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Nicos's page

RPG Superstar 2013 Star Voter. Pathfinder Society Member. 7,567 posts (9,040 including aliases). 1 review. No lists. 2 wishlists. 13 aliases.

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The Pcs are level 1 with NPc classes and they re about to participate in a festival in order to gain some money in the competitions the festival have.

I am planning to do an obstacle racing, in fact two of them. One about endurance and strength and the other about agility and speed. And if possible a version where they can participate individually and another where they have to make it with a group.

The method to deal with the obstacles is to use their skills, but the problem is that I do not want to just ask for rolls.

Roll acrobatics, then roll climb then roll acrobatics again...,nah.

A skill challenge is not fun if you have no choice but just roll.

So, how to design skill challenges without railroading everything? And what obstacles (and associated skills to solve it) can I use?

The rogue can not be good at figthing because that woudl be umbalancing taking into account his skill points and trapfinding. But the bard, the inquisitor, the ranger, the wizard, the magus can totally shine on both, including be better out of combat thann the rogue.

The fighter can not have more skill points because that woudl be umalacing taking into account the huge advantage he have in combat. Except that suchh advantage do not exist, and every other class have recieved a lot of power creep since core. And of course, everyone else have more out of combat utility.

This question was rised in one of those threads that should not be named for mods sanity.

So, it should be crystal clear that the prowess of barbarian just rised by a lot since core. I wonder if the DEvs like it or they regret it. WOuld they change it if the have a time machine?

ps: I am not asking it directly (naming devs) because It haves been stated to be rude action.

What is the point of rogue talents like fast fingers, charmer and the like?

What coudl be their in game justification?

1 person marked this as a favorite.

This statement puzzles me. I would like to know what rogue talent really add a lot to out of combat.

What advanced rogue talent is (out of combat speaking) at the level of a high level spell (or extracts, or discoveries)?.

Then, how many rogue talents are dedicated to combat?

With at most 2 level of multiclasing is there is a way to make a decent heavy shielded rogue?

You can vote for more than one option.

1 person marked this as FAQ candidate.

This spell totally and utterly negates and style of combat. There is no way around it besides asking your caster friend to dispel it.

So, as it is like the old crane wings problem but works on whatever arbitrary numbers of attacks per round, I wonder, is there any change this get nerged in the near future?

2 people marked this as a favorite.

As the tittle say.

Are the balance issue more likely to be FAQUED/ERRATED if they are options from martial than if they are option from casters?

The errata war It is a real thing or it just a coincidence?

Human, 25 point buy and an extra +1 dexterity due to a campaign trait.

I would like ad ex focused build, But PF is so frustating in that regard, So I think I could go str 16, dex 16.

Any good suggestion for feats and order?

1 person marked this as a favorite.

Every year it seems to be one more nail to the rogue´s coffin. Just when you when it seems that the coffin can not allow more nails *BAM!* there is one more.

Witht he archeologist, the slayer and the trapfinding trait I can not guess how the rogue could be more outclassed in the future.

With a couple of notable exception (thug, scout, a couple of decent archetypes) it seems like the rogue class is not taken seriously.

Have this all been intentionally? It would be weird but How could it not be? Or the answer is "yes" or the universe conspired in a fantastical way to give the rogue their actual status.



Well, Playing by post make things slow, and people try to advance the plot as fast as they can so Roleplaying opportunities get lost.

So, I opened this thread for you guys to have the opportunity to freely develop whatever roleplay you want among yourselves or with Npcs among other things taht can be fun/important but are slow to play normally.

An example of extra scene could be this one

Day 1, Evening: Half an Hour before Norro´s encounter

Participant: Spica

Spica go to see if there is a desna temple in the town and speak with the priest.

Another could be
Day 1, Evening: In our rooms, 10 minutes before Norro´s encounter

Participant: Karla and spica
I (as Karla) approach Spica and speak to her
Karla: I would liek to talk to you about our lord in Iron Gorum, so you can leave THe weak church of desna.

Spica see the thread and see that Karla is talking to her and respond (or not, player choise)


There are rules however.

- Whatever happen in these extra scenes should not mess with whatever is happening in the main thread. It have not to break the time lie.

For example, you can not make a extra scene before Norro´s encounter that takes more than an hour, Cuase your character is in that scene.

- To start a extra scene it is important to state when it is happening. ANd when you have done all you wanted to do in it, it is important that you make clear that the scene ended.

- THe whole purpose of the thread is to not slow down the main thread, but this thread should not steal the thunder of the main one.


So, I leave this thread for you to use (or not) as you please.

War Lance

Aura moderate abjuration; Slot none; Price 10,310 gp; Weight 10 lbs.; CL 8th


Shorter and thicker than most lances, this +3 lance has a full-sized shield worked into the vamplate, though it is too heavy to count as a shield for shield bash and similar maneuvers, and does not automatically grant the wielder a shield bonus to AC. However, a war lance grants the wielder and her steed a +2 shield bonus to AC when the wielder is mounted.


A +3 weapon can just not cost 10,310 Gp. I do not have knights of the inner sea so maybe the Srd is wrong, what is it real price?

Does somebody else feels there are too few special materials for armor?

Adamantine is too expensive and for some weird reason it does not stack with fighter armor mastery.

eel hide is interesting but the armor that can be made with it are subpar.

Elysian bronze is too restricted.

Ignoring the "cool" factor, Dragon hide offer very little for non druids.

Bulete armor is absurdly expensi for what it does.

Darkleaf cloth is just mitrhil for non metal armor.

For the price Fire forged is only good for light armor.

It seems like everyone goes for mitrhil, and they can not really be blamed since it is the clear better material.

Am i missing some material?

1969 Dale Reckoning

Ten yeas have passed since the Hordes of the Witch-king were defeated and Gareth dragonsbane was crowned.

The unified Damara is now flourishing and in peace. King Dragonsbane is trying to attract adventurers to his land by building upon Damara's reputation for adventuring. His agents cite mineral-rich mountains, proximity to monster-heavy Vaasa, the deep gnomes' school of illusion magic, and opportunities for land grants. Dragonsbane has even offered minor noble titles to folk of law and good who are willing to build homes and swear allegiance to Damara. These incentives are working, and there is now a steady flow of adventurers into Damara.

By the othert hand, and despite considerably efforts, the neighborhood land of Vaasa is still the same cold wasteland of always. Goblins, Giants, Remorhaz and now undeafs roam the land.

King Dragonsbane have shown a lot of interest in Vaasa. There is a generous bounty on goblins, bugbears and other monsters.

His last and by far most risky movement is his plan for the construction of a major settlement in Vaasas soil.

Unfortunately the construction of the Enduring citadel have been slowed by constant monster attacks and the merciless climate.

Within just one year the Enduring citadel have become the tomb of dozens of sturdy adventurers, to the point that the people is now avoiding adventuring in that place.


The noise in the big hall were you are is silenced by the sound of hammering. Someone is puting a notification for everyone to see.

A guard goes to see what the note said

Sweet Auril breast, they have rised the bounty goblins, bugbears, and giants near the citadel, 5 gp, 15 gp, and 200 gp respectively. - say that guy.

The usual off topic things.

The trait Second chances is better than Iron will, Lighting reflexes and great fortitude, in fact it is stronger than the 3 feats combined.

what went wrong?

For most of its existence, Vaasa has been a frozen land barely capable of supporting civilized folk. For centuries nothing more than humanoid tribes and scattered hunters, trappers, and farmers inhabited the land. The arrival of Zhengyi, the witch-king, and the creation of his fortress turned Vaasa into a military nation of goblinkin, orcs, giants, undead, demons, bandits, and skilled assassins, all intent on conquest.

The armies of Vaasa attacked and defeated the neighbor kingdom of Damara, dividing that nation into petty baronies. The so called Witch-King disappeared for a time, and a group of heroes rose to defeat the demonic minions and eventually the lich himself, which caused Castle Perilous to collapse. The Vaasa of today has reverted to its old ways, with bands of monsters running loose and no central authority. However, bandits and assassins are still thought to be hiding somewhere in the country, plotting revenge.

Great magic means great treasure - adventurers hope, anyway. The Witch-King may be gone but his works still remain, from the ruins of Castle Perilous to the creatures that served him.
The Crunch

20 Point buy
Average gold by class
Allowed from non core material
APG: feats + classes + archetypes
Ultimate magic: Feats and archetypes plus the magus
Ultimate combat: Feats and archetypes
Advance race guide: Alternate racial traits.

CRB races only.
CRB spells only (there will be several ways to learn non-CRB spell trhough the game but just not at the character creation)
No Alternate rules (word of powers, Armor as DR)
No Guns (no gunslinger and archetypes that depend guns)
No Summoner
No Ninjas or samurais.
No traits (although you can take two of then using the extra trait feat)

So, I am looking for 3 to 4 players to try a homebrew campaing Placed after the event of the old H series of adventures "the bloodstone pass saga"

. The idea is to try to be old school in several aspect, like:
- Talking more and rolling Social skills less
- Making traps more than *roll perception + roll disable device*
- Random treasure and random encounters. I will not care for WBL in this campaing.
- Fight will not be "fair", I have the location and I filled it with monster and encounters, players will have to decide wisely their fights.
- A sandbox style game, where the character will have a base of operation and the idea is to protect that base and to explore the land near to it. There will be mini-quest around the central theme but nothing that resemble a plot like the ones in APs.

In the gaze aattack description there is this

Gaze(su) wrote:

Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways....

Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.

And for the description of mirror image we have

Mirror image wrote:
An attacker must be able to see the figments to be fooled.

So, if you want to hit a spellcaster that have mirror image activated on himselfs it seems to be totally posible to turn your back to him.

You have to deal with the miss chance of course but that can be mitigated with blindfight.

Better yet, you avoid al the probme with shutting the eyes ad blindness.


I wanted to build a magic slayer character that specialize in disrupting enemies spells using step up and disruptive feat chains.

But unfortunately it seems that spellcaster just have much more ways to boost their concentration that there are ways to hinder their efforts, (not to mention that soem of them are cheap and easy to have) to the point htat it is a wasted effort at mid and higher levels.

So I will list them in order to see if somebod help me to see if I am missing something

To make them easier we have

- Combat casting
- Desesperate focus (and other traits. somewhat redundant since trait bonus do not stack)
- Gloves of elvenkin
- Tunic of careful casting
- Spellguard bracers
- Fortunate charm
- Padma blosson
- Ring of arcane mastery
- Int stat boosters
- Uncanny concentration
- Focused Eidolon
- Shield caster
- Mounted caster
- Warrior priest

Ways to make them harder
- Disruptive
- Prayer breaker (tiefling)
- Chime of interruption
- Menacing stance (Brawler fighter ability)
- Orc weapon expertise (Disrupter)
- Disrupting shot

The afternoon sun beat down at you. The air is hot and still. The sparsely settled land of the Elsir Vale are starting to grow monotonous with a seemingsly endless of dusty flyspeck of towns.
The town of Drellyns ferry lie ahead of you, just like the map in Spica´s hand told you. It is a settlement hard on the borders of the Witchwood, and the best place from wich to begin the neraby forest.

You are a band of aventures and are here for bussiness. In a reacent dungeon incursion you found a map that points to a hauted place called "Vraath keep" and hints a hidden vault containing a great (undescribed) treasure, so here you are.

So, I would let you to RP for a while just to know the personalities of each of you.

BTW, read the camaping info to see what your character know about the valley

I am searching for one or two more new Players to start a conversion from the 3.5 adventure Red hand of doom. There are already two other players, and posibly one more.

People interested can post their character and in 48 hour I will decide who I choose (yeah it sucks that way, but there is always some few spots for so may players :( )

level 5
- Core races
- No gunslingers, no summoner.
- 22 point buy, two traits
- 10,500 gp
- No big 4 items (cloak of resistance, ring of protection, amulet of natural armor andstat booster items)
- Characters based on loopholes of the rules and or chesse will have less chances to be chosen.

Some random houserules

- At level 3,6,9... you have two "+1" to stats, you can not put both in the same stat
- At level 2 and every 4 levels beyond that you have a untyped +1 bonus to saves and a +1 dodge bonus to AC.
- Fighters and paladins get 4+int skill per level
- For fighters Bravery is now called resilence. It gives you a +2 bonus to saves againts a condition at level 2 and anotehr +2 every 4 levels thereafters.
The conditios are choosed form the paladin list of mercies plus the folllowing

At 3rd level
Burst effects that deals hp damage

At 6th level
touch AC agaisnt spells, SLA and supernaturals(you add the resilence bonus to the touch AC)

At 9th level
Negative energy.

- Dervish dance can be used with any one handed melee weapon (think of it as a improved weapon finesse)

I will not tell you what is the theme of the campaing, I think byrd already know but whatever, it is more fun if you do not know. Be an adventurer, be prepared for anything.

- Your characters are new to a region called the Elsir vale. You are a band of aventures and are here for bussiness. In a reacent dungeon incursion you found a map that points to a hauted place called "Vraath keep" and hints a hidden vault containing a great (undescribed) treasure, so here you are, searching after it.

- Your character will begingthe campaing traveling to a town called Drellins ferry, the last settlement before you enter the witchwood in search for Vraath keep.

- The campaing is more for the heroic type of PC. I will not restric the concepts but it is a published adventure there is not that much room to alter the plot.

This year I participated in a "paladin of other alignmet" threads...twice, I also laughs with cosmo´s jokes, really sorry for that one.

I wonder how much for a given class can change from here to the day the ACG will be released.

In order to give more accurate and useful feedbacks I want to know if you want opinions about minor thing (cause the general idea is set in stone and will not change no matter what people say) or you want feedback about everything?

Sorry if this have been answered before.

1 person marked this as a favorite.

Yes, the investigator estal all te thunder from the rogue, it make the rogue obsolete and

The rogue was not good in core and, for some reason, in all this years did not recieved any improvement (the way the babarian get really improved in APG for example).

some peopel complain about it but if the ivestigator get nerfd to the rogue levels we will not have a bad calss but two bad classes.

2 people marked this as a favorite.

I have not read all the classes, but so far have found that there are to much form the old classes and two few that is original.

For example the swashbuclker get precise strike, weapon training, weapon mastery, parry, risposte, bravery, nimble and deeds, all old things. I definitely would have prefered more "new" and " I have never seem something like that" abilities.

Jason Bulmahn wrote:
Zombie Ninja wrote:

1. Do you think the classes are currently well balanced (if it is even a concern to you), or would you like to make some further changes to class balance?

1. Depends heavily on what you mean by balanced. In terms of combat effectiveness, no, they are not, nor were they designed to be. We understand that each class has a niche to fill and sometimes that means better advantages in one area of play over another. A lot of folks get really hung up over combat effectiveness, and for them, there are certainly some classes that rise above the rest. That is ok. I can live with that so long as we are also providing a bounty of options for players that are more interested in other parts of the game.

This statement from Mr Bulmahn have been quoted several times in recent threads.

I am making this thread to hear opinios abut how well the classes in regard of it in combat vs out of combat capabilities.

I mean, For example, are the classes that contribute the less in combat the ones that have more things to do out of combat (and vise versa)? .

Ok, so character creation outlines

level 5
- Core races
- No gunslingers, no summoner.
- 22 point buy
- 10,500 gp
- No big 4 items.

General houserules
- At level 3,6,9... you have two "+1" to stats, you can not put both in the same stat
- At level 2 and every 4 levels beyond that you have a enhacement +1 bonus to saves and a +1 dodge bonus to AC.

Classes houserules:
Fighters: 4+int skill per level. Bravery is now called resilence. It gives you a +2 bonus to saves againts a condition at level 2 and anotehr +2 every 4 levels thereafters.

The conditios are choosed form the paladin list of mercies plus the folllowing

At 3rd level
Burst effects that deals hp damage

At 6th level
touch AC agaisnt spells, SLA and supernaturals(you add the resilence bonus to the touch AC)

At 9th level
Negative energy.

Rogues: I am considering allowing lemmys revised rogue talents

Others class houserules will be stated as needed/requested.

other houserules:

- I could admit items from the 3.5 item compedium (if they are not just silly or gamebreakers).


I will not tell you what is the theme of the campaing, I think byrd already know but whatever, it is more fun if you do not know.

- Your characters are new to a region called the Elsir vale. You are a band of aventures and are here for bussiness. In a reacent dungeon incursion you found a map that points to a hauted place called "Vraath keep" and hints a hidden vault containing a great (undescribed) treasure, so here you are, searching after it.

Your character will begin to the campaing traveling to a town called Drellins ferry, the last settlement before you enter the witchwood in search for Vraath keep.

Does the underhanded rogue talent be combined with the froce athame from th spellblade agus archetype?

Underhanded (Ex)
Benefit: A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).

Force Athame (Sp)

At 2nd level, a spellblade magus can sacrifice a prepared magus spell of 1st level or higher as a swift action to create a dagger of force in his off hand. The athame lasts for 1 minute or until dismissed, has an enhancement bonus on attack and damage rolls equal to the level of the spell sacrificed (maximum +5), and is considered a weapon the spellblade is holding for purposes of his arcane pool feature (using the pool to add abilities to a held weapon applies to the magus’s physical weapon and to the athame for no additional cost). The athame acts as a dagger, but the hand holding it is still considered free for the purpose of casting spells and delivering touch attacks.


1 person marked this as a favorite.

Feat taxes exist in PF and that have been argued to death multiple times, so, sorry for another of those threads.

I was reading some threads here and there and some people said that feat taxes are good for the game cause that way fighters and ranger can feel special.

At first I was full of disbelief, surely they were joking but no they were serious.

The idea for example is that if a feat chain is long enough then only fighters and rangers can take them make then "special" (regardless of how many bad or unwanted feats are in the chain).

THat sounds silly to me, I do not see the fun in "lets give them several bonus feats only to make then spend them in d bad feats".

2 people marked this as FAQ candidate. 1 person marked this as a favorite.

This is what Stephen Radney-MacFarland said about the last FAQ.


IMO no one should be counting free actions as regular play, but a GM should have some recourse when a player seems to be taking advantage of some strange bit of the free action economy.... We want you to shoot all the arrows you can. We want you to do cool things, just as long as your GM is cool with it...

Although the intention is pretty good in the end the Text of the FAQ end doing totally the contrary. Before the FAQ People never worried about how much free action they use in a round, now they are counting their free action to see if their number is within what the FAQ advice.

So, can we convince the Dev team to replace the FAQ with stephen´s better worded version? (or something like that?)

1 person marked this as a favorite.

In the gunslingers threads is common to see people complaining about how easy is to gunslinger to hit their targets when shooting a firearm.
It seems clear that the problem is not the gunslinger easily hitting touch AC, the problem is how common is for monsters to have a low touch AC.

After a quick search, of the 51 monster of CR 15, like 20 have a really terrible touch AC to the point that the gunslinger is probably hitting with a 1 even with his final iterative. only 6 monster have a touch AC in the 20+, only 6!. That is less than 10 percent.

So the gunslinger is easily hitting 90%+ of the monsters.

By the other hand at these levels it becomes increasingly harder and harder to deliver a maneuver. For example a trip specialist would not only have to deal with increasingly higher CMDs of large and larger monsters but a lot of monsters becomes just plain immune to that tactic.

I have the feeling that most of the perceived (in combat) unbalance between combat styles and/or between classes is due to the monster design.

For the record, this is not aimed against a particular monsters, with just few exception monster in PF are great and well designed. It is just that there is some homogeneity with the mosnters as a whole that make a combat style be stronger than other.

I think that future bestiaries should be aimed to reduce that gap.

Do the aforementioned feats work against touch attacks?

I know, I know I should feel bad for this, but this actually important for a build.

Can I TWF with a light shield in one hand and armor spikes and at the same time benefits from crane wings?

Kythorn 4, 1372 DR
Riatavin, City of Thetyr.

Five years have passed since the last time any of you have seen another member of the former adventuring band.

@ Auron

You were in the great library of Candlekeep Reading about some ancient stories of heroes and wars when you were informed of the decease of Tandall Ironsoul. You did not waste time and Teleported to Riatavin a city of Thetyr, the place when your friend knew the death. You soon met Castien Terendil an old friend and also new arrival to the city.


You and Your wife were not surprised when she learned about the death of hear father, he was not a young man. However it was a surprise to know that he was murdered.

Living in Silverymoon you had no problem locating the services of an wizard that (for a fee) teleported you To Riatavin, the last place where Tandall lived. You soon met Auron Lucktride cleric of Ohgma an old friend and also new arrival to the city.

@ Auron And Castien

We do not really know what happened – Say Comrad Grayflame highwatcher of the church of Helm – He lived like an Hermit. The city guard came to his home due to the scandal of a fight but they came too late. Tandall was already death. The home was half destroyed by force and by magic, and there wre signs of Tandall defending himself agasint something but nothing more. And excuse me but soon I Should start Tandall´s ceremony

@ Sun Xiao.

You were in your natal Calimport when you heard the news of the decease of Tandall. He was though, focused and somewhat ruthless when pursuing a goal. That was one of the reason you joined him in many adventures. Your personalities conflicted many times but there was a mutual respect.

You enter a small Temple dedicated To Helm, the vigilant one. You are not surprised to see so few people in there, Tandall had few friends, he was somewhat grumpy.

You came, I am so glad. – Say to you Danissa Ironsoul, daughter of Tandall and wife of Castien Terendil Former partner of yours. – I know you and my father had some discrepancies but he always respected and trusted you. I knew you will be here

@ Kobal

I will post your part when I have something of the fluff of your character.

The information about the campaing is in the discussion page.

Some information for the campaing

First the crunch
Setting: Faerun 1372 DR

Starting level Level: 13

Races: The standard plus assimar and tiefling.

Books/feats Allowed: Almost everything of paizo is allowed with some exceptions are noted below (no leadership for example).

- 20 PB, two traits, standard WBl but no big 4 (cloak of resistance, ring of def, amulet of nat arm, stat boosting items.) (Is boring to have 4 guys with a cloak of resistance +5. the fights will be balanced with against this restriction)

Social skill: As I tend to handwave social skill but a lot of players do like to enforce those skill lets say we would use some middle ground. I will not handwave social skills but just rolling will not be enough to solve a social situation.

Paladins code: I like paladins to be lawful good but I also like diversity. if you are LG and are not breaking the code (not lies, no poison, etc) then I do not mid if you are a happy flower lover or a grumpy guy with few friends.

Besides, Unless the character do something utterly evil then no fall will occur by one single action.

There are several the more important is the first.

- We will use group initiative. PbP are slow, IME individual initiative kill campaigns.

- Every character gains a +2 dodge bonus to Ac and +3 bonus to saves.

- No item creation feat (lets adventure instead of the endless discussion about how much WBL should be crafted)

- With the exception of improved critical if you take a weapon specific feat that feat now work with the entire weapon group.

- Combat expertise is remove as prerequisite for manuevers.

- You can use a sling and a light shield/buckler at the same time.

- If you take vital strike then you take the advanced version at the appropriated levels.

- Paragon surge is banned. Human (and alike) favorite class bonus are banned for sorcerer/oracles. But sorcerer and oracles get their spell level progression at the same time the wizard/cleric does.

- Fighter and Paladins get 4 skills per level.

- Fighter gets double his bravery bonus and every time the bonus increase (6th, 10th,…levels) they can choose a condition from the paladin mercy, the bravery bonus applies to that condition.

- Rogues and Ninjas get 3 rogues talents/tricks for every 4 levels, instead of o every two. For example they will get a talent at levels 2,3 and 4 and then at levles 6,7 and 8.

- No summoners (two much rules @_@)

- Finally, this is not a houserule, but We all know there are things taht can be breaked at higher levels (infinite wishes for example), lets not break them in this campaing.

2 people marked this as FAQ candidate.

Is there any diference between the "Off-hand attack" and the "Off-hand"? does the "Off-hand" paly some role outside TWF?

1 person marked this as FAQ candidate.

Ready: Can you ready an action to charge?
No. The rules for a charge state that you can take a charge action as a standard action if you are "restricted to taking only a standard action on your turn". Although the ready action text states that you can take a standard action, it does not meet the requirements of the text in the charge action. (See Core Rulebook pages 198 and 203)


Supposing you are restricted to taking only a standar action, can you ready a partial charge? particulary, and afther the last FAQ about pounce, if you fail a save against A slow spell, can you ready a charge and pounce?

Half-Orc Fighter 1 /ranger 2 with thenatural combat style (aspect of the beast for two claws)

So the fighter takes TWF and improve unarmed strike so he can kick twice in the same round. He also have the thooty racial feature for a bite. Then he levels up and gains tw0 claw attacks.

The question is

is the Unarmed strike/ Unarmed strike/ Claw/ Claw/ Bite Routine prohibite by the Book or by the last FAQ?

Unfortunately for me there is no PFS in my city, I have seen a couple of thread that talk about playing in PFS by playing by post, is that true or I am confusing something?

If it is true can someboy explain the whole thing to me?

Thanks in advance.

6 people marked this as FAQ candidate.

It was not really adressed in the last FAQ (as it have nothing to do with TWF).

Afther some feedback I review the original feats and added a coupleof more feats.

Some feats might be a little more powerful than normal feats, that is intended, this is why they are fighter only feats.

(Sorry for the bad writing by the way)
Armored warrior (Combat)

Prerequisites: 4th level fighter.

Benefits: While using armor you gain a +2 bonus to your armor class against critical hit confirmation. Additionally you reduce by half the time require to don or remove your armor.

Armor specialist (Combat)

Prerequisites: Armor focus, 8th level fighter.

Benefits: You add your armor bonus (Not including Enhacement bonus) to your Touch AC.

Prerequisites: Bravery class feature.

Benefits: You dobules the bonus from your bravery class feature. Aditionally, choose one condition from the paladin mercies, you add your bravery bonus on saving trhow against that condition.

Special: you can take this feat multiple times. it effect do not stack but you can choose other condition from the mercy list.

Crossbow Sniper (Combat)

Prerequisites: Vital strike, Weapon specialization (Crossbow), 6 th level fighter.

Benefits: If an enemy is within your first range increment and is unaware of your presence you can make a single attack at your max base attack bonus. If you hit you do double damage (including the vital strike extra dice). Additionally the target have to make a fortitude saving trow (DC 10 +1/2 your fighter level + your dex modifier) or be staggered for one turn.

Blocking Shield (Combat)

Prerequisite: Shield Specialization, 10th- Level Fighter.

Benefits: Once per round, you can transform an enemy melee attack against you into a Sunder attempt against your shield. This sunder attempt does not provoke attacks of opportunity.

Evasive Shield (Combat)

Prerequisites: Shield Focus, 6th-level fighter.

Benefits: Whenever you use a type of shield in which you have the shield focus feat You can add you shield bonus to your reflex saving throw against burst effects.

Disruptive Expertise (Combat)

Prerequisites: Disruptive,12th- level fighter

Benefits: Choose one enemy adjacent to you. That enemy automatically fails their check to cast defensively.

Improved Reach (Combat)

Prerequisites: Lunge, 12th- level fighter

Benefits: As lunge but its effects last until the beginning of your next turn.

Improved Combat Expertise (Combat)

Prerequisites: Combat expertise, 6th-level fighter,

Benefits: Whenever you use combat expertise you can add a bonus to your reflex save or your will save (player choice). The bonus is equal to the bonus to the Ac that combat expertise grant.

Maneuver focus (Combat)

Prerequisites: 2nd level Fighter

Benefits: The fighter gain a +1 to his CMB and CMD. Additionally this feat counts as Combat expertise, Power attack, and improved unarmed strike to qualify for any combat maneuver related feat.


Prerequisites: 4th level fighter.

Benefits: You gain the benefits of a loyal mount. The fighter can choose to have a horse or a pony (for small races), this mount works as a druid animal companion with effective level equal to your fighter level -3.

Unbalancing Block (Combat)

Prerequisites: Shield specialization.

Benefits: when you use a shield in which you have the shield specialization feat, Once per round, as an immediate action when an enemy attacks you in melee and fails, you can attempt a combat maneuver check. If your check is successful the enemy is flat footed until the end of your next turn.
This feat can only be used against humanoids opponents.

Tackling bull rush:

Prerequisites: Str 17 , Greater bull rush, 10 th level fighter.

Whenever you charge and attack with your armor spikes you can attempt as a free action, a Bull rush combat maneuver. If you and your target move more than 15th feet you can make trip combat maneuver as a free action.

This is mostly a NPC race for my current campaing, but one player want to play one of those so I need to fil the details.

This is what I have so far


Standard Racial Traits
Ability Score Racial Traits: ???

Size: Wolf-folks are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed : Wolf-folks have a base speed of 30 feet.

Feat and Skill Racial Traits

Survivalist: Wolf-folks receive a +2 racial bonus survival and perception checks.

Wolf emphaty: This function like the Wild emphaty Ranger class feature (and stack with it) but can only be used on Wolves.

Senses Racial Traits
Darkvision: Wolf-folks can see in the dark up to 60 feet.

Defense Racial Traits

Cold Resistance: Wolf-folks Aasimars have Cold resistance 5
Defense Racial Traits

Fearless : Wolf-folks gain a +2 racial bonus on all saving throws against fear effects.

Stability : Wolf-folks receive a +4 racial bonus to their CMD when resisting trip attempts while standing on the ground.

Runner: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and cold environments.

Movement Racial Traits

Terrain Stride: In forest or Cold terrain Wolf-folks can move through natural difficult terrain at their normal. Magically altered terrain affects them normally.

Sprinter: Wolf-folks gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Alternate Racial Traits

Toothy : Wolf-folk with this racial trait gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. This replace Survivalist and terrain stride class features.

Ferocity: Wolf-folk with this racial trait gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. This replace stability, survivalist and runner class feature.

Scent : Wolf-folk with this racial trait gain the scent ability. This replace Darkvision, stability, and fearless class feature

Sacred Tattoo: Some Wolf-fols decorate themselves with tattoos which they consider sacred markings. Wolf-fols with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces Darkvision Terrain stride.


1) Does it make sense? it is somewhat balanced?
2) What woudl be apropiated for the Ability Score Racial Traits?
3) What name would be cool for the race? (cause wolf-folks is boring)

2 people marked this as a favorite.

I would like to talk about those options that only bring the illusion of choise, I will call them false options. But lets first give the words a precise meaning.

For the sake of this thread A false choise can be one of the following two

1)An option that bad that if you take it you are crippling yourself.

2) An option that is so good that if you do not taking you are crippling yourself.


As an example of the first cathegory I propose the following


a) Crossbows

A fighter can specialize in crossbows or in bows. In fact there are archetypes for both styles. But the truth is that bows are so superior compared to cossbows that is not funy. The only reason as a fighter(or ranger or wahtever) to use crossbos is for fluff, you have to be inferior just to play that character concept.

b) Thrown weapons

Same as a).


As an example of the first cathegory I propose the following


a) Stat boosters

Most character NEEDS these items, this is computed in the CR of the monster. Ther is an expectation embedded in the spirit of PF that a character will have acces to this items sooner or later. So, when a player could buy a belt of giant strengh or a belt of "really cool but not that strong effect" the most common choise is the stat booster item.

Now, you COULD choise the other item, that is not the point. the point is that the other item is, generally speaking, inferior mechanically.

a) Gloves of dueling

Same as a).

c) instant enemy

The ranger smite changed radically the game for rangers. A 10 level ranger with instant enemy is just plain superior than one ranger without access to taht spell to the point.

b) invulnerable rager + superstition + beast totem + come and get me

My problem here is that this combo is so plain better than any other barbarian build that is just unfun. Particulary superstition is a rage power that make barbaria´s mediocre saves to top notch ones with just one rage power. A non superstition barbarian is purporsely weaker, by a lot. I mean A LOT.

c) Teleprtation subschool

Ok, this one is particulary ridiculous. In exchange of a prety weak attack (that becomes basically useles afther the frist couple of leveles) this subschool give a incredibly strong ability (that is even SU meaning it does not need a concentration check)


I do not like false choises, a crossbowman should not be that inferior that an archer. it is not fair have to sacrifice that much just to play the character concept you have in mind. IMOH Either inferior options have to be improved to the level of the mechanically sperior one, or the superior one have to be nerfed.

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