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Eriniell

Sammy T's page

FullStarFullStarFullStar Pathfinder Society GM. 1,105 posts (1,383 including aliases). No reviews. No lists. No wishlists. 13 Pathfinder Society characters. 3 aliases.


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Shadow Lodge

1) Oracle
2) Barbarian
3) Bard

Shadow Lodge ***

Andrew Christian wrote:


I disagree. An immediate action is essentially an interrupt. It happens immediately.

So as you see that death ray coming your way, you can pop the emergency force sphere. Same as if you were falling off a cliff, you can pop feather fall before you hit the ground.

Immediate Actions =/= Attacks of Opportunity

Quote:
An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).

So, the death ray/fire ball/disintegrate/blade barrier/whatever would hit you. THEN you could use your immediate action to cast EFS.

Shadow Lodge

I've run it as a free action to do and the blinded condition lasts until beginning of your next turn.

Shadow Lodge ***

11 people marked this as a favorite.

Petition:

Please title PFS blogs with the content it addresses.

While I appreciate the flavor of Golarian-based calendar dates, "OPC Log—11 Gozren 4716" does nothing to communicate the contents of the blog or why I should read it. Nor is it user friendly if I want to skim the titles to find the blog about the Game Day changes.

Shadow Lodge

"He then keeps them tripped through opportunity attacks."

Just to double check--he's not trip-locking them on the AOOs from standing up is he? Because he couldn't trip them again on that AOO as they are considered still prone.

CON:8
WIS:7

Oh boy. Well, he'll be making a third character eventually...

Shadow Lodge

Battlefield Presence is (Su).

http://paizo.com/pathfinderRPG/prd/coreRulebook/magic.html#special-abilitie s

"A number of classes and creatures gain the use of special abilities, many of which function like spells."

How do (Su) abilities differ?

"These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas."

So multiple instances of Battlefield Presence would not stack.

If you'd like a definitive ruling, take it to the rules forum. But if you honestly think you'll be able hand out multiple unlimited teamwork feats, you have to know that most GMs are definitely going to frown on that and to expect table variation, most likely not in favor a majority of the time.

Shadow Lodge

1. No duration. Allies only need to be within 30' while being granted the teamwork feat. Arguably, you are always flatfooted outside of combat until you act on your initiative in combat--meaning the teamwork feats wouldn't be active until the Paladin acts.

2. It does not stack.

Quote:

Combining Magic Effects

Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:

Stacking Effects

Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).

You are granting a bonus feat from the same source so it would not stack.

Shadow Lodge ***

2 people marked this as a favorite.

DC 10:

Sammy T moved to Chicago 16 years ago to study and perform improv comedy. While he does not perform as much as he used to, he still occasionally makes the funnies.

DC 15:

He is the host of a pop culture/current events podcast that features Chicago actors and comedians.

DC 20:

He attended Michigan State University, Wayne State University, University of Michigan (Dearborn) and NYU...but he does not hold a degree from any of those institutions.

DC 25:

He was almost expelled from high school for running for Prom Queen as a joke because the rules didn't say you had to be a female. Michigan high school principals and superintendents in 1992 didn't have much of a sense of humor...

DC 30:

Shadow Lodge forever

Shadow Lodge ***

Honestly, as long as you can help do damage besides disarm, no one in their right mind should be sour over such a tactic.

How often you should do it may vary by table (unfortunately) but if I were a fellow player, I would be happy to pummel a foe that was disarmed by a fellow party member and if I was a GM I'd be absolutely fine with a disarmer setting up other people for success.

Shadow Lodge

Gwen Smith wrote:


Check with your GM before you go this route. Many GMs will not let you take AoOs when going Total Defense. Also, if you are doing Total Defense, you might not be able to maintain your grapple.

You're not taking the AOO, the enemy is--you go total defense, move, provoke an AOO from the enemy and use the immediate action Turtle Clutch to grapple if they miss. Then on your turn you progress the grapple to a pin with a standard (then tie up with your move if you have Greater Grapple).

Shadow Lodge

I was referring to the trait Taenia mentioned: Intrepid Volunteer

Eta: link

Shadow Lodge

Wow. Never seen that trait before.

Shadow Lodge ***

I'm not sure what you're saying, Muser. The boon does not apply to a Mammoth Rider because it has neither of the specific class features cited. And the sentence you quote, "This steed functions as a druid's animal companion, replacing any animal companion or mount gained from another class" basically clarifies that whatever you had before (i.e. Boon frog), it's replaced by the Steed-specific option for Mammoth Riders (which we established the boon does not alter).

Shadow Lodge ***

The boon does not apply.

Why?

It only applies to the Divine Bond or Mount class features.

The Mammoth Rider does not have either of those class features. Instead, it has the "Steed" class feature, so the boon does not apply, and you must choose from the listed options.

Shadow Lodge

Once you grapple a caster, it is extremely difficult for them to beat the concentration check to cast a spell while grappled because your character's CMB will be so high. Have fun!

Shadow Lodge ***

Just remember this: you may not always want to advertise you're a Pathfinder. It came up in less than 10% of the scenarios I played (less than darkness or fog) but it did come up.

Shadow Lodge

15 point buy is a tough road to walk.

Tetori/Qiggong Tetori

Oread Alternate Racial Traits
Granite Skin: +1 Natural AC
Crystalline Form: +2 AC vs Rays, Deflect Ray 1/day
Treacherous Earth: Create 10' radius of difficult terrain 1/day
Mostly Human: allows you to be valid target for Enlarge Person and other buff spells

Abilities
STR: 17
DEX: 14
CON: 12
INT: 8
WIS: 17
CHA: 5

Buy a wand a of Mage Armor and have the party caster use it on you.

L1 Snapping Turtle Style
L3 Snapping Turtle Clutch
with 3 ranks of Acrobatics, you now can go Total Defense for +6 Dodge to your AC. You can Dodge tank a foe or try to provoke an AOO to trigger Turtle Clutch.

L4 +1 STR
oh hello ki pool, you can boost your AC by +4

L5 Dodge
feat tax for...

L7 Mobility. Qiggong: -Wholeness of Body / +Barkskin
At this point, you have a solid skirmisher AC and can either play defensively to trigger Turtle Clutch or use a ki point to move up to 60' and pick off a foe with a grapple.

L8 +1 WIS
Congrats, you now have Grab as an option

L9 Rapid Grappler
Goodbye Freedom of Movement

L11 Power Attack
You can pick power attack earlier if you'd like. Once you start grabbing creatures and can grapple-to-damage-for-double-non-lethal two or three times a round thanks to Pinning Knockout at L10, Power Attack is a very nice boost to your unarmed damage

L13 and L15 I'll leave to you as you'll know best what works for your playstyle.

Why no jawbreaker? 1) because it requires a failed Stunning Fist save by your opponent, 2) 1d4 bleed damage is minimal, 3) if it's a caster, they won't be able to make grappled CMB check anyways, 4) you don't have the skill points to waste on Heal.

Shadow Lodge

Yes, it qualified for a flank attack. Nothing in the rules states you stop threatening while moving. Player B fulfilled the conditions to flank, triggering Player A's readied action...regardless if Player B was simply moving through that square or ended up in it.

The rules do not check for the intent of your movement regarding threatened spaces.

Let's use an alternate scenario:

The Player decides to move past the Foe, to get to a room behind him. The Player has no intent of stopping to fight the Foe, only to move past him.

The Player moves. The Player triggers an AOO from the Foe. The Foe decides to trip the Player--but the Foe lacks Improved Trip. The Player would still get an AOO regardless of the intent of his movement.

Shadow Lodge ***

Fromper wrote:
The store where I used to play had 3-5 tables every Monday evening. Not sure if they still do, since it would be over an hour drive for me to go there on Mondays, so I don't play there any more.

Hey, Fromper, the Dojo has 3 tables of PFS on average from what I can tell (I don't play as regularly as I used to as I have GM'd/played myself out of most normal PFS scenarios and I honestly have no interest in Core). There are 5ish tables of D&D...which have a much better gender ratio and size.

Shadow Lodge

kinevon wrote:
IMO, since he is not using a weapon to attack with, but his unarmed strikes, it should, but the way it is written it does not.

Yeah, since I'm running it for PFS I have to run the statblock as written, but I thought it was weird how it was set up.

Shadow Lodge

1 person marked this as a favorite.

Re: Kanjougas

Spoiler:
He has a flurry attack and a slam attack. Only the slam attack lists Mummy Rot...but shouldn't the Mummy Rot also be applied on the Flurry attacks?

The only other Monk Mummy I know was in a certain AP and it gave Mummy Rot on either its slam or flurry.

Shadow Lodge

(@redward stay out)

Sorry for the necro, but quick rules question:

Kanjougas is a mummy monk

As noted above he can flurry or slam.

Does he only get the mummy rot on the slam?

The only other mummy monk I know is from Rise of the Runelords and it got mummy rot on its flurries.

Shadow Lodge

Golgathar wrote:


I'm sorry to ask again as you have stated the rules clearly, but could you point me to where in the pathfinder books it says there is no size limit to grappling and pinning? I'm asking because I play pathfinder society games, and many of the venture captains and lieutenants have told me repeatedly that you can't grapple a creature two sizes larger and up, and you can't pin a creature one size larger and up.

I keep reading on the forums that there are no rules about size limits on the forums, but GM's keep telling me otherwise.

Bull Rush wrote:
You can only bull rush an opponent who is no more than one size category larger than you.
Drag wrote:
You can only drag an opponent who is no more than one size category larger than you.
Overrun wrote:
You can only overrun an opponent who is no more than one size category larger than you.
Reposition wrote:
You can only reposition an opponent that is no more than one size category larger than you.
Trip wrote:
You can only trip an opponent who is no more than one size category larger than you.

Dirty Trick, Disarm, Grapple, Steal and Sunder do not list size restrictions.

If your GMs cannot cite why they are imposing a size limitation, please direct them to this post. If they continue to be obstinate, please post in the PFS forums.

Shadow Lodge

Dukai wrote:
I think this means that "*" creatures (pretty much all the animals) are completely viable for the HC and Sacred Summons combination, right?

The subtype of the summon, not its alignment, must match your aura. Your aura matches your deity's alignment.

Let's use Sacred Summons for Asmodeus for example.

While your alignment is LN, your aura is LE to match Asmodeus.

Summon Monster

Look at the subtype row. It if is "Evil" & "Lawful" it is valid for a standard action Sacred Summons.

While a fiendish creature would have your alignment, nothing in the Fiendish Template changes the actual sub-type of the summoned monster. So, a fiendish eagle would not be eligible for a standard action Sacred Summons.

Shadow Lodge

blerg. thanks all!

Shadow Lodge

Been thinking about creating a character who can buff or summon as necessary, but still retains the ability to contribute to DPSing when spells or summoning are not needed. I'm perfectly content being the "fifth" man in a normal party.

In combat: High-ish initiative to buff or summon as necessary (standard action summons come online at L5). Use longbow to help focus fire or clean up as needed, counting on my general party buffing to keep me doing adequate damage.

Out of combat: can act as a face or back-up face, has 3 of the key knowledges as well as spellcraft.

Human
Herald Caller Cleric
NG worshipper of Saranrae (NG)

STR 10
DEX 17 (+2 Human)
CON 12
INT 12
WIS 15
CHA 12

Traits: Heirloom Weapon: Longbow, Reactionary

Skills: Max: Diplomacy, K: Arcana, K: Planes, K: Religion, Sense Motive, Spellcraft

Domain: Heroism

L1: Point-Blank, Precise Shot (paying my archery dues); can spontaneous change spells to Summon X or Cure X
L3: Summon Good Monster (add a few creatures to my Summon list, grant some Die Hard and get a few creatures that work with Sacred Summons)
L4: +1 Dex, Bonus: Augment Summon
L5: Sacred Summons (standard action Summons for certain creatures)
L7: Rapid Shot
L8: +1 Wis, Bonus: Superior Summon, Aura of Heroism
L9: Many Shot
L11: Clustered Shot

Shadow Lodge ***

To further add:

Every Bloodrager guide or suggestion thread touts this archetype as the best simply because you sacrifice nothing to gain more flexibility and options, allowing you to trade substandard bloodline abilities/powers for a pair of substantially better rage powers. Add in the auto-self-buffs from bloodline powers, ability to cast spells, wand/scroll usage and you have the ONE TRUE BLOODRAGER which obviates most of the other archetypes handily (and this is not the case of the Qiggong archetype boosting the substandard Core Monk, but the Primalist boosting the already robust Bloodrager chasis).

Shadow Lodge ***

Let's not forget the Primalist has the ability to use wands and scrolls.

Shadow Lodge ***

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While I enjoy evil boons and the RP they entailed for a certain handsome and beautiful Tetori, I think the question should be reframed to:

Do you like opt-in permanent boons with definitive drawbacks and character consequences?

The answer would be yes.

Shadow Lodge

For the record, I followed Andreww's advice way back when for my own L17 Oracle ;)

Shadow Lodge

I have a L17 Oracle, a L16 Tetori/Barb and have GM'd multiple high level mods (or sanctioned AP parts). Here is the trend:

-Cast extended all day buffs, burden shared/coordinated by party.
-Cast extended or well-timed 10-minute/level buffs, coordinated by party.
-SWAT team blitz dungeon in an Alpha Strike.

If you have a coordinated party of high-level PFS players, the vast majority of the time you will ROFL-stomp encounters if you properly buff and scout (if possible).

In Jade Regent p6, the entire party lost initiative in the final battle. Although slightly nerve-wracking when they realized they would act last, the party conjuration wizard pretty much shut it down in 2 rounds with 2 quickened spells and 2 standard spells with the Pounce Barb and mounted Archery Ranger mopping up with focus-fired massive damage.

Boosting saves, picking up oh-crap items like breath of life talismans or anti-grapple items (if you don't have Freedom of Movement always up), picking up scrolls from other spell lists to use via UMD and figuring out what Spell Perfection spell you're gonna choose at L15 are the things I'd look at as a caster.

I'm surprised there's no Summon V for flank meat. Dismissal is very situational and I'd trade that out. I'll let other more spell-savvy folks chime in, but as someone with conjuration, picking up a few no-SR conjuration damage spells and pairing them with a Dazing metamagic rod will shorten a lot of fights.

Shadow Lodge ***

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My -1 is Venture Captain Longspear Lux, a dual-cursed Life Oracle vexed by the spirits constantly tugging at his leg (lame) and tangling him up in combat (haunted). My -8 is his daughter, Nyssa Nox, a teenage Animist Shaman who befriended the spirits that haunt their family and now counts them as her allies. My -7 is Lux's EoTT protege, Atavisk, the musclebound shield-bashing worshipper of Rovagug who was the bouncer in Lux's bar, the Longspear, in the Coins district.

My -2 is Bruno Breakbone, a very handsome and beautiful Tetori, was once a disciplined monk who was corrupted by the temptations of Lissala (become a Tetori/Brutal Pugilist Barbarian). He eventually ended up as the Physical Education teacher at the Acadamae. My -5 is the "Fabulous" Moolah, a dirty trick Untamed Rager barbarian who is destined to be his wife. At some point, I will create a character who struggles with his father's heritage and is inherently tainted by the magic from the gifts of Lissala (most likely a bloodrager).

What are the connective narratives for your characters?

Shadow Lodge ***

2 people marked this as a favorite.

My debuff Mesmerist has the Combat Advice feat so I can lay back during encounters where encounter-ending spells like Mental Block, Hideous Laughter or Oppressive Boredom would be fun for no one. Sure, it's not an optimal feat for a debuff specialist, but it lets me help other people be awesome and save the Stare-Intimidate-DC WILL Save-or-Suck for when it matters* as opposed to every battle.

Shadow Lodge

Deadly Grappler's language presumes you are victim (i.e. not the controller) of the grapple. So, that's a feat you'd want to bypass as, presumably, you are controlling every grapple you are in.

What the Tetori would lose in easy AC, back up martial weapons and challenge damage, it would gain in better saves, a variety of ki abilities and Freedom-of-Movement/Teleport suppression to keep grapple targets on lockdown. Grabbing Style on a Tetori is not that great simply because you'd most likely be one-hand grappling mooks whose CMDs you easily outstrip even with a -4 penalty and your base movespeed is so high, your half-movespeed grapple-to-move is basically the same as a martial's full-speed move.

I'd be intrigued in a Constable, Order of the Hammer in a low-to-mid-level game. After that, I'd prefer a Spell-Sunder Strength Surge Grapple Barbarian (who can get rid of anti-grapple spells) or a Tetori for dedicated grapplers.

Shadow Lodge

1 person marked this as a favorite.

Any chance for clarication on Charm Person adjudication, RD?

Shadow Lodge

Hahahaha, so two different explanations of DR--one from CRB and one from the Bestiary.

Shadow Lodge

Damage Reduction:
Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.

The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

Attacks that deal no damage because of the target's damage reduction do not disrupt spells.

Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.

Sometimes damage reduction represents instant healing. Sometimes it represents the creature's tough hide or body. In either case, other characters can see that conventional attacks won't work.

If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.

Life Link:
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Life Link damage is not damage from a normal attack. You directly take 5 hit points of damage. DR would not apply. While Life Link is not "Spells, spell-like abilities, or energy attack" it is not physical damage from an attack that DR would apply to.

Shadow Lodge

Your hypnotic stare works as normal with the added bonus of working on undead (but not the other creatures usually covered by psychic inception--you need to take psychic inception to affect other mindless creatures).

Shadow Lodge

Quote:
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands).

Would a werebat-kin Skinwalker be able to use their kinetic blast in bat shape? Bat's wings are literally their hands.

Shadow Lodge

related question:

Would a were-bat kin Skinwalker be able to use their kinetic blast in bat form? Bat's wings are literally their hands.

Shadow Lodge

@Jakuri, this won't be FAQ'd because the rules are pretty straightforward and have been cited. If you link this thread to your VC and he refuses to accept it, you can A) bump it up the chain for your area (and perhaps post in the PFS forums asking who you would contact next) or B) accept this GM runs the rules wrong when you sit his table.

Since it's a VC and this is RAW (not even gray-area RAW), he doesn't get to use RAI-intuition. If he doesn't like it, too bad, so sad, dem's da breaks.

Shadow Lodge

No FAQ needed. Direct your VC to this thread. If he doesn't agree, he's the one who has to prove that grappled condition DOESN'T allow flanking.

Shadow Lodge ***

1 person marked this as a favorite.
Steven G. wrote:
Either that or toss an Iridescent Spindle Ioun Stone above your head.

No go on that Ioun Stone.

Cloudkill wrote:
Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.

Shadow Lodge ***

Kahel Stormbender wrote:
Water does arguably have the best (or one of the 2 best) elemental defenses though. Fire's ED is kind of meh. And making the earth or air elemental defenses actually useful costs too much burn.

As a Geokineticist, you easily get your investment back after a couple of hits.

This past Monday I played the high tier of Captive in Crystal. I took 5 points of burn to get DR 9. In the encounter with the

Spoiler:
opening ambush where, due to circumstances, we triggered all the creatures at once

I took big 6 or 7 hits and was barely left conscious, easily earning back my initial burn investment for the rest of the adventure. (This same encounter left 1 character dead and needing a Breath of Life and another 2 afraid to take AOOs because another hit would drop them.) I have never ever regretted maxing out my DR as Kineticist to start the day.

Shadow Lodge ***

Michael Eshleman wrote:
Brigg wrote:
And using Rhino Charge to prep charges against wicked spellcasters ("When he starts casting I charge") sounds like a great way to save some people's bacon.

You can't ready an action to charge as it is a full round action.

Ready from PRD wrote:
You can ready a standard action, a move action, a swift action, or a free action.
Charge from PRD wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
When you take a readied action, it is outside of your turn.

My favorite parts of these little discussions is when someone takes the time to say "you can't do that" but doesn't take the time to read the original post with the feat that, indeed, lets them do that.

Shadow Lodge ***

G-Zeus wrote:
If they are missing something like a pot of fly and cant afford one ill offer one for the adventure and if they use it they buy one on their chronicle that they receive and i get my restock.

What do you mean you get your restock? They can't buy you an item to keep after the scenario.

Shadow Lodge

Ditto.

iPhone 6. 9.2.1. Safari. AT&T

Shadow Lodge ***

So, a medium-sized Titan Fighter or Titan Mauler could purchase and use a Huge Falcata?

Med Falcata - 1H
Large Falcata - 2H
Huge Falacata - 2H (per Giant Weapon Wielder for TF, errata'd Massive Weapons for TM)

Shadow Lodge

Forgot to post the build I'm going strongly considering:

Spoiler:

STR 18 (+2 human)
DEX 14
CON 16
INT 9
WIS 10
CHA 7

Trait:
Bred for War (+1 CMB/Intimidate)
(+1 open trait slot / possibly Disable Device trait)

FCBs:
Superstition +1/3

Main Weapon: 2H reach w/ Trip (Guisarme)

L1
Raging Vitality (avoid Barbarian Sudden Death Syndrome)
Combat Reflexes (for reach AOOs)

L2
Rage: Superstition
Archetype: Improved Dirty Trick

L3
Power Attack

L4
+1 STR
Rage: Strength Surge (to beat those CMDs)

L5
Dirty Fighting: default new feat for combat builds
Archetype: Greater Dirty Trick

L6
Rage: Savage Dirty Trick. Once per opponent per rage, Dirty Trick as an attack (instead of standard AND potentially added a boosted secondary effect!)

L7
Kitsune Style (feat tax for Kitsune Tricks)

L8
+1 STR
Rage: Unexpected Strike (oh, you think entering my reach is safe...)

L9
Kitsune Tricks: Two tricks, one action. Which can possibly be 3(!) conditions with Savage Dirty Trick.

L10
Rage: Reckless Abandon

L11
Dazing Assault

L12
Rage: Come And Get Me

Shadow Lodge

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There is a lot of retraining going and since you don't have a handle on retraining in PFS, that's a bad thing. Don't assume you'll get 6PP per level (the assumed average is 4 per level) and it would cost 5PP per feat retrain AND gold...not only should your first purchase be 2PP for a wand of CLW, you should be banking towards 16PP for a raise dead. I would strongly suggest reworking your feat/ability progression to minimize retrains.

On top of the retraining reservations, your build pulls from a variety of resources--do you own all the books these abilities come from?

I can see the skeleton of the idea you're going for: High AC TWF skirmisher/frontliner, but honestly, you're just better off going STR and 2H a hvy-shield and at Level 6 you'll turn into beast with Shield Master as you're double dipping on the enhancement to AC & HIT/DAM. Less feat intensive, better +HIT & much better +DAM.

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