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Derklord wrote:

The first feat paires well with the archetype at 9th level and higher, giving a straight up +4 to grapple checks if you've used the Share Space ability first. The other two feats are decidedly less useful, though, as you don't need Kobold Groundling to trigger the style feat thanks to the archetype, and you don't have anything that makes the opponent prone to make use of either that or Kobold Flood.

Also to consider is that Kobold Style requires Combat Expertise for some reason, meaning it's only +2 to CMB per feat, which is the same as other feats (which grant additional bonuses). So ultimately, the whole style is rather weak.

Spermy The Cat wrote:
It doesn't seem to let you grapple someone as an attack of opportunity when someone knocks them down.

Yeah, it only adds another affect to a grapple check you can already make.

Spermy The Cat wrote:
The Swarm Fighter trades out half of its bonus feats for Teamwork feats, and aside from Outflank, Tandem Trip and Precise Strike, I'm not really sure what would work out for me.

If your GM lets you either share teamwork feats, or gives you something like Solo Tactics, Coordinated Maneuvers works if you want a grapple build.

I have to ask, though: Is there anything you actually want from Swarm Fighter? The archetype is rather terrible, and a kobold martial character is already hosed enough. Don't select things just because they have "kobold" written on them somewhere!

Oversimplified, I've wanted to play a kobold for half a decade, and I'm due to play something deliberately obnoxious.

Complete honesty, I am a sucker for flavour, and the Swarm Fighter's shtick of violating your personal space in a tempestuous storm of Kobold just hits me in the right place.
For example, I played a Gulch Funner for Skull and Shackles and ended up with a Combat Patrol build, playing Punch-Out with a musket; the sheer amount of high-risk high-reward was some of the most fun I've had playing Pathfinder.

So right now I'm thinking a Swarm Fighter with VMC Rogue to capitalise on the FCB for flanking damage, a Bushwacker Funslinger as a secondary, and try to figure out Sorcerer as a tertiary.
On the side, the DM offered me a deal over my concerns: every certain milestone, I'll find another Kobold and we'll work together, so I'll end up wirh like four or five jackasses, and in exchange I either have to split my share of the money between them, or taking Auto-Bonus Progression and hoping it'll break even with the money cuts.
Though knowing him, he'll likely regret it once he sees what two of them can do together, much less four or five.


Belafon wrote:

Kobold Style is thematically fun, but the problem is that the feats aren't really useful until you knock an enemy prone - something that the feat tree doesn't help you do in the first place. Once they are prone, for any further combat maneuvers you attempt against them they lose their dex bonus and you have an additional +4 bonus. So at that point it's very easy to succeed at combat maneuvers. However by 9th level a swarm fighter can move into an enemy's square and cause them to lose their dex bonus vs. the fighter that way.

Kobold Flood is pretty useless by yourself. Not only does it have very specific size limitations (you can't even use it against another small creature) but you're probably better off just grappling your target unless you have an entire party with Kobold Style and Kobold Groundling. With a swarm of Kobolds using the style it can absolutely get nasty.

The best use I know of for Kobold Style by yourself is a reach rogue. You really just want Kobold Groundling, though. Trip an enemy as it moves in; then you can sneak attack it on your round or if it provokes.

Not sure why you mentioned your teamwork feats, did you have some specific feats in mind to combo with Kobold Style?

The tone of the feat tree honestly reminds me of God of War III when you get dogpiled by a bunch of goons.

The biggest problem I have with Flood is that you can't grapple them as an attack of opportunity, so unless someone else tripped them, you have to wait for your next turn before giving them the People's Elbow.
The Swarm Fighter trades out half of its bonus feats for Teamwork feats, and aside from Outflank, Tandem Trip and Precise Strike, I'm not really sure what would work out for me.
Though if I don't take Kobold Style, I'll likely just go with two kukris and put up with Two-Weapon Grace's problems.


Name Violation wrote:

Tetori monk maybe?

Going with a Swarm Fighter, I'm asking if anyone's used the feat tree or know if it's usable solo.


Cutting to the chase, I want to make a kobold Swarm Fighter for my next campaign, and the DM might allow me to treat my teamwork feats as active when I'm fighting, or I might have to give it to the group like a Cavalier can do.
Anyways, is the Kobold Style feat tree any good?
It doesn't seem to let you grapple someone as an attack of opportunity when someone knocks them down.
How would I make them work if I wanted to garrote someone while he's on the floor?
Any help is appreciated, thank you.


thorin001 wrote:

Poorly since the sarissa rules contradict themselves and combat patrol is extremely ill defined.

A cone is a cone, so yes, the burning hands cone template would apply.

Following the rules, all combat patrol could do is lengthen the cone. It cannot change the direction of the cone.

Interesting, what would the world would a twenty- or twenty-five-foot cone look like?

One that note, would that mean I would switch to a proper thirty-foot cone at level fifteen, like I were using Dragon's Breath?
E: Wait a minute, would it still be a cone or does it turn into a half-circle?


The sarissa (Giant Hunter's Handbook pg. 24) is a fifteen-foot spear that you need to orient before attacking due to its girth.
On the side, I've always assume the cone is equivalent to a Burning Hands and nobody's ever corrected me when I showed it to them.
So how would that work with Combat Patrol?


Belafon wrote:

Short answer: no.

When taking an attack of opportunity, you can only perform a combat maneuver that could be attempted "in place of a melee attack." A bull rush requires a standard action or a charge to use.

(There may be some feat that allows you to bull rush as an AoO or bull rush after a successful AoO in specific circumstances. Nothing comes to mind immediately, but that doesn't mean there aren't any.)

I think you can use Shield Slam to Bull Rush someone in that case, and I might be misreading you there, but are you saying I don't need to move to do a Bull Rush?


I'm trying to build a Foehammer Fighter for a future campaign, and so far it hasn't been fun.
But I might have found something interesting.
Combat Patrol sets up an area that provokes attacks of opportunity when enemies pass through it, and you have to move to intercept them.
Cutting it short, since I have to move to attack them, can I bull rush them as my attack of opportunity?


Sandslice wrote:

So let's look.

Celestial armour wrote:
At 3rd level, a legate can conjure armor as a standard action. This ability acts as the spell instant armor (Pathfinder RPG Advanced Player’s Guide 229), using her paladin level as her caster level, except as follows...

What follows is systematic improvement options for that instant armour spell, which replaces successive levels of the mercy feature.

So we need to go to the spell.

Instant armour wrote:

You instantly wrap your body in a suit of armor made from opaque force. At your option, the armor can be decorated with your religion’s holy symbol in a prominent place, such as upon the breastplate or helm. While it exists, this armor replaces any garments or other sort of armor worn, magical as well as mundane. You lose access to, and all benefits from, armor replaced by this spell until the spell ends and the instant armor disappears.

Instant armor acts in all ways as armor typical of its type (armor bonus, maximum Dexterity bonus, arcane spell failure chance, and so on). Since instant armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. The sort of armor you can create with this spell depends on your caster level.

Even though the armour is made of force, it has all of the other attributes of true armour; as such, you unfortunately do suppress your monk bonuses to AC and movement, your ability to flurry, and your evasion.

Gestalt legate/monk... might not be the best path.

Depending on how attached you are to the monk features, perhaps you could gestalt Iroran paladin with something?

Yeah, that was my first idea, but I liked the puff of the Legate, thought I'd do something different.

And if I were honest, this was my...fourth idea?
But dang, alright, guess I'll switch over to the Iroran Paladin.
Thanks for catching that, really.


Friend's considering a gestalt campaign, maniac that he is.
I'm considering going with a Paladin/Monk mashup for the first half, then sliding into a Champion of Irori in the second half, if I can figure out what the Hell to do with it.
Question is, how would the Monk's AC restrictions work against the Legate Paladin's (Armor Master's Handbook pg. 6) Celestial Armour abiity?


Really sorry for the drop, there was a bit of a disaster over the week.

Gary Bush wrote:
Yes it is a convention boon. I might have one if you're looking for it.
Wei Ji the Learner wrote:
Spermy The Cat wrote:
What scenario gives you the (Fighting off Corruption) Boon that lets you take the Ghoul Bloodline for Bloodragers?

I'm pretty sure that is a Convention Boon.

I have a version on one of my characters that got jumped by a pack of ghouls.

If you'd like, I can see if I have a spare?

I honestly have nothing to offer in trade myself, I've only been to one Convention from two years ago.

As much a I want, I won't be to able to take either of you up, since I think there's a rule about straight-up buying boons.
Though if that's not the case, I will absolutely hit either of you up in the future, yo.

Tommi Ketonen wrote:

Although, note that the boon says:

"You can cross this completed boon off your Chronicle sheet to change any bloodrager or sorcerer bloodlines you possess to the ghoul bloodline (Pathfinder RPG Monster Codex 60) or undead bloodline."

The Ghoul bloodline is a sorcerer bloodline - it's not a bloodrager bloodline. There's two different undead bloodlines, one for bloodrager and one for sorcerer.

I don't think you can select the ghoul bloodline for your bloodrager because that one isn't a bloodrager bloodline at all - Your bloodline selection would probably be limited to the undead bloodline.
(Just like you can't pick the sorcerer version of the undead bloodline for your bloodrager - you have to pick the bloodrager version of the undead bloodline if you pick it.)

Also, note that those bloodline options should already be legal as far as I know, for pathfinder society - you don't need the boon to pick them. The boon merely allows you to replace your existing bloodline with one of those (after you've fought off the corruption during several scenarios).

If that is the case, then that's even more unfortunate.

Had my hopes up and everything.
Sorry to bother, thank you for your help.


What scenario gives you the (Fighting off Corruption) Boon that lets you take the Ghoul Bloodline for Bloodragers?


Oli Ironbar wrote:

This could be a good starting point:

https://aonprd.com/Vehicles.aspx?ItemName=Chariot,%20Heavy

Oh, that does help me out a lot, thank you.

Hopefully this will tell how a miniature would work.

Tim Emrick wrote:
You might want to check put the Vehicles Map Pack, which includes a number of chariots and wagons of different sizes, as well as counters for horses. The counters all have a 1" square grid overlay, so it's easy to see exactly how much space each vehicle and animal take up.

Do you have a link for that, that sounds very interesting.


So once my group gets back together, long story, we're going to try our hand at Giantslayer.
One of my character concepts is a Gladiator Fighter in a chariot, a Monk in a wagon who commits driveby roundhouse kicks, or going a bit crazy now, a paraplegic doomsday cultist Druid hauled around in a wheelbarrow by a lobotomized ogre, which got me thinking.
How does one present a chariot rider on the table?
I can't find anything that tells me how it works.
Is it just large-sized so I use a horse rider, two larges in a rectangle, is it huge, what?

Any help is appreciated.


Derek Dalton wrote:

I have talked with a few of my gaming group. I am wrong. My opinion is Pazio should have been clearer on this point. It states it loses it's special abilities provides no bonuses to it's master and can't be improved. And it states at the very end it alters the Familiar class feature. All of that together suggests that it's too different for most archtypes offered.

Spermy why a cockroach and the archtype. I'm not judging I'm more curious.

Hey man, no worries, nobody likes to be wrong.

As for the archetype, I am a sucker for flavour, and this archetype just appeals to me in the right way.
As for Cuproach, 90% it was for me to make the pun.


Sysryke wrote:
Spermy The Cat wrote:
Derek Dalton wrote:

It states it loses all special abilities and provides nothing to the owner. All it does is provide spells as a standard familiar would. It's a themetic familiar not one really meant for effective combat use. It even goes on to state you can't take Improved Familiar with this familiar to improve it. That should be another point to consider.

Oh crap, it says I can't take Improved Familiar?

I didn't know that.
Yep, that particular point they have you on. You can have all sorts of gingerbread animal familiars, or any other non-standard but non-improved ones; but, no Improved Familiar for you. This is just theorizing, but I'd imagine it's because making something into a construct puts it on par with some of the lesser improved familiars. That part's just a guess though.

Lame, but fair.

On the Mauler thing, actually, didn't it used to go up to large sized?
I could have sworn it said something about going to large size after level ten.


Derek Dalton wrote:

It states it loses all special abilities and provides nothing to the owner. All it does is provide spells as a standard familiar would. It's a themetic familiar not one really meant for effective combat use. It even goes on to state you can't take Improved Familiar with this familiar to improve it. That should be another point to consider.

Oh crap, it says I can't take Improved Familiar?

I didn't know that.


TheKillerCorgi wrote:

You seem very angry for some reason.

Derek wrote:
Construct

"Loses any abilities" refers to those based on type e.g. claws. Are you also suggesting that it loses multiattack?

Derek wrote:
Doesn't provide standard abilities a familiar offers to it's owner

This refers to the abilities that each familiar type gives like alertness or +1 natural armor bonus. It even gives the example of a toad familiar not giving the +3 hp.

So yes a gingerbread familiar can be a mauler

Wait, if it loses its natural attacks, does that means it gets a slam attack like a normal construct?


So the Gingerbread Witch's (Horror Adventures pg. 72)Familiar is a little baked construct, follows the rules of constructs, and can be easily replaced on the daily.
But how far does this go?

If I give my dessert-themed cockroach, Cuproach, the Mauler archetype (Familiar Folio pg. 11), when it increases in size, does it gain an extra twenty HP?
What if I take one that's large sized, like a giant beheaded?
Is that thirty HP?
Can I use the rules in Ultimate Magic when modifying Constructs, give it extra feats, or turn it into a nail bomb filled with sharpened candy canes, or into a ball of gingerbread arms and punch someone like thirty times?
If I take a swarm, which I think I can do with Improved Familiar, does it take longer to make a new one, and can I use the above mentioned modifications to make the swarm a size bigger?

Any help is nice, thank you kindly.


Well crap.
https://paizo.com/threads/rzs2k81x?Mounted-Combat-Combat-Maneuvers#8
Mount gets it, meaning that Rampage is bugged for bonuses.
Guess I owe my friend a Coke.
Show's over folks.
Honestly, this should be a FAQ.


I'm building and fiddling with a Fell Rider Cavalier, and I got to say, they're pretty fun.
But I'm confused how to use the Overrun on them, namely who gets it.
I think it's the rider, and a friend helping me says it's the mount.
So give me a hand here, who takes the feats to crash into people?


MrCharisma wrote:

Combat Patrol increases your threatened range but not your weapon's reach. Therefore you DO have to move to make AoOs with Combat Patrol.

There are exceptions to this, like stacking SNAP SHOT, IMPROVED SNAP SHOT and Combat Patrol to allow you to shoot anyone within 20 feet (or whatever) with a bow.

But no, if you're trying to use a Pole-arm with Combat Patrol then it won't work with Defensive stance.

That's rough, but fair.

Can you expand on the Snap Shot bit, I'm not sure what you're saying there.


So a Stalwart Defender can't move when in a Defensive Stance with a few exceptions, like taking a five-foot step at "ninth" level, Lunge, and some third thing.
What about Combat Patrol?
It increases your threaten range, but do you have to move?
I suppose this also applies to the Stonelord archetype.

Any help is appreciated.


Good evening.
This will be quick.
New player in our group is playing a gnome Barbarian, and is wearing hide armour.
Barbarian increases the gnome's speed to thirty, and the armour dips it back down.
We hit level two, and she has taken Swift Foot as her Rage Power.
So two questions.
Firstly, our group has conflicting information on how speed bonuses work, and aren't sure whether the gnome's speed is twenty or twenty-five.
Which is it?
Secondly, is Swift Foot affected by medium armour, and what would her speed become then, with said armour?


"Dr." Cupi wrote:
No, because a ysoki is more than light bulk.

Dang.

Alright, thanks for the help.


Good afternoon.
The other day, my SFS group hung out and played a session.
It was fun, we had hot chocolate and committed war crimes.
Near the end of the session, a thought occured to me, and nobody at the table had any idea on a ruling for it.

Long and short, I'm playing an ysoki Mechanic, because everyone makes one of those when Starfinder first dropped, and I have a medium Combat Drone.
We leveled up, so I have a new Combat Drone robit feat thing to put on.
Since I'm small, if I were to install a smuggler's compartment into my drone, could I just crawl inside of it at the start of the game, and treat my drone more or less like a Mechwarrior?
Think of that Hallowe'en episode of South Park, where Kenny went out dressed as ED-209.


Ravingdork wrote:

If it's strong enough to manage the crank/draw/whatever, then I dont see why not.

Not much of an action advantage though as you'd have to spend an action commanding the familiar and another to pass the crossbow. The familiar would then need to spend it's actions recieving it, cranking it, and passing it back. That would take at least two rounds.

Well, there is no mechanism to determine whether or not a familiar is "strong enough."

And what is to say that the familiar needs to have the crossbow in their own hands to reload it?


vhok wrote:
as far as the bow shooting goes its hard to cite a rule that doesn't exist. how do we show him something that doesn't exist??

It's possible that he did it that time to delay the boss dying so something cool would happen.

We're in the last book of the campaign, so rocket tag is in full effect, with my character dealing routinely around four-hundred damage with a Smite Evil.
But if he does pull it again, I'm going to demand he explain what his metrics.

But I'm asking for a rules thing on ACP more in this instance, since it actually hamstringed a friend's character for a book and a half and caused her to really struggle to survive a prolonged encounter without the rest of us having to play interference.

I can and have tolerated him potentially screwing me over to make his plans work in the long run, or just to keep things on a level playing field, but making a mistake that screws a teammate over to near-death is unacceptable.
He has neutered entire builds I've spent months working on for a campaign, and aside from the anger, I've tolerated it.
But when he says "I don't care what it says, I don't think it works like that" to my friend whose entire character is entirely built around this gimmick, I will tell him off to his face once everyone's gone.


vhok wrote:
as many of us have said kikko armour has a penalty of -3, mithral reduces the penalty by 3 so its zero, this is what mr charisma said, not sure why you think he said differently. masterwork does not need to stack with mithral to get the penaty to zero as kikko armour is only -3 to begin with just mithral alone will take it to zero.

I misread that as 4 with -3, my bad.

MrCharisma wrote:
Spermy The Cat wrote:
I will start my reply with acknowledging your concerns.

Look that all sounds totally fine to me. Sorry if I sounded too judgemental

I did say I don't know you well enough to know how serious it is, but maybe I should have made that more obvious (it was one line half way through the last paragraph), so I'll cop to that as well. Either way it sounds like you and your GM are fine, so you can disregard most of my post.

So in case I wasn't clear (or I was misunderstanding your post) the Mithral Kikko should have an ACP of zero.

The arrow distance one I'm still not sure. I feel like there might have been text somewhere that talks about it, but I wouldn't know where (and I very well could be remembering a different game). At the very least it would follow the rules for diagonals, so every 10 feet upward would add an extra 5 feet to the distance the arrow travelled. Beyond that maybe it was a house rule, but it seems like a reasonable one.

Don't be too hard on yourself, if you learn and appologise then no harm done. The real mark of intelligence is admitting when you're wrong, rather than dogmatically sticking to an argument that makes no sense. Don't treat yourself harsher than you treat others (although ... well maybe go a little easier on them as well =P )

No it's cool, it's good that you're concerned for a group's wellbeing.

In my last group, the DM actively bullied me, one player would get high and steal my car to get fast food, while two others developed a cocaine habit and tried to steal my laptop when I went to the bathroom, and I was the only consistently-present player for that tenure, and I was kicked out because I misunderstood a text and didn't see King Kong.
I miss that group, but nobody ever really thanked me for bringing snacks.

Back to my thing now, the boss was seventy feet away from me, and thirty up, so trig says that was seventy-five rounded.
What confused and enraged me was when the DM imposed a -2 on my attacks, claiming that fly rules indicated that my shots were traveling ten feet for every five actual, meaning that it was outside of my range increment.
I was completely caught off-guard with that comment, since for five years he has never pulled that on us in any campaign.
I wouldn't be surprised if he had forgotten about it when we meet up again.

As for the misunderstanding, he will likely demand I cite my sources, and hasn't always accepted forum answers without pages.


MrCharisma wrote:

1. The GM is right, the MW quality is already included for Mithral.

MITHRAL wrote:
Weapons and armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.

Also as a general rule your ACP can't go below zero - penalties can't be reduced enough to give you a bonus.

2. I'm not 100% sure on this one, but it does make some sense that it would. You would definitely get less range from something firing it straight up (the maximum tange is the apex of the curve) than you would firing forward (where the maximum range is twice the distance of the apex of the curve). I don't actually know what the rules say on this though.

GENERAL NOTE ON BEHAVIOUR: The GM is running the game, so you should defer to his judgement anyway. Everyone gets rules wrong occasionally (there are too many rules for everyone to know them all), so when the GM doesn't know he'll make a snap decision so that the game can continue. This is good GMing. The actual rules often don't matter as much as a smooth and enjoyable game. If the rules are seriously hampering your abilities, and you know the rule well you can argue it, but if the GM pushes back don't continue the argument - once again the rules are less important than the game continuing.

I'm the rules guy in my group, and what I do (or try to do) is take notes when we get rules wrong so that I can bring them uo AFTER the game. If I can clear something up in 5 seconds I'll do it mid-game, but even if I 100% know the rule I'll leave it till later if explaining it will slow the game down.

And finally, if I had a player swear at me for a ruling I'd kick him out. Even if you were right about these rules, that kind of behaviour isn't appropriate at the table. I don't know you well enough to know how serious this post is, but swearing at the GM and then coming here to "prove him wrong" is a toxic mindset. You've elected the GM as the arbitor of rules,...

I will start my reply with acknowledging your concerns.

You're completely right about the "toxic mindset", but the whole group of us don't pull our punches.
We're all mean to each other because we're all friends and we know we don't mean it, and we always back down when it starts going too far.
If the DM didn't want us to swear at him, he would tell us as such, and he wouldn't swear at us either.
All of us, including him, and stopped the game to bicker about something at one point or another.
If he weren't the DM, and just playing normally like the rest of us, we'd be at each other's throats just as much.
In my other groups, we don't play nearly as caustically, and aside from some tense words, play nice.

Now, I'll give you some context; the DM and I have known each other since high school, and we've butted heads for years, to the point that the group jokes that we're an old married couple.
Can't stand him, can't live without him, you know?
I've played with him since day one, and he trusts me enough to act as a Number One when it comes to rules lawyering.
For example, a player brings up a problem with the way the DM played something, DM counters with his understanding of the rules, player pushes back, DM asks me for a second opinion, and 90% of the time takes my input into making a decision.
When I do it, it starts as a disagreement, citing rules and the odd FAQ, grows into an argument, sometimes gets heated, we get back to playing after he tells me off, and at the end of the session I stay behind to help clean up, sit down with him and both dig into finding out what's what.

I hope this makes sense.

Now, as for the armour, you're sure that Mithral kikko armour has an ACP of -1?
If so, that sucks, but I'm wrong and let him know when we meet up next week.
As for the arrow part, he brought it up literally once in the middle of a boss fight where he was 75 feet away according to my trigonometry, when other boss fights in the air had them be further away from me with no problem.
Though as I'm writing this now, I think he was actually trying to stall me for a cinematic interruption of my mount companion coming to rescue me as the ground collapsed, and I absolutely owe him an apology.
I feel like a prick now, great.


Good evening.
I'll cut to the chase, DM says these things work this way, I swore at him, and now I need to prove I'm right.
1. Does Mithral kikko armour have an ACP of -, or an ACP of -1. He says that the masterwork quality of armour does not stack with Mithral.
2. Does firing an arrow upwards toward a flying opponent carry the same movement penalties as flying upwards, ie. every five feet up is equal to ten feet of movement/range?

Any help is appreciated.


Evening, folks, quick question.
You have a familiar, and a crossbow.
Can a familiar with Manual Dexterity, sitting on a character's shoulders, spend two Interact actions to reload a heavy crossbow wielded by the character?


Alright, real talk.
The White-Haired Witch absolutely needs a rehaul.
It's the first thing I was introduced to when I started playing Pathfinder, five years ago.
It's a mess of rules and mental expectations that inevitably turns into a shouting match over the table.
But the sheer flavour of basically playing Sedusa from the Powerpuff Girls is just so appealing.
It just breaks my heart to see something so much character in it struggle to even get on its feet.

Ferious Thune wrote:

The archetype is poorly written in a couple of different ways. You can probably make the touch attack, but the grapple ability won’t trigger off that. To get the grapple, you have to “strike” an enemy with your natural attack. That’s different than making a touch attack.

You can also deliver a touch spell with a natural attack. You just can’t do it on the round that you cast the spell unless you’re a magus with the right abilities. Because casting a touch spell gives you a free touch attack, not a free melee attack of any kind. So you can cast on round 1, attack on round 2 with a normal hair attack, and if you hit, then attempt to start a grapple.

Also, keep in mind that the hair uses strength to attack and not intelligence, if you don’t already have that factored into the insanity. It gets INT to damage, but not to attack. If you’ve got weapon finesse, you could use DEX. (EDIT: You get INT to attack for the grapple, but not for the normal attacks with the hair. Like I said, poorly written in some ways).

But maybe some good news for you is that SKR posted a long time ago that you get 1 1/2x INT to damage if the hair is your only natural attack.

I'm not well-versed on the Magus stuff, so I'll leave that out of this response.

One of the first things we hammered out when I was building the character was to homerule that Int rolled off of everything; Attack, damage, CMB and CMD.
We both honestly feel like that was what was intended for the archetype to begin with, since it's kind of weird that you can be really good at starting a grapple and manhandling people, but really bad at keeping them still, or even hitting them to begin with.
But good news, I went to the DM's yesterday before the session started and talked it out.
He admitted he jumped the gun with the grappling and touch spells, and I agreed that setting off grab with touch spells was by and large too strong.
So I'm back to playing Dr. Badtouch, Samizdat Perestroika.
We're good now, thanks a lot for the help.


blahpers wrote:
Spermy The Cat wrote:
blahpers wrote:

1. It isn't really specified what you can use to deliver touch spells as a melee touch attack. You could certainly hold the charge and use your hair as a natural attack to deliver the touch spell as part of a different action. That would target normal AC, but success would deal hair damage, deliver the spell, and give you a free grapple attempt.

2. You can't just up and grapple them with your hair using the grapple standard action. What you can do is hit them with your hair first (against normal AC) and then initiate the grapple as a free action. That's the very basis of the white hair (Su) ability.
3a. White-haired witch doesn't have grab, though white hair (Su) does act a lot like grab. I'll assume this is what you meant.
3b. You'll need to elaborate on this--what specific situation is in question here?

The third question was the one part of the archetype that the DM and I were unable to figure out, being that whether or not delivering a touch spell through your hair allow you to then grab them.

As for 3a itself, DM ruled that since it sure as heck sounds like it gives you Grab, then you may as well just treat it like you have Grab.

Grab has some extra stuff, good and bad, that this ability does not have (size limitation, the -20 thing, the +4 thing).

Conversely, this ability seems to smuggle in (without stating it) that grappling with the hair doesn't move the grapplee adjacent to you, else the "pull" option wouldn't make sense. I suspect the writer of this ability didn't completely consider the usual scenarios involving grappling with reach differences.

You should check out the PFS forums about this.

Trust me, the discussions are worse.
If I remember right, it almost got banned because the mods were getting fed up with all the arguing when it first came out.


Xaimum Mafire wrote:

Per the rules, you can absolutely hold a touch spell, then discharge it with a natural attack. Core Rulebook under the Combat chapter, section "Actions in Combat," subsection Standard Actions, in case you want to point it out to him directly.

Cast a Spell

** spoiler omitted **...

But can I just touch someone with the hair itself?


blahpers wrote:

1. It isn't really specified what you can use to deliver touch spells as a melee touch attack. You could certainly hold the charge and use your hair as a natural attack to deliver the touch spell as part of a different action. That would target normal AC, but success would deal hair damage, deliver the spell, and give you a free grapple attempt.

2. You can't just up and grapple them with your hair using the grapple standard action. What you can do is hit them with your hair first (against normal AC) and then initiate the grapple as a free action. That's the very basis of the white hair (Su) ability.
3a. White-haired witch doesn't have grab, though white hair (Su) does act a lot like grab. I'll assume this is what you meant.
3b. You'll need to elaborate on this--what specific situation is in question here?

The third question was the one part of the archetype that the DM and I were unable to figure out, being that whether or not delivering a touch spell through your hair allow you to then grab them.

As for 3a itself, DM ruled that since it sure as heck sounds like it gives you Grab, then you may as well just treat it like you have Grab.


Yes.
So my group is playing Wrath of the Righteous, and after getting bored with my Paladin, opted to play my backup, a White-Haired Witch, for the duration of the fifth book.
Now that we're about halfway through, the DM is getting fed up with me just snuffing everything out in one hit, one at a time.
Last session, we got into a big argument over what the hair actually does.
He decided, of his own volition, that
1. You cannot use touch spells with your hair.
2. You cannot start grapples with your hair.
3. Touch spells don't set off Grab.
Which would mean that at this point, my character would be completely neutered, since bad-touching people over twenty feet away and then choking them to death, with over six different debuffs on them at once was his biggest contribution to any given encounter.
I told him that was stupid, we had a back-and-forth shouting match before the session ended and we hung out for another hour.

So here I am now, asking for help.
I know that I have asked several times about the WHW, and even complained at length about it.
But if he's right, and my hair actually doesn't do anything I was informed about, then what in the world is even the point of this archetype, mechanically speaking.
Thank you for your time.


Kyrand wrote:
Is anyone else getting the "Quig instead of Keskodai" problem again?

Yep.


Forgive the necro, but this looks really good so far.
I've been looking for a guide the other day, and you're a step in the right direction.
I would suggest, aside from feats and possible build loadouts, you also bring up multityping.
What archetypes, and how many you can pile up on each other, until it stops being funny.
I do hope you keep working on this.
One thing to note as well, if you try to take the Draconic Scholar ART for humans and halfies, you're locked into using Draconic Bloodline.


Wait a minute, holdon a second there.
I can stack Mirror with the Veneficus Witch.
This changes everything, this is amazing.
This must be much more straightforward than everything else.
It has to be.
Give me a day or two to figure out a build, feats and junk.
But this guarantees it'll be fun.


Election, I was planning on going with a half-elf, and I'd rather keep this pure Witch, for PFS.
But if push comes to shove, I'll switch over to a gnome.
And it's funny you mention the stuff about being thrown into Golarion; I've got several characters in PFS that are just normal people way in over their heads.
One of them is just a party magician who does birthdays, and another is Dr. Sigmund Freud, who woke up in Golarion and now tries to go home so he could get a damn smoke.

But if I were to shift this into a cold build, instead of my intended hopes for an Illusion-jerk, what would you suggest I take for feats, aside from Rime Spell and Chilling Amplification?

So far, what I've got down is, in no certain order:
>Chilling Amplification
>Rime Spell
>Spell Focus (Evocation)
>Extra Hex
>Skill Focus (Diplomacy [racial])

Annnd, if I instead stick with an Illusion build, what would you think I should do?


avr wrote:

A mirror witch gets bonuses to certain skills (diplomacy, per day bluff or extra diplomacy or sense motive or a save, later to knowledge skills whenever they have 10 minutes free), & later on a few SLAs (augury, clairvoyance, scrying). Besides that they're effectively a normal witch whose familiar stays out of sight. Just about anything you can do as a witch you can do as a mirror witch.

You're going to want some social skills to take advantage of the above, so you'll be taking a trait or two which makes social skills run off Int.

Beyond that - a witch who throws around cold spells, possibly with rime spell to make them better debuffs is doable. Winter witch isn't compatible but invoker is. A witch who uses mindwarping spells is dead easy to make. Specialising in crowd control spells and other area effects is doable. There are witches who specialise in the ickiest spells they can find, vomit swarm or spit venom or whatever, or you could take the trickery patron to get mirror image so you can indulge in touch attack spells/spells like whip of spiders or Gozreh's trident.

Shadow gambit BTW works badly.

REALLY sorry for the late reply.

Things went pretty crazy for a bit.

>Shadow gambit BTW works badly.
And there goes the whole lynchpin to my build

I was unaware of the Invoker archetype, and I have to say it's absolutely crazy, and I might take that just to make things difficult for my DM.
So you think a Coldwitch, Brainwitch, or Grosswitch are my best options; I'll have to look those up later, when I'm free for time again.
Trickery is what I'm going with right now, so that's good on my part.
This hopefully pushes me in a right direction, but we'll see if I don't come crying for more help.
Thank you, AVR.


So, the Mirror Witch.
You trade your familiar for a nice shiny mirror, that lets you eventually spy on people, act like an utter narcissist, and that's kind of it.
I want to make one, for PFS.
But I don't know what to do exactly.
How should I build a Mirror Witch?
I initially tried to make an Illusion build, but it turns out that the feat I wanted to use specifically uses Figment spells, and the Witch only has about thirteen of those in their books.
I poked around at maybe a Shadow build, make the character a complete weirdo who takes the sunlight like an Irishman, but I'm...not really sure how Shadow Gambit works.
I'm just completely lost here.
Can someone give me any advice on what to do here?
Feats or Hexes or whatever, doesn't matter.
Patrons, whatever.
I just need a push in the right direction.


TheGreatWot wrote:
Spermy, yours is probably the most singularly unpleasant username that I've had the misfortune of encountering on the internet.

I don't know how to send a PM, so forgive my posting here.

Thank you, I worked hard on thinking this up.
Or I stole it; I forget.


Bruno, I'm sorry to ask, but where are you getting that nonlethal damage from?


Well that sucks.
Good to know, thank you.


So Piranha Strike, from Sargava, the Lost Colony, came out as a kind of "meet you halfway" deal for giving Dex builds access to Power Attack.
You can't two-hand it, I think, but there's not much better.
But what about feat prerequisites?
Can Piranha Strike be used in place of Power Attack for the use of things like Bull Rush, Cleave, Furious Focus, or Style Feats like Jabbing Master?


Ok, one last question, and I think I'm good to go.

Does Final Embrace give me another Constriction, or is it just redundant to my own and is just a stepping stone to Final Embrace Master?


This does help, but I believe I have seen somewhere on here that touch spells do activate Grab, but we'll ignore that for now.

I have three more questions.

>Is there a way to increase your constriction damage, outside of the Final Embrace tree?
>Since constriction applies the extra damage separately, it does much less damage than would be appreciated when manhandling someone with DR, correct?
>For the tiefling, of their "roll 1d100" abilities is to gain a tough, spiky skin, "dealing an extra 1d4 damage when grappling". Would this affect the extra damage from constriction?

Four questions, I lied. You did not answer about the spell damage applying to constriction?


For sake of reference, I shall use the White Haired Witch as an example, as I am most familiar with the archetype, if you've seen me complain about it enough.

So. White Haired Witch. Great in concept. Become Sedusa, from the Powerpuff Girls. By RAW, big letdown in execution. Still willing to pay someone here to errata it and make it complete bs. Hint hint.

You have a hair attack, that deals 1d4+int. Meaning at best, that's 1d4+7 damage. That's pretty good, but past level four, the bloom on the rose fades when everyone else is able to pump out more damage than you by other means, either with more attacks, or with Power Attack. Or Piranha Strike if the DM rules that it counts as a proxy to Power Attack. Which it should, but moving one.

Level two, you gain constriction. Assuming a Dex of +2, you're human and take Improved Unarmed Strike, Improved Grapple and Agile Maneuvers at level three, with a king crab familiar, and taking Grab into account, that's a +10 to grapple someone, and begin making your DM very uncomfortable with how your hair gets everywhere on that orc. And you end up dealing 2d4+14 badtouch on your next grapple, if the orc doesn't break free and turn you into finger paint.

Now, questions at hand. How exactly does Constriction work when you apply the damage? Is it 2d4+14 as I said above, or 1d4+7 twice, meaning you end up dealing way less damage against DR? Does applying Power Attack, Piranha Strike, or even Vital Strike increase your constriction damage? What if you increase in size, or bite the bullet and take Improved Natural Attack? Does Constriction apply to coup de graces if you take throat slicer? What if I use a touch spell? Cast Frostbite, hit somebody with my hair. Connects, 1d4+7 hair with 1d6+2 cold. Does that get doubled too, to 2d4+14+2d6+4?

Any help is appreciated.

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