. Class: Arcana-Flamboyant Arcana (gives Derring-Do & Opportune Parry and Riposte deeds)
5) Level 4 Kensai/Magus. Class: Stuff. Feat: Extra Arcana (Arcane Deed-Precise Strike)
6+) Kensai/Magus rest of the levels till character retires.

Now the questions -
(1) Can you stack the Mouser/Swashbuckler Archetype with the Flamboyant Arcana?
Mouser says you loose the Opportune Parry and Riposte deed & the Flamboyant Arcana says you get it back.

(2) Can you use the Arcane Deed-Precise Strike with Spellstrike/Spell combat?
Some confusion here on if casting and using a spell with the Magus free hand and Spellstrike/Spell combat count as a weapon or a 'free hand' for Precise Strike. To use this Precise Strike, a swashbuckler cannot attack with a weapon in her other hand.

(3) Would the Swashbuckler and the Magus levels stack for figuring out the Precise Strike deed precision damage?
Can't find anything that says it does or anything that says it doesn't.

(4) Can I use Panache points (from class, feats, & items) to use the Magus Arcana deeds?
I believe I can from the way I read the description. Just double checking, as it's easier to re-gain Panache then the Magus Arcane Pool points.

The Sorcerer might want to stack up on scrolls/wands of Armor & Shield. Using both of those spells gives the Sorcerer a +8 to his AC.

Need to look up Divine Tracker.

Ninja gives me access to -
Sneak attack +1D6
Ki strike (extra attack with my kids pool - 4x times)
Befuddle Strike with sneak attack.
Extra skill points and some skills.

Thinking it will be worth the trade off of two levels in Swashbuckler archetype.

Playing around with this idea of a Halfling Swashbuckler Archetype - Comments welcome.

Race: Halfling
Stats - STR 11, DEX 18, CON 12, INT 10, WIS 10, CHA 16
Traits: Helpful (Halfling racial) & un-decided.

1) Mouser/Swashbuckler 1 Swashbuckler Finesse, Weapon Focus: Katana
2) Ninja 1
3) Ninja 2 Slashing Grace, Rogue Trick: Befuddling Strike
4) Mouser/Swashbuckler 2
5) Mouser/Swashbuckler 3 Combat Reflexes
6) Mouser/Swashbuckler 4 Dodge
7) Mouser/Swashbuckler 5 Iron Will

Going with a ninja to pick up access to the Katana, sneak attack, limited Ki extra attack, and with the rogue trick, a bit of extra defense.

Plan on putting skill points into Use Magic Devices and run around with a Wand: Reduce Person.

Will probably use a Rapier till 3rd level

From what you're saying, I think your main bad guy just demands to be a spellsling - wizard gun toting archetype found in UC.

Oops, that doesn't fit the card throwing, staff wielding example you wanted to work with.


Has there been a official answer on this yet?

A warpriest from the ACG fills both the frontline fighter & as a secondary cleric.

I'd also be tempted to take a look at either a Barbarian/Bloodrager or a melee Ranger type (lots of ways to go with ranger types) with favored enemy undead.

Avoid the Lesser Metamagic Rod of Empower. As you can not use it while in combat and using spell combat - Where's your free hand?

All metamagic rods require being equipped and it has been errata somewhere that these need to be held in your hand to use. If this is a home game and your GM will allow you to use it while spell combating it is then very good.

Pearls of Power are about the cheapest and best over all buy you can get for your magus. Do check with your GM as there is some confusion on what spell level a Intensified Shocking Grasp using the metamagic trait actually is for bring back the spell. So grab a couple Pearls I and then one or two of Pearls II.
Do check with GM before getting on how they work with metamagic spells. Lots of confusion on this.

Utility Scrolls with spells you hardly ever use but can make your character's life so much easier if you have them. Spells like (examples) -
Floating Disk
Jury Rig
Mount (& Communal)
Unseen Servant
spider Climb
I have seen someone use all of these at one time or another to great effect.

My suggestion is to just go back and take a look at the TWF ranger.

If you're playing a Halfling and looking at playing a type of bodyguard. I'd take a look at taking a single level dip into the Swashbuckler Archetype - Mouser.
The first level deed for Mouser is a great bodyguard type tool.

I thought about the Dangerously Curious. Only problem is I'd need to be around 7+ levels to be sure I was able to get the wand to work consistently.
Kind of hard to pre-buff with the wand with only a duration of 10 rounds.

What's nice about the Magus CHA archetype is while I do loose a BAB and some health. I do gain a +2 Fort/Will to my saves and a limited number of rounds of a bloodragers rage power.

...but I know nothing about the sorcerers bloodline powers and I've heard even a one level dip in them can give some builds a big advantage. Just don't know if it would help the Mouser-Swashbuckler archetype.

Looking to build a Halfling Mouser-Swashbuckler build with a level dip of Sorcerer.

Reason I'm grabbing a caster is I'm interested in getting the Reduce Person and Shield spell.

Need opinions -
Do I grab the level dip in Sorcerer or pick up a level of the new CHA based Magus Archetype found in the ACG?

If I go with a level dip in the Sorcerer, what Bloodline should I grab?

At moment, I'm leaning towards the CHA Magus Archetypes for the saves, slightly better HP, and (very) limited spell casting. Plan on using wands to pick up my lack of spells.
My problem is, I really don't know Sorcerers and I don't know if the bloodline powers would make up the difference.

Some major noble shows up for the wedding and some of his 'friends' decide it's a good time for him to take a long 'nap'.

FIRE! A major fire breaks out during one of the events. Rescue the people and help put it out. What started it could be anything from a accident, a escaped fire element, to being deliberately set.

2 of the major figures in the city get involved in a heated (comes to blows) argument and it threatens to disrupt the wedding as they demand the wedding participants take sides.

2 people marked this as a favorite.

I'm thinking the biggest penalty for Paladins against 'lying' (Bluffing) is the complete lack of skill ranks they have.

If traits are allowed, have her take a look at the Helpful Halfling racial trait found in the Paizo Halfling splat book. Gives the Halfling a +4 instead of a +2 for the Halfling aid other attempts.

From what you mentioned about going into melee. I'd have her take a serious look at the Mouser - Swashbuckler Archetype. Maybe start you're first level in this and then Arcane Duelist or Archaeologist bard archetypes.

Looking for advice on a Kensai-Magus build with some of the new options that the ACG opened up.

What I refuse to change -
Race: Wayang
Alignment: CG
Magus Arcana: Familiar
Feat: Improved Familiar
PFS legal and will probably never get above 10th level.

I have played around with some multiclass ideas -
Swashbuckler Archetype Mouser
Swashbuckler Archetype Inspired Blade but going with straight Magus
Dawnflower Dervish (access to bard spells and carry around a bunch of bard scrolls)

...or going straight Kensai.

Can't decide and hoping for some advice to make up my mind.


As I can see a ruling going either way. I think I'm just going to shelve my playtest Warpriest till we get a official word on this.


And that is why I posted the question.


7 people marked this as FAQ candidate.

What is the official word on re-builds of the Play-Test Warpriest to the ACG Warpriest?

I'm asking this as I've read through the PFS guide and glanced through a couple of threads and keep seeing different interpretations of it. Anything to a complete re-build allowed (have to keep gear the same) to only allowing changes to powers/abilities that got changed.

Also I'm wondering if the playtest Warpriest can be changed over to a Warpriest Archetype without using the re-training rules?

Vital strike builds allow you to use some class/archetype abilities that use a move action to activate.

Another reason to go dagger is the Spring-loaded wrist sheath. A dagger fits, starknife doesn't.

Swift action to equip/re-arm yourself with a dagger for surprise rounds or if you toss them.

I like your idea for a aasimar eldritch knight> I think there's some Eldritch Knight build threads floating around here and there might even be a guide still stickied in the Guide to the Guides.

Magus -
My biggest problem with the Magus is the number of ways I've seen it played mechanically. Before playing a Magus make sure you and the GM agree with how the game mechanics of a magus work.

I brought this up because just the number of ways I've seen the magus get played mechanically is shocking (in PFS). Then there's all the different questions on how a magus get's played that come up in these forums.


Once this is agreed on, then you can decide on if your son wants to play a Magus.

I'd be tempted to go with another paladin. You really could use another front line type fighter/secondary healer in the party.

You could go with a melee type cleric (maybe use the reach cleric as there's a very good guide for this) but a lot will depend if the GM gives you chances to pre-buff.

If you want something kind of complicated and the GM allows it, the new ACG is coming out very soon and the Warpriest also would fill in those spots.

The above suggestions of a Battle type Oracle or the Bard: Dawnflower Dervish could also help fill in as a front line fighter/healer.

Feat Question -

Any chance there's a new feat in the ACG that will use the DEX modifier for weapon damage then STR?

Getting so tired of having to go use the Dervish Dance Feat if I want to make a DEX based melee type. Hoping with the Swashbuckler class they will fix this oversight.

I'm at a toss up between the spell-like ability racial trait: alter-Self and the Incorruptible Occasionally alternate racial.

Incorruptible Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.

This is more because in PFS sessions, you really don't get the chance pre-buff and half the time, when you do, it wears off before you fight.
Corruption Resistance, you cast on yourself and forget it, as it lasts for hours. While it has no real use in the lower tiers, it does come in handy every now and then in the high tier sessions.

Here's a example of what happened to a character I ran with a similar build and I was using the 1/day—alter self racial spell-like ability.

Group came to a big fancy door with a magic trap on it.
Pre-buffed myself with Alter-Self (Last 7 minutes - 7th level) while magic trap dealt with.
Opened door, big fancy room with multiple doors leading off.
After a quick search of that room, then a search of 3 more rooms, we finally hit a encounter (fight).
GM made a quick ruling that searching (even if it was quick) took more then 2 minutes per room so my Alter-Self would have worn off by then.

Now if I would have casted Corruption Resistance, it would have lasted 7 hours.

I am willing to admit that Corruption Resistance is of very limited useful ability but as a paladin, people with those abilities are going to make you the primary target for them.

...Actually, now that I think about it, the most use I've got out of the times my character has successfully used Alter-Self is for all the climb checks you have to make every now and then in PFS sessions. I think I've had a total of 2 successful buffs of Alter-self for combat.

I've been playing with a knife master build and decided I wanted a couple levels of Kensai/magus.

This gives me -
Fake TWF in spell combat and spell strike.

A couple of enhancement points (arcane pool from magus) to enhance a weapon.

My choice of a weapon & weapon focus.

Buffs the weak rogue saves.

Limited access to 1st level spells and can trips.

What I loose -
+1 BAB. Make up with this from the Kensai arcane pool enhancement.

Bunch of skill ranks.

A D8 in sneak attack damage. Made up with access to spells.

Don't get the level 20 capstone if you play that high.

I believe you need to use a magus arcana to get mage armor as I think it's not on the magus spell list.

If you do pick up a level of Devish Dancer, you can grab yourself some Darkleaf Leather armor. It's +2 AC, 0% spell failure chance, and has a very high DEX modifier.

I'd love to make a Strength based Kensai/Magus with a Katana as the weapon.
STR 18, DEX 15, CON 15, INT 17, WIS 11, CHA 13

Then go crazy and play a Dwarf!

This is a quick summary and just my opinion -

Kensai - Only really show there stuff at the later levels. Low level games they just give up too much stuff. Really nice Archetype if you're planning on multi-classing and just grabbing a few levels in Magus.

Bladebound - Very nice in low level magic games. High magic games it depends a lot on what your GM will allow you to get away with for enchanting your weapon. Going by RAW, in high magic game the Bladebound weapon can start falling behind in power because of it lacking enchants.

Some people suggest you grab one level of the Devish Dancer, Bard Archetype so you can make full use of your DEX modifier with the scimitar.

There's a very good magus guide link in the stick "guide to the guides" in this Advice forum. Give it a quick read.

Can't go Kensai if I go hexcrafter.

Kensai gives me more goodies for the limited levels of magus I'm planning on grabbing.

Actually, this character was originally just going to go straight rogue but then I started playing around trying to bump up the saves and give him a little spell crafting and figured Magus/Kensai would be the best way to go.

...I might drop the rogue/knifefighter and grab the Slayer when the ACG comes out. Only problem is that I've already figured out where I want to spend those 11 skill points I get per rogue level.

It's to give me the option to do all that.

That extra D3 damage from changing those ray cantrips into touch attacks is to help make up for my lack of strength. Plus it just more cool then using the Arcane Mark cheese.

Imbicatus wrote:

Also, consider worshiping pharasma. For the low cost of three ranks in religion, you will have +2 to hit with daggers from the deific obedience feat.

What book is the obedience feat from?

claudekennilol wrote:

Just curious.. I'm guessing you're going magus to third to pick up an arcana? Which one?

Going go with Close Range Arcana.

Most of my Spell Combat will be with the ranged cantrips and with close range I can make them touch. My limited (very) 1st levels spells I'm planning on using for utility. Also it'll be a lot easier casting the cantrips defensively then my limited 1st level spells that'll, at most, give me 3d6 more damage.

Casting defensively -
3 levels of Kensai
+3 INT modifier
+2 Trait bonus
+4 Combat Casting feat
+12 to make a DC15 concentration check for the cantrips.

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Stats - DEX and Wisdom is usually the dump stats, at most 10, for most paladin builds. This will allow you to bump your STR up a couple more points.

Feat & Weapon - Paladins are Feat starved. Grabbing a Exotic Weapon with a Feat just seems a waste when there's so many good martial weapons out there a paladin can use.

Skills - Diplomacy is probably one of the most used PFS skills used.

Gear - Be sure you grab something for swarms. You can face them at any level.

Did you figure in your favored class bonus?

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Keen is always good. Increase your Crit range to 17+.

Need one Trait for a PFS character I'm working on. This is what I have so far -

Race: Teifling
Class: 3 levels of Magus-Kensai archetypes
9 levels of Rogue-Knifemaster archetype
Retires after 12th level.
Stats: STR 10 DEX 18 CON 14 INT 16 WIS 10 CHA 8

Get 2 PFS legal traits. One of these traits is to help with my Concentration checks (couple different ones I can grab). The other I can't decide on. At moment I'm trying to decide between -
River Rat: Adds +1 to damage with daggers
Two-World Magic: Pick up Touch of Fatigue as a cantrip.
or maybe something else.

This character is going to be a bit of a skill monkey while being decent in combat while using Spellcombat in place of TWF.

Does anyone have Daylight?

Very nice utility spell with offensive use vs some monsters.

...but I'd probably grab Heroism.

You really need to get Iron Will in there some where. PFS play is big on saves being tossed around and failing a will save can hurt - a lot.

I have mixed feeling on Spring Attack. Specially for a Fighter.
Why I don't like it -
*You're the meat shield. You're up there to prevent the squishes from being hit.
*There's a fair number of encounters in PFS where you're just not going to have the room for Spring Attack.
*You're taking Lunge at 7th level. Don't really need Spring Attack.

One item I've noticed on DD is that GM do not use perception checks for intelligent monsters to hear combat.

Once those monsters actually notice something going on, it's up to the GM to decide how they would react.

That's what I thought. Only asked in case there was a errata some where that the GM knew about and I couldn't find.

If you do not do enough damage with your normal attack to by pass DR, would this also stop sneak attack damage?

Here's what happened -
Rogue made a attack against something with DR5. Rogue did 4 points of damage with his weapon. GM ruled that since the weapon did not penetrate, the rogue does not get the sneak attack damage in.

This was from a GM that usually knows the rules forward and backwards so I went by that ruling. Same situation then came up in a game I was running and this time I looked it up in the CRB. It say nothing about sneak attack damage for DR.

So did the GM get it wrong in that you get to add SA damage with normal attack before factoring DR?

If DR can stop SA damage, where can I look it up?
(What book)

*Agree..drop the healing domain and pick another domain. Lots of good ones to choose.

*Feat: Extra Channel is almost worthless in PFS unless it's a stepping stone for something else.
Channeling (healing) just can't keep up with the damage. It's more of a "I need help to stay up for just one more round" or "I'm dying here. Need to stabilize."

*If you're going support, you really need a very fast initiative. It does no good to get those support buffs off after everyone has already gone (including bad guys).

*That -14 Prof Penalty is a BIG deal when you need to make any type of strength or dex check in combat. These checks do come up.

Overall, the only thing I see going for your build is the Luck Domain. Bit of Luck can be very powerful, both offence and defense.

Problem with pearls is that they're a pain to use in combat. Spell Recall is a swift action.

The main problem with most Magus archetypes is they give up Spell Recall. While being able to recall spells you've already cast might not seem a big deal it can give you more flexibility in memorizing different spells and can increase the number of spells you can cast during the day.

Believe you.

First time I did a search it came up as a third party trait.

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