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FullStarFullStar Pathfinder Society GM. 1,451 posts. No reviews. No lists. No wishlists. 10 Pathfinder Society characters.


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If you're going to be focusing on unarmed, it isn't worth it since it takes up your AoMF slot.

It was a poorly designed item that only helps weapon monks that get to sub in their unarmed damage (like zen archer and such).

If instead you are a brawler who uses weapons with the (level-4) option, it is decent for you.


I have nothing to back up the actual DC of a concentration check. It just says that if you are interrupted, you lose the rounds of performance before it activates.

I would extrapolate it to be a similar to spellcasting concentration check personally, with the DC set by the spell equivalent of the Masterpiece in question (based on the spell you can give up to learn it).

So far as the discussion, this has come up more times than I care to dig through. Needless to say, there has been no official FAQ or stance taken one way or the other by anyone other than JJ, since he answers everything with the caveat "this is how I would read it, but you can do whatever you want".

Trust me, I have looked, because if they can't be used at the same time, most of them are absolutely worthless, and since they take the place of spells, I read them as separate.

UM Masterpiece section wrote:

Use: This line specifies how many bardic performance rounds the bard must use to activate the masterpiece. In some cases, the bard can extend the duration of the masterpiece by expending additional rounds of bardic performance, just as if it were any other use of bardic performance. The bard expends the listed number of bardic performance rounds when he starts performing the masterpiece; if he is interrupted, the attempt fails and the spent performance rounds are lost.

Action: This line indicates the type of action performing the masterpiece requires. If it only requires a standard action to activate, being able to activate a bardic performance more quickly (at 7th level, activation is a move action, and at 13th, it becomes a swift action) applies to the masterpiece as well.

Unless otherwise stated, effects or feats that extend the duration of bardic performance (such as the Lingering Performance feat) do not apply to masterpieces.

The bolded sections (mine) would not be necessary if they were normal performances, since there are already rules to cover these things. The fact that they had to be called out, says to me that they were not intended to be normal performances, but to give alternate things to spend those performance rounds on without needing a new ability currency/pool.


According to JJ (admittedly not a rules guy) they use performance rounds, but are not performances in themselves.

As he put it, they require the same pool of resources but are not the same thing. So you may have one of each, performance and masterpiece, active at a time, (but with that interpretation they couldn't be the performance maintained with the spells that carry regular performances).

Otherwise, the ones that last minutes/hours would be useless as soon as you started your normal inspire courage.

As stated in the masterpiece section, you expend the full number of rounds of performance the first round you activate the masterpiece, and then must spend the time listed for each particular masterpiece, and it can be interrupted which means the rounds are lost with no effect.

So, for Vindictive Soliloquy, you would spend 5 rounds the first round, and then spend 5 full rounds performing, if you are interrupted (I would guess that it was meant to be a concentration check in the case of damage, or not being able to take a full round action for some reason, but it isn't stated anywhere) then you lose the 5 rounds with no effect.


Nope. It means a Free Quickened spell (1st level, but still), which is why it's not available.


THIS IS NOT TO DERAIL THE THREAD!

Aasimar (Musetouched) Sound Striker Bard X/Mysterious Stranger Gunslinger 1

Str 10 Dex 16 Con 12 Int 10 Wis 10 Cha 19

Get yourself a Conductive Pistol and channel Weird Words through it.

Since you lose the Quick Clear deed, pick up the Jury Rig Spell.


Sohei 1 / Inq 3 with Lookout feat will get you what you want, so long as at least one ally adjacent to you gets to act in the surprise round.

There is an Oracle revelation that lets you do take a standard + move (not full round).

There are Sandals of Quick Reaction that let you take standard+move (not full round).


Bard.

Helpful Halfling, Aid Another build with a whip for range to give the bonuses(you won't need the whip feat tree if you're not trying to damage), all the "Saving X" spells, Bardsong, Masterpieces, etc.

Dip Dual-Cursed Oracle for the Fortune/Misfortune abilities. Possibly Lore for the Cha to all knowledges, so you can advise them just how to deal with whatever you are fighting.

I kind of like the Archivist(so long as you can keep the knowledges high) instead of the base bard for this so that they get hit/AC/Saves instead of hit/damage, but either is good choice.


UC Archaeologist's Luck wrote:
Archaeologist's Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Yes, based on the bolded part above it does.


+1 to : if you aren't receiving the shield AC bonus, then no profane/sacred bonus.

It says that it retains the ability even when not being held because with a 24hr. duration power, you might need to put the shield down to say, climb a ladder, and it is just letting you know that when you pick it back up it is still charged and you don't need to burn another channel to get the bonus again.

The shield cloak only functions as a shield when you take the move to hold it and make it harden. When it is loose, it would give no benefits.


Cloak of the Hedge Wizard is also a great item, 2500g for various spells x/day based on school, and Prestidigitation and a school based cantrip at will.

I personally like mage hand at will, and enlarge/expeditious retreat 1/day from the Transmutation cloak.


They should have made it sonic damage, removed either the fort save or the attack roll, and stated that Cha applied only once per target regardless of the number of rays. And had it scale more like other similar effects with 2 at 3rd, plus 1 per two levels over 3rd.

With that, you get the extra dice, but not the Cha multiples, you only have 1 roll per ray like all the other multiple volley spells, and it doesn't become useless against creatures with DR.

So long as it's physical damage without the ability to bypass DR-Magic/Material/Alignment, the Cha is needed per ray just to get thru the standard DR starting at level 6-8.(typically 5-10).

It also suffers from being most effective from 6-10, and never increasing, meaning that any bard with it dominates any encounter without DR during the "main" levels of organized play, and most home games/APs. 10d8+10xCha (should be at least +5 by then) is even useful a lot of times up to level 14-15.

Wordstrike should be erased, and replaced with a single line that says it does half damage to objects, and bypasses 50% hardness.


And also, everyone who is arguing about it, with the Exception of the Royal Outfit (which wouldn't be believable anyways without the accompanying jewelry, although since it is also listed on the clothing table, the SoMG could mimic as well), the entirety of the clothing chart, and the questionable items that say they are clothing but not on the clothing chart, comes up to a total of 136g to 247g, depending on whether you use the low total or the high total for the ones with a price range (I used the middle).

Taking out the 3 most expensive things (which are all on the actual clothing chart and as such would be covered) it's less than 100 all told.


Think of it this way, the invisibility spell is designed so that direct contact/damage/penalty to the enemy breaks it, whether by physical or magical area of effect. An arrow, a tanglefoot bag, or just stealing their favorite sword is a hostile act on your part, the same as a magic missle or a slow spell that caught them in the AoE.

You can collapse a bridge they are on, or drop a portcullis on them, but not stick a bomb in their pocket, or steal their weapon or wand or potion etc.

I run a lot of PFS games, and most of the other GMs I've played under in 3 states now would say that any roll or check that requires contact with him or his worn or carried gear would be an offensive action that broke invisibility.

If he was unaware, and not in combat, you might be able to stealth up to him, pick his pocket, and stealth away, but not with the very specific wording of invisibility spell intact.


What is wrong with having the item function specifically as it is written, (wherein it transforms your current outfit, and when removed they revert to their original form), rather than using the general rules of item creation that are there as generic guidelines for when you choose to allow custom crafting?

There have been half a dozen examples of spells/effects/auras not matching perfectly the end result of the item.

Bane weapons use Summon Monster, how do you reconcile summoning giving you extra damage?

Anchoring weapons use Levitate, why not Dimensional Anchor like the other property that functions similarly.
Distance weapons use Clairaudience/clairvoyance, how does scrying let you shoot farther?
Heartseeker uses Deathknell. What does ignoring miss chance have to do with necromancy? True Strike or even True Seeing would have been better. As a matter of fact, the ranged weapon version to ignore miss chance (Seeking) does use True Seeing.
Wounding radiates Moderate Evocation and uses the Bleed(Necromancy) Cantrip only.

So, obviously there are examples that don't mesh with the spell used vs the aura, and others that don't mesh with the function and the spell required.
Now that's just going through the Weapon enchants only, using UE, in around 10 minutes.

There are dozens of writers, probably hundreds of submissions, and items get through that sound cool.

If I have the text in front of me, that describes how something works, and it requires me to dig through several other places in order to see that it works differently than the text describing it, I do agree that we have an issue.(notably looking at you pre-errata stealth, and the horror that is lighting conditions/magic interactions)

However, it is the same issue that all too often strikes players and GM's in this game, the over-pedantic reading of the rules, which were not written with such fine-toothed parsing in mind.

This is a fantasy game, with a fairly structured ruleset, but it is still written for entertainment.

It is neither Pencils and Paychecks, nor Lawyers and Legal Pads, it is Pathfinder.

Once again, the Wounding weapon property, taken from the CRB, shows a moderate evocation aura, and the only spell used is a Necromancy Cantrip.

Not a splatbook, not a multi-function item, a Core book weapon property in print from day one, in the same book as the creation rules that it "violates".


The Steal and Dirty Trick Combat maneuvers break invisibility. They are attack rolls. All combat maneuvers are attack rolls, even if they don't do damage. Attack rolls break invisibility.

It says Swap replaces Lore Master, but doesn't say what level it is gained. There are several abilities that are gained before the level the things they replace would be gained, since it doesn't say unless it is FAQ'd (I don't know of one) it is gained at 1st.

You don't need Greater Steal, since you get the effects of Greater steal by beating the CMD by 10, and it is infinitely easier to get skill bonuses than CMB bonuses. A 1st level bard, with a 14 dex like you have, should have a Sleight of hand bonus of +6, while you would have a CMB of +0. Sleight of Hand should be level +3 +dex + items/spells/feats. Scales much better than your small sized CMB, and Imp Steal/Gr Steal bonuses wouldn't add to Sleight of Hand checks anyways.

Casual Illusionist feat also gets you a +2 to Bluff, Disguise, and Sleight of Hand so long as you have a use of gnome magic. For PFS, you can spend 2pp on a wand of Recharge Innate Magic (ARG Gnome spell) to basically be a Pearl of Power for gnome magic.

I would also suggest a 2 level dip into crossblooded Sorc, Fey/Arcane (+2 compulsions, using metamagic feats (Threatening Illusion) means DC +1, arcane bond item for +1 cast/day).

Effortless Trickery Feat is good for you, concentrate to maintain as a swift, will be useful if you really want to use those illusions.

Find a trait that gives a bonus on Sleight of Hand, initiative is good, but something that gives you bonuses to a skill you plan to build around is better.

Possibly take Wayang Spellhunter for Ghost Sound, it qualifies for Threatening Illusion as far as flanking is concerned.


Use the ACG new class Bloodrager. Qualifies for DD, get rage, gets claws while raging, and EH Abyssal to get the extra STR boosts.

19 Str, +6 Morale (bloodrage), +5 level, + 6 Inherent(orc/abyssal), +4 DD, +6 enhancement = 46 Str as 16 Bloodrager/4 DD. Counts as Barbarian Rage for purpose of feats/abilities, some of the really fun ones, and can be an Orc or Tiefling to get a bite attack to throw in the mix.

Form of the Dragon 2 later (around 16 IIRC).

Only 4 spell levels from a custom list, but 6 more points of Str than you were looking at.


In order to make a knowledge check above DC 10, you have to be trained. The ability to sub out another skill for it IMO doesn't remove the basic restriction, and is a balancing factor for bards that trade that free untrained check away.

It's still only 6 skills for creature IDs, so easily doable by the time you can use PotP.


Yeah... the Vital Strike dice aren't multiplied on a crit, and the Vital Strike dice also don't get any static bonuses.

So for those numbers, you are saying he has +19 to hit and +54 damage for any single normal attack, with either a Keen Greatsword or Imp Critical feat.

I don't know the mythic rules all that well, please break the damage down because it seems high even for a raging greatsword type character.

EDIT: NVM, mythic vital strike is giving those multipliers I'm guessing. It's possible you just have to kill him a couple times, so that he sees a need for balance.

If one guy comes in and murders one of my minions per swing, I'd say the BBEG would focus fire on him, the same as the PC's do.


If you really want a strong argument for them stacking, look at the Quingong Archetype, which Devs have said stacks with all others because of the word "May" in it's choices.

Maneuver Master uses the same "may" in the bonus feats section,

PRD Maneuver Master Bonus Feats wrote:
Bonus Feat: In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.

Unlike many others, it does not say it replaces a monks normal bonus feats, just adds options on top of the normal list that they may choose.

It's a small distinction, but the same distinction that allows Quingong to function in addition to all the rest.


Yes, it's a specific boon that adds the Axebeak to your list for any mount/AC class feature.

That out of the way, Cavalier, Paladin, Druid, Ranger, the new ACG Hunter class (with the preview I think it would be awesome to take mounted Archery or a Lance build).

Sylvan Sorcerer is good, like a summoner without the restricted list.

Inquisitor/Cleric archer with the Feather domain is interesting.

Especially with the Hunter ACG coming out soon, there seem to be pet/ranged attack combo feats that allow a lot of synergy.


I hadn't read all the posts... so I only saw you looking at impossible and undead /fey. I wanted to put Serpentine in to get you the other 3 types with no penalties.

I actually did this with a Dirge Bard (for the Undead option) with a single level dip Serpentine/Fey... It's pretty fantastic so far at level 9.

Impossible wasn't available when I built him.

I have to say, if you do have the Fey bloodline in your build, buy a 5k Sorcerer's Robe early on, 3xday use laughing touch on an acid splash... no SR - no save - no action for 1 round. It saved me a few times. Of course, it is 2500g lost when you finally get robes of arcane heritage... but still.

There are also a couple of PFS scenarios I have played that let you trade an item for equal value items... just bank that trade for when you have your Heritage Robes and it's not even a waste.


Unseen Servant is the way to go with this, just be sure you don't get hit in any AoE effects.

I use one to carry almost all of my stuff, and even reload my crossbow for me (saving me from the rapid reload tax).


Note, if you take Undead/Serpentine Crossblooded Sorc instead, all your mind effecting compulsions work on Undead, Monstrous Humanoids, Beasts, and Magical Beasts.

That is much better than constructs IMO.

Also, look into Oppressive Boredom.

If you were a Bard with a sorc dip instead I would say Cacophonus Call, but I understand the FCB for 1/4 DC means sorcerer.


For the Record, the Summon Monster 1 spell is for the Human Bane effect for the armor spikes.

Look at the Bane enchantment for weapons, that is the spell used to make it.


That would work, but Heighten wasn't listed in the combo I was replying to.


There are a ton of threads to dig through. It was a post by SKR on one of the many Wielding arguments.

He stated that for things like the Defending weapon property, the weapon had to be used that round to make an attack to count, but for non-weapon/shield items that they merely needed to be held or worn.

I didn't post to the thread myself, so I can't just look it up, but it's here on the forums.

This gets re-hashed about every 3-4 months, like people have never seen it before, even though it's been around since 3.0, 3.5, and now carried into pathfinder since different writers use "wielded" to mean different things depending on their understanding (or lack thereof) of the insane parsing people will do later.


Rime Spell doesn't work on cantrips, since they would be entangled for 0 rounds, it does nothing.


Except that for non-weapon/shields being "wielded" just means being held or worn.

They can't mean the same "wielded" as in the defending weapon usage, since they can't be used in the same round as an attack (magus being the exception, which wasn't there when they were first used, or swift action castings).

Wielded means different things for different item categories, so for the purpose of Metamagic Rods a Tiefling's Tail is sufficient.


Tiefling. Prehensile tail.

Rod states it has to be held not wielded(which the tail can't do). Done.

Note, this doesn't let you spell combat with a 2 handed weapon for a full round of attacks, it just lets you cast as a standard action normally, and deliver a single strike through a 2 handed weapon as the free touch "Spellstrike" attack.


I'd actually dip 2 levels.

Either bard (Dervish of Dawn, dex to damage with scimitar(reflavor to cutlass/sabre easily enough) double performances to yourself, and get Versatile Performance for a couple skills to make the gunslinger 4 skill points go farther, a couple nice spells, and some stat synergy.

Or cavalier (Waverider if you keep mount, strategist if you ignore mount, Musketeer for no mount archetype) and use the order that gets you Dazzling Display as a standard action Demoralize (shaken debuff).

Dune Drifter Cavalier is also a fantastic choice (gives you Gunsmithing and Amatuer Gunslinger as bonus at level 1 and grit based on Cha), but normally restricted to Mana Wastes, so might be hard story-wise, unless you play someone who was a child in the wastes, and ran for the ocean to get away from the desert, which feeds into the change of class.

EDIT: Dune Drifter also gets you the firearm.


Multi-Class. Take a single level dip into another class and take the Amatuer Gunslinger feat, use it to pick up the Quick Clear Deed, and go on about your day.

A couple levels of Bard would also be kinda cool for Reloading Hands, or Jury Rig, and some buff abilities to all allies.

There's also the ACG Swashbuckler, since it is supposed to have a sword and pistol archetype that seems to meet what you want, and gets dex to damage as well.


So far as Sacred Geometry, I would let a player use it, but I would also tell him up front that from the IRL time the numbers are rolled to the time he works it out is the new casting time for the spell.

That was a suggestion from another thread that I thought was wonderful, so blatantly stole it.


One... comparing it to certain races who get an amazing FCB to determine it's balance is arguing the wrong power problem.

It takes a feat or 2nd level bard spell, so 4th/5th level comparisons:

Core book

Glitterdust: AoE Blind, and a one shot Invisibility Purge
Heroism: 10min/level +2 to all combat ability
Sound Burst: Damage plus possible Stun AoE
Silence: immunity to a category of damage and and anti-caster Debuff for rounds/level
Invisibility: +20 to stealth and massive ability to bypass encounters for one person
Enthrall: Non-hostile 1 hr duration distraction for any number of creatures
Blindness/Deafness: Permanent (remove curse needed) effect, usually ends any encounter.

Ultimate Combat

Blistering Invective: AoE debuff, any number in the area, no SR/save on the debuff, plus damage rider with a save.

Second, the Masterpiece does exactly what it says it does, it allows him to supernaturally come up with some $#!& that is so crazy it's true. Yes, it makes pretty much all int skills a single skill point, but lets be honest, at level 5 he gets a to take 10 on any of them, making them a 13 base.

And, in the case of archetypes that happen to trade Bardic Knowledge away, I would also say that it doesn't remove the limit of having to be trained in a skill to get anything over a 10 DC.


Crossblooded sorc (orc/whatever element you like) gets +2 damage/die 1 level.
Evoker Wizard X gets +1/2 level damage/spell.

Kirin Style and Kirin Strike (takes 2 rounds) let you add double Int to any attack roll after you see if it has hit, provided you can do a 15+HD knowledge check first.

Spell focus components give you a +1 damage/spell.

So, at any level you have d3+3+2xInt+1/2(level-1) Assuming a:

2nd Char 20Int 1st Wiz: d3+3
5th Char 22Int 4th Wiz: d3+5
9th Char 26Int 8th Wiz: d3+7 (+16 with a swift)

Alt, you can go MoMS Monk 2 Instead of the sorc dip, and start getting double Int at 3rd level on your third round.

For bow/crossbow users, this is even better since with Focused Shot you get weapon damage +3xInt. For say... an Arcane Archer or an Arcane Trickster (with sneak damage too boot) this could be fun stat Synergy.


There's no reason not to have a metal tankard, which you lined out, so the first 2 are good as is, and fun.

In Your Face: Should be changed to "Once per combat, the user can make a Dirty Trick Combat maneuver in place of any melee attack, or as a ranged attack within 10ft, to give the Blinded or Sickened Conditions. This maneuver does not provoke AoO's. You may spend a move action to refill the Mug with liquid, which allows another use of this ability each time it is filled."

Slippery Grip(Imp Dirty Trick):You can splash liquid on an enemies hands to create a Grease like effect. Make a Dirty Trick maneuver against a melee target, if the maneuver is successful, the Reflex DC to pick up the weapon/item is equal to your CMD. You may spend a move action to refill the Mug with liquid, which allows another use of this ability each time it is filled."

Goes Down Smooth(Imp Trip): Your splashing drink causes your opponent to slip up. Make a Trip maneuver against a target within 10 ft. Regardless of success, the square is under a Grease like effect, the Acrobatics DC to move within that square equals your CMD. You can target an empty square in this manner. The effect lasts an number of rounds equal to half your BAB. You may spend a move action to refill the Mug with liquid, which allows another use of this ability each time it is filled."


I constantly threaten to play an Aasimar Lore Warden/Archivist Bard who talks like the Crocodile hunter.

"See that there, that's a Lemure. The most dangerous Devil at our CR. Poke him with a blessed or silver stick."

I also have a Str 7 Cha 24 Bard who talks like Sacha Baren Cohen's Bruno character.
"Zat's right, you are all feeling very inspired. Just my being here makes everyone better. Now, go forth and hurt them very muchly." and "Gunter, please to be having this person talk to the half-orc instead, he smells poor."

We have a couple of Duck Dynasty looking elves (wish wood-elf statlines were legal in PF) who are the new Hunter and Slayer classes. Brothers, they constantly offer the party members a sip of "Feyshine, it's kinda like Feywine but without the tax stamp."


They have errata'd Brass Knuckles to not get the scaling damage because of the Sacred Cow AoMF pricing, if you could use brass knuckles and still get your unarmed strike damage while only paying single weapon costs it would be "too cheap" to make anyone buy the AoMF anymore.

Emei Piercer is the same thing, it has a weapon damage listed (although I agree that it should be the same as brass knuckles and get unarmed strike damage but with a different type) so that is what it does.


@XigXag, that doesn't work.

True Strike is +20 on the next single attack roll before the end of your next turn.

Sudden Charge gives you a free trip after hitting with a bite. The Bite is the first attack roll, the trip which is a separate attack roll (Maneuvers are attack rolls, and it lacks the caveat that Shield slam has to make it use the same bonuses as the original attack) would not get the +20.


The Emei Piercer is a weapon.
Without a special line stating otherwise, it takes up that hand.

The answer is very clearly spelled out, all the ring does is make it immune to disarm. It also makes your unarmed strikes piercing instead of bludgeoning.

You could not use both an Emei Piercer and a Sansetsukon at the same time without an ability to use a 2handed weapon in 1 hand, or a third arm.

The brawler's flurry has the same language as the monk flurry, so even when using a 2 handed weapon you only get single Str damage.

ACG Playtest wrote:

A brawler applies her full Strength bonus to her damage rolls for all successful attacks made with brawler’s flurry,

whether the attacks are made with an off-hand or with a
weapon wielded in both hands.
A brawler may substitute
disarm, sunder, and trip combat maneuvers for unarmed
attacks as part of brawler’s f lurry. A brawler with natural
weapons cannot use such weapons as part of brawler’s
f lurry, nor can she make natural attacks in addition to
her brawler’s flurry attacks.

Also, until the final version comes out, the Emei Piercer would only do a d3 damage 19-20x2 crit, since the playtest version doesn't scale monk weapon damage like it does unarmed strikes. (although it has been released that monk weapons/close weapons will scale, it isn't clear if it will be as fast as unarmed strikes do).

You can't combine Beliar's Bite with a weapon attack, only an unarmed strike. So neither weapon allows this.


Just put something down and get at least one chronicle of XP on it before the 14th.

After that, you can change anything you like at anytime until your 4th game.

I plan on having 2 of them get credit next week, and after the ACG comes out I will decide which particular heritage they are when I re-build the full characters.


AoMF is 4000g to do what he is doing. No other way to do that.


I built one at level 9 for a module, and went slayer 6 Horizon Walker 3 for the Dimensional Agility awesomeness.

They are the best well rounded combat character in my opinion, being good at skills, full BAB/HD, with the option of both rogue and ranger tricks.

I was allowed to use the retraining rules, (since it was a one shot, it was very clear it would never be allowed again afterwards) to retrain into the entire chain, and being able to self-flank while ignoring the Dex reqs for TWF/ITWF/Double slice and 2d6 sneak was insane.

My friend has one built on the standard archery ranger route at level 4 in PFS, and he is usually the stealth/scout/most reliable damage dealer in the group, until the raging barbarian or the pet gets there.


I have a couple in my local area who have a massive con Life-link oracle and a 2W Fighter blender that work amazingly well.

The oracle shares half the damage, has almost as many HP, has channel and swift heals on himself somehow.

The TWF is a solid damage dealer especially now that she has gloves of dueling and Weapon Training.

I have a massive buff bard (aasimar with FCB to inspire boost), and my friend has a natural weapon Tiefling Ranger/druid (going for rage/pounce/smite at level 9). Now it is good, at 9+ it will be insane. (+7attack/+6damage and an extra attack for 3 fights a day, while all enemies in 30ft are at -2) on a character who has 6 attacks a round with a 26-28 Str already.


Slayer is exactly what most (combat oriented) people want from the rogue.

I have one at level 9, and he is awesome at stealth/outdoorsy/combat situations, but does not really have the ability to be the social rogue that some people want.

If he's combat/stealth/assassin focused in his concept, slayer will be wonderful for him.

If he wants social abilities, redo the ninja fluff and have him build a combat ninja with some social skills.


Human with Racial Heritage Halfling

Underfoot Adept/Maneuver Master/Quingong Monk 13

Stats: Str 8 Dex 20(24item) Con 14 Int 10 Wis 18(22 item) Cha 8

Feats:

Human (RH:Halfling)
Monk 1(Imp Trip), 2 Imp Grapple, 6 Gr Trip, 10 Gr Grapple
Levels: 1 Combat Reflexes, 3 Vicious Stomp, 5 Snapping Turtle Style, 7 Snapping Turtle Clutch, 9 Binding Throw, 11 Rapid Grappler, 13 Binding Throw

Quingong Ki powers, Barkskin for Wholeness of Body, and another for Diamond Soul at level 13.

At 12th level count as Gargantuan for CMB/CMD and size of trippable creatures, which also means you can Ki Throw up to gargantuan.

Now, you can Ki Dimension door as a move, and trip/grapple as a standard, then also grapple again to pin with Binding Throw.

Alternately, you could take Dimensional Agility at 13, and Binding Throw as a monk feat at 14, working Towards Dimensional Dervish.

If all else fails, your AC Should be mid to upper 30s, Saves f:10/R:15/W:14 before any items.

Now: on a Full attack action (provided you lead with a trip which you should)

You get to trip(MM free, +30 including MM -2)
then grapple(binding throw swift with prone bonus at +30)
could take another -5 grapple to pin (-1 after the prone penalty factored in so +29)
then get 4 attacks (2 normal as full attack, 2 from Vicious Stomp and Greater Trip) all at +20/20/20/15 doing 2d8+7(agile)+1d6 Acid(gloves) (counting as magic, cold iron/silver and lawful for DR) plus whatever other bonuses you have on the AoMF

Gear:

Featherstep Slippers 2000g
Monks Robes 13000g,
AOMF: Agile/Holy 36000g or Agile/Mimetic (to steal resistances for energy attacking foes) 16000g and 20k more gold for other gear
+4Dex Belt 16000g,
+4Wis Headband 16000g
Wayfinder with Dusty Rose Ioun Stone slotted 5250g (+1 insight AC, =2 all cmb/cmd)
Runestone of Power 1(1000g) if the sorc has mage armor known, if not add 1000g page of spell knowledge for 13hours of mage armor/day.
Cracked Purple Ioun Stone (spell storing 1st level, used for sorcerer to cast shield into) 2000g
Wand of Shield x2 (for sorc party member to cast shield into purple stone)750g
Cloak of Displacement 24000g
Jingasa of the Fortunate Soldier 5000g
Ring of Prot +2 8000g
Ring of Ki Mastery 10000g
Delisquisent gloves 8000g Acid damage unarmed and ooze prot.

148,750g spent (20k left if you didn't do Holy AoMF, you should have Winged Boots instead or at least 2-4 pots of fly and sundry other items)

For those counting Encumbrance, this whole list is 12 lbs. Leaving room for your standard BAG of gear at 18lbs (spend the money on MW Backpack for the extra 4lbs) that you should be dropping before combat.

Skills:
Max Acrobatics, Stealth, Perception, and make sure you have at least a +10 total mod to swim/climb so you can take 10 not in combat for any normal situation.


Dragon's Demand is a 1-7 level mini-AP... it would let them get a feel for the system without getting into the high level rocket-tag kind of game.

Then, once they have some experience, you could go with a longer running game.

Also, the free First-Steps 1, 2 and 3 scenarios for Pathfinder Society Play are an excellent intro to all the mechanics of the game, and are built for 1st level characters.


They are 200g. Why would they not be able to duplicate a 20g item?

Note they can also duplicate a 200g Royal outfit.


If you have pounce, you can do it.

Pounce allows a Full Attack at the end of a Charge, which could be used for the Full attack required to activate Whirlwind Attack.

But normally, no, Charge lets you take a single attack, not even a Standard action attack, with some specific particulars listed under Charge.


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Because you didn't threaten the square he was leaving until after your readied action took place, which specifies that it happens before he actually moves, so he can decide not to move based on your new placement.


That is different than the print copy I have. It must have been errata'd at some point.

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