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17 posts. Alias of Grenouillebleue.


I'll be playing a druid in a new campaign, and our DM has specifically banned all dinosaurs from his setting. We're mostly Core/APG/UM/UC only, but can sometimes include other feats if they're considered balanced.

(He's an awesome GM, so the issue isn't whether it's a good idea or not to ban many options, but how to deal with it ^^).

So... i'm torn between a rhinoceros and a tiger.

At level 1 w/o feats:
- Rhino gives me 13hp, 16 AC, and a very respectable attack (+3 for 1d8+3 damage)
- Tiger gives me 11hp, 14 AC, and 3 attacks at +2 (1d6+1, 1d4+1 x 2).

They're both medium, with scent/low-light and 40ft move.

So it looks like Rhino's tougher and deals more damage with better accuracy, especially since tiger doesn't have pounce yet. The only time tiger is better is when full attacking AND getting three lucky rolls.

At druid level 7 w/o feats and spells, they both got bigger.
- Rhino now has 52 gp and 22 AC, one attack at +10 that deals 2d6+10 and Powerful Charge for 4d6+15
- Tiger now has pounce. It has 46hp, 19 AC, three attacks at +9 that can grab (at 1d8+6 or 1d6+6) and two rakes if pouncing or grabbing.

So Rhino's still tougher, but his damage looks a bit on the down side in comparison to a tiger.

- Greater Magic Fang can be used more effectively, for a +2 at level 8, +3 at lvl 12 and so forth, while the tiger is stuck with a +1
- Likewise, Improved Natural Attack is much more impressive on the Rhino single attack, especially with Powerful Charge
- Same goes with power attack (x3 instead of x2).
- The Rhino will get another big attack at level 9 with multi-attack.
- The Rhino will be less impacted by DR.
- Strong Jaw, while not stacking with INA, gives one more size increase, which makes it now 6d6
- The Vital Strike line might help keeping it useful at later levels.

On the other hand, I don't see many ways to increase a tiger damage output, apart from a +1d6 amulet of mighty fist (+2d6 starts to be really pricey).

So at the cost of 2 feats (Power Attack and Improved Natural Attack), our level 7 Rhino can now hit for 3d6+19 and charge for 6d6+24, and will continue to improve.

Did I miss something ? Apart from the grab, if we're looking at raw dps, is the rhino better ?

Thanks a lot ;)

Hello (and sorry for my bad english, it isn't my native ;)).

I'm using HeroLab to fiddle with my characters, and creating a druid for our next campaign.

I wanted to take a Rhinoceros Animal Companion. At level 7, the Rhino goes Large and gets Powerful Charge.

The problem is, HeroLab tells me I have a 4d6 Powerful Charge, while d20pfsrd says:


7th-Level Advancement

Size Large; AC +3 natural armor; Attack gore (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities powerful charge (gore, 2d8).

And this very wesbite doesn't give any damage after Powerful Charge:

7th-Level Advancement: Size Large; AC +3 natural armor; Attack gore (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities powerful charge.


1) Which one is right ? In what book can I find the real, absolute RAW Rhino animal companion ?

2) I deal 1,5 x STR bonus (and 1,5x Power Attack) with my regular single attack. Do I deal more on a Powerful Charge ?

3) If my Rhino takes "Improved natural attack: gore", does it also affect Powerful Charge in any way ?

Thanks a lot !


I'd like to try a battle druid for my new campaign, but I have my concern about the very low AC of a shifted druid before he can buy wildheart armor.

If I understand correctly, at level 6, I can turn into a large animal. This gives me +4 Str, +4 Nat and -2 dex.

Assuming a 12 dex, which is already plenty for a druid who'd like to have both STR and WIS (and CON as well), that means while shifted at level 6 I get 14 AC, 15 with a +1 ring that I should have at this level.

Even with Barkskin, that's a whopping 18 AC. Enough to get mauled as a frontliner.

So, how could I raise my AC ? Meanwhile, the other frontliners are either clad in armor for 22 AC without shield or spell(+9 for +1 fullplate, +1 Nat, +1 dex, +1 ring) or sporting the same AC through a dex build.

What are my options between level 6-10 ?

Thanks for your help


I'm currently playing an occultist, and have a lot of bookkeeping with all the wonderful monsters I get to summon.

I did a lot of google search, but I didn't seem to find a (printable) chart that summarize at a glance what I can summon for a given level. All the infos are on this website, or at PFSRD, but I have to click on every monster, one at a turn, to get its stat. Then I have to manually add Augment Summoning.

So I was wondering if someone already made an easy-to-use, at-a-glance summoning chart per level.

If it does exist, it would help me tremendously ^^

Thanks a lot


I guess this has been asked before but I couldn't find it through google, so there :D

"At 6th level, a bear shaman’s wild shape ability functions at her druid level – 2. If she takes on the form of a bear, she instead uses her druid level + 2."

(Replace "bear" by the animal shaman you chose).

What does this mean exactly ? It doesn't REPLACE Wildshape, so am I correct in assuming this ?

Level 4: You get wildshape like any other druid.
Level 6: Other druids get a better wildshape. You count as 8 for your bear form and as 4 for other forms.

Also, does it change the number of times you can Wildshape ?

A regular level 6 Druid can wildshape twice.
What's correct ?
1) A level 6 Bear Shaman can also wildshape twice (but with the aforementioned bonus/malus).
2) A level 6 Bear Shaman can only wildshape once (level 4) into something different than a bear, and has two (level 8 - level 4) bear transformations.

Thanks a lot, it might seem stupid but I'm a bit confused there :D


I'm playing a magus for the Skull and Shackles campaign, and I'm still struggling to understand some of the finer rules about spellstrike and spell combat.

1) Holding a touch spell.

"Touch Spells and Holding the Charge

In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates."

Let's say I cast shocking grasp and fail my attack. Does this mean that the spell is not discharged and I can try again ?

But then, it seems I can use spellstrike only when I get a free touch attack from casting a spell. So I shouldn't be able to use my weapon next round.

Is this correct ?

Magus casts shocking grasp.
Magus can spellstrike at - 2. If Magus misses, spell is not discharged
Magus then resolves other attacks at -2.

Next round: Magus can either cast a new spell, ending the previous one. Or Magus can try a touch attack, but that would be a standard action, and it'll be a basic spell, without all the advantages of a spellstrike.

2) The Frostbite conendrum

What happens if I didn't cast Shocking Grasp, but Frostbite ? I get as many frostbites as my level. Can I spellstrike them every round ? Or RAW, can I only spellstrike the first one ? What do I do with the next ones ?

Thanks a lot, I'm totally lost there :D


We were playing yesterday and ran into a Dire Bear. Our 7th level rogue got grabbed by it, and tried to escape the grapple.

He had 20 dex and maxed out Escape Artist, which gave him +15 to escape the grapple. The Dire bear had +26 CMD, so he had 50% chance to get free.

50%. And we're speaking about someone who's very talented at escaping.

Any other level 7 character wouldn't have escape artist (or 20 dex) and would rely on CMB. This means a fighter would have around +11/+12, a cleric probably +5 and a wizard even less. So they're screwed.

But, you say, a grapple is supposed to be hard to break. 50% chance is not so bad for your rogue, and your fighter would have around 30% chance.

But that's the thing: a bear isn't even GOOD at grappling.
An Allosorus has 29.
A Lurker above has 30
One level earlier, a Havero Tentacle has 28.

Long story short, any kind of monster using grab is likely specced for it, which means a huge grapple CMD, which means very little chance to escape.

Did I miss something ? Aren't the rules a bit harsch ? I can understand that a scrawny wizard shouldn't be able to escape a grapple easily, but a fighter or even a slippery rogue won't have much of a chance. Do we have to assume that once we're grappled, we won't ever escape ?

Thanks for your input ;)

I'm playing a level 6 Wizard in an upcoming campaign and decided to go for the Foresight school.

It has pretty powerful abilities, including this one:

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

I wanted to know how you used this ability and if there were some nice tricks to do with it.

So far, it seems useful for:
- Skill checks
- Save (if you know you'll get targeted or have ongoing effect)
- Grapple, Trip & stuff
- Touch spells

...and that's about it. It's a bit underwhelming TBH because touch spells aren't usually that hard to land, using combat maneuvers isn't usually a Wizard's schtick, getting out of grapple is easier with a spell, and that leaves only skill checks and ongoing saves.

I know a level 1 ability isn't supposed to be game breaking but it looks so damn sexy on paper I wish we could do more with it. I'd love to create a character that can contribute meaningfully with this ability (without being a gish and dipping only 1 level wizard).

I already took Snake Style with my wizard. It cost me two feats (with Unarmed Strike being useless for me) but the trade-off seems wonderful for me - and Prescience makes it even better.

Any other ideas ?
Thanks a lot !

Hey everybody,

I'll start playing a battle oracle in a new PF campaign, and wanted to know if my build was ok.

Other players will be a rogue, a fighter (shield user with high AC) and an enchanter.

We rolled our stats and I got 8, 11, 12, 14, 14, 18.

Here's what I came up with:

Human battle Oracle
Curse: Decaying

STR 20
DEX 12
CON 14
WIS 11
CHA 14

Feats: Toughness, Extra Revelation
Revelations: Skill at arms, War Sight
Spells known: Bless, Protection against Evil, Cure Light Wounds

Weapon: Greatsword +5, 2d6+7
Armor: Scale (AC 16)

Skills: Perception, Intimidate, Sense Motive, Spellcraft

Any thoughts ?

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I've been toying with the idea for some time, and now a new PF game gives me the opportunity to try it out.

I'll start out at level 5 with a 20 point buy. I started to build the guy as a run-of-the-mill TWF but they're always starved for feats and I wasn't pleased with the result. So here's what I'd like to do instead:

Human Fighter 1/Ninja (scout) 4

STR 18
DEX 13
CON 14
INT 10
WIS 10
CHA 14

1: Toughness
1h: Dodge
1f: Weapon focus (falchion)
3: Iron Will
5: Extra Ki

Ki tricks:
- Vanishing trick
- Befuddling strike

+1 Falchion
+1 Full plate
+1 ring of protection
+1 amulet of natural armor
+1 cloak of resistance

This gives him 24 AC, not too shabby and 6 ki, which is ok as well. Since he doesn't rely on dex, I could go for scout and lose Uncanny dodge.

His regular attack is +9 for 2d6+6
When he's flanking or charging, that's +11 for 4d6+6.

He can use his ki to get another attack, go invisible or basically mess with the opponents plan.

As for drawbacks, he only has 20ft move (that's ok I guess, since I don't want to be the first in melee) and -5 armor penalty (that hurts like hell, no acrobatics for me and that sucks).

Any thoughts ? Opinions ? Would it be fun to play ? Would it be powerful enough ? Any ideas on better feats to take ? Any feats out there that would help me with my armor penalty or my move ?

Thanks a lot for your time ;)

1) A player asked me how much an item able to cast "Magic Armor" would cost.

I searched through my DM guide and found these rules: Values

Use-activated or continuous ---->Spell level x caster level x 2,000 gp2

(The ² tells me that a spell in hours per level makes no adjustment to the price).

So basically, bracers that would give him permanent mage armor would cost a measly 1 x 1 x 2000 = 2000 gold ?

What's the point of bracers of armor, then ?

2) Another player wanted to have gloves that would allow him to cast "gravity bow" 3 times a day, as a zen archer.

So that's the same formula as above (except that the price is doubled for a spell in minute per level) = 4000 gold to have a continuous effect.

Charges per day----> Divide by (5 divided by charges per day) = 2400 gold

This sounds dirt cheap again. Did I get something wrong, or does that mean that you can emulate some very powerful level 1 spells (lead blade, gravity bow, mage armor, shield...) with very little coin ?

Here's a last example I thought of: with this formula, a ring of permanent SHIELD spell would cost 4000 gold. So what's the point of the "ring of force" that cost 8500 gold and is half as useful ?


I'm posting here because my last two games were nightmarish, with me getting stomped on at every single encounter.

I'm playing as a level 12 wizard, and I'm very happy about what my character can do as far as utility, damage, buffing and debuffing is concerned. However, i'm questioning my survivability and wondering what I am doing wrong.

In the earlier levels, I was quite safe through using mirror image, fly, displacement and all those lovely illusion spells that made me feel comfy. But now, we're at a level where almost every encounter has a mob with true seeing in it (and I guess it'll get worse the higher level we are).

Basically, a fight goes like this: I cast haste on the party, a mob charges me or, worse, teleports to me(cuz I'm a wizard, so I'm a squishy target) and go a~*$##& on my low-AC, low-HP ass. Or the boss is an archer and will hit me with a hail of arrows and drop me in a round.

With true seeing, none of my defense work. And when we're in a dungeon, overland flight isn't that much of an asset.

Did I overlook some spells ? What could I use to be more resilient - apart from StoneSkin, which is costly and can actually benefit the tank more than me ?

Thanks for your input.

I'm playing with a friend's group tonight. I don't expect to play much with them, just thought I'd give them a hand since they are supposed to face many dangerous challenges and they don't have a dedicated healer.

They currently have a sorcerer, a barbarian, an archer ranger and a battle cleric. The battle cleric is sick and tired of healing - he thought he'd be a dangerous buffed-up fighter when everybody just thinks of him as a bandaid.

Anyway, here's the thing. Creating the oracle of life was pretty easy, as was the choice of his first level spells. However, I can choose one level 4 spell, and I really don't know which one to pick.

Please remember that, as a level 4 NG oracle of life, I already have cure moderate wounds and lesser restoration.

Thanks a lot for your advice.

A friend invited me this weekend to play a PF level 8 game (20 point buy). When asked what characters they already had in the group and which class they would like me to play, he answered "whatever you want, the point is to have fun. It'll be challenging, though, so don't play a gimp class like monk, you'd get pounded to the ground".

Well. Needless to say, this was a challenge I childishly couldn't pass. I'm not much of a minmaxer, but I built a Quinggong Monk using Crane Style and, well, basically I owned the game, stealing the thunder from a barbarian, an oracle of battle and a bard/RDD.

Fighting defensively, my AC (with bracers of armor +3, ring of protection +2, barkskin from ki) was 31.

10 + 3 (dex) + 3 (wis) + 1 (dodge) + 2 (ring) + 3 (barkskin)+ 2 (monk bonus) + 3 (armor) + 4 (defensive).

Most of the mooks could only hit me on a 20, while I had four attacks (+14/+14/+9/+9 for 1d10+7) unbuffed.

The couple elite mobs we had to fight (including an ogre barbarian, a bone golem or a stone giant) usually were between +16 and +20 on their first hit, which means they *could* hit me, but it was still pretty difficult. And when that happened, well, their hit got deflected and I retaliated.

During a 10 hours play session that was pretty much only monster-bashing, I filled the tank role and got hit maybe twice. The only time I felt in danger was when two level 7 kenku rogues surprised me (so I wasn't in defensive mode) and sneak-attacked me for 50 damage. Well, I took the hit, spat the blood off my mouth, attacked them defensively, and smiled at the way they couldn't finish me off.

So, long story short, I asked them if I had convinced them that the monk was in no way underpowered, and their answer was: "well, I don't know about the monk, but the Crane Style is so ridiculously unbalanced that we'll ban in from further play".

I don't really care since it was a one-shot, but what do you think (apart from churlish tantrums from both sides) ? Is Crane Style really unbalanced ? What could the GM have done to challenge me ?


I know that, with greater spell specialization and admixture, you can spontaneously cast your specialized spell and thus turn a fireball into an iceball. This would allow you to add the rime spell metamagic.

How does it work for the spells that you DON'T spontaneously cast ? Is there a way to add rime spell to a spell that wasn't ice to begin with ? Can i decide, while preparing my spells, that THIS PARTICULAR BURNING HANDS will be an ice spell, and thus add the rime metamagic ?

Thanks for your help, I'm still wondering whether it's a good idea to take rime spell in my build ^^

I keep reading stuff on the forums about barbarians and still don't get why they are so popular.

They're supposed to deal high-damage. However, a level 20 barbarian vs a level 20 fighter will lose on:
- Greater Focus (+1 to hit)
- Weapon spe & Greater (+ 4 to damage)
- Weapon training (+4 to hit, +4 to damage)
- gloves of the duelist (+2 to hit, +2 to damage).

So the barbarian loses +7 to hit, +10 to damage.

His mighty rage gives him +8 strength, so that's +4 to hit, +6 to damage (assuming the best scenario with a 2H weapon).

Sure, he'll have more HP (although not that much, around 22 if we get the standard protection) but he'll have way less AC.

I looked at the rage powers, but they don't seem that great to me (apart from the all-mighty "come and get me", which can still prove risky, and the greater beast totem, which gives pounce but costs 3 powers).

So what ? Is it just rage cycling ? What did I miss ?

The more I see this spell, the more I wonder what his drawbacks are. One of my players used it in a lvl 11 oneshot I did sunday and it seems borderline overpowered to me.

It's a ranged touch attack (pretty easy to hit on most opponents, especially the big, hulking ones) with no saves. If you're an elf, or you invested in the Spell Penetration Feat Tax, you will have a good chance to beat the SR (no worse than any other spell, anyway).

As a DM, I wonder how I can counter this. Enervation or, even worse, maximized or empowered or quickened ones, seemed to be the end-all be-all of every boss I threw at them. Losing 1d4 levels, let alone 4 or even 6 WITHOUT SAVE turns the biggest dragon into a harmless kitten.

So maybe I read it wrong, maybe I didn't apply the loss of hit dice correctly, but I thought my Red Dragon would be a worthy opponent, when he actually was a cakewalk once properly enervated.


First of all, I know a blaster wizard might not be the best way to use a wizard, and some might advise me to go sorcerer if I want to nuke.

However, the group has many high-Cha characters (paladin, oracle and cleric) and no brains. Which means I'm dead-set on playing a wizard. Furthermore, the controlling part is handled by the oracle, and they're expecting me to deal damage. We'll be level 10.

So here's my dilemna: what school would you take for a blaster ? I'm torn between Admixture or Fire.

The way I see it:

+ Can switch elements without meta feats, so less resistance problems.
+ Small but ok bonus to damage (+5 at level 10)
- Two opposition schools hurt
- The level 8 power seems pretty meh.

+ Free selective spell 5/day for fire spells seem awesome
+ Free resist fire 10 can come handy
+ Only one opposition school that will penalize neither offense nor defense (loss of sleet storm hurts, though)
- Against fire-resistant mobs, i'm much weaker

Of course, I'm also thinking about teleport school (yeah, it's THAT powerful) but it won't help me deal damage.

So, did I forget something ? What would you do ? Is there a school I should pick if my goal were to deal damage ?

If a fighter has the crane style chain feat, can he use a longsword 2-handed during his turn then switch to a 1H stance, so as to use Crane Wing ?

Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.

Same question with Crane Riposte. If I deflect the melee attack, I get a free AoO. Can I switch to a 2H stance to perform said AoO ?

I wanted to build a heavy hitter that would also get nice defenses and some utility. Here's what I came up with (25 pt buy)


Male Half-Elf Fighter (Brawler) 4 Monk (Master of Many Styles) 4

LN Medium Humanoid (Elf, Human)
Init +3; Senses Low-Light Vision; Perception +14
AC 28, touch 14, flat-footed 22 (+11 armor, +1 Dex, +1 deflection, +5 dodge)
hp 72 (4d10+4d8+16)
Fort +12, Ref +8, Will +11
Defensive Abilities Bravery +1; Immune sleep; Resist Elven Immunities
Spd 30 ft.
Melee Unarmed Strike +18/+13 (1d8+18/20/x2)
Special Attacks Close Combatant +1/+3, Ki Strike, Magic
Str 22/26, Dex 13, Con 14, Int 10, Wis 12, Cha 8

Feats Crane Riposte, Crane Style, Crane Wing, Dodge, Dragon Ferocity +4, 1d4+8r, Dragon Style, Improved Unarmed Strike, Monk Weapon Proficiencies, Power Attack -2/+4, Stunning Fist (5/day) (DC 15), Weapon Focus: Unarmed Strike, Weapon Specialization: Unarmed Strike
Traits Indomitable Faith, Reactionary

Combat Gear +2 Full Plate; Other Gear Amulet of Mighty Fists +1, Belt of Giant Strength, +4, Cloak of Resistance, +2, Ring of Protection, +1

Basically, when I fight defensively (fusing Crane Style and Dragon Style), I get 28 AC and a free deflection + riposte. At level 8, this means I can deal pretty well with melee attacks.

My saves are quite high as well from dipping into monks.

I can attack two times at +18/+13 for 1d8+18. With PA, that's 1d8+22.
I have only 3 Ki for now (planning to take extra ki) but that's 3 free attacks I can make so far.

Any thoughts ? What do you think about this build ?

Let's say I'm a level 8 alchemist (with 33k gold according to the wealth tables).

Can I buy:
- 1 potion of Magic Vestment CL 20 (3000 gold)
- 1 potion of Heroism CL 20 (2000 gold)
- 1 potion of Barkskin CL 20 (2000 gold)

And use Alchemical allocation with it ?

With the extend potion discovery, the alchemist could start his day by going:

- Cast Amplify Elixir (8 rounds of double length for potions).
- Cast AA, drink Magic Vestment (2 rounds)
- Cast AA, drink Heroism (2 rounds)
- Cast AA, drink Barkskin (2 rounds).

Now Amplify Elixir doesn't work on Magic Vestment. However, this still nets:

- +5 bonus on armor for 40 hours.
- +2 to hit and saves for 13 hours and 20 minutes
- + 5 natural armor for 13 hours and 20 minutes.

Basically, at the cost of 3 level 2 extracts, the alchemist will have these awesome buffs for the whole day.

Did I get something wrong ? Seems too good to be true.

Our Kingmaker campaign is pretty murderous and we already got 2 TPKs. I plan on playing a monk this time, but they're extra squishy at low level. So I'm thinking about going fighter 1/monk x, and using medium or heavy armor.

From what I gathered, I will merely lose the AC bonus (from Wis and monk levels) and the fast movement. But can I still flurry and (later on) use ki ?

Hello everybody,

I reached level 8 yesterday with my mindchemist, and it has been tons of fun so far. I'm certainly not the most powerful character around the table (Paladin, Cleric of Iomedae and Sorcerer being the 3 others) but I absolutely love it.

However, I'm left with loads of cash and still wondering what to do with it. The Paladin got his weapon enchanted, the sorcerer got a metamagic rod, the cleric got a phylactery of positive channeling and... well, I don't know, I don't see anything really attractive around.

I already have a +2 chain shirt, +2 cloak of resistance, +1 ring of protection, + 1 amulet of natural armor and +2 headband of intellect. I also have around 12k gold in cash that I don't know what to do with.

I would love to increase my bombs damage or utility, since this is my primary contribution in combat, but got no luck so far. Did I miss something obvious ?

The title says it all: is a one-level dip in wizard worth it in order to get the all-powerful admixture ability ?

Since I rely a lot on shocking grasp (empowered ones, maximized ones, intensified ones...) to deal damage, any opponent with electricity resistance or, god forbid, immune to electricity, would be annoying for me to deal with. It seems most demons and devils, for instance, have some kind of energy resistance.

I realize that I have a lot of other spells to toy with, though.

A one-level dip would cost me 1 BAB and delay my spell progression.
It would give me a familiar, scribe scrolls, some level 1 spells (with spell failure, though) and admixture.

So, worth it ?

After many changes of hearts, I settled on a magus for the new Kingmaker campaign. We'll start in a couple of days, and I was left wondering what would be best for me as a weapon.

I know I should go with the flavor, but I really have no preference between longsword and scimitar.

As for mathematics, I can take sword scion with the longsword, so I get +1 to hit and +1 to damage (from d8 vs d6) with it.

The scimitar has a crit range of 18-20.

So, is the bigger crit range (especially with keen later on) worth losing 1 damage (sure) and 1 to hit (more debatable) ?

I'm thinking about playing a ninja. The flashiest ability they seem to have is the way they can be invisible from level 2 onwards (and then greater invis, and then some).

If I understand correctly, against an opponent with no special ability, invisibility would grant me +2 to hit and deny him his dex (thus allowing SA), while giving him a 50% miss chance when he tries to retaliate (and that's if I don't take a 5ft step). This would make the fight quite one-sided.

I guess this ability shines at low level. But the higher you get, the more monsters will have abilities to ruin your fun (spells, blindsense, blindsight...). Does invisibility start to lose some steam and if so, around what level ? This would help me build a back-up plan if, say, every monster of level 10+ has some kind of blindsight.

I'd like to build something like the bladesinger of 3.5. The magus class looks very appealing to me, but the fact that they have their spells on INT and have to prepare them doesn't fit with the carefree spirit I wanted to have. Plus CHA would be my only dump stat.

Hence my question: I know bards can be effective controllers, effective jack of all trades, effective party faces.

Can they actually be built for damage, or is it a fool's errand ?

I know I already asked some help in this thread ( nk) not so long ago, but it turns out I will keep playing a monk for a long campaign (Kingmaker).

Our DM wants an epic campaign, so 25 point buy. He also allows monk to have enchanted gloves at the same price as any other enchanted weapon, which actually should be RAW.

Since building a character that will last has little to do with building a one-shot level 1 character, I decided to create a new thread.

Here are my thoughts about the monk archetypes (condensed):
- Master of Many Styles: very nice, but has little offense (low BAB, no flurry)
- Flowing Master/Master of Manoeuvers: Great at what they do, but manoeuvers get less effective as we get levels (dragons are tough to trip) and besides, I love to punch things hard.

So I decided to go with a martial artist for what seems to me like the best offense of all monks, as well as going crane style to mix some of the best defense.

Here goes to level 15

Str 18
Con 14
Dex 14
Int 9
Wis 16
Cha 7

Feats: Dodge, Crane style, toughness

2 Monk: Combat reflexes
3: Weapon focus (unarmed)
5: Crane wing
6 Monk: Deflect arrows
7: Crane riposte
9: Weapon specialization (unarmed)
10 Monk: Medusa's wrath
11: Greater focus (unarmed)
13: Greater spe (unarmed)
14 Monk: Improved critical
15: Power attack

At level 15, we should have around 240,000 gold which might mean:
- Enchanted gloves + 4 (32 300 gold)
- Bracers of armor +7 (49 000 gold)
- Belt of giant strength +6 (36 000)
- Headband of wisdom +6 (36 000)
- Amulet of natural armor +3 (18 000)
- Ring of protection +4 (32 000)
- Cloak of resistance +4 (16 000)
- Monk's robe (13 000)

AC 42 with crane style, with 1 hit automatically stopped

FoB with -1 crane style: 25/25/20/20/15/15
Damage per hit: 2d10+15

FB with some PA: 21/21/16/16/11/11
Damage per hit: 2d10 +21

I can counterattack once per round with crane style. Once per round, if I succeed on my swift action, I can get +2 to hit OR shoot my AC to 50.

Doesn't sound bad to me.

The subject says it all.
Is it possible to use the defensive action (-4 to hit for +2 AC) and all the goodies attached (+1 for acrobatics, Crane Style, whatever) while doing a full attack ?

I post this here in the rules section because I may have misunderstood the rules.

However, stunning fist STUNS the target if it fails a save.

A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC

Why on earth would you take disorienting blow ? It CONFUSES the target.


Roll on the following table at the beginning of each confused subject's turn each round to see what the subject does in that round.

d% Behavior
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

25% chance of having no effect. 25% chance of attacking someone that very well might be you. 25% chance of hitting himself for little damage (unless you're huge and thus have a great fort save). 25% chance of losing your action BUT without losing dex or -2 penalty.

How is that better ? For the price of a feat, it just got WORSE.

Same question with the Ultime Mantis Style: Mantis Torment.

While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If you hit, your opponent must succeed at a saving throw against your Stunning Fist or become dazzled and staggered with crippling pain until the start of your next turn, and at that point the opponent becomes fatigued.

So now, you replace the stunned condition with dazzled and staggered. Which means your opponent can still fight you. And it costs TWO USES of stunning fist. Why again is that better ? At least, he's fatigued afterwards.

Did I miss something from those abilities, or from Stunning fist ?

I've tried to google it, but couldn't find a conclusive answer.

If I understand correctly, this means that any armor (apart from those specially enchanted with the wild property) is lost during the change.

At level 4, the druid can take the form of any animal of small or medium size. This means that, regardless of the form taken, his AC would be 10 + dex + natural armor ?

So, a druid with 14 dex who shapes into a medium tiger gets 14 AC (10 + 2 from dex + 2 from NA) ? Sounds almost like a autohit to me.

Does this mean a shapeshanged druid is awefully squishy ? Is this still a problem at higher levels ?

I don't understand the way this tier system is working. I just read the definition, and it seems to be widely accepted that a wizard, for instance, will be leagues away from a fighter in terms of both power and versatility.

If you look at the raw datas, that's totally correct. A wizard can fly, become invisible, turn into powerful monsters and even stop time.

However, if we're excluding the last levels and epic campaigns (which are a different subject altogether), it seems to me that almost every single magic aspect can be emulated by magic items.

While the wizard spends his hard-earned gold in scrolls and powerful robes, the fighter can quite cheaply (if we're talking from midgame perspective) get the following abilities from potions: fly, invisibility,

He can also get true seeing from a gem, teleportation from boots or helm, spell resistance from a cloak, and even planeshift if he wants to.

Of course, he won't be able to do absolutely everything. But a high-level non-wizard usually has means to fly, for instance, if only from a potion.

So here are the three situations that arise when people talk about tiers:


Situation 1: A Black Dragon has been plaguing an area, and he lives in a trap filled cave. Deal with him.

Situation 2: You have been tasked by a nearby country with making contact with the leader of the underground slave resistance of an evil tyranical city state, and get him to trust you.

Situation 3: A huge army of Orcs is approaching the city, and should be here in a week or so. Help the city prepare

Situation 1: Potion of fly and/or invisibility. Get to dragon, kill him.

Situation 2: Circlet of diplomacy, knight's pennon, scroll of charm person with UMD level 21

Situation 3: The high-level fighter can probably deal with 1000+ orcs all by himself.

Are you less flexible than a wizard ? Probably. Are you more efficient than him in some situations ? Probably. Are you able to deal with your shortcomings with potions, items and scrolls ? Probably.

It may seem like a silly question, but I'm wondering what path you would choose for a two-handed warrior.

2H gives me double-strength damage on either a single attack, or all secondary attacks of a full-round. I also get an awesome powerattack at level 15.

Weapon master gives me a faster weapon training, some rerolls, and the ability to increase my critical damage

Regular fighter gives me more AC through dex and allows me to move faster while wearing armor.

So, which one would you choose for a 2h warrior ?

I'll be shortly playing the Kingmaker campaign and wish to play a S&B fighter.

However, I'm torn between choosing TWF at first level (or even at later levels). It seemed like the obvious choice... until I noticed that a heavy shield counts as a heavy weapon, thus giving huge penalties.

It seems to me that TWF as S&B gives me a bit more Oomph, at the cost of:
- Several feats (although the fighter is not feat-starved, TWF with a shield needs a whole lot of them to be useful)
- Not getting weapon focus/spe for both hands
- Lower AC (since I have to use a light shield)
- Lower attack rolls (even with a light shield, it's still -2/-2)

A human fighter level 4 has 6 feats. He could either go

TWF path
Two-weapon fighting, double slice, imp shield bash, shield focus, weapon focus (scimitar), weapon spe (scimitar)

Regular path
Dodge, shield focus, weapon focus (scimitar), weapon spe (scimitar), power attack, cleave (or iron will, or whatever).

First scenario, my full-round is (with 18 str)
+7 (4 bab + 4 str + 1 focus - 2 twf) for 1d6+6 damage
+6 (4 bab + 4 str - 2twf) for 1d4+4 damage

Second scenario, I can power attack for 2 (in order to have the same to-hit)
+7 (4 bab + 4 str + 1 focus - 2 PA) for 1d6+10 damage
I also have 2 more AC (from dodge and bigger shield) and can choose not to power attack against deft dodgers. I also win when I don't have a full-round.

So please, please, tell me I'm wrong, tell me you can build an effective fighter who bashes stuff with his shield. I know things get better after level 11, but I don't want to feel useless through half of Kingmaker.

Yeah, I know, that's a pretty big challenge I'm setting you. But I'll play a PFS oneshot this week-end and I have always wanted to try a monk. Since it's a oneshot (I usually only play long campaigns), I figured "what the hell, perfect time to try it out".

It's PFS level 1, so 20 point buy and 150 gold only. The DM is well-known for his battlelust, so I can expect quite a few battles.

I've tried and tried to create a somewhat-efficient level 1 monk, but I keep failing. Either I give him high strength and his AC is so low it's not even funny (15-16 AC won't cut it in such a fighting environment) or I go the finesse route and his damage go down the drain (while is AC ends up okay, but nothing a scalemale-wearing character can't emulate).

I've read time and again that the monk is underpowered, but this is my chance to try him out: could you help me optimize it for one glorious level 1 bout ? ^^

This is Core, APG, UM/UC.

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Most spellcasting guides focus on the controlling part of their spell-list, telling us that it's much more effective to blind/daze/stun/slow your opponents than blast them to pieces.

I whole-heartedly agree: even at second level, it seems better to Glitterdust the battlefield than throw some Flaming Sphere or Scorching Ray around.

However, my problem is that control spells basically win the encounter in a single dice roll and a single spell. Save or suck spells are no fun since there's no middle-ground.

- You get attacked by five trolls. Oh, wait, they're all blind now. Looks like they won't pose much of a threat.

- Some powerful dire tigers emerge from the bushes. Well, they're slowed now, so they look like harmless kittens.

And it gets worse as you get higher level. What's the point of playing a healer when there's nothing to heal (damage control, they call it) or a fighter when you just have to dispatch broken opponents mewling on the floor or a rogue when you have Sneak Attack against all the blind opponents ?

Contrary to popular belief, I think it makes games LESS strategic. Where's the clever part about throwing a spell and hoping it sticks ?

From what I've seen, the best encounters were those where the fighter was down, the cleric was trying to heal him while getting pounded on, the rogue was doing some acrobatics like mad to get flanking while the sorcerer whittled down the opponents HP...


The momentary glimpse revelation (from Time Mystery, Ultimate Magic) says:

Momentary Glimpse (Su): Once per day, you can gain a glimpse into your immediate future. On the round after you use this ability, you gain a +2 insight bonus on a single attack roll, saving throw, or skill check or to your Armor Class until the start of your next turn. At 5th level, and every four levels thereafter, you can use this ability one additional time per day.

Since it doesn't say that it needs a standard action (all other powers do), I guess it doesn't waste one (would be grossly underpowered if it were the case).

But then, what is it ? Free action ? Swift action ?

Thanks for your help ;)

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I know this is a strange request, but I will be DMing a game where my players wish to use iconic (for them) heroes as their characters.

One wants to be Dark Schneider (click here if you don't know him) from Bastard.

Another one would like to be Virgo Shaka from Saint Seiya (virgo gold saint, Click here if you don't know him)

The third one would also like to play a gold saint from Saint Seiya, Aries Mu (Click here if you don't know him)

Since they don't know the rules that well, it falls to me to give them an archetype that would meet their expectations. Also, this means I don't want to use cheesy or complicated combos, like dual-blooded orc sorcerer or whatever.

Here are my thoughts so far:

Dark Schneider: Elf Arcane Sorcerer or Evoker Wizard
Virgo Shaka: Oracle of Life, or Cleric with Love/Inevitable domain
Aries Mu: No idea, since Psions don't exist. Another oracle or cleric ?

Any thoughts and ideas would be appreciated, I'm a bit at a loss here. Of course, if you don't know any of the anime, it might be hard to help :D

I've read a couple messages on this board before registering, and most of them were adamant about a cleric being more powerful than an oracle, especially at higher levels.

People keep saying that flexibility beats concentration every time. However, I'm reading the cleric spell list and can't help but think that their spell selection is narrow enough for it not to matter.

Let's take a Life Oracle (since they're the one that look the most alike).

At level 20, his spell list would look like this:

Level 0: No matter
Level 1: Cure light, detect undead (automatic) + protection from evil, unbreakable heart, bless, murderous command, bane
Level 2: Cure moderate, lesser restore + Hold person, protection from evil (communal), remove paralysis, resist energy, surmount affliction
Level 3: Cure serious wounds, Neutralize poison + Bestow Curse, Prayer, Daylight, Remove Disease, any SoS you like
Level 4: Cure critical, restoration + AirWalk, Death Ward, Dismissal, Freedom of Movement
Level 5: Cure light mass, Breath of life + Break Enchantment, Spell Resistance, True Seeing, Plane Shift
Level 6: Cure mod mass, Heal + Antilife Shell, Wind Walk, Heroes Feast
Level 7: Cure serious mass, Greater Resto + Holy Word, Destruction, Regeneration
Level 8: Cure critical mass + Antimagic Field, Holy Aura, Discern Location
Level 9: True Resurrection, Heal Mass + Miracle and whatever 2 other spells you want.

This list is by no means perfect, but it pretty much covers everything a cleric could do (apart from Time Stop if the cleric has trickery as a domain).

In the meantime, your oracle has:
- More uses (and more powerful ones) of channeling, due to high charisma
- Free quickcasting of healing spells for two slots
- Much more spells per day than a cleric
- Much more flexibility in what spell to cast
- 20 rounds of elemental form (free immunities) and other goodnesses.
- Depending on his curse, he can be immune to exhaustion, or have blindsense, or other nifty boons.

Your cleric has:
- Better will save
- Some powerful spells if you chose your domains wisely

Of course, if the oracle is human, he can choose to use his preferred class boon to get more spells at any level except 9th.

So did I miss something or is the oracle better in almost every way than the cleric ?

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