Augmented Gearsman

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Andostre wrote:

Here's the link to his first thread.

Swish!, I've never played that high, but I wish you luck. How long do your combats last?

Also, what is a "boss-killer" build?

Combats are complicated. Throwing x6 bombs is time consuming to resolve for sure.

The Paladin is really good at picking a big scary monster and smiting it.


I am Nemesis wrote:
played in skulls & shackles, not heavily optimized, easily adaptable to any campaign; ** spoiler omitted **...

Oh weird, thanks for pointing that out. Cool build!


Yo Pathfinders!

Roughly 2 years ago I created the following thread: https://paizo.com/threads/rzs2ui5k?High-Level-Campaign-Character-Ideas

The summary: I joined a high level campaign where the party started at level 16. My initial character was a Druid, who unfortunately headbutted a Sphere of Annihilation VERY early in the game. Because I didn't have a back up concept, I turned to the masses for suggestions.

What I eventually ended up playing was a Half-Orc Alchemist who focused on blowing stuff up. The problem is that I went WAY too hard into bombs. Most fights would start with me dropping 48d6+126ish of whatever energy type I want into a room and causing all of the survivors to be nauseated, prone, and staggered. It was impressive...but made fights very boring. So much to the point where I would try and find in-game reasons to not fight for a couple turns just to make them more interesting.

Long story short my character caught a minor case of death, which is entirely not a permanent issue at this level. But the first thing our Cleric asked me is "Do you want to be resurrected?" and to be honest, the answer was no.

So here I am; 2 years later, asking the same question. What should I play?

Perameters:
Character is 16th level
Standard races
Only allowed books are the CRB, APG, Ultimate Equipment, and relevant Bestiaries.
Current party includes: Trapfinding Rogue, Cleric/Wizard Mystic Theurge, Witch hex/debuffer, Paladin Boss-killer, two-weapon Fighter.

I'm looking for something that is fun, and has an impact on the game without dominating it or invalidating another character. Any suggestions?


Chromantic Durgon <3 wrote:
Inquisitor archer wouldn't be a bad idea, in a recent archer DPS thread they came out second only to war priest at level 10 and I suspect they take the lead at level 12, plus by level 16 you just reached 6th level casting which is nice. They also make great knowledge skill users which can help supplement your mystic theurge :)

You don't happen to know which thread? I always assumed Inquisitors would be a step below full BAB classes more attacks.


Dastis wrote:
An arcane trickster built to play as an assassin. Use a ring of invisibility + mind blank out of combat and greater invisibility + mind blank in combat. Your party might not even know your there for a few sessions. They just find a few dead bodies here and there, 1/7th of the loot mysteriously disappears, and every once in a while they hear footsteps with no source

Would be totally easy for me to get reintroduced to the party.

I was actually always a party member. They just didn't know it


Ryze Kuja wrote:

Swish, are you opposed to ranged specialists? Like a Slayer (archery/stealthy) or a Zen Archer?

Or healing class? Vitalist with Intercessor method would be awesome for a group like that

Not opposed to Archers at all. I'm pretty familiar with how much damage output a well tuned arrowslinger can do.

I'm not particularly interested in playing a primary healer, mostly because I get shoehorned into it a lot, though I'm not opposed to a secondary one.


Bah I should have mentioned: GM is only allowing content from the CRB and APG. Good advice so far though


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Ho Pathfinders!

So I just joined in a campaign that is starting at level 16. 3 game sessions in, my Druid headbutted a Sphere of Annihilation...

I wasn't planning on having to make ANOTHER level 16 character so I'm a little tapped on ideas, so I turn to the masses for advice.

Party makeup consists of:

2-hander Paladin "Boss Killer"

2 weapon sword/shield Fighter "cuisinart"

Rogue who does a little damage, but just invalidates any trap in the dungeon

Wizard/Cleric Mystic Theurge with a binder full of spells that aren't 8th level

Witch who focuses on Hexes and debuffs

And a Dragonblooded Sorceress who isn't great at blowing stuff up, but has a lot of fun doing so.

Suggestions?


It looks like the cost for the Armbow is too low (5750gp). The original was 20,000gp. At bare minimum it's a +2 weapon with an additional bonus (so likely at least a +3 weapon)

Also the bonus feats for Artificer are different from the description to the Table Summary (at 2nd and every 4 levels in the description; 2nd and every 2 levels in the Table).

I'll let you know if I find anything else.


tzizimine wrote:
Swish! wrote:

An incredible amount of work has obviously gone into this, and thus I tip my hat to Tzizimine for his hard work.

I do have a question about the Wand Mastery feat. It says one of it's prereqs is caster level 9th. The Artificer class has Wand Mastery listed as one of the bonus feats it can take but it needs to be able to qualify for it. As I understand, Artificers do not have a caster level because Infusions are not truly spells. Is it intended that Artificers qualify for the feat at 9th level?

Artificer do have a caster level, in same way that alchemists have caster levels. Infusions still use the caster level variable for determining the effects of the infusions (duration, range, etc.) The only difference is that infusions are not spells, just like extracts are not spells.

I assumed that's the way it worked thanks for the clarification!


Castilonium wrote:
Swish! wrote:
If you play a Cleric of a deity that uses a ranged weapon like Bow or Crossbow; you can use Spiritual Weapon as a literal turret. Since it's a force effect, you can also use the Toppling Spell Metamagic Feat to knock people prone.
It doesn't matter what favored weapon your deity has, ranged or melee. The spiritual weapon has no speed, reach, range increment, etc. For all intents and purposes, it's just a force damage-over-time spell that visually looks like a weapon. The only difference between different weapons is the crit threat range and multiplier.

I guess that's true, even if it's a melee weapon it still just automatically moves to and attacks whatever you direct it to, which is functionally the same as a ranged weapon: "Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action."

So actually it doesn't matter what weapon your using.


An incredible amount of work has obviously gone into this, and thus I tip my hat to Tzizimine for his hard work.

I do have a question about the Wand Mastery feat. It says one of it's prereqs is caster level 9th. The Artificer class has Wand Mastery listed as one of the bonus feats it can take but it needs to be able to qualify for it. As I understand, Artificers do not have a caster level because Infusions are not truly spells. Is it intended that Artificers qualify for the feat at 9th level?


Joe M. wrote:

Yeah, it looked like my best option in context, but with you on that.

BUT just realized—Manyshot won't work with a crossbow! That's a pretty huge hit to damage. Going to have to re-evaluate. Hoping the loss doesn't set the build *too* far behind. :-/

Any suggestions?

You won't get Manyshot at 6th level, but you can pick up a double-crossbow at level 11 (if you go full Bolt Ace) which basically doubles the number of shots you make in a turn.


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If you play a Cleric of a deity that uses a ranged weapon like Bow or Crossbow; you can use Spiritual Weapon as a literal turret. Since it's a force effect, you can also use the Toppling Spell Metamagic Feat to knock people prone.


bookrat wrote:

A few things:

1) Familiars are fantastic. I strongly recommend them. They're a great source of other ideas, can be great scouts, can assist with skills/attacks/etc with aid another, and may have skills you do not.

2) Summoning is one of the most powerful abilities in the game. Even if you don't grab the two recommended feats (and two feats isn't a long feat chain), you should still be casting summoning spells when you can to turn the tide of battle. The feats are Not required, they just make you better at it. It's ok to not get them if you want to focus your feats elsewhere, but don't neglect to cast them or keep them prepared.

3) Depending on the knowledge, it isn't a throw away feat. Knowledges that identify monsters are some of the better skills in the game. They allow you to identify strengths and weaknesses of monsters so you and your allies can target them where it hurts. Without knowledge skills, your cleric wouldn't know that many golems are immune to magic.

1) Totally agree

2) Summoning is a deep feat tree. You have to take Spell Focus Conjuration first (which is likely a wasted feat on a Cleric who doesn't cast any conjuration spells that have a saving throw). Augmented Summoning, Superior Summoning (extra doods!) and finally the big one: Sacred Summons (which lets me summon some things as a standard action instead of full round...meaning I don't have to take concentration checks if I get attacked during the round). If I take them all, that's takes me all the way up to 9th level.

3) The knowledge skill focus still feels a bit wasted. We have a wizard in the party who is going to be way better at identifying monsters.

Update: I just learned about the Eagle domain from Ultimate Magic. One thing I didn't catch is that if I worship Abadar, I won't be able to meet the alignment restriction for the familiar. If I switch to Shelyn, I can try to talk my GM into letting me swap the Air domain for the Eagle domain, which gives me a hawk familiar at full level.


Hey Pathfinders,
I'm building a Cleric for an upcoming Reign in Winter game. So far I know I want to be an Aasimar, and I want to worship Abadar. I've been thinking on Eldrich Heritage to pick up a familiar. I've heard wondrous things about Oracles with familiars and I don't see why the same wouldn't work for a Cleric (as long as I meet the CHA requirements). I'm just not sold on spending so many feats for a bird that can deliver touch spells. Skill Focus in a Knowledge skill is mostly a throw away feat, so I won't pick up the familiar until level 3. Level 5 I know I want Divine Protection. At some point I want to take improved Familiar (probably at level 9) so I can take a Lyrakien (High CHA so it can use magic device).

I also wanted to be able to do some summoning, but that requires a long feat tree as well, so I don't think I can do both. Does anyone have any experience building a cleric with a familiar and if it's honestly worth it?


Rules question up front: If a creature has a base damage of say: 1D2-4, but they get bonus moral damage from a source, say from a Desecrate spell
for undead, do you add the bonus damage after you subtract the -4 from the dice roll, or before?

Backstory:

I am designing an encounter for my party where they will be tasked with killing a corrupted Treant known as the Squirrel Lord. In his good aligned days, he was known as a safe haven for Squirrels, however due to a demonic incursion across the land, he was corrupted by Orcus.

I am using a Gnarlwood as the basis for the boss. Because of his Animate Dead SLA, and his caster level of 14, he can control 56 HD worth of Skeletons or Zombies. He also has Desecrate and Unhallowed, as well as an alter to Orcus.

My idea, is that he can control up to 56 skeletal squirrels, will the skeletal squirrels be doing 1 damage per hit, or 3 damage per hit (with the Desecrate spell)?


Rerednaw wrote:

Sorry I saw the title and thought this thread was about those 3 foot furry critters from Endor and how they used logs to trip those pesky Imperial Walkers...

YUB! YUB! :)

Trip builds are like almost all combat maneuver builds in 3.5, okay to great at low levels, marginal at early mid...and a waste of feats at middle to upper levels. With a few optimized exceptions, it just isn't worth it in the long run.

Trip is worse because there are so many ways around it. Flying, serpent, limbs, or just a big monster...and they are plenty of those as you level up.

<edit to add info>
JB has already spoken to this (no):

http://paizo.com/threads/rzs2l0rq&page=3?TripLocking-Doesnt-Work-Offici al-Ruling-or-Not#111

Ah nevermind Nate, Rerednaw posted the link to Jason's ruling which supports your earlier statement. That does settle that. Thanks guys!


nate lange wrote:

there is no triplocking any more.

the AoO from standing up interrupts (occurs before) you actually stand up, so if they use it to re-trip you you're still on the ground (which was already the case) and then you finish your action (standing the rest of the way up).

a trip build can still be effective (especially with a reach weapon and combat reflexes- it becomes very difficult for humanoids to get to or past you), but not at all game breaking.

Nate: I don't see any evidence in the SRD that says the AoE happens before or after the target stands up. Is there something in the FAQ about it?


I want to get a GM opinion on the Trip combat maneuver. One of the changes they made in Pathfinder from DnD 3.5 is that it is possible to make a Trip combat maneuver instead of an attack of opportunity. Now I've never played with it this way in my games, because I remember how awful it was in DnD 3.0 when a character would trip lock someone (you trip them, they try to get up>provoke an AoE, then get tripped again). I don't see much on the boards or in optimization guides about Trip locking so I'm curious as to how effective it really is, and if I should open it up in my game.

Do any GMs or players have any experience with allowing Trip combat maneuvers during attacks of opportunity?


There are a couple of good options actually. If your open to what Mystery you want to play, you could take the Nature Mystery, which gives you access to an animal companion mount. If your a small sized race, you can take a wolf or dog, which makes it easier to move around a crowded dungeon.

You could also take the Eldrtich Heritage feat, which gives you the 1st level power of a Sorcerer Bloodline. If you take Arcane, that gives you access to a Familiar, which can deliver touch spells (flying familiars are great for this).


Hello Pathfinders,
Trying to find a clarification on the Despair power that Mummy's get:

from the SRD:

Despair (Su)

All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.

My question is what happens if there are multiple Mummies within 30 ft, do you have to take a saving throw for each one? The way its worded, it says that the first time you see a Mummy and its within 30ft of you, you make a saving throw. Regardless of the outcome, you are immune to that mummy's despair ability for 24 hours.

The issue is I have a party that's about to be ambushed by a trio of mummy's, which is going to result in the party seeing all 3 at the same time. Does each party member make 3 separate saving throws or just 1? I feel like if they have to make 3 saving throws, then the likely hood of anyone not being paralyzed on the first 1d4 rounds is pretty small, which would result in some mummy slam coup de grace.


For some reason I can't edit my original post. Thanks bookrat for posting a link. I made my second post today on my pathfinder campaign. The link is below. (should work this time.)

http://killmonstersandtaketheirstuff.blogspot.com/2013/04/knights-of-tor-my -pathfinder-campaign.html


Hello Pathfinders,
I am a long time dungeon master, and I've recently started posting stuff about my home brewed campaign on my blog. I thought I'd share it here. Let me know what you think.

http://killmonstersandtaketheirstuff.blogspot.com/2013/05/knights-of-tor-ch aracter-profiles.html


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Hello Pathfinders,
Recently I have started a gaming blog to just talk about the games I am currently playing. (and rant about the ones I hate). Specifically, Wednesdays I am posting about my ongoing Pathfinder campaign: Knights of Tor. I'm posting a link here for those who are interested in reading my campaign material. Today's post is all about the world, its countries, and cultures. Next week will be a character bio of my PCs.

Enjoy

http://killmonstersandtaketheirstuff.blogspot.com/2013/04/knights-of-tor-my -pathfinder-campaign.html


Hello Pathfinders,

So a few months ago, I wrapped up my last Pathfinder game, which ran about 3 years, having players go from level 1, to level 17-18. It was a fun, high magic campaign set in a homebrewed world that had elements of Eberron and Spelljamer. When it ended, I wanted to take a break from GMing, and let one of my players steer the ship for a while. About 6 weeks rolled by, he had come up with his game, and we rolled new characters. (I had a sweet gunslinger with a majestic mustache who was a mix between Teddy Roosevelt and Ron Swanson). Anyway, his game fell through because he didn't have the time to plan for games. (Not his fault) Unfortunately, there isn't anyone else in the group interested in running a game, so rather than just having no game, I've decided to start GMing again.

So now I'm a bit stuck on what to run. Some might think that my lack of inspiration is coming from the fact that GMing was forced upon me, which isn't entirely true. I've had a pretty solid break, and I'm looking forward to being behind the screen again. I've thought about doing something opposite of my last game; something really low magic, perhaps something akin to Numeria, but more stand alone (IE: the rest of Golarion doesn't exist). Maybe with some Dark Sun elements thrown in (replace spellcasting entirely with psionics). Anyway, I'm looking for good ideas.

Hit me with your best shot.


While I don't think the archtype is particularly good, I can see taking it for flavor reasons. IMHO, I wouldn't take cleave. My experience is that its an incredibly circumstantial situation where two enemies are standing next to each other, and your in a position to hit both of them. I might consider it if i had a reach weapon, but if you have a reach weapon, i'd probably go with Combat Expertise instead. Instead I'd probably recommend Furious Focus (http://www.d20pfsrd.com/feats/combat-feats/furious-focus-combat)or Weapon Focus. Weapon focus equates to a +5% chance to hit, which at early levels is a big bonus. Furious Focus on the other hand at level 1 (in conjunction with power attack) is just a flat +3 damage bonus, all but guaranteeing a one hit kill on most level 1 monsters. Since your looking at having a permanent flanking buddy, I'd probably go with Furious Focus (your already getting a +10% bonus to hit) for the one-shot kill. Further down the line, you'll probably want to pick up overrun and charge through, or potentially sunder.


Ringtail wrote:

If you are worried about the loss of CL, you could always take the Magical Knack trait to even it out:

Magical Knack wrote:
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Don't forget the additional downside of multi-classing out of wizard, though; you don't get to add 2 free spells per level to your spellbook.

What level are you starting at?
What object are you bonding with?
Which school are you specializing in (if any)?

I won't be able to take traits (unless i take the additional traits feat) as the GM is doing something special for my traits.

I'm likely to choose a ring or an amulet, as I find that weapons and wands tend to get broken too easily. And I'm probably going to be able to get them enchanted at some point in the future, so I won't be out the item slot.

I haven't quite decided on my specialty school yet, but its probably going to be conjuration or a sub-school of conjuration (Conjuration is just soooo good). I think my banned schools are going to be Necromancy and Enchantment for character reasons.

On the plus side, while I won't get the two free spells for not taking a level of wizard, at level 2 and 3 of PS, I get a spell from another spell list at a level higher (and its not like I can't just buy scrolls).


So no advice yet, so like an impatient baby, I am going to bump my post.


Dear Abby,

I'm starting a Wizard for a friend of mine's game. I'm debating splashing 3 levels of Pathfinder Savant (Levels 6, 7, and 8).

Upsides:
Expanded Skill list- This game is going to be more investigation, role-playing and problem solving than combat, so having Perception, Survival, (and to a lesser degree UMD) Will be very helpful.

Spell Completion- The ability to use scrolls (and wands if I'm not mistaken) at my level with my DCs means I can really stock up on scrolls and not cry at the reduced effect. I feel like at 8th level when this gets unlocked, I will never have to worry about running out of spells, or not having the right spell prepped ever again.

Spells outside of my spell list- With 3 levels of Savant, I can add up to 2 spells from outside the normal Wizard/Sorcerer spell list. The real trick is which two spells would I want? Freedom of Movement is the first that comes to mind (its hard to cast spells when you've got a big ugly fighter grappling you). I'm not sure what the other one would be though.

Downsides:
Caster Level Lost- You lose a caster level at level 1. This basically puts me on par with a Sorcerer as far as spell progression.

Magic Aptitude- This feat is fraking awful. I don't need to be that good at Spellcraft (I'm starting with an Int of 20). UMD does require a pretty high roll to keep your wands rocking, but I don't really intend on using a lot of scrolls and wands that arn't on my spell list. In addition, the class lets me take 10 on UMD checks, and adds a bonus to UMD, Spellcraft, and Know: Arcana. Basically this feat just adds numbers to stuff I'm already going to be good enough at.

I'm taking the bonded object instead of familiar (part of the campaign is going to require that the party has no companions, so no familiars, animal companions, bonded mounts, leadership followers etc.) so I don't have to worry about having a familiar fall behind because of the lost 3 levels of Wizard.

So I'd like to know everyone's opinion. Is the spell completion bonus worth the loss of caster level? Are the extra class skills worth the loss of a feat (bear in mind, that I won't be able to make use of the new class skills until level 6). What 2 spells should I select as my esoteric spells?


So in the description of the spell Rage, it says "The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage."

Does this mean that the target of the spell can end the rage as a free action (just like a barbarian can end his own rage)?

I ask specifically for the Oracle Heavens Mystery: Mantle of Moonlight. The spell is specifically designed to send an unwilling target into a Rage (great way to mess up spell casters), but according to the spell, they should be able to end it as a free action (so basically no effect, other than that they'll be in a rage until their next turn, meaning that they couldn't cast spells as an immediate action....say to cast feather fall).

Does anyone have any input into this one?


And there's my mistake, that was quick. Its supposed to be 25 AC, not 35. An AC 35 monster at CR 11 would be a nightmare to fight.


So when I started my current campaign, I had a player immediately want to play a druid. I knew right off the bat that he would eventually have the ability to summon Cyclops, and I already had a feeling that it would be a bad thing. I'm sure it's been posted on here before, but I would like to just reiterate the math

Character drops a 6th level spell to cast Summon Nature's Ally VI to summon 1d3+1 (with superior and augment summoning) Cyclopses. (Cyclopsi?)

Each chooses to roll a 20 on its initial attack, and gets +13 to confirm its crit (It could also power attack, getting a +10 to confirm). If it confirms, it does 9d6+27 damage, or 9d6+54 on a power attack. Lets assume a scenario where you roll a 3 on your d3, that would give you 4 such creatures, who could surround a target, flanking it (which would increase your chance to confirm the crit by 10%)

If all 4 summoned creatures confirm their crits, and were power attacking, that means you would be doing 36d6+216 damage, or an average of 342 damage.

Now, the minimum level to cast a 6th level druid spell is 11, so lets assume you are fighting a CR 11 creature (which should be a tough but manageable encounter). Lets just pick a monster that is about as classic a monster in the genre that you will ever face:

Juvenile Red Dragon

The dragon has an AC of 35, meaning that barring any other buffs or debuffs, if its being flanked by 4 cyclopsi, you would need a 13 to confirm your crit, or a 35% chance to crit. This means you have a little over 1/3 of a chance of confirming your crit, which is like rolling 4 dice, and having them all come up 5's and 6's. (an event that many of us as regular gamers, have seen frequently).

Lets assume the law averages works, and 1 out of three of these monsters crits, but the rest get normal hits. The monster that crits would do an average of 85 damage, and the three that got regular hits would do 28 average damage, totaling 84 damage (in all scenarios, I round down any fraction). for a total of 169 damage. The dragon has 149 hit points. Dragon has a Con of 21, meaning that would leave it at -20 hit points, and one hit point away from instant death.

____________________________________________________________________

This is a lot of quick math, and I'm sure somebody will find my scenario flawed in some way, but my basic point, is that every time the Druid in my party has cast this spell (which has been precisely twice) it has ended the fight with little to no trouble. In both cases, he only summoned 1 Cyclops, but did confirm the crit, doing singly enough damage to ruin whatever monster I threw at them.

So my question is poised thusly: Am I right to nerf this? Am I just a whiny DM who needs to think harder about how to challenge his players? If I nerf this, should I just remove Cyclops from the list of summonable creatures, or should I change the Cyclops Insight ability to something more manageable?

Comments, criticism and sarcasm all welcome.

The Swish


Hey Pathfinders,
I've got a weird rules question here:

OK, with snap shot, you count as threatening with a bow up to 5ft (allowing you to take attacks of opportunity with a bow.) Now, does this mean you also threaten for the purposes of flanking? IE: You are standing on one side of an enemy, and a party member is on the other, do you give the flanking bonus to your ally? Do you get the +2 bonus to hit as well? (Your not making a melee attack, but you are threatening the opponent). Do you get sneak attack damage?

thoughts?


1 person marked this as FAQ candidate.

Ok, So I'm building an NPC for my regular game. He's got a level of Bard, and I am understandably confused with Scorpion whips.

What I understand:
If you have proficiency with whips (IE: you took the feat, your a bard, or your a cleric who's deity is a fetishist) then you can use scorpion whips.

My Confusion:
According to the Ultimate Combat guide, Scorpion whip is listed as such:

Whip, scorpion 5 gp 1d3 1d4 x2 — 3 lbs. S disarm, performance, reach, trip

Benefit: It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip as a whip.

Weapon Feature(s): performance (plus disarm, reach, and trip if you are proficient with whip.)

(this is all taken from the srd, which admittedly may be different from the book, I don't have the book on me to check atm)

What this means to me anyway, is that the scorpion whip is not really a whip by itself. This means to me that it would work differently depending on what feats you had:

Just the Scorpion Whip EWP: Is just a regular one handed light weapon, that does lethal damage, doesn't have reach, trip, or disarm, but does threaten AoO (and does get the performance ability, for gravy)

Just the Whip EWP: Means you are using it as a whip, and thus has all the stats of a whip (no lethal damage, 15ft reach that provokes AoO, but doesn't threaten, and gets trip and disarm.)

Both Whip and Scorpion Whip EWP: Means you use the weapon as its printed. It has Reach (but not the 15ft reach that regular whips have, and thus does not provoke AoO, and does threaten AoO)and gains the trip and disarm abilities.

In addition, if you have both feats, does that mean you have the option of using it as a regular whip and a scorpion whip with the benefits whip prof gives you?

Am I missing something? I tried digging through backlogs of forums, but I couldn't find a straight answer. Anybody know whats up?

Mucho Gracias!
The Swish


The greatsword does win out over the bow...two words:

Improved Sunder

On a more serious note, the real question shouldn't be that archery is better than a double handed weapon, its that archery is better than two-weapon fighting. The reason you break out the double handed weapon is when your fighting something with DR that you can't bypass.

What is odd is that up to 6th level, archery gets as many attacks as TWF, uses the same damage every hit (unlike TWF, which switches between a normal weapon, and a light one), and is more likely to get off a full round attack, since you don't have to move.

My 2cents


Greatswords and Power Attack


I actually had a paladin who revered Asmodeus. He was a slave who was freed during the blood games in Cheliax. He grew up in tyranny and slavery, and through the divine grace of Asmodeus, was given freedom. It worked because the character was completely uneducated and had no ranks in knowledge religion (why would you teach such things to a foreign slave boy?) I had a pretty amazing mental breakdown planned for when he finally accepted that Asmodeus is a monstrous devil hell bent on enslaving the world. Sadly, the game never got that far.


Official Rules:

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

By this wording, it would suggest that if your not walking, then the disk isn't moving. So yeah, you could sit on it, even sleep on it (Tenser's floating air mattress?) But you could not ride it like a hoverboard.


I'm going to buck the trend a little, and tell you about how a game I ran ended poorly because of something stupid I did. The campaign setting was high magic. One of the common features of this game is that it was almost modern, but in the sense that technology had been mostly replaced by magic (everburning torches instead of lamp posts, wands of dowsing instead of fire extinguishers...etc.) The group was an adventuring company. In this world, Adventuring was a legitimate business, of which you had to have a license for, and had to pay taxes on. I decided that I wanted to give my players something that would allow them to travel to other continents, even other planes, so that the options for exploration would be more open ended. So, I gave them a flying ship. Now, at the time, the players didn't know that the capabilities of this ship were taken from spelljammer (before I get boos and hisses about including spelljammer material in my game, I wanted to give my players the option of traveling to other planes, especially other material planes ie: other planets). So this is what my players did. They hired a crew, they traveled to what was considered a third world country, and they set up a mining corporation, and became filthy friggin rich. They decided as a group that adventuring wasn't cost effective, and dangerous to boot, but with a little magical help, they could strip mine an area, and transport it via airship for cheap. I couldn't blame the players for doing it, I mean hell, its probably what I would do in real life if given the situation. Now, I could have just thrown a monkey wrench in the way. I could have had the ship blow up, or some other reasonably plausible way for them to lose it. But it felt cheap. So the game ended because I didn't have the forethought of what I gave them would cause. There are, btw, a couple of ways to "win" at DnD. One of them is to become too rich to adventure. So my players "won".


Hey guys, just thought I'd pop in and mention something exciting. I was at my local game store, and the owner had just gotten in some promotional posters for Bestiary 2. It was done in a similar fashion to WotC dnd mini posters where you can check off figs as you collect them, however in this instance, you check off monsters as you kill them. I didn't count how many are on the poster, but I'm pretty sure its a comprehensive list of whats in the book. I'm not going to spoil it, but I'd recommend bugging your lgs to get one. BTW James, I like what I see.

Cheers
Swish!


My last really memorable character was a Elf Wizard who was completely obsessive/compulsive. He refused to touch food, and he would only eat with mage hand. He would frequently order absurd things in restaurants, often asking for insane requests (like having his food arranged in a very specific way on his plate). He also used prestidigitation frequently to clean everything. He would spend hours sitting in every chair in a room until he found one that he liked. He had outfits for every occasion of the day, for every day. He would be useless if the party was awoken in the night by an ambush, because he couldn't fight unless he was wearing his day-specific adventuring outfit. He was also the smartest person in the world, and would be glad to prove it on a daily basis. One quote comes to mind: commoner: "you should go speak to -insert npc name-, he lives in the old house on the hill, he's the smartest person in town." Me: "Thats impossible. I'm in town!" His banned schools where Evocation (because he was affraid of explosions) and Necromancy (because...deadthings...germs...unsanitary). Which is funny, because the unholy living dead were the only things capable of putting up with his ridiculous behavior.

Also, I had a friend of mine play in an old forgotten realms campaign. His character was an epic metal bard named Foghat Limozine. He once got captured by frost giants, but they let him go, because he bequothed to them, the secrets of Metal. They later began worshiping him like kids in the 80's worshiped Iron Maiden. This caused him to become a minor deity. All of this was possible because of a glibbness bluff check, and a natural 20 on his maxed out perform check. He also took a trip to the 9 hells, and had a devil forge for him a magical lute made from minotaur bones.


thats good to hear for the gnome. I'd still like to see if a deaf oracle can multiclass.


It says that if you have the deaf oracle curse, you add the silent metamagic feat to any spell you cast. (of which I'm finding out, is pretty sweet with the spell Silence) Does this only include Oracle spells, or does it extend to spell-like abilities (in the case of say a gnome oracle using prestidigitation) or if you multi-class into another spell casting class, like sorcerer or bard?


-KaeYoss

I'll definitely agree that one should not be a slave to the rules of the game. However, in my experience as a gamer (of which is long and venerable) I've found that the clearer the rules are presented, the less often you have arguments during the game, and thus, more time to have fun. One of the reasons I love Pathfinder so much, is that they've gone the extra mile, and made the rules very precise. Case in point, while I knew how the size modifiers worked, I couldn't find the words to support it. I had faith that Paizo had something that would make it work, and thanks to Avalon, I have it in writing.


hmm... I guess that does work, if you use two weapon fighting from the feats as opposed to flurry...

Thats a little sick


right right...that covers both the 1/2 damage with an off hand weapon as well as the 1 1/2 damage from a double-handed weapon. So you can't just spam a double-handed weapon with a million attacks and 1 1/2 damage and power attack and junk.


Well yeah, if you use 3.5 stuff sure it works. This is why i don't allow 3.5 rules in my pathfinder chilli, it makes it too spicey. As for the monk splash, it doesn't quite work, because a monk can't flurry with a greatsword (unless somehow the greatsword became a monk weapon, which I believe there is a feat in complete warrior that does that, once again, habanero 3.5). To my knowledge, there isn't a double handed monk weapon in Pathfinder (although, now I'm on a quest to find one...cause a monk flurring with a double handed weapon sounds redonkulous)


I don't know if this will help you tell him no (I would just tell him no) but here is the rules for two weapon fighting from the srd.

Two-Weapon Fighting

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.

specifically, the first line says: "If you wield a second weapon in your off hand" I would take that to mean you actually have to have a weapon in each hand in order to gain two weapon fighting. I've always assumed that in the case of spiked armor, that your attacking with spikes attached to your bracers (ie: forearm), and thus can't use it with a double handed weapon. The only exception I've seen to this rule is flurry of blows from the monk class, which specifically says that you can attack with any part of your body, or the same weapon a bunch of times.


don't forget Drow, Duegar, and Svirfneblin. Our underdark friends need pc levels too!

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