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FullStarFullStar Pathfinder Society GM. 1,742 posts. No reviews. No lists. No wishlists. 14 Pathfinder Society characters.


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You can also use the Shield as your main weapon, and take one of the Combat Styles (with slayer, as opposed to ranger I think is better unless you can count on a single favored enemy more than 50% of the time).

Shield Slam and Shield Master by 6th... make a spiked shield a great weapon, and now your AC enchants add to hit and damage.

Studied Target also gives a scaling bonus to hit/damage, and a smart fighter should be flanking so you will get sneak attack damage as well.

The Brawler Fighter Archetype gets a slightly higher weapon training with close weapons (shield/spiked shield being in that group).

There is a trait that makes a Heavy Shield a light weapon for TWF purposes.

He also gets bonuses on bull rush/drag/reposition maneuvers, and a lockdown ability at higher levels.

My PFS Dwarf is a Fighter (Brawler)/Slayer, to get Shield Slam without TWF. We kinda refer to him as a pinball machine, with the free bull rush on any shield slam, and if they hit a wall they go prone (no roll, no save). It's really fun.


That combo is sick with the Skulking Slayer rogue for a h-orc.

Dirty Trick on the first attack and blind them, then just keep hitting them and they never regain their full round attack again, unless they do it blind.


Unchained Rogue 3 Flying Blade Swashbuckler rest is a fun deal. Dex-y and flank with all the meatheads for damage early, then start dex to damage and level-3 to damage later.

If you are in a home game, and not PFS, you can do an Unchained Ninja with Shuriken. That would be pretty sick actually.

(Either Ninja is a rogue archetype or it is it's own class. You can't have it both ways)

EDIT: yeah.. I had missed that bit on Melee only. hmmm.


Why would it do that? You get the Demoralize free with any power attack. No other restrictions, just a power attack that hits. If it happens to be your first attack, then you can trigger Felling Smash afterwards, and have a damaged, prone, demoralized enemy.

There is no order of Standard Swift and Free that says you have to choose one before the other, free and swift actions can be taken between attacks in a full attack, even if the free action is a 5ft step to bring a new target into range.


I have a Lore Warden 5/Skulking Slayer-Scout 6 (pre-unchaind).

I didn't have access to Hurtful (2 year old PFS character) but I took Felling Smash, Gr Trip, and Gr Dirty Trick. They end up damaged, prone, and blind at the end of my turn, with a Standard and Move required to get up and become unblind.

I barely had room for the feats in there, but Cornugon Smash and Hurtful would have made the build monstrously worse... I might even spend the 10 prestige to retrain them if I ever get the chance to play him at 12+.

As a matter of fact, with the Intimidate Skill Unlock for the rogue, I think I will end up at least taking Cornugon Smash the next time I play him.


Yes, you can choose which feat you want to use as a swift action, after finding out if you hit on the first swing.

(provided you move no more than a 5ft step, or not at all)

Step 1: You make a single attack at your highest BAB, with the power attack penalty.

1A: You hit. You then get the Free action Intimidate Check. (do this first, since you get it as a free action).

1Aa: You succeed on demoralize, now you can choose to trip (Felling Smash) or another attack (Hurtful) as a swift action. If you choose to trip, your attack ends, you still have a move action left. If you choose to make a Hurtful attack, you may either move, or continue your full attack if you have BAB 6+, or TWF+, as it does not specify the attack action, just any power attack.

1Ab: You fail to Demoralize, you may -Still- take the Felling Smash swift action trip attempt, or if you have more attacks from BAB or TWF etc, you may choose to take a full attack and hope those hit, you succeed on another attempt to demoralize (with a +5 DC for a failed attempt already) and trigger your Hurtful attack that way.

1B: You miss, you may make any other attacks you have from BAB or TWF, Felling Smash is locked out as a choice (since it specifies a Attack Action which gives only one swing), but if you hit on any following attacks you still get to Demoralize, and if successful, take the Hurtful swift attack.


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@Nefreet... it's not that the option was out of balance with the rest, it was 3 feats to get dex to damage with something other than a scimitar... when getting dex to damage with a scimitar was 2 feats (and 3 skill ranks... but whatever)

The explosion was more attributable to the fact that there was finally a way to play a dex fighting character with something other than a scimitar for the first time in ... 6+ years.

Give it another 2 years, and see where it balances after it has been out a while. Here too, there were a lot of characters created in the last year, but the total % of Dex builds vs Str builds in the south Texas region didn't actually waver much.

They just had more weapon choices for the first time since PF was released.

It was a bad "fix" to an imaginary problem to a slap on patch to a finally available style, which has been clamored for in every incarnation of this game since the beginning.


The reason I ask for the Arcane Deed thing, is that based on that errata, the following deeds no longer work.

Most of Them, 12:

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

Swashbuckler's Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.

Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn.

Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.

Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.

Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with a light or one-handed piercing melee weapon. When she does, she makes the attack against the target's touch AC, and ignores all damage reduction.

Swashbuckler's Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.

Deadly Stab (Ex): At 19th level, when the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier. This is a death attack. Performing this deed does not grant the swashbuckler a panache point.

Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with a light or one-handed piercing melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

And these do:

5 Left:

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
•Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
•Head: The target is confused for 1 round. This is a mind-affecting effect.
•Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
•Torso or Wings: The target is staggered for 1 round.

Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler's Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler's choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.

Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduced to 0 hit points or fewer, she can spend all of her remaining panache to instead be reduced to 1 hit point. She must have at least 1 panache point to spend. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability.

Technically, the 2 19th level ones still work, but since they are Fort Saves based on 10+ 1/2 level (0) + Dex mod, they are only useful on a natural 1, so taking something that costs 1-2 points with a 5% success rate is a waste of ink. And, you don't get an arcana after 18, so that means a feat to do it at all.

What exactly were they afraid of? I mean, with this restriction, I might... MIGHT... spend an arcana on Targeted Strike. The rest of them I can get the same effects from a feat, (or item) and certainly are not worth 2 Arcana. Printing bad options happens, I know, but on this scale it seems that that text space could have been used for something that will actually see use instead.


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So, Mark. Why the Hit to Slashing Grace no TWF, no shield even? The iconic posted did that... I thought at least.

And the one to Arcane Deed that says you still have a Swashbuckler Level of 0?

And... removing Parry/Riposte from pretty much all the archetypes, and Amateur Swashbuckler?


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This is yet another place where a knee-jerk ruling to prevent some corner case combo completely skewed things not even considered by the ruling at the time.

Unless you are playing PFS, it's safer (and often less headaches) to just ignore most of the FAQs that alter rules that are in print.

Items that give you extra spells known were (I think) the original cause of this. Those should have to explicitly add it to your spell list.

Feats, FCBs, class abilities, racial abilities, should all consider them to add to both even if not explicitly stated.


10 Str was for a finesse/slashing grace dex build.

I had the point buy wrong, I usually default to 20pt since that is PFS standard and my primary play source.

I would start with Base Stats of Str 10 Dex 15 Con 14 Int 10 Wis 13 Cha 10. Depending on race, adjust those a little to get to at least Dex 16+ Con 14 Wis 14+ to start, preferably with 2 odd stats (best use of point buy as at low levels the +1 isn't crucial, and stat increases come about the time you need the next tier of spells anyways).

You don't have the points for "fluff" stats in this build, so Int 10 Cha 10 are average, so DM shouldn't penalize you for thinking of normal things as a character.

Str is the only thing, if you get a race with 2 stats you need you could bump up to Str 12 just for armor and encumbrance, but that's it.


@ calagnar: Slashing Grace doesn't require a single weapon, just wielded in one hand. It also has been suggested by devs that it should have been light and 1-handed weapons not just one handed.


Going to have to bite the bullet and ask the GM if you can use the (suggested, and should be out shortly) errata for Slashing Grace to make a dex to damage build. It is expected to apply to light as well as one handed weapons in the errata.

That cuts you down to 3 real scores, so long as you don't dump Str you should be fine in medium armor and upgrade to mithral later.

Str 10 Dex 17 Con 14 Int 10 Wis 14 Cha 12 would be easy with human/h-orc/h-elf. With other races you might even get better if you have better stats. (Garuda Blooded Aasimar are dex/wis, and also get See Invis as an SLA so great for this build)


If you read the description, the physical tusks of the helm are what provide the gore attack.

It has nothing to do with transmutation really, it's a physical thing, regardless of the spells used to create the item.


You only provoke if they are within reach of you when you shoot, which also means you were provoking for firing in the first place (until safe shot).

So far as dropping your weapon, if you fail by 10 or more, then indeed, I would expect you to drop the arrow, which is the only part of the weapon making the attempt.


That seems to be the way everyone reads it, because that is what they expect it to do.

The actual text does what you originally thought, per RAW.

However, with the atrocious editing, proofing, and all around bad writing of the ACG, it's just another case of what they wrote not adding up to what they (we guess) meant, as the actual RAW would be extremely potent for a FCB.


Stand Still is a trap feat for reach users. It only works if they are adjacent, not just in your threatened area.

Trip is a good maneuver for reach lockdown, as long as they aren't flying. If they are prone, they have to stop the move and use another move to stand up.

You could take 2 levels of Brawler, that would negate the Int requirement, and get you a bonus feat, and another that you could use as needed 4 minutes per day.


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One combo if you have the stats and feats available is to take Vital Strike and Felling Smash.

Vital Strike uses the attack action.

Felling Smash says "If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent."

So, Vital Strike with Power Attack qualifies to trigger Felling Smash, which lets you trip non-flyers in addition to the Flyby Vital Strike damage as a swift action.

I pretty much play PFS, where most enemies are medium or large humanoid types, depending on you campaign it could vary.

I have Felling Smash and Gr Trip/Gr Dirty Trick on my PFS Lore Warden/Skulking Slayer.

Charge in, Power Attack, Felling Smash, and Gr Dirty Trick from the Gr Trip AoO. I have done damage, and the enemy is now prone and blind. good times.


You also want the Shield Trained trait (I think) ... it's the one that makes Heavy Shields Light Weapons.

and Snowstride is the other one that you want, bull rush 2 sizes larger is key.


You could do it with a Slayer to level 6. This gets you Shield Slam and Shield Master (with no pre-reqs). Then, Brawler or Shielded Fighter the rest of the way for feats. You lose 1 feat net, but get to skip pre-reqs (which puts you even) and get shield master 5 levels early.

At 2, you get a free bull rush on any shield bash (which doesn't provoke from the feat, so no need for Imp Bullrush since weapon bonuses are easier to get than CMB bonuses anyways), at 6, shield enhancements count as weapon enhancements. You also have a +2/+2 from Studied target that you can drop on to anyone as a move, or in the surprise round when you sneak or flank (2d6) as a immediate.

It negates the need for the ramming enchantment at all, since all shield bashes grant a FREE ACTION bull rush instead of a swift, and automatically add the shield bonus and charging +2 in, since the bull rush check is the total of the attack roll instead.

Pick up Spiked Armor and Spiked Destroyer feat, for a swift armor spike attack on a successful bull rush 1/round.

If you were to use Brawler Fighter, they get a +1/+3 version of weapon training at level 3, then strap on some Gloves of Dueling for +3/+5. They also get some bonuses to maneuvers, and later some lockdown ability in their threatened area.

Human: Str 17, Dex 15, Con 14, Int 10, Wis 12, Cha 8 (20pt buy)

Feats:
1: Slayer: 2WF; Imp Shield Bash (low level shield focus not really needed); Studied target +1/+1
2: Slayer: Shield Slam (slayer talent combat style)
3: Slayer: Power Attack; 1d6 sneak
4: Slayer: Intimidating Prowess (Str to Intimidate, see level 9)
5: Slayer: Imp Bull Rush; Studied Target +2/+2
6: Slayer: Shield Master (slayer talent combat style); +2d6 sneak
7: Brawler Fighter: Gr Bull Rush, Combat Reflexes
8: Brawler Fighter: Spiked Destroyer(armor spike attack on successful Bull Rush); +1 to bull rush, drag, reposition
9: Brawler Fighter: Killing Flourish(30ft demoralize when you kill an enemy) +1/+3 to shield attacks, +1/4 levels (+2/+2 with Gloves of Dueling).

You have 51 skill points (instead of 27) a good reflex save (meh). Still have full BAB and d10 HD. Should be able to get into flanking for the extra 2d6 damage regularly.

Assuming same money spent on shield (+3 shield with +2 weapon is 17k), got you a +1 Bashing shield that added +1 to ac from defending armor. Damage: d8+1, with +4 AC. Same cost (16k) +3 Bashing Shield does d8+3 with +5 AC.

For the cost of one feat: Shield Focus, (and 2W defense, which I don't think stacks when shields are already the weapon) I have made up the AC difference, and added it to hit and damage as well.

I have also provided an AoE intimidate to demoralize as a swift on a kill.

You can still take Weapon Focus and Spec, which I don't have in there, but already have made up (1 more damage actually) with the brawler training instead.

Studied target makes another +2/+2 you can do it as immediate if you sneak attack, so flank often. 15k gold Gloves of Dueling another +2/+2 (Shielded Fighter can't use them because of the wording of Weapon Training replacement ability, Brawler can since it gets the Close Weapon Group as it's replacement).

I'm playing this guy as a Dwarf in PFS already, and he's a BLAST. (I actually went slayer 2 fighter 3 slayer rest, so shield master at 9)
Especially old season 1 or 2 scenarios where they double the enemies in the same confined area for the higher level difficulty, it's like a pinball dominoe game when he gets going. I took the dwarf cleave feats so that they don't have to be adjacent, so I can hit/bull rush pretty much anyone who gets near me every round, and usually put them into a wall for prone cleanup by my allies.


Does Core mean Core Rule Book Only, or does it mean the Core Paizo Hardbacks (APG, UM, UC)?


Enhancement is used in the context of +1 through +5. Special Abilities that cost "enhancements = to the + cost" are part of the +10 cap, not the +5 described in the text. (at least that is how everyone who has ever made a designer comment or ruling has shown it, to my knowledge)

@ Sagotel: That is what I said, you can add up to +5 worth of enhancements, but only up to a +5 Enhancement Bonus total, the rest have to be spent on special abilities not extra +'s .

Also, it does indeed bypass material/alignment/adamantine DRs with the arcane pool.
It doesn't have anything like the wording in the Gr Magic Weapon spell that says it doesn't, it just says it adds enhancement bonuses stacking with whatever the weapon already has. So, if you have a +2 weapon, and you add +1 Keen to it with arcane pool of 2 at level 5-8, then it bypasses cold iron and silver DR. +4 gets through DR/Adamantine, and +5 gets through DR/(Alignment- good evil lawful chaotic).


The maximum of +5 means that you can't make a +7 Keen Flaming Burst weapon by having a +5 weapon and adding +2 Keen Flaming Burst to it.

Not that it is intended to only ever get you to a total of +5 including added abilities.


Warpriest of Folca (Travel and Trickery Blessings) gets free net prof, which is a great debuff.

Warpriest of Calistria (Trickery and Luck Blessings) gets whip prof, so you can do some stuff at range.

Warpriest of Achaekek (Trickery and either Death or War Blessing) gets Sawtooth Saber prof, so 2WF with longswords as light weapons with good bonuses.

Depending on Stat generation method, Str based I would go Folca: Net and Sword style. Net as first attack for a great Debuff, then swing with the sword for the rest.
Calistria I would go Dex Based, with a 13 Str just for the armor, with the Whip feat Line, and warpriest weapon damage boosts make it viable. Trip, Disarm, Steal, are all viable at range this way. Get a Dueling (PFSFG not UE version of Dueling) to get bonuses on combat maneuvers with the weapon.
Achaekek I would go Dex based with a 12-14 Str just for weight and use Piranha Strike (check with the GM to make sure that treating them as light weapons when TWF means Piranha Strike works, it is balanced but you need to have him read it the same way).

Fate's Favored trait for the +1 to Divine Favor later, and one to get Perception as a class skill.

If he is evil, make sure he has the CHA to use selective channel to avoid killing allies, or take a feat for the variant channeling stuff.

Prep Divine Favor, Magic Weapon, Shield of Faith early on.


Arcane Duelist and Dervish Dancer are still bards. They still mostly do enchantments/illusions/buffs, not a lot of damage spells. They can be combat frontliners, but nowhere near the damage of a Warpriest, Magus, or Slayer.

The thing about a TWF Warpriest is that even daggers get to be 2d6 weapons eventually. Warpriest are tankier, and they do a lot of buffing and swinging with less blasty flashy magic.

Magus are all damage, not a lot of buffs, no control to speak of. They do one thing really, which is kill things with sword+spell damage. They are usually squishier, and take until level 13 to get to cast in heavy armor. They rely on Mirror Image and Blur/Displacement to avoid getting hit.

Duelist is a waste of print now that the Swashbuckler is out in the ACG. Swashbuckler is a 20 level version of what the Duelist wanted to grow up to be, IMO. Flavor is good, but just call the swashbuckler class a duelist in play, and do much more with it.


Inquisitor is fine, although Bane will cost a feat to use 2 weapons.

Warpriest is good, the scaling damage means even light weapons end up hitting like greatswords, and they get combat feats as if fighter level, good armor, and spells that they can swift cast.

Magus is a 1 handed weapon fighter. TWF is possible with a couple archetypes, but it really means you can't cast and TWF in the same round easily.

Bard is fine, if that isn't manly enough for him, pick Skald (ACG) which is a barbarian bard that rages his teammates as a song.

Assassin prestige isn't really any good. If he likes that feel though, the Stygian Slayer Archetype gets Invisibility at 4th and access to some basic magic for stealth and killing from wands and scrolls. As a Slayer gets TWF without having the Dex by picking the ranger style feats. I would really recommend this for him if he wants just a couple spells, he can also take the rogue talent for magic and get a cantrip he can sneak attack with and vanish, which is the best stealthy assassin spell out there.

If he wants to be Dex based, 3 levels of Unchained Rogue then Slayer would be his best mix, as he would be able to pick a different combat style and ignore Str requirements instead, which is really nice.


Stat of 42? Base 20, +5 levels, +5 tomes, +6 item... 36. Where is the other +6 from?


The Cracked purple Ioun stone and a wand of Shield idea is the cheapest by far. 2000g for the stone, 750 for the wand, for 50 fights basically.

I will assume you have an arcane caster with it on the list to charge the stone or one with enough UMD to do it between fights.


You could ready the attack when they pass that square. However, you can only take the 5ft step if you didn't move at all on your normal turn (you can use a move action equiv, just not actual movement). The safer action to ready is "If an enemy comes within 10 feet of me", so that it won't matter who he charges and also allows for anyone else who moves before/after him in case he gets shot/spelled from range before he charges.

Also, after you step over and hit him, it is the GM's call if he has to still continue his charge and provoke again.

There are several debates on what happens when a readied action changes the conditions of your stated actions so that it is no longer possible/safe to continue them.


PFS says only one mount/companion/familiar in combat mode. You can have more, but they can't take actions in combat to keep from bogging down 4 hour modules.


Your best bet, if it's a home game, is to just ask the GM if he will allow a Divine version of the Arcane Archer, with a straight trade of divine casting for arcane with everything else identical.

Then, take an archery based Hunter. (best mix of druid/ranger spells, so most nature for a 6 level caster)

If you want Wild Shape, take the Feral Hunter. If you prefer the Companion, then take the regular Hunter.

I don't see this as being remotely overpowered, and would allow it easily for that setting and race. (I love Eberron though).


I want to say there's a nature spell based bard, which would let you go into arcane archer.

It was mentioned into another thread though, so not sure which splatbook it comes from.


That is the point.

A wolf alone can keep alive on sheep, but a pack can take down a much larger animal.

Same thing for evil characters.

Played in an evil campaign for a while, one of my favorites.

The Necromancer wanted to rule, the (3.5) Anti-paladin of Tyranny (NE) wanted to command the army that conquered the world, but not necessarily take the throne, and the Dirge Bard just wanted to control an undead boy-band to cheer them on to victory. It was a great team, and the goal was to rule a continent, which we couldn't do alone even once we conquered it.


Stand Still is a trap feat. It's usually grabbed by people with a reach concept, but it says adjacent not in reach.

Step up chain is likewise mis-leading, Following Step gives you 10 ft to follow, but still only when they 5ft step, and they still have to be adjacent.


You don't have to make the attacks with unarmed strikes, the charging parts are independent of your attacks.


It lets you choose to be at the range of the weapon, but it doesn't say you have to stay that far apart.


Lore Warden fighter is also a choice, as is Archivist Bard if you go Mysterious Stranger.

Spellscar Drifter Cavalier is another martial choice that isn't gunslinger.


The grapple rules state that when you make a successful grapple, the target is pulled adjacent if they are not already. No maneuver needed.


Str 17 Dex 14 Con 14 Int 8 Wis 10 Cha 15... 4th to str 8th to cha.

If you are willing to have the will saves tanked, then crossblooded (it also gives up the rage saves...

I like the reach and claws version though, myself.

Feats... Power attack with all at full BAB is a natural. I like the Rending Fury line thematically, but its a lot of feats for little damage.

I would definitely go the Dragon Style route if you take the rage powers archetype for pounce later, being able to charge in diff terrain and through allies wins.


Demon-Spawn (+2 Str/Cha, -2 Int).

Trade Shatter for bite, pick any bloodline that gets claws.


It's fashionable in RPGs to cherry pick the good/evil actions.

If you play a character who goes out and murders goblins, orcs, hobgoblins, most types of giant, and pretty much 90% of the Bestiary, you're beloved by NPC's and even can wear the mantle of Paladin (provided you don't have one of the bring down the mighty GMs).

However, if you do that to elves, gnomes, dwarves, halflings, and humans, you are evil and probably a murderer or assassin.

Murder hobo is fine, as long as it's not the "pretty" PC races.

Always remember, to the bad guys, the good guys -are- the bad guys.

Of course, Dungeon Keeper was one of my favorite PC games when it came out for that reason.


The "unwritten rule" is that everyone assumes that all ranged touch attacks are weapons. They are not.
The reason this is a FAQ question, is because certain types of spells (specifically Rays) had to be called out as weapons in order to qualify for Weapon Focus, etc. So, without that explicit example, they are not weapons per se, otherwise you could have used Arcane Strike to add damage to all the Fiery Shuriken, Acid Splashes, Flame Rays, etc. There are also various Ranged touch spells that are not rays, which do not qualify to add bonuses from things like Inspire Courage, Arcane Strike, etc.

CRB Combat Chapter wrote:

Cover

To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

CRB Remainder of Cover Section for Completeness:

When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target's square goes through a wall (including a low wall). When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

Low Obstacles and Cover: A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he's closer to the obstacle than his target.

Cover and Attacks of Opportunity: You can't execute an attack of opportunity against an opponent with cover relative to you.

Cover and Reflex Saves: Cover grants you a +2 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover from you. Note that spread effects can extend around corners and thus negate this cover bonus.

Cover and Stealth Checks: You can use cover to make a Stealth check. Without cover, you usually need concealment (see below) to make a Stealth check.

Soft Cover: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Stealth check.

Big Creatures and Cover: Any creature with a space larger than 5 feet (1 square) determines cover against melee attacks slightly differently than smaller creatures do. Such a creature can choose any square that it occupies to determine if an opponent has cover against its melee attacks. Similarly, when making a melee attack against such a creature, you can pick any of the squares it occupies to determine if it has cover against you.

Partial Cover: If a creature has cover, but more than half the creature is visible, its cover bonus is reduced to a +2 to AC and a +1 bonus on Reflex saving throws. This partial cover is subject to the GM's discretion.

Total Cover: If you don't have line of effect to your target (that is, you cannot draw any line from your square to your target's square without crossing a solid barrier), he is considered to have total cover from you. You can't make an attack against a target that has total cover.

Improved Cover: In some cases, such as attacking a target hiding behind an arrowslit, cover may provide a greater bonus to AC and Reflex saves. In such situations, the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Stealth checks.


CRB Combat Chapter wrote:


Shooting or Throwing into a Melee: If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)

If your target (or the part of your target you're aiming at, if it's a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you're aiming at is engaged in melee with a friendly character.

If your target is two size categories larger than the friendly characters it is engaged with, this penalty is reduced to –2. There is no penalty for firing at a creature that is three size categories larger than the friendly characters it is engaged with.

Precise Shot: If you have the Precise Shot feat, you don't take this penalty.

Ranged touch attacks are not all weapons, therefore not all of them get the penalty for firing into melee. They all take the penalty for cover however, as the cover rules say ranged attack, not attack with a ranged weapon. However, by this same token, ranged touch attacks that are not rays will not benefit from things that add to weapon damage, such as Inspire Courage, etc. You just have to make sure you are consistent. If I don't get my bonus damage from Arcane Strike on my Acid Splash/Ray of Frost/Disrupt Undead, then I also don't take the penalty for firing into melee.

I was part of the original thread linked above, since some GM's in PFS were ruling that the penalties applied but not allowing the damage buffs to apply since it wasn't a weapon.


Armor Spikes, Boulder Helmet, Barbezu Beard, Boot Blades, Unarmed strikes.

Helm of the Mammoth Lord gives gore, Wyvern cloak gets a tail.

Just off the top of my head.


NVM. I would have thought it did because of backwards building.


Combat Maneuvers bog down everyone, but that's kind of the point. They are awesome if used right.

Most of them are designed to be big debuffs to whoever gets hit.

Trip: +4 to hit a prone target, -4 to attack from prone, free Attack of Opportunity when they stand up (some of the expanded rules can negate some or all of these penalties)

Bullrush: knockback. Very useful if you can get them back 5 ft, then 5ft step back so they can't full attack for multi-attack enemies.

Disarm: most enemies don't have the Improved Unarmed Strike feat, and rarely a backup weapon in their equipment, so now everytime they want to attack they take a free Attack of Opportunity.

Sunder: Very bad to use in most home games, since it destroys treasure, but good in PFS since you get the treasure on the sheet at the end either way.

Monster abilities are the same thing for the GM, a way to debuff or negate a PC for a short time. The way to get around being bogged down is to really read the combat section, and the monster abilities section of the bestiary. Luckily for you, it doesn't seem like you have any prior DnD editions cluttering up your memory of how the same named game terms worked differently back then.

Happy Gaming!


The reason most of them are mounted is not necessarily to make up for the slow movement, but because PFS is not good for large mounts in the maps they draw. Small mounted characters have medium mounts and thus fit in the spaces the combats are designed for.

I have a Halfling Hunter or Sacred Huntmaster Inquisitor build that loves being mounted, as do Cavaliers.

Take a Mount with Bodyguard Archetype, wolf to start and small cat once that advances to medium size.

Take Outflank, Pack Flanking, Lookout and Escape Route as feats. Your mount gets them all thanks to the teamwork sharing of the hunter/sacred huntmaster ability.

Now, you can move anywhere on the map and never provoke, you always get to go in surprise rounds, (usually with a full round not just a standard), and always flank while mounted for a +4 with outflank, and if either crit the other gets an AoO. Mount gets to use AoOs on you (should always hit) to give +4 ac, you can take mounted combat to negate hits on him, and rack up.


A Mount moving Absolutely does not eat up any of your movement actions. You can take a full attack with a bow, halfway through the mounts movement, while your mount moves.

CONTROL A FRIGHTENED MOUNT is a move action.

CRB Ride Skill wrote:

Fight with a Combat-Trained Mount: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.

Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for horses or ponies trained for combat.
CRB Mounted Combat wrote:

Mounted Combat

These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such as a griffon or dragon.

Mounts in Combat: Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat. If you don't dismount, you must make a DC 20 Ride check each round as a move action to control such a mount. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full-round action, and you can't do anything else until your next turn.

Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.

A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount's space during combat.

Combat while Mounted: With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted.

If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).

You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.

Casting Spells While Mounted: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level).

If Your Mount Falls in Battle: If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage.

If You Are Dropped: If you are knocked unconscious, you have a 50% chance to stay in the saddle (75% if you're in a military saddle). Otherwise you fall and take 1d6 points of damage. Without you to guide it, your mount avoids combat.

All Bolds Mine.

With the bolded parts above, you move with your mount, but it uses it's movement. You can take a full round attack while it moves, with a ranged weapon(at a penalty), but not a melee weapon because you are only there at the end of the move.

The Combat-Trained Mount can absolutely move, then ready to move again as the mounts standard action. Then the character can free action dismount (with the DC 20 ride check, if he fails it takes a move to dismount and he no longer has a full round charge available), and charge, with the mount taking his readied action to move into flank before the charge goes off, since readied actions precede the trigger. This would require a combat trained mount with the flank command, and the ability to direct a mount or AC as a free action as part of a class ability, but is legal with those pre-reqs. Of course, Pack Flanking is a much better way to do this, since while mounted you always count as flanking, if you have the Int for it, as a cavalier, inquisitor, or hunter.


Making characters from other things, movies, TV, books, games, is hard. They never seem to be able to do the things you already envision them doing...

However: say, 20pt buy, 12th level (you are in a multi-dimensional deathmatch for ultimate power, 12th level is the LOW end for this)

Str 10 Dex 18 Con 14 Int 13 Wis 12 Cha 16 (+2 2 stats, give up feat)

There's a bladed fan in one of the books. I think the one in Inner Sea World Guide had a better Crit range, but I don't have it with me so can't verify.

Unchained Monk 5/Ninja 7

Feats, WF (Fan), Slashing Grace (Fan), Expertise, Imp Crit (Fan), Two Weapon Feint, ITW Feint.


You can have the statline STR 17 DEX 14 CON 14 INT 10 WIS 15 CHA 7 as a half-orc.

Which is actually what you should do, as PFS typically (unless you are in a large city or go to lots of conventions) effectively ends at level 11. First increase into Str at 4, and 2nd into wis at 8.

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