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4,583 posts (4,593 including aliases). No reviews. No lists. No wishlists. 1 alias.

The save DC used to be 10 + Barb level + Cha mod. Now it is 10 + 1/2 Barb level + Con mod, according to both the PRD and d20pfsrd.

I did not see anything in the UC FAQ, nor a link to the change on d20pfsrd, when and where did this actually get changed?

My friend and I want to make characters with a cool/potent combo ability. We were looking at Ratfolk's Swarming and rather like it. But I'd rather not have BOTH of us be sneak attackers. Is there any other class feature / ability / shtick that benefits heavily from flanking, like sneak attack does?

We're already looking at Outflank and Precise Strike teamwork feats. Besides those.

Are they always lost when the enhancement goes away, like a raging barbarian's hit points? Or does it work like temporary hit points and they're lost first (so if the only damage your item has taken was soaked by the temp. bonus hp, it ends up unscathed)?

For any source of temp. enhancement bonus, unless it actually makes a difference. I was thinking of a Magus's arcane pool, where those hp go away in a minute or less, and the answer to this question could thus matter very quickly in-game.

If you have no clue what I'm talking about, see the table and superscripts 1 and 3. Each +1 enhancement adds +2 hardness and +10 hit points to the magic item.

So, seriously... WTF is going on in the UK?
They're going to institute a "filter" that blocks "horrific" content. That everyone will be locked into unless they choose to opt out. Because who wouldn't be uneasy openly declaring they want access to porn, "terrorist" websites, "violent" content, and more?

Some other links:
What the filter questions may look like
A hypothetical conversation that about sums it all up
Not specific to the UK thing, but on the methodology and reasons likely behind it, while discussing pressure from interest groups to ban content on various websites.



If PF has no intention of ever re-producing the 3E spell, then why did they keep this text?

Align Weapon wrote:
You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.

Also...since when is an unarmed strike strictly a "natural weapon"? Last I knew, it was either both manufactured AND natural, or "up for debate." I guess that was a rule change for PF, as in 3E unarmed strike was a manufactured weapon but for a monk also a natural weapon. Apparently in PF...

Magic Weapon wrote:
You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

It's the opposite; unarmed is a natural weapon (except when it'd benefit them, as with Improved Natural Attack or the 1.5x str to damage if you have a single natural weapon rule...), but for monks it's also manufactured. So...I guess they can get Align Weapon cast on them?

Well, ultimately I'd just like to know about the thread topic. I might have to make new threads for those side rants, though...

6 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

I was wondering how this hex works against Undead, Constructs, Elementals, and Outsiders.

Forced Reincarnation wrote:
Forced Reincarnation (Su): The witch causes a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Reincarnation wrote:
A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can't be reincarnated.

I note that while I'd expect such a hex to be a fort save (which would make undead and constructs immune by default), it is actually a will save. Also, due to the text quoted for reincarnation, apparently the death caused by this hex is not a death effect, lest the hex would never work at all.

So, how does this work?

1. Specific trumps general, with the Hex you *can* reincarnate those creature types.
2. Those creatures are killed as per the hex, but then they get hit w/ Reincarnate, the spell says, "uh...this isn't in my job description, sorry," and does nothing, and they just die.
3. Since they can't be both killed and reincarnated, the hex does nothing.
4. Something else.

I think by RAW, #2 is how it works, though #1 might also be the case. I don't see why #3 could possibly be correct.
The hex does mention killing the target, so perhaps undead and constructs are immune for not being alive. But at least for undead, there are spells to "kill" them or make them "dead," such as undeath to death.

5 people marked this as a favorite.

This is a pretty simple change, but one I feel is necessary to curb an ever growing pile of absurdity with the way extracts work compared with spells. So I propose treating an Alchemist's extracts as if they were spells in every possible way mechanically, with how they are used merely re-fluffed. Behold:

• Alchemists have a caster level equal to their alchemist level, and must make concentration checks as a caster does, using Intelligence to modify the check. An alchemist's extracts are considered to be arcane spells.
• All extracts have somatic components, but none have verbal components.
• An Alchemist mentally prepares daily extracts as a wizard does his spells, and can leave open slots to fill later, taking 1 minute to fill per slot.
• Extracts are “mixed” from the spell component pouch on the spot at the time of casting and do not exist before then.
• Extracts cannot be cast while raging and suffer arcane spell failure when wearing anything other than light armor or shields (other than tower shields).
• The Infusion discovery no longer exists, as extracts work exactly like spells. Likewise, personal extracts can only be used on the Alchemist (or any bonded creature he has the Share Spells ability with). Extracts cast on others are thrown at them with unerring accuracy (like a Chemist from Final Fantasy Tactics), extracts with multi-target are either thrown with lightning speed to all targets or sprayed on them from a distance as with a spray bottle.
• An Alchemist gains the cantrips progression of a bard. He begins with all cantrips recorded in his formula book and can always prepare Read Magic from memory (just as a wizard does) and may choose each day which to prepare. He may select from the following: Detect Magic, Detect Poison, Guidance, Light, Mage Hand, Mending, Message, Prestidigitation, Purify Food and Drink, Read Magic, Resistance, and Spark
• An Alchemist can add formulae to his book from another formula book or spellbook, or from scrolls or potions (which are consumed in the process). An Alchemist can use Craft (Alchemy) to do so instead of Spellcraft. Other casters that use a spellbook can copy spells from the Alchemist's formula book.
• Metamagic feats and rods apply to extracts. Again, extracts are prepared arcane spells.

I think that about does it. Much simpler, much fairer, much better.

2 people marked this as FAQ candidate.

Say my character attempts to break up a grapple between an ally and an enemy. He wishes to do so by bull rushing either his own ally or the enemy far enough that his ally is no longer within melee reach of the foe (keep in mind grapple pulls the other to the grappler, so this might take quite a check result to pull off).

1. If he successfully separates the two enough, did he just break up the grapple?

2. Does the enemy grappler get a grapple check to try and "hold on" (if I rush my ally) or "drag the other guy with him" (if I bull rush the enemy)?

2. a) Does it make much difference, other than the CMD I need to beat, whom I choose to bull rush? Such as for whether the enemy gets an opposed check or not?

2. b) If the enemy does get a grapple check to oppose it, who is he rolling against? My bull rush result? My ally's grapple check or CMD? Must he beat both? Something else?

3. Does it make a difference if the enemy has the Grab special attack, or similar? By that I mean, normally you can not use grapple out of turn (such as on AoOs), even Rapid Grappler only makes it a swift. But with Grab and anything like that, you CAN grapple out of turn, thanks to having it as a "rider effect." So would the enemy having Grab change the answer to anything?

Hi. I was wondering what feats exist in PF that would help allies in some way? My DM lets me re-choose feats for my improved familiar, which is a faerie dragon. One will be the Additional Traits feat to get Helpful, but I'm not sure what to do for the other feat. It would have to be something you can qualify for with only BAB +2, 3 levels / skill ranks, and/or sorc CL 3.

I know of flagbearer, but worry that would make my familiar stand out too much.

I want to make my familiar as helpful as possible to the party, it's sort of his "theme."

Anything on d20pfsrd is fair game, including 3rd party (pending DM permission). Thanks for the help.

First off, am I reading Absorb Toxicity right? That is, you can opt to never absorb a poison or disease and just have immunity for 10 min/CL?

You absorb the toxicity of your surroundings, becoming toxic as a result. While under the effect of this spell, you are immune to diseases and poisons with which you come into contact. When you are exposed to a disease or poison, you can choose to absorb it. Doing so ends the immunity due to this spell to any disease and poison other than the one you absorbed. You remain immune to the new affliction until this spell ends. Casting absorb toxicity on yourself a second time does not allow you to absorb a second toxin, but instead resets the duration of the effect to its full 10 minutes/level.

If you do choose to absorb it, how does it work? The text implies you can pass it on to others. But how so (injury with natural weapons? which ones?) and for how long (end of spell duration?) or how many creatures can you spread it to?

And then, Undead Anatomy I. I have a small dex-based melee Alchemist, and since by the spell's wording, you get the claws and bite regardless of chosen form, this spell looks rather attractive to me as an emergency for battles the mutagen is not available (I rely on feral mutagen). The problem is... I want a form that can fly. Casually searching, I've already found about six corporeal humanoid-shaped *medium* undead with flight, but I can't seem to find a single small one, which is most irritating. Are there any? 3rd party PF is ok as long as it's on d20pfsrd.
Since Zombie is listed by the spell as a valid example, and Zombie actually just a template applied to a different creature and one that retains flight from the base form, can I just polymorph into the zombie of a small winged race?

Thanks for the help.

So, my party seems to need a cleric, and while I don't mind filling in gaps...I tend to hate playing clerics. I don't like roleplaying being religiously devoted to anything, I don't like classes that encourage you to tank it up in big heavy restricting armor, and I don't really like playing casters in general. Oh, and I like battlefield control spells when I do cast, which cleric is lacking in.

That said, I'm trying to see if I can salvage a cleric that is sufficiently different from the typical kind. Samsaran is the keystone to this, as it will let me choose 6 good and interesting spells to add to my list. If people could make suggestions, I would appreciate it, but this is my current list of spells that caught my eye.

Battlemind Link (Inq. 4)
Litany of Righteousness (Pal 2, Inq. 3)
Greater Invisibility (Inq. 4)
Invisibility (Inq. 2)
Telepathic Bond (Inq. 5)
Overwhelming Presence (Inq. 6)
Bloodhound (Inq. 2, Rng 2)
Entangle (Drd 1, Rng 1)
Stone Call (Drd 2, Rng 2)
Shifting Sand (Drd 3)
Ball Lightning (Drd 4)
Echolocation (Drd 4)
Obsidian Flow (Drd 4)
Sirocco (Drd 6)

Spells that I especially like are bolded; ball lightning is bold solely for the potential to combine w/ Dazing Spell.

I would also like domain suggestions. I do not really want to worship a god and the DM is cool with making one up to match my domain needs, so any 2 that don't conflict would work. Please just throw out suggestions w/o regard for what deity grants what. Thus far, the most appealing ones seem to be:

Fire w/ Ash AND Smoke subdomains - Please no arguments on if this is RAW legal
Travel w/ Exploration subdomain
Madness Domain - I love vision of madness, not so hot on the 8th level or spells
Liberation Domain
Animal w/ Feather subdomain - But not sure I want to have a pet
War w/ Tactics subdomain - Great abilities, but the spells stink and my last druid just had this
Healing w/ Restoration subdomain - May as well embrace the main reason we need a cleric

Part of the problem with picking domains is I really don't have much of a theme or concept yet. All I know for sure is I want a Samsaran with a guided weapon and maxed out wisdom. Probably go sword and board (guided property doesn't incentivize 2H much) and probably use a morningstar, due to no deity proficiency, unless I spend Exotic Prof. feat on something really nice. Also, planning to use mithral breastplate, though dex will not be nearly high enough to get optimal AC out of it.

Would start at 8th level, and I'm not sure how high it'd go, but for things like spell picks (as Samsaran) I don't think I have the patience to wait for anything above 6th level.

Thank you for your help.

Hey, I'm planning a half-orc character and noticed that as of ARG, half-orcs can pick up Endurance as a racial feat. I figured I would get Diehard and Deathless Initiate (Master seems bad and Zealot is cool but not worth the bad feats it takes to get there, IMO) and later on Stalwart and Improved Stalwart.

Are there any other feats, preferably useful/interesting ones, that require either of these feats? D&D 3E had the amazing Steadfast Determination feat, but sadly there doesn't seem to be anything like that in PF. Anything suggested would have to be on (so sadly, I can't take the tusked trait... :( ), but 3rd party is tentatively ok pending on my DM's decision.

5 people marked this as FAQ candidate.

So, with UC, a lot of feats, monk-related, have requirements that read like, "BAB +9 or Monk level 9th."

What if you're, say... a Fighter 5 / Monk 4? Would you qualify? If not, why not? Why is it a Monk 9 could qualify, a Fighter 9 could qualify, yet a Fighter 5 / Monk 4 cannot?

To me, it seems like these feats should work like flurry: you count your monk level as if it is your BAB from your monk levels instead of the actual BAB.

But I am not clear if this is the case, so please hit FAQ.

1 person marked this as a favorite.

Just threw this together to incorporate the old 3E prestige class features and a littel of the bloodstorm blade, in an attempt to make a class that can use thrown weapons well in PF. Why Fighter? Because people tend to not mind it when you homebrew them to be awesome at a given fighting style. That's about the main reason, frankly.

For someone who wishes to throw weapons, this is obviously stronger than the class features replaced. Again, that is because throwing weapons is a subpar combat style, and the point of this is to make it a good option.


Master Thrower (Fighter Archetype)

Skills: A Master Thrower adds Sleight of Hand to his class skill list.

Deft Hands (Ex)

At 1st level, a Master Thrower gains Throw Anything and Quickdraw as bonus feats. Quickdraw applies to splash weapons, as well.

This replaces the Fighter's 1st level bonus feat.

Thrown Weapon Trick (Ex)

At 2nd level, and every 4 levels thereafter, the Master Thrower learns one thrown weapon trick, chosen from below. Tricks can only be used when throwing a weapon or splash weapon, not with projectile weapons or melee attacks. Tricks can only be used within the first range increment of the thrown weapon, unless the Fighter has Weapon Focus with that weapon, in which case tricks can be used with attacks up to its maximum range. Some tricks have a minimum Fighter level requirement.

- Deadeye Shot: The critical multiplier with thrown attacks increases by 1 (for example, a dagger would have a x3 multiplier). This does not stack with any other effect that increases critical multiplier. At 20th level, this trick instead allows the Master Thrower to inflict critical hits even on creatures immune to them. A Master Thrower must be at least 14th level to select this trick.

- Defensive Throw: By making a Sleight of Hand check (DC equals 10 + 1 per number of threatening foes) as a free action, the Master Thrower can make thrown attacks for 1 round without provoking attacks of opportunity. Failure means any throws she makes for that round provoke as normal for making a ranged attack while threatened.

- Double Toss: The Master Thrower can, as a standard action, throw two weapons at one or two targets within 30 ft of each other. All penalties for Two Weapon Fighting apply to these attacks, however, the offhand attack gains full strength bonus to damage.

- Palm Throw: When using little thrown weapons (darts, shuriken, and daggers; a DM may allow other weapons), a Master Thrower may throw two such weapons with each attack roll, each pair against the same target. Damage (and damage reduction) is resolved separately for each, but the Master Thrower does not apply her strength bonus to either damage roll.

- Ricochet Shot: With this trick, a Master Thrower can choose to have a thrown weapon continue to make further iterative attacks by cleverly bouncing the weapon between targets. Upon each successful hit, the Master Thrower can choose to treat that target's space as the point of origin for all effects and purposes for his next thrown attack, using the same weapon. This can allow the Master Thrower to attack beyond her normal range limit, have an attack originate from the other side of a barrier providing cover, and so forth. She must ricochet to a different target than the one just struck, but can otherwise bounce the weapon between two targets if desired. She cannot ricochet a shot after a miss and does not gain any more attacks than normal with this trick. This trick does not work with weapons that are destroyed when thrown, such as shuriken and splash weapons. A Master Thrower must be at least 6th level to select this trick.

- Sneaky Shot: As a move action before making a thrown attack, a Master Thrower can make a Sleight of Hand check opposed by the target's Perception check. If successful, her foe is denied dexterity bonuses to AC against the attack.

- Trip Shot: A Master Thrower with this trick may, after doing damage with a thrown attack from further than 5 ft away, choose to attempt to trip the target as well. Roll a combat maneuver check, using dexterity (or whichever ability modifier the Master Thrower uses on thrown attack rolls) instead of strength modifier. If the check succeeds, the target is tripped; there is no penalty for failure. A Master Thrower must be at least 6th level to select this trick.

- Tumbling Toss: The Master Thrower may move up to her speed, and make a single thrown attack as a standard action at any point during her movement. If she succeeds on a DC 25 Acrobatics check, the movement does not provoke attacks of opportunity. She must still beat the normal DC with her check to move through an opponent's space.

- Weak Spot: Against a target of her size or larger, a Master Thrower with this trick can resolve thrown attacks as ranged touch attacks. For any such touch attacks that hit, the Master Thrower does not apply strength bonus to damage. This trick cannot be used with Palm Throw. A Master Thrower must be at least 18th level to select this trick.

This replaces Bravery.

Weapon Training (Ex)

At 5th level, the Master Thrower gains Weapon Training with the Thrown group, for a +1 bonus. The bonus increases every 4 levels thereafter, up to +4 at level 17. The Master Thrower also gains this bonus on attack rolls with splash weapons and damage rolls against a target that is hit directly with one (but not on the splash damage).

The replaces Weapon Training 1.

Meteor Throw (Ex)

At 9th level, the Master Thrower treats any weapon or splash weapon she throws as if it had double its normal range increment, including improvised weapons (which would thus have an increment of 20 ft).

This replaces Weapon Training 2.

Lightning Ricochet (Ex)

At 13th level, the Master Thrower is able to curve his throws and ricochet off targets such that his thrown weapon immediately returns to him after each attack is resolved. This allows the Master Thrower to make multiple attacks in a round with the same thrown weapon. Thrown weapons that are destroyed upon a hit or contact, such as shuriken and splash weapons, do not return.

This replaces Weapon Training 3.

Critical Throw (Ex)

At 17th level, the Master Thrower treats any weapon or splash weapon she throws as if she had the Improved Critical feat for it, doubling its threat range. This does not stack with the Improved Critical feat, the keen property, or any similar effects.

This replaces Weapon Training 4.

Thrown Weapon Mastery (Ex)

This applies to thrown attacks with any weapon or splash weapon the Master Thrower makes, instead of on all attacks with one specific weapon.

This modifies and replaces Weapon Mastery.

Thoughts? Ideas for other thrown weapon tricks? I left out the two with one throw from 3E, because I never saw the point of that, added in the Ricochet one based sort of off Bloodstorm Blade techniques, and modified the rules/language of most of the tricks. It is overall fairly similar to the prestige class, though I have Weak Spot requiring a MUCH higher level than in 3E (5th level of a 5 level prestige class, could have by level 10, or level ~ 12 if entering as a rogue).

Simple question.

Can a Synthesist take the Ability Increase evolution and apply it to his own mental scores? In other words, use his bio suit to boost his save DCs of spells?

"While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). ...The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions."

Only text that seems relevant. I figure since the eidolon doesn't actually exist as a creature, no feats for example, it would go to you. But would like confirmation.

2 people marked this as FAQ candidate.

I just noticed something reading Nagaji and Samsaran races.

•Languages: Samsarans begin play speaking Common and Samsaran. Samsarans with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, and Terran. See the Linguistics skill page for more information about these languages.
•Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan. See the Linguistics skill page for more information about these languages.

So... does the Nagaji language not actually exist, or are Nagaji, with their racial -2 Int, so ****ing stupid that they don't even know their own racial language (or have it as a bonus language option!)?

8 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

In the transition from 3E to PF, paizo added a new superscript to its magical properties for ranged weapons table that did not exist before -- #2, "Bows, crossbows, and slings crafted with this ability bestow this power upon their ammunition."

In so doing, they potentially made several previously valid options to be placed on a projectile weapon invalid -- Distance, Seeking, and Speed, to be specific. Brilliant Energy also lacks the 2, but its own text (unchanged from 3E) explicitly restricted it from being placed on a bow, crossbow, or sling already anyway.

This is IMO pretty silly, especially in the case of Distance, since ammunition doesn't even have a range increment, so requiring it to be placd on the ammunition is even more strange.

Is this intentional, an oversight, or does lacking the 2 (and thus not applying the property to ammunition) not required in these properties' cases (in which case a clarification would be nice)? An answer for all three properties would be appreciated.

Ok, simple question. Where are these listed? Are they just spellbooks, with the same weight and cost and page count? Does it come with the Alchemist's Kit (it is quite heavy and expensive compared to a material component pouch...) ?

What are the merits of choosing one over the other from a mechanical perspective, rather than a "which one will get you chased out of town by villagers with pitchforks" aesthetic perspective?

They're very similar benefit, but it seems like the Tentacle is just plainly superior, albeit not by a wide margin.


Benefit: The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.


Benefit: The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).

Special: An alchemist may take this discovery up to two times.

So, tentacle's unique benefits are that:
1) It can be anywhere on the body (it says you need magic or bulky clothing to conceal, does that mean having it extend out of your mouth from your throat isn't allowed?) and not just torso.
2) Gives you a weak natural attack w/ Grab that you may or may not ever get much use out of, due to the attacks restrictions.

Arm's benefits are more sketchy or questionably of use...
1) You need it (twice) for Parasitic Twin, while as Tentacle is a pre-req for nothing other than a starring hentai role. That said, PT is pretty underwhelming for a 3 discovery investment... It's basically just a really gimpy version of Slippery Mind you can only use 1/day.
2) Possible benefit in the note, "though the alchemist can still only wear two rings and two hand magic items at a time." If a pair of gloves/gauntlets is considered "one hand magic item" since they only function together. Then you could use a third arm to wear a hand magic item that comes individually, like gauntlet of rust, along with the pair. I suspect this does not fly, however.

So, yeah, pretty evenly matched, but tentacle's easier time hiding / fitting armor and the optional grab for when you need it seem to make it plainly better to me. Am I missing something? Agree? Disagree?

Normally stored in the form of small, salty pellets in a dry container, this reagent can be mixed with a flask of water and stored safely. Nushadir neutralizes acid; a vial of pellets or a flask of nushadir-water is enough to render a cubic foot of acid safe to touch in 1 minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster’s gullet. Nushadir vapors are slightly irritating to the eyes, nose, and mouth, causing nausea for 1d4 rounds after close exposure (Fortitude DC 10 negates).

If you wanted to use the vapors to inflict nausea on an enemy, could you? From range preferably, so it doesn't also affect you.

I imagine you'd throw it against touch AC much like a splash weapon (not sure if it'd have a splash radius, though) with range increment 10 ft, to try break the container against someone and have the vapors release.

Can you do this? How would it work if my above concept is incorrect? Would the vapors only affect the target, or adjacent spaces as well?

10 gp for a ranged nausea weapon seems pretty awesome if it's possible, even with such a low fort save DC.

So, I'm joining an E6 game (epic 6, basically you stop gaining levels at 6 and just gain bonus feats from xp after that) and planning to play a Dawnflower Dervish bard. I'm having trouble picking race and feats. I wanted to be a Fetchling, but DM's restricting it to core races only.

[Race??] Dawnflower Dervish Bard 1
HP: 9 (1d8 +1)
AC: 17 (10 +3 armor +4 dex)
Touch: 14; FF: 13
Str 10, Dex 16 [18], Con 12, Int 14, Wis 8, Cha 16
(Assuming Human, Half-Elf, or Half-Orc for racial stat bonuses)
Saves: Fortitude +1, Reflex +6, Will +1
BAB +0; CMB +0 [+4 w/ scimitar]; CMD 14

1 Enforcer
1 Dervish Dance [Bard]

Traits: Blade of Mercy, ??

That's the basic idea. Fights with a scimitar, mostly does nonlethal (thanks to blade of mercy) and intimidates w/ Enforcer to try and end fights without killing. It's an urban game, so doing nonlethal will presumably be helpful.

Race, I'm not sure. Dex is the most vital stat, but cha is quite important, too. But the only core race that boosts both is halfling. I don't mind dealing with lower weapon damage, but the -4 to intimidate is just not acceptable. I know of the Taunt feat, but I'd rather not have to wait till 3rd level to reliably be able to intimidate, and most enemies will be humanoids, so the main benefit of "no penalty despite how much smaller you are" will basically never pay off anymore than not being small to begin with would.

Half-Elf would give some decent boons and Skill Focus so that I can get a Familiar at 3rd level (Eldritch Heritage). Mt friend is doing just that with a Summoner; we could be siblings with the same arcane bloodline maybe. Familiar also opens up Improved Familiar (Lightning Elemental, I guess?) and Evolved Familiar, and Improved Share Spells, so it'd give me many good feat options well into the campaign.

Human has the excellent favored class option of more spells known, and my skills seem very tight (once you hit 6, you will never get another skill rank, only skill focus, etc... so I'm trying to plan my skill point expenditures as well as possible), so that's appealing. Most of all, it has the bonus feat. I figure spending it on Skill Focus and doing the familiar thing would be a waste vs. just being a Half-Elf, but... I can't find much better to use the feat towards.

Dawnflower requires having no weapon or shield in your off hand, so I naturally would like some sort of feat(s) that make use of having a free hand. First thought was Crane Wing, but that needs BAB +5, I will never have more than 4. Deflect Arrows is another option, but I have never seen a DM make much use of archers. I guess I could just carry a torch, but as a bard I can make light sources out of my weapon or send dancing lights up ahead, so that seems pretty pointless. Is there any other feats in PF to capitalize on 1H fighting? Multiclassing is not an option, I want all my bard levels. :)

So right now, default plan is human w/ bonus feat on Arcane Strike, favored class spent on an extra cantrip. But I'm not really happy with that. If there is something I could be building towards, I'd rather start right away.

So...any tips? Also, tips for the other trait? I was thinking Accelerated Drinker and just hold a potion in the other hand. But, that trait has "drinking" connotations I don't necessarily like for my character. Thanks for any help.

When, where, and why was this nerfed/errata'd?
I recall for months having d20pfsrd inexplicably with the ability removed w/o any reference as to why, but the PRD entry still having it. Now neither do.

Related threads from before:

All I see is JJ's "easy fix" suggestion of removing it. Which is both draconian and...totally not official. So...what happened here? What blog/FAQ/errata entry did I miss?

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I've found the Monk to be the weakest class in PF, like it was in core 3E, and perhaps even worse off. Therefore, I am considering making all of these changes to make monks a more serious threat in melee, provide an avenue for them to combine their speed and multiattacking cornerstones, "only" need three attributes to be effective, and just in general to make some of their especially bad class features suck less. This is what I've got so far (I think higher levels could use some more stuff still):

- Qinggong Monk replaces Monk as the class (since there's really no reason for a Monk not to be one). Any Ki Power that grants a feat only costs 1 Ki (unless it cost 0 already) and lasts for a number of rounds equal to the Monk's Wisdom modifier each activation.

- Monks recieve full Base Attack Bonus, not just when using flurry of blows. The benefit of maneuver training is that Monks add their Wisdom modifier, in addition to strength, to their Combat Maneuver Bonus. The Monk's Flurry of Blows receives Improved TWF at level 6 and Greater TWF at level 11 to reflect the change in BAB.

- Bonus feats: A monk may select Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Mobility, Scorpion Style, and Throw Anything as bonus feats at 1st level, without needing to meet any of the requirements. At 6th level, she may also select Gorgon's Fist, Ki Throw, Snatch Arrows, Spring Attack, Tripping Twirl, and Wind Stance. At 10th level, she may also select Greater Blind-Fight, Improved Critical, Improved Ki Throw, Lightning Stance, Medusa's Wrath, and Whirlwind Attack. Bonus feat progression is the same: 1/2/6/10/14/18

- AC Bonus: A Monk gains a +1 bonus to AC, in addition to her Wisdom modifier, at level 2. This bonus increases by +1 every three levels thereafter (5th, 8th, etc...). This progression replaces the current one of +1 per 4 levels.

- Inner Strength: A monk may use her Wisdom modifer to determine bonus hit points for each Monk HD she posseses instead of Constitution. At 3rd level, the Monk has learned to fully harness her strength of will. She may now replace Constitution with Wisdom on Fortitude saves, and dies when her negative hit points total reaches her Wisdom score, rather than Constitution. If she suffers enough ability damage or drain to reduce her Constitution score to zero, the Monk remains in a catatonic state but does not die until a number of rounds equal to her wisdom score transpire, and only if her Constitution has not been brought back above 0 by then.

- A Monk's Fast Movement bonus applies to any mode of movement for which she has a listed speed (as it worked in 3E).

- Ki Strike: Ki Strike (Magic) gives an actual, continuous enhancement bonus to the Monk's unarmed strikes. It starts at +1 at level 4 and increases every four Monk levels thereafter, up to +5 at 20th level. When the Monk gains Ki Strike (Lawful), her unarmed strike gains the Axiomatic magical property. Ki Strike is a Supernatural ability.

- Monks, and only Monks, may take Improved Natural Attack (Unarmed Strike) as a feat once they meet the requirements.

- Maneuver Mastery: At level 5, a Monk can initiate any combat maneuver without provoking an Attack of Opportunity. Furthermore, she is treated as though she has all the "Improved" combat feats and their prerequisites for the purposes of qualifying for other feats. Note, she does not gain the +2 bonus an Improved maneuver feat grants unless she actually posseses it.

- Wholeness of Body only costs 1 ki point to use, and heals hit points equal to double the Monk's level as a standard action, or hit points equal to the Monk's level as a swift action, the benefit and associated action chosen by the Monk each time she uses this ability. At level 15, Wholeness of Body always heals twice the Monk's level in damage and can be used as an Immediate action. If used in this way, it can heal the damage as it happens and prevent the Monk from reaching the dying, dead, staggered, or unconscious conditions.

- Rushing Torrent: At level 7, a monk has perfected her flurrying technique and can now add her additional flurry of blows attacks to any attack action, instead of being limited to a full attack action. This includes, but is not limited to, readied actions, charges, and Spring Attacks. The monk simply chooses to apply the flurry attacks at the start of the action (taking the appropriate attack penalty to attack rolls). If used with Vital Strike or a similar feat, base weapon damage is only multiplied on the first attack.

- Perfect Self: In addition to the listed benefits, the Monk gains Fast Healing 5 and a Fly speed of 60 ft (plus Fast Movement) at Perfect maneuverability as constant benefits. The Monk may still be considered her original creature type (such as Humanoid) in order to receive beneficial spells or effects. Finally, the Monk gains Smite Chaos once per encounter, as the Paladin ability Smite Evil, except that it targets chaotic creatures, uses Wisdom modifer and Monk level instead of charisma and Paladin level, and deals double damage on the first hit to a chaotic outsider or a creature with the chaotic subtype.

1. The mount obviously gets the +1 / 4 levels part of the AC bonus, but does it use its wisdom modifer, or the Sohei's?
2. If the Sohei spends a ki point to get an extra attack with a flurry, does the mount gain an extra attack? I'm guessing no, but just curious.
3. Does Ki Weapon apply to any attacks the Sohei makes until the duration ends, or only attacks with one specified weapon? The wording "grant any weapon he wields (including his unarmed strike)" is ambiguous and could be interpreted either way, IMO. I'm leaning towards the former, since any attack he makes is with a "weapon he wields".
4. Does Ki Weapon stack with an existing enhancement bonus like the Magus's similar ability? If not, does it overlap (ie, "you only get a +2, so your +3 holy weapon is still a +3 holy weapon") or overwrite (ie, "your +3 holy weapon is now a +2 weapon") the original weapon properties?
If it doesn't stack, then it seems REALLY awful compared to the Magus's ability, which lasts 5x as long and not only stacks with the weapon but gives special ability options, too.

Thank you for any clarification.

Simple question, really, as in the thread title.
Horse Master

Horse Master (Combat)

You blend horsemanship skills from disparate traditions into a seamless mounted combat technique.

Prerequisite: Expert trainer class feature, Ride 6 ranks.

Benefit: Use your character level to determine your effective druid level for determining the powers and abilities of your mount.

Normal: You use your cavalier level to determine your effective druid level for determining the powers and abilities of your mount.

I realize "mounted combat" isn't any sort of officially designated feat category like "combat" or "teamwork" or "metamagic." So I'm asking. If you say no, do you think a feat would either need to BE Mounted Combat or have it as a requirement to be a "mounted combat feat"?

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