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Goblin Squad Member. FullStarFullStar Pathfinder Society GM. 817 posts. No reviews. No lists. No wishlists. 15 Pathfinder Society characters.


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What book is the Jingasa of the Fortunate Soldier out of?

He may not have access to it if he doesn't have the materials.

You need some expendables -
Potion of Fly
Oil of Daylight
Potion of Gaseous Form

all 3 of these can be life savers or game braker used right.


What's the cost of a adamantine double weapon?

Example: 2-Bladed Sword

What if you wanted to make one blade Cold Iron and the other Adamantine?


If you're set on going with daggers, look at going with a small race.

This way, you can make all your masterwork daggers out of mithral with no extra cost.


Is there a Bard type that gives access to a familiar?

Another suggestion is the Magus archetype Eldritch Scion from the ACG.

I do think, from what you've said, a Oracle will work best for you. As they can be just about tailored towards what ever you want to do with them.


One thing Bard's are always (almost) very good at is with UMD checks. They have the CHA modifier, skill points, and its a class skill for them.

The Bard party will probably have some way to protect themselves vs Silence. They're just too dependent on vocal abilities to be shut down from a Silence spell.
(Not sure what or how they would protect against this.)


Trying to clarify here -

Leather armor has a +2 AC armor bonus and a +1 magic enhancement bonus giving you a +3 armor bonus in total.

Now the spell: mage armor is applied to the person wearing that +1 magic leather armor.

We know the mage armor AC +4 does not stack with the leather's AC +2. The confusion is, does the +1 magic enhancement on the leather armor stack with the mage armor, bringing the total, max/highest AC of this combo to AC +5?
Mage Armor +4
Enhancement +1 on leather.
Total, combined AC +5

I didn't think it did but now I'm confused and thinking it might be possible by RAW.

___________________________________________

The start of this thread was about other magical effects on the armor (example: spell storing & fortification) working with mage armor. That answer looked like a yes.


Now I'm confused -

If I have a +1 Enhancement on normal armor and I get Mage Armor casted on me. Does that +1 Enhancement on the armor stack with Mage Armor?

I thought by RAW it does not. I have never seen it used that way and we have stacked mage armor with regular armor before when facing stuff using touch attacks.


Just double checking to make sure this is legal.

Have a Magus wearing magical leather armor, like +1 Spell Storing Leather.

The Magus also uses Mage Armor from a Wand.

Now let's say the Magus has a 7th level Intensify Shocking Grasp stored in his +1 Spell Storing Armor and is hit. Magus has the Mage Armor spell on him at this time.

Can the Magus use the +1 Spell Storing Leather Armor to trigger that 7th level Intensify Shocking Grasp on the attacker?

Everything I've read seems to say yes. As the only conflict with the Mage Armor spell is I do not get to stack the AC from the spell with the armor.
...but I want to make sure on this.

What about if the armor was +1 Spell Resistance (SR13). Would it work with Mage Armor?


If this is for PFS. I strongly suggest getting the Cantrip Wands:

Mending - You wont use it very often but when you do, you'll usually end up burning charges like crazy.

Guidance - That +1 to a Attack, Save, or Skill roll with a minute duration is super handy. I usually see the spell used to help skill checks (looking for traps and disarming them are the big ones.)

**EDIT**
Forget the Mending. Forgot about the restriction of 1LB/level for fixing.


bigrig107 wrote:
Sorry, but wands default to wizard/sorcerer, then cleric, then the rest. In that order. Unless it's a ranger/paladin-only spell, then it's counted as on the wizard/sorcerer/cleric.

That's for PFS games. Home games can be different but are usually played the same way as PFS for simplistic sake. Why I put the qualifier in about if DM allow.


0 Mending
0 Guidance

1 Comp Languages
1 Expeditious Retreat
1 Feather Step
1 Forced Quite
1 Invigorate
1 Liberating Command
1 Undetectable alignment

Share Language (If your DM allows you to grab it as a Bard spell) Check with DM. There's a number of Ranger & Paladin 1st level spells that are actually higher level spells from their parent class.

If you're DM allows it, get a 3rd level Bard Scroll: Glibness. It's one of the most broken, out of combat, spells there is.


Is this doable -

1) Magus declares Spell Combat

2) Magus casts Shocking Grasp and attacks with Scimitar (using spell combat).

3) Magus hits and applies weapon and shocking grasp damage.

4) Magus then declares his Improved Familiar uses UMD to activate a Wand of Shocking Grasp.

5) Familiar uses the share spell/deliver Touch spell ability to give the Magus the ability to attack (using spell combat - again) with the scimitar to deliver both weapon damage and the wands shocking grasp damage.

Is this good, game mechanic wise?

This all depends on when the Familiar can activate the wand in the Magus Full Round Action of spell combat.


Need to clarify some things -

1) It sounds like you're playing a very social game. How much combat do you see in a play session?

2) How will built is you're character for diplomacy and other non-aggressive social stuff?

3) Is your real problem the lack of 'fighting' type encounters?

Can we get a brief example on how a average play session goes?


About 80% of the time, it either Normal Light or Darkness. GMs have to go out of their way to make something low-light and most just don't want to deal with that among all the other stuff they deal with.

About the only time I see low-light really come into play is at range.

Now, if you plan on taking a feat that bumps your low-light to dark vision, it might be worth taking. BUT the feat might be 3rd party or racial specific.
Sorry, can't remember the name of the feat.


One thing I haven't seen mention -
Swashbucklers get Panache back when they crit.

So Crit more often is the way to go for Swashbucklers


Eep! You're right. Have no idea what the heck I was thinking.


DesolateHarmony said wrote:


You don't have total cover from #1 and #3, just cover. Reach weapons use the rules for ranged attack, so you trace from one corner in #A and #B, and so there is no cover from the tower shield.

If you use the rules for ranged weapons, you can not tag all 4 corners of the square T would be in. As the Tower shield would be blocking the corner that's at the 2,3, & T point.

I'd give it partial cover (-2) for A & B but I'd also give a (-4) cover for squares #1 and #3. which seems to have some debate on if #1 & #3 suffer from the total cover penalty from the Tower Shield between #2 & #T.

At moment, I'm going take Nefreet's word that #1 & #3 can not attack #T, as he usually knows his stuff. Plus this was the way we ended up using the Tower Shield.


what about someone in the A & B positions?

A 1 2 3 B
C 4 T 5

Would you still have that total cover?


1 person marked this as a favorite.

Need some clarification on the use of a Tower Shield of when it's been 'set'.

Shield, Tower: This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge.

1 2 3
4 T 5
6 7 8

Tower Shield user is the T and sets the Tower Shield between him and number 2.

While number 2 can not attack (total cover from the tower shield), what about 1 & 3?

If 1 & 3 can attack, do they have any cover penalties to their attack rolls?

Now, lets say the person using the Tower Shield was encumbered (from Tower Shield's weight) before 'setting' the Tower Shield. Does setting the Tower Shield un-encumbered that person?

**

Truth of the matter is that the health between a pure caster and a front line fighter usually does not have that much of a difference. The difference is in the AC. If you have a decent DEX and use AC buff spells, wands, or scrolls, you should be OK.
Just don't plan to go toe to toe and always try to leave a escape route open for the withdraw action. One other thing often overlooked is that your allies provide concealment for you, preventing OoA.


Thanks

Is there anywhere in the rules (or forum - from a developer) that states this? Got into a bit of a argument about this topic.


I kind of glanced through some of those threads. I could not find a base DC of spotting someone casting a spell. Can find and figure out modifiers but what's the base DC? DC 0, DC 5, What?

This is the DC for when some one is not actively looking.


Is there a guide line anywhere for people making stealth spell casting or attacks when not in combat?

Example: Casting Charm Person on a merchant while in a crowd.
DC for being spotted casting it.
DC and skill to be spotted if you try to hide the spell casting.

What about spells using metamagic feats?

How about with a weapon?
DC for being spotted while attacking.
DC and skill to be spotted if you try to hide your the one attacking.
(I believe the skill for this is slight of hand as I have found some references to this.)

Any advice or pointing out where in the rules this is located will be very helpful.


From what I'm reading, I think you might be looking for one of the more melee type Bard Archetypes.

Archaeologists
Dervish of the Dawn
Dervish Dancer

They can be decent melee fighters, good skills, and access to spells.


For Warpriest of Ragathiel, this is how I got my "fake" Lead Blades.

first 3 levels, grab the Weapon of the Chosen Feat Chain.

At 3rd level, buy myself a Large Bastard Sword.

tada! I'm doing Large Bastard Sword Damage. I am rolling at a -2 to hit but I get to roll 2D20 and take the high dice. My weapon also counts as good and I get a fake blind fighting feat.

Now I just need potions of Enlarge.

**

or you can just purchase a Oil of Daylight.


I've always found a well built summoning priest (cleric) is a nasty combo. This priest might be paying off some 'favors' with his outer-plane allies.

This might work as a foreshadow of the plane adventure.


That table gives you a rough idea.

Now how do I figure it out if I make one end out of Adamantine and the other out of Cold Iron?

Both have a different type of hardness.


How do you figure out the Hardness and HP of a Double Weapon?

Stuff like -
Double Walking Stick Katana
Double Chained Kama
Dwaven Urgosh
Gnome Hook hammer
Orc Double Axe
Two-Bladed Sword

To name a few.

What causes me problems is the enchanting & special material rules as
they treat each end as if it is a different weapon.


How would you go about building a Slayer / Horizon Walker *BAMF* character?


Tri -
If you want to use a Two-Bladed Sword, I suggest you go half-Elf and swap out the Skill Focus for the Exotic Weapon proficiency racial.


Here's what I have so far - still in the process of a lot of tweaking.

Half-Elf with the alternate Exotic Weapon proficiency racial instead of skill focus.
20 point buy: Str 17. Dex 16. Con 12. 10 for Int, Wis, & Cha

Class: Slayer

1) Feat: TWF, Study target, Track
2) Talent - Rogue Weapon Training (Weapon Focus): 2-bladed Swords.
3) +1d6 Sneak, Feat: Double Slice
4) Strength bump to 18, Talent: Trapfinding
5) 2nd studied target, Feat: Iron Will
6) +2d6 sneak, Slayer talent - Rogues: Trap Spotter
7) Stalker, Feat: Dodge
8) Strength bump to 19, Talent - Ranger Style: Improved TWF
9) +3d6 Sneak, Feat: Slayer talent - Rogues: Powerful Sneak (what can I say, the 1s like me)
10) 3rd Studied target, Advance Talents - Ranger Style: 2-Weapon Rend
11) Figure this out when I get near it...if I do.

I'm very worried about the survivability of this character as he has a low CON for a melee and no real defencive feats or talents.

If anyone has any advice, I really have only a limited idea on how this will work.

I really wanted it to go with the Vanguard Archetype but I haven't been able to get that to work.


I've just started a Slayer and here's what I'm trying out -

Half-Elf with the alternate Exotic Weapon proficiency racial instead of skill focus.
20 point buy: Str 17. Dex 16. Con 12. 10 for Int, Wis, & Cha

Grabbed the 2-Bladed Sword for my weapon. This should now allow me to TWF for full round attacks but allow me to get the slight extra damage boost for 2-handed attacking when I only attack once a round.

Still tweaking my build and not sure where its going or how it will play.


If you're after that extra STR bump to damage. Have you looked at the Two-Handed Fighter Archetype, found in the APG?

It's a good class for using 2handed weapons and vital strike builds.


Any way to pick up the Exotic Weapon, Sword, Two-Bladed without spending a feat?

Thinking about building a Slayer using the Sword, Two-Bladed but I just can't figure out a way to do this without spending a feat. I would prefer not to multi-class but could be talked into it if there's enough of a reason to.

So far, the only way I can figure out is to go Half-Elf and take the alternate racial for Exotic Weapons in place of Skill Focus.


For your Gear Section -

I feel you almost need a Warning about Meta-Magic Rods.
In PFS I've seen too many Magus try to Spell Combat while using a Meta-Magic Rod. Rod's must be equipped and held in your hand to use them. There is no way a Magus can spell combat while holding a Rod unless (1) Magus is using the Rod as the weapon (2) Magus has 3 or more hands.

PS. Tiefling's Tail does not count as being held in your hand.

PSS. this is just a pet peeve of mine as it seems like it's usually the PFS munchkins that try to get away with this.


Here's a nasty combo if you're playing a Low level game -

Warpriest that has a deity with a Bastard Sword.

Use a normal sized Bastard sword till 3rd level and then switch over to a large bastard Sword.

The Warpriests first 3 feats will be Weapon of the Chosen, Improved Weapon of the chosen, Greater weapon of the chosen.
This grants your Large Bastard Sword good aligned, blind fighting, and you roll 2 D20 and take the high when making your single attack roll.

The rolling 2 D20 more then make up for suffering the penalty of -2 for using a over sized weapon.

There is a serious limit on the Greater Weapon of the Chosen, making it almost worthless once the warpriest hit 8th level or starts using powers that grant multiple attacks like Haste.


1st level Feat -
I'd think about dropping Toughness and grabbing Fey Foundling from the ISG. Fey Foundling allows you to heal +2 HP for each die rolled when you receive healing. plus it gives a +2 bonus on saves vs death magic.
Only drawback is you take extra damage if you get hit by cold iron and have to take it at first level.

If you're set on using Vital Strike, Think about taking at least 1 level of the Ranger Archetype: Freebooter from the Pirates of the Inner Sea Book. Gives you access to 'Freebooter Mark' your target as a move action. Giving a +1 to hit and +1 damage vs that marked target with weapon attacks for your party. Plus it also opens up access to some of the Ranger spells. Grab yourself a Wand of Lead Blades and increase your 2 handed weapon damage dice size. Drink a potion of Enlarge and really go to town.

Example: Great Sword damage: 2D6, 3D6 with Lead Blades, and 4D6 with enlarge & Lead Blades. With Vital Strike, that's 8D6 damage.

Sunder Feat line -
Have a love/hate with this feat line. If this is a home game, it's kind of a bad choice as the stuff you're sundering is your take home treasure. Plus about 1/3 to 50% of the stuff you might end up fighting won't have stuff to sunder.
...but it can put a serious crimp in the bad guys tactics if you can and do use it against them.


If you like the Magus so much, why not try building another but go in a different direction?

My very first magus build was a Strength magus, grabbed the Wand Arcana, a Wand of True Strike, and became a mean tripping machine.
Spells: Support, defense, and range damage.
Reason: Wanted to try something else from what these forums all suggested. Was a very fun and flexible character. Did not have the damage out put of a regular magus.

Then about a year later I'm now working on building a standard Kensai Magus. Which sounds like about what you have now.

If you want to just try another class -
Warpriest from the ACG. The Divine Caster type of the Magus.


Glitter Dust
Save vs Blind and prevents invis.


Not sure how this would work for you -

Take a look at taking a level or more of the warpriest using the bow. Supposedly there's some nice bow using earliest builds floating around the forums.

While this isn't a arcane caster, you do get access to some nice buff divine buff spells. Just no idea if you can get it to work with what you want.


Check with your GM and that you know the grapple rules forward and backwards. I've seen some players in PFS with a tree diagram (is that what they're called?) for the grapple rules.

Please, anything to make it easier on your GM if you're planning on using grapple a lot. It just about seems that when I sit down with someone that grapples, we end up referencing the rule book at least once a gaming session.


There's a couple of Boons out there that can also help. Getting those Boons usually require attending Cons and luck.

Depending on build, I usually start PFS with a Sling & Bullets. Then around 2rd level switch over to a masterwork bow and start putting on the enchantments when I can afford them.


Couple other key factors in the nodachi favor.

1) It can do slashing or piercing damage. Great sword only does slashing.

2) Nodachi, for weapon specialization (fighter builds) count as a pole arm besides as blades, heavy. Giving a bit more flexibility over the greatsword


The feat doesn't stop you from making more then one attack. It just gives a slight bonus on the 'next attack in that round'.


Feat: Weapon of the Chosen

At first I agreed with your poor rating for this feat. Then I noticed this little item in it -
If your attack missed due to cancealment, you can reroll your miss chance one time.

This little line I feel bumps the feat up to average and actually makes getting this feat chain more worth while.


The biggest problem that I see in a Rogue is in it's 'Lack of' defenses.

Lack of a good save modifier.
Lack of a good AC (at the mid/high end game)
Lack of a good hit dice for HP.

All three of these 'Lack of' can be overcome but it's at the cost of gear, feats, and rogue 'tricks'.


Just ask -
be sure you have the page with the Wrist Sheath description and Potion description bookmarked.

By the description of both, it's possible to have a potion stored in a wrist sheath. It also possible that the potion just does not come in the correct size to be stored securely in a wrist sheath.

Check with your PFS GM before using a wrist sheath this way.


Here's another parry question -

Can you parry a incorporeal creature with a non-magical weapon?


claudekennilol wrote:
That's specifically what the Grasping Tail feat does (allows you to hold with your tail). James Jacobs has said this is exactly what he uses the feat for with his tiefling magus. It's not like I'm doing it for free, it costs a feat to get it done. I'm trying to find the specific wording in the prd about how to use rods but I can't find anything other than "simply having the rods doesn't confer the bonus".

For Rods, found in the CRB page 484, under Activation.

"unless noted otherwise, you must be holding the rod to use its abilities."

Feat: Grasping Tail
Benefit: You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person as a swift action.

Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand).

From what I'm reading, it sounds like you can not use a Rod with your Tail. The main problem I'm seeing is the descriptions of Rods. They range in size from 2 to 3 feet and weigh up to 5 LBs. Also, a lot of them can function as light maces and clubs. Which put's them over the size category for the tail.

I'd love to be proved wrong as I also have started a PFS Taifling Magus and if you can find a exception from what I'm reading I'd love to know where so I can use it too. :)

I do know some magus get around this by spell use and grow themselves a third arm. At this time, it's the only 'offical' PFS way I know of to use a meta-magic rod while spell combating in PFS

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