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Secane's page

FullStarFullStar Pathfinder Society GM. 1,664 posts (1,675 including aliases). No reviews. 1 list. 1 wishlist. 12 Pathfinder Society characters.


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Lantern Lodge

LazarX wrote:
Secane wrote:
LazarX wrote:
You can't use Boon Companion to raise your effective Druid level for your Animal Companion higher than your hit dice. No reason for it, unless you plan on multi-classing.

As I'm getting a Roc via the Animal Domain lv4 Class feature, the AC is 3 levels lower then your current lv.

Meaning I get the Roc at lv 4 and it is only a lv 1 Roc.

I need Boon Companion to boost it back to my full class level.

As to why I chose this? This is the only way for a Eagle Shaman to get a Roc AC.
An Eagle Shaman taking an AC via Nature's Bond instead of a domain class feature, can only pick Bird(Eagles).

I'm going druid for all levels.

Why can't you get it as an Animal Companion?

The Eagle Shaman archetype itself restricts you to only eagles as AC.

If you want a Roc, you have to get it via the animal domain or related subdomain.

Only OTHER option is Monstrous Mount, but its not what I'm looking for.

Lantern Lodge

Lol! I would sure love that!

Unfortunately, PFS campaign rules are by the book. GMs won't be able to allow me access to a Roc as a mount, even if they wanted to.
Still I think I can reenact some scenes from the movie. ;P

Lantern Lodge

Boon companion requires an animal companion to be gained before it can be picked up. So unfortunately I can only pick it up at lv 4 and above. The best I could do is to retrain a feat for it at lv 4. But it cost PP and I think I could suffer a lv with a watered down pet.

On the reason for the high wis. Reading up on the caster druid, the suggestions seems to be that caster druids should prepare some blast or debuff spells, as you can switch between those and summon spells as needed.

As for mammoth rider, is there something useful from that prestige class? I was hoping to stay in a medium sized eagle form once I hit lv 7 and just blast away with spells.

Hope I don't sound condescending :P... Just want to understand why.

Lantern Lodge

LazarX wrote:
You can't use Boon Companion to raise your effective Druid level for your Animal Companion higher than your hit dice. No reason for it, unless you plan on multi-classing.

As I'm getting a Roc via the Animal Domain lv4 Class feature, the AC is 3 levels lower then your current lv.

Meaning I get the Roc at lv 4 and it is only a lv 1 Roc.

I need Boon Companion to boost it back to my full class level.

As to why I chose this? This is the only way for a Eagle Shaman to get a Roc AC.
An Eagle Shaman taking an AC via Nature's Bond instead of a domain class feature, can only pick Bird(Eagles).

I'm going druid for all levels.

Lantern Lodge

Hi! I’m making an Eagle Shaman Druid build for PFS.
I’m hoping to get some advice on how to make a good caster druid and would really like some input on this character’s build.
Also suggestions on a good name for this character would also help.

Gandalf as an Aircraft Carrier

Character’s Background - He is a noble from Taldor who owns lands next to the Verduran Forest. His family has strong relations with the druids of the Wildwood Lodge, despite being nobles themselves. Several of his ancestors are actually druids of the Wildwood Lodge that actually married into the family. While the druids of the Wildwood Lodge are greatly respected by Taldan society, it is unseemly for a noble house to have such close relations with the druids. This have left the family cut off from the social and political circles of the rest of Taldan nobility. Other Taldan nobles see the family as country bumpkins, nobles in name only.

Class: Druid
Archetype - Eagle Shaman
Race: Aasimar (standard type)
Alignment - Neutral
Background - Taldan Noble, pariah to other Talden nobles
Deity - ???
Faction: ? - Not sure. Was originally going Taldor, but the new Sovereign Court may be a little progressive for him... Any suggestions is welcomed.

Nature’s Bond - Feather subdomain (Animal Domain)
Animal Domain call feature lv 4: Animal Companion - Roc (level -3). Aka its a lv 1 Roc at Eagle Shaman lv 4. Boon companion to boost it back to mac class level.

Ability Scores:
STR: 12
DEX: 12
CON: 13
INT: 12
WIS: 19
CHA: 10

Traits:
Influence - Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.(Diplomacy)
OR
Outcast's Intuition - You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
OR
Beast of the Society - A druid at the Grand Lodge revealed to you secrets changing your form into that of an animal. Whenever you use your wild shape class ability to turn yourself into a Small or Medium animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level. (Not sure if this is really worth it for society play.)

Feats:
lv1) Spell Focus (conjuration)
lv3) Augment Summoning
lv5) Boon Companion
lv7) Natural Spell
lv9) Sunlight Summons
lv11) Superior Summoning

Items to get:
Druid's Vestment
Ring of Eloquence
+1 Wild Dragonhide Agile breastplate
+1 Wild Heavy wooden shield

Any and all advice and suggestions welcomed!

Lantern Lodge

Sorry for Necoing this thread, but with the number of new materials available to the druid, would the guide be updated? (Its the most comprehensive of all the Druid Guides.

Also the Eagle Shaman has been FAQed and could do with a re-review.

Lantern Lodge **

Congratulations!

Lantern Lodge

Basically for the arcanist, you can give up spells for arcane points. So a lv 3 spell, yeas 3 can't points, to a max of your class level, etc.

@Brak Stonevein, are you comfortable with casting summon spells? Cos the Occultist Arcanist archetype is a viable option to have. Summons are always good, they just need a lot more paper work and tracking.

Lantern Lodge

Closest you can see it on a PC is the Eagle Shaman, who can (from APG's FAQ):

"an eagle shaman druid can use wild shape to take the form of a Medium eagle (as if applying the giant creature simple template to a Small eagle), and can use wild shape to take the form of a Huge roc (as if applying the young creature simple template to a Gargantuan roc)."

Lantern Lodge **

Doting this discussion.

For my local area, Singapore. We are running a public PFS game at different locations almost every day of the week.

The number of players are quite constant and increasing.
BUT! There are some complains. Here are some observations:

1) Older players have remarked about too many new/cheesy products. I think its a build up of consumer fatigue.

2) The base game rules are very confusing for newer players. They often play many games with buggy characters. They do learn over time and such bugs like not realizing there is a fame purchase limit or not realizing certain feats/powers don't stack with each other, do get ironed out over time.

3) The time needed to take part in a game is discouraging some potentially new players. Those that are able to accept the 4-5hr limit usually play on.

4) There seem to be greater/growing interest in shorter scenarios. As some players seems to feel that any game that last more then 4 hrs, too long.

Lantern Lodge

So I'm building my "Gandalf is a Flying Aircraft Carrier", Eagle Shaman Druid character for PFS
Anddd... I'm kinda stumped.

My original plan was to go Eagle Shaman all the way to level 11, with the ability to summon young-template Rocs at lv 11 being the capstone for this character.
My Animal Companion would have been a Roc, which could be obtained by picking the animal(feather) domain, and levelled via bonded companion.

However, Inner Sea Gods came out and I saw the Evangelist PC.
With the Evangelist, I could get a copy of my pet at lv 11 for double the firepower, at the cost of not gaining lv 6 spells (for the young Rocs), due to the lost of 1 caster level due to Evangelist.

So the question, which of these 2 routes should I go?
1) Go Eagle Shaman all the way? Ending with Young Roc summons?

2) Go with Eagle Shaman ---> Evangelist? Ending with a 2nd AC once a day?
And lose one Caster level.

Any and all advice are appreciated.

Lantern Lodge **

Wait a min... stores can get free scenarios to run?!?!?!?

Lantern Lodge **

Fate's Shears is a magical item, so unfortunately you can't upgrade them.

The upgrade for names items rules, cover items that are named, but don't actually have a magical effect on them. Like Elven Chain.

You can usually tell if a named item is magical or not, by checking if it has a Caster Level, CL, in its description.

Fate's Shears is a CL 6th item.

Lantern Lodge **

GM Bold Strider wrote:
To my mind, Hastur/Cthulu/Azathoth/etc. are all deities that are much more reserved. They are not nearly as strict in their requirements for their followers and certainly have groups of followers that aren't Evil. In fact, some followers of GOOs or OGs can even be Good (e.g. Azathoth can have CG followers, same as Mhar or Bokrug).

The Other Gods or Great Old Ones are universally mad, promote a sense of madness or are just too alien, as in different is a bad way - alien, to Golarion.

*Mad as in what they do makes no sense/relation to mortal minds. Not just mad-mad. Whatever they do is for reason beyond just good-evil.

Their very thought are alien to that of mortal races.
To such beings, they may not even see their actions as something of an alignment issue.

To put it simply, its not that they are not as demanding on their worshippers, but more likely that they not even care. The followers are less "Do evil things for evil sake" but more they are "Evil, because they do mad and crazy things"

GM Bold Strider wrote:
I honestly cannot think of a reason why these two groups of deities are excluded when deities such as Urgathoa/Lamashtu/Zon Kuthon/etc. are allowed to be worshipped.

Urgathoa and Zon Kuthon are both still mortal focused gods, meaning that still understand mortals and their thought processes are not too far off a mortal's. Maybe taken to an extreme, but still "human-like".

Zon Kuthon in fact has a whole mortal nation worshipping him.

Urgathoa - is an ex-human who took certain human wants to an extreme.

Lamashtu may be closer to the Outer Gods and Great Old Ones, she is after all a demon. (Which could explain why they banned her obedience.) But even a ex-demon goddess is still more mortal-thinking. Remember the first Demons are Qlippoth (which are totally-unhuman) fused with evil "mortal souls". Demons now-a-days are created from mortal souls.
Aka compared to the Outer Gods and Great Old Ones, Demons for all their corruption, are still mortal-focused, aka they still think kinda like a mortal, are made from mortals and interact with mortals.

--

So while evil characters might go after evil gods, demons, devils, archdevils, demon lords, etc. Only mad people, or soon to become mad people, go after the Outer Gods and Great Old ones.

One side are alien beings with little care, concern or even think like mortals, the other are beings related to mortals and do KNOW that they are doing evil and representing those evils.
Both sides are evil, but one side don't even understand they are evil, the other side KNOW they are evil.

Lantern Lodge

White Mage Arcanist!

You can do some healing and still cast wizard spells!

Lantern Lodge **

1 person marked this as a favorite.
Kadasbrass Loreweaver wrote:

The Weapon in the Rift

Spoiler:
While the party battled the Allip, he went back to try and recruit the 2 Hound Archons to help them. I decided that he could technically use his wayfinder as a way to allow the archons into a different room.

I think this is a brilliant ideal on his part. I makes lots of sense and I'm kinda surprise that other parties did not think of doing so.

Should you encounter this again, I would suggest letting the 2 HA help out the npcs, aka giving the party a couple more rounds to solve the encounter.

Lantern Lodge

I think the link is down....?

"Error (509)
This account's public links are generating too much traffic and have been temporarily disabled!"

Lantern Lodge

I have been reading up on the Orv vault known as the Sightless Sea and I noticed that one line says;

The sea itself is plied by ships piloted by denizens of Leng, tieflings, telepathic humans clad in jade armor, and even more unusual creatures.

1) Who are these telepathic humans?

2) How are they able to live in so dangerous an area as the sightless sea in the Orv vaults?

3) Why do they wear jade armor? Jade being a pretty soft material.

4) Are there any human nations below the surface?

5) Does these telepathic humans have anything to do with the upcoming release of psionic classes next year?

6) What is the "sky" of the Sightless Sea like? Is there light?

Lantern Lodge

NO!!! TarkXT! Don't abandon the Skald!!! :(

Lantern Lodge

2 people marked this as a favorite.

If you abandon your party, your neutral.

If you abandon your party AND lock the door behind them, your evil.

Lantern Lodge

Hi James,

What do you think of a character that is effectively a meme?
Aka, he or she is effectively a transmissible personality/thought?

On a mechanical level, he or she basically takes over a (willing?) body and if that body dies, he/she just transmit her personality into another body.

Story wise, say there is a cabal of assassins, and the head is "always" the same person in different bodies.

Asking for story building advise for a NPC.

----

And a 2nd question,

Are any of the Major Inner Sea gods a widow or widower?
(I know at least one of the Empyreal lord, Falayna, is a widow. But are there any among the major gods?
Shizuru does not count, she was a widow.)

3) What happens to the souls of a deity's worshipers, if that deity dies/disappears/vanish? Do they get pick up by other deities? Or become freelance(?)

Lantern Lodge

1 person marked this as a favorite.

Worship Falayna, and grab the Celestial Obedience feat.
That's a +4 sacred bonus on grapple checks and to CMD. Remember its +4 to grapple and +4 to default CMD.

All for the price of some serious punching each day.

Lantern Lodge

Malus Tenebrae wrote:

This character is my current level 3 Occultist Arcanist for PFS, leaning towards a 'god wizard' build. You can take a look at how I have it set up at the moment and see what it can look like with a decent amount of optimization. Just click this alias' profile.

In short, I consider this character extremely viable, and have contributed in every aspect of play in each scenario that I have played.

Thanks for the character build!

Do you plan to pick up Augment Summoning?

Lantern Lodge

Humm... I'm looking through the Arcanist-Occultist options to get a high Initiative and I'm a little stumped.

The first thing that spring my interest was School Understanding, but I realize it only allows the 3 + Int/Cha powers to be taken... so no Divine school for more initiative.

Next was the School Savant archetype! But... it does not work with Occultist...

One viable option is a constant casting of Heightened Awareness, for the +4 initiative and maybe an extra +2 from a trait.

But other then these 2 options I'm at a lost. Improve Initiative is out, as I would need all my feats to support a summoning build.

Is there anything else I should get?

Lantern Lodge

Some feats and items that work well with Paladins:

1) Fey Foundling, get +2 hp for each healing dice you receive from any healing source, including your lay on hands(LOH).

2) Bracers of the Merciful Knight, you thread your LOH as 4 levels higher for uses per day and amount healed. Works wonderfully with Fey foundling.

3) Battlecry, as a swift action you give everyone around you, including yourself, +1 morale to attack roll and +4 to fear saves for 1 min. AND if they fail any saving throw during this one min, they can drop these bonuses for a free REROLL on that saving throw.

4) Inheritor's Light, Any cure spells or lay on hands effects used to heal the wielder of this blade heal an additional 1 point of damage per die, up to the effect’s normal maximum healing amount.

Just remembered these off hand. They all help to make a tanky Paladin.

Lantern Lodge

I read the God wizard guide and need some advise on that.

Are God Wizards just spam summon wizards? Cos, they seem to be battlefield control via summons according to some of the guides...

Lantern Lodge

@kestral287,
Thanks for the advise! I'm going to read up the wizard guides to know what spells to prepare!
-

@Captain Zoom,

lol, This is for PFS, so the Master Summoner is totally out! :(

The cost to cast don't require spells, just arcane points. It does get more costly as you level tho...
-

@Chess Pwn,
Does PFS allow half-elves to pick up elf favorite class bonuses?
-

@Pupsocket,

Any advise on what spells an Arcanist should lookout for? Especially since they are 1 level slower then a wizard in terms of spell progression?

Lantern Lodge

Sorry about the typo!

I guess my worry on the Occultist, is on its survivability.

I have always avoided playing arcane casters, cos I feel they just seem so much more squishy compared to the other classes.
Summoners are a little tougher as they could wear light armor.

Is there anything I should keep an eye out for? Like avoid spending all my spells into arcane points?

And is the Elf or Half-Elf favored class option of 1 more max arcane pool point worth getting?

Lantern Lodge

Is the Occltist, arcanist archetype viable?

I have wanted to play a Master Summoner type character for some time, but the banning of that archetype meant I placed that ideal on the back-burner for some time.

Previously I thought of making a wizard-based summoner, but with the appearance of the Occultist archetype for the arcanist, I think I may have found my answer.

However, I have never played an arcane caster before, I usually play martial or divine casters.

I'm not sure if the increase in arcane points need for summoning as you level up, makes the Occltist on par with a default summoner... does anyone have any insights into this?
Could any one give me advise on making a proper Occltist character?

Lantern Lodge

3 people marked this as a favorite.
Virellius wrote:
Wat do?

Just to clarify, you are asking for a in-character solution right?

If so, I suggest you get the paladin drunk and get into a Las Vegas-style wedding with him.

If he refuse to heal you the next time, just remind him of the "I promise to be true to you in good times and in bad, in sickness and in health." part of his wedding vow.

Lantern Lodge

Thelemic_Noun wrote:
Secane wrote:

@Thelemic_Noun, what is your rating for Aasimars? Especially with the sub-race that give +2 int and cha?

*I noticed that aasimars are not on your race list in the guide.

Corrected, as of now.

Just as awesome as tieflings, given the potential for +4 Int. I just wish there were a +2 Int +2 Dex subrace.

They do have the +2 Int and Cha subrace that is great for some builds and arcane exploits.

-----

On the White Mage, is that archetype really so bad? Given that it loses little to gain the ability to heal? Not to mention it can cast Breath of Life as needed, a spell noted to be a spell tax for any cleric worth his salt.

Just don't feel it rates a red. Maybe a yellow in most situations, but surely not a red?

Lantern Lodge

@Thelemic_Noun, what is your rating for Aasimars? Especially with the sub-race that give +2 int and cha?

*I noticed that aasimars are not on your race list in the guide.

Lantern Lodge

With a 100+ faq clicks, has there been any official reply?

Lantern Lodge

The rules does say... "A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10."

So... it gets confusing... T_T

Lantern Lodge

Is this character for PFS?

Cos if it is for PFS, you can't make new Tiefling characters without a boon sheet to give you access.
The Aasimar and Tiefling races are restricted races now.

Lantern Lodge

@Nicos, you totally can.

Its the enchantment bonus, aka the +1 to +5 part that can't go pass a +5.

You can totally pick up a +1 weapon and have multiple weapon special abilities added to it, to make something like your example.

My bad for misquoting that earlier.

Lantern Lodge

Dafydd wrote:
Secane wrote:
Nicos wrote:
Secane wrote:
... and a total of weapon properties equaling +5. ..
Quote? I'm not remembering such rule.

Oops my bad! I was looking at the random loot tables and noticed that they don't give out any weapon with more weapon special abilities then enchantment bonuses and the special abilities usually don't go pass a +5.

Will edit my earlier post.

You CAN have a weapon bonus of +6 or higher. These items are "epic" in terms of power. Remember the adamantine golem, yeah that is how you beat his DR...

They also have the table in the book for calculating the value of a +2 Keen Shocking Burst Thundering light hammer. (It's properties and enhancement bonus make it worth the same as a +6 weapon, without the epic notation for vs DR)

A weapon's enchantment bonus cannot go pass a +5.

A weapon with at least a +1 enchantment bonus can add special abilities for a total of +10, including class features. This means you can make a +1 Holy Flaming Shocking Bane Vicious weapon.

If a weapon's combined enchantment and special abilities is worth a +6 or above, then it can penetrate DR/Epic.

CRB: Magic Weapons wrote:

Magic weapons have enhancement bonuses ranging from +1 to +5.

Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

Table: Weapon Pricing by Bonus:
2 A weapon can't have an enhancement bonus higher than +5. Use these lines to determine price when special ability are added in.

Lantern Lodge

Dafydd wrote:

To change the magical bonus to an ability YOU, as a spellcaster with craft magic arms and armor, need to have at least the CL listed for the property. Frost is 8th, Icy Burst is 10th.

As this is a PFS character, here is my suggestion. keep going with your +1 weapon, and upgrade it to +2 when you have the fame/funds (you will need 6k gold and 22 fame). Then, keep going with that weapon till you have 10k more gold and 36 fame. You can upgrade the weapon to a +3, then imediantly turn around and have the property added, for "free." As the wizard is powering it up, you basically are asking him to alter the magic as well.

Wait.. WHAT? Where and when was it ever stated that you could change enchantment bonus to weapon special abilities???

And WHERE does it states you can add weapon special abilities for free?
Much less in PFS?

Lantern Lodge

Nicos wrote:
Secane wrote:
... and a total of weapon properties equaling +5. ..
Quote? I'm not remembering such rule.

Oops my bad! I was looking at the random loot tables and noticed that they don't give out any weapon with more weapon special abilities then enchantment bonuses and the special abilities usually don't go pass a +5.

Will edit my earlier post.

Lantern Lodge

Here is a nice artwork to go with the sword, Sword of Fire and Ice.

I don't think there is a limit on the +1 to weapon property ratio.

Edit: Only limitation seems to be,
"A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once."

Lantern Lodge **

Do remember that if the players help Ollysta in any way it counts to keeping her alive longer.

One of my players threw a haste spell on her and the crusaders. The rest gets buffed by another haste and full speed up the stairs after bull rushing the demon off the stairs... (it was ironic...)

Lantern Lodge **

Hmm wrote:

Seelah is a paladin, and Kyra and Merisiel are...?

Hmm

Kyra is the Cleric and Merisiel is the Rogue.

They are officially girlfriends.

Lantern Lodge

Well with season 6 on the way, are we seeing more need for out of combat skills?

Lantern Lodge

Ok.

What about Focused Trance (Ex)? Should I keep it?

Lantern Lodge

Keen is an option. A more expensive one, but its there.
I just don't know if I should get Keen permantly on my blade? Or should I just rely on my Divine Bond (Sp) to get keen. Its an action economy issue...

Another option is a Scabbard of Keen Edges, but at 16k... its quite ex.

I just don't know if I should get Keen (perm), Scabbard of Keen Edges, or just rely on my Divine Bond (Sp) for Keen...

Sooooo many choices... T_T

Lantern Lodge

Anyone with a input on this?

(Its a little urgent as I'm playing my Paladin this Saturday.)

Lantern Lodge

Scrogz wrote:

People would allow the Divine Protection Feat? Seriously? One of the class defining abilities for a Paladin? As a feat?

Sometimes I hate 3rd party stuff.

Divine Protection

Source Advanced Class Guide pg. 144
Your deity protects you against deadly attacks.

Prerequisites: Cha 13, Knowledge (religion) 5 ranks, ability to cast 2nd-level divine spells; blessings, domains, or mystery class feature.

Benefit: You gain a bonus equal to your Charisma modifier on all saving throws. If your Charisma modifier is already applied as a bonus on all saving throw (such as from the divine grace class feature), you instead gain a +1 bonus on all saving throws.

Lantern Lodge

So awhile back I asked on advise for my Paladin, on should I go with a Keen Weapon or Improved Critical

Time passed and my Paladin set on my shelf, and before I knew it the ACG came out.

That is why I saw this feat, Battle Cry...
Its perfect for my Paladin, who has a 20 in Cha...

So now I'm in a dilemma again...

Should I...

1) Stick with getting improved critical for my Falcata?

Or

2) Get Battlecry instead?
(Battlecry is just so... spammerable... and the rerolls.... :L)

OR!

3) Give up Focused Trance (Ex) to pick up both Improved Critical and Battlecry?

The last and least favoured option, instead of my current plan to spend 5pp and retrain my Extra Revelation feat from Misfortune (Ex) to Focused Trance (Ex), I pick up Battlecry, therefore picking up both feats, as I just hit level 9.
*The reason I want to swap Misfortune for Focused Trance is that it really fits my knowledge seeking paladin better, gives him more usefulness to the party, more character flavor and the fact its hard to pull off misfortune (which I originally took to appear more fae-like, aka luck manipulation) when your swift actions are eaten up LOHs and smites while tanking.

And yes I know Battlecry also uses a swift action, but the fact it last a min means it could be the first thing I set off in combat.

So which of the 2 should I go for? Improved Critical (Falcata), Battlecry or Focused Trance (Ex)

*Oh... and I do give improved critical, should I switch back to Keen?

---
On Cold Iron Falcata, so some people have asked me why I'm using a CL Falcata and not an Adamantine one, which is superior.
When I made Flynn, his back story is that of a worldwound fighting Paladin, who is also trying to understand his own past (fae foundling). The CL falcata serves him better as a demon fighter and when your own weapon made of "cold iron" seems to hurt you as well, won't you want to understand it better? Hence he keeps a CL Falacata.

Lantern Lodge **

I really wish they could straighten this out some time.

Maybe as a blog post, titled something like "Weapons for Everyone!", or as a list in the addition resources.

Lantern Lodge **

Congrats!

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