Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Umbranus's page

4,114 posts (4,469 including aliases). 3 reviews. 2 lists. No wishlists. 4 aliases.


1 to 50 of 4,114 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

At higher levels it might be neat with combine extracts, too.
Until then using a 2nd level slot for heroism will have to be enough.

That adds enhance potion to my talents and alchemical allocation to my formula book for my investigator.

1 person marked this as a favorite.

The Alchemical allocation extract allows you to gain the benefit of one potion without actually using it up.
Is it legal to combine this with either Enhance potion and/or []extend potion[/url] discoveries to have a potion work at enhanced effect without using it up?

Example: A level 9 alchemist or investigator with a potion of barkskin +2 (300gp +2 nat armor 30minutes) uses alchemical allocation, then uses the potion and activates both discoveries/talents. He would then get a +5 natural armor bonus that lasts 180 minutes.

Same with resist energy 10 which now gives +20 and lasts 180 minutes instead of 30.

Is there anything I'm missing why this doesn't work?

The special thing about the summoner is that he starts out with a companion, that is intelligent, doesn't need to be handled and is better than every martial at level 1.
The full casters can be build to be good at level 1 but then they are wasting high level potential.
The druid companion can be good at low levels but it is an animal with animal intellect and by that just can't do some kind of things.

The druid can exchange his AC at different levels to always have the best one. But it comes at some fluff and RP price. The summoner can just rebuild the eidolon.
If the druid companion dies it is dead. If the eidolon is dead it returns to it's plane and comes back a little later. Plus it can be summoned with a spell. In real play I have had much more problems with the summoner than with any other class.

And it is not silly to take off some of the summoner's worst sharp edges even is other classes still have potential to be a problem.

As is I will refuse to again play in a game with a summoner. It is an interesting class and because of that I would like a version that is not horribly, ridiculously broken (in a game hurting not only overpoweredness way).

The eidolon can not only out-damage a fighter it can instead out-skill a rogue. And it can switch between both modes at each level.

Anzyr wrote:

I'm sorry but the Summoner is not winning this. And keep in mind, this just gets worse and worse for the summoner every level after this.

The summoner doesn't have to win. It is enough that he destroys other player's fun.

Others have said it but the easiest way to make them less of a problem would be to disallow summoning multiples lower level summons for the SLA and to give the eidolon some fixed forms with some utility/fluff evolutions to customize them.
Cherry picking evolution combos of broken-ness is the problem.

I just hope they rebuild the summoner to be closer than the spiritualist.
With three easy steps the summoner becomes a sensible class.
- nerf the eidolon
- nerf the summoning SLA
- make him chose either eidolon OR summoning SLA


As is the summoner just destroys games. I have seen it happen twice. Once it was because the master summoner made interesting combats a cakewalk by swarming the enemy with summons while using the eidolon as a skillmonkey out of combat. The other time was a base summoner with eldritch heritage -> familiar -> improved familiar with UMD who massively overshadowed everything through eidolon melee power and double spellcasting action economy.

- The summoner has the BEST companion (even with the hunter out)
- The SLAs make him the best at summoning
- He gets haste earlier than every one else

Normally (arcane) casters are weak(er) at the low levels and get stronger after that. The summoner is among the strongest classes at level 1 and is a quasi full caster with the included power gain at higher levels.

For me it reads as jeff describes it.

So I will not go that route.

claudekennilol wrote:

It's not an attack. It's "aid another".

What do you mean "how about a whip"? In what way is it not clear how this interacts with a whip?

Attacking in melee with a whip provokes AoOs same as unarmed attacks. That's what I mean. But if unarmed strikes don't provoke, whips shouldn't, too.

If you use aid another while unarmed without IUS provoke as would attacking?
How about with a whip?

SRD: Aid Another wrote:

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You make an attack roll and you csn only do it if you are in a position to make a melee attack vs the opponent. But IS it an attack?

Hunters + pets can use outflank + paired opportunists because they can count as flanking while adjacent. And their AC gets animal focus permanently. And the hunter can teach it skirmisher tricks, which are strong.

Conclusion: The hunter's AC is the second strongest companion behind the eidolon, and the hunter is very capable in melee when teaming up with his AC. In addition the Hunter is among the stronger 6th level casters because of early access.

You are right. I was sure it was in there. My bad.
Just investigated a brawler 6/fighter (brawler) 3 build using shield bashes and I while working on it I thought I'd seen it. Gotta sleep more.

A knife like monk weapon would be the Lungchuan Tamo (Hidden Daggers)


What appears to be an ordinary baton sheaths a pair of matching slender-bladed daggers, perfectly balanced throwing blades.

He gets increased damage for close weapons and there are some "knives" in there. Kukri, for example. It gives you 1d6 base damage for close weapons from level 5 on. Space for 2 levels of something else.

As an alternative go fighter (Brawler) for close combatant (+1 to hit +3 to damage for the close weapon group). According to some FAQ this should count as weapon training as it basically does the same thing only for one weapon group. You get that at level 3 and it increases to +2/+4 at level 7. So stay in the whole 7 or bail out after 4 (to get weapon specialization) and go slayer 3.

Both ways open up weapon specialization. Both ways give TWF without a dex prerequisite. Sadly mixing both would need E8.

For the butcher flair add the anatomist trait (Butchers got to know what's where). It goes well with the kukri which could be refluffed as a butcher's knife. And river rat, certainly.

Snapdragon fireworks

Paladins can get a domain and channeling. But they have 2 skillpoints, too.

I could well see me combining some of your ideas with a 1 level swashbuckler or daring champion dip to get swashbuckler's finesse and by that qualify for slashing grace.
By going daring champion I could dump cha and make things easier for me that way.

Let's see:

Half Orc daring champion cavalier 1/ slayer 8

STR: 10 DEX: 18 CON: 14 INT: 12 WIS: 12 CHA: 7

Feats and Talents:
1: EWP: Katana
2t: ranger combat style (thrown): quick draw
3: equipment trick (combat scabbard)
4t: weapon training: weapon focus (Katana)
5: Slashing grace (katana)
6t: rcs: false opening
7: Splintering weapon
8t: combat trick: opening volley
9: Improved critical (katana)

- Brute (orc) or tusked (orc)

9: Mages disjunction; shades
8: Polymorph any object; spellcrash, greater
6: Dispel magic, greater; Permanent image; Hardening
5: Permanency; mage's private sanctum

I did not have the time to complete the list. But I would fill some high level slots with lower level spells.
My goal would be to have everything to be ready to root it out in case any other arcane magic manages to survive.

I'd teach some helpful but not combat relevant low level magic to others and apart from that just try to have a good time and help my community.

Gisher wrote:
For late start spellcasters I always like to take the Magical Knack trait. It would also boost your Arcane Strike by two levels.

Bloodrager has full casterlevel once he starts getting spells.

Edit: Ninja'd

@Gruugdúrz: What I meant was that the trait could help you if you want Arcane strike from level 1.

Cyrad wrote:

5) It adds another way for martials to contribute to their team without just whacking things with a pointy object.


Thanael wrote:

Ooh a sword saint build. You get Quick Draw for katana for free at samurai 3 iirc so it is sort of redundant.

I'm quite fond of the thug rogue1/sword saint x (order of the cockatrice) build for more intimidate debuffing.

The samurai can draw a katana as if he had quick-draw. But for the equipment trick you need quick-draw as a prerequisite.

@AVR: Sounds good, I'll have a closer look when I got more time. It would need to be strength based this way. One of the reasons I did my build with the swashbuckler level was to get slashing grace and with that dex to AC, attack and dmg. Seems easier with low point buy.

You just have to word the ready action carefully. If you ready for him casting there is no bead yet. But you could ready for the fireball to impact.
And that is just assuming you know the mage is notorious for throwing fireballs. Or (like we had once) the enemy already spent his last three turns throwing beads from his necklace of fireballs. (But the necklace lacks the text about it detonating early when it strikes something.)

1 person marked this as a favorite.

I took part in several PF games with old friends via Skype. The others gathered around the table and my place was the TV screen with the webcam on top.
I'm looking forward to playing giantslayer the same way when it comes out next year.

So that might be an option, too. For a whole game Skype was too bad. But a good TS or mumble server might do. I do not know roll d20 but that sounds like it is something similar?

And +1 for many Germans being here.

I am brainstorming for a new pc, so in theory everything is open to change. And yes I am starting at 9th level.

Casters above 6th level get less pointbuy so I would either be a dedicated caster or stay away from it. Which means no multiclass.

shroudb wrote:

Spiked destroyer is nice with shield slam too.

Shield bash->free bullrush->swift shield bash->second free bullrush

Do shield spiked count as armor spikes for spiked destroyer?

What should work is shieldbash-> free bullrush -> swift attack with armor spikes.

Could work. I'd get a little less damage without using inspiration because I lose precise strike but I have alchemy and I have more options for talents. Sadly not combat inspiration yet. Which is really nice with an inspired weapon.

Thanks for the advice.

Swashbuckler 1/Sword saint samurai 8

Race: Unsure
Pointbuy: 15

- Weapon focus (katana)
- Slashing grace
- Quickdraw (because weapon expertise doesn't work as prereq)
- Equipment trick: Hurling scabbard
- Weapon specialization (katana)
- splintering weapon

Tactic: When facing a worthy opponent challenge him, move up and if able attack any goons with the sheathed sword (combat sheath). Next round I use Iaijutsu Strike. As the weapon is drawn as part of Iaijutsu Strike I can then activate the hurling scabbard equipment trick and throw the scabbard at the foe (provoking for throwing in the threatened area). If the scabbard (made of a fragile material) hits I use splintering weapon to cause bleed damage.

This attack does: 1d8+dexmod+samurai level+2+4d6 and the scabbard does: 1d6+strength mod+1d4 bleed

I might even be able to use a 5ft step between drawing and striking to avoid the AoO for the ranged attack.

And which compartment in an efficient quiver would combat scabbards occupy? The second (like javelins) or the third (like bows)?

And a tricky question: Could I combine this with the sword saint samurai's Iaijutsu Strike?

Iaijutsu Strike states that the weapon has to be sheathed before using it. Check. And you mustn't attack the target before using Iaijutsu Strike. Check. You draw the weapon as part of the strike. So can you use hurl scabbard during or after the Iaijutsu Strike?

Iaijutsu Strike:

A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.

After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day.

At 10th level, a sword saint learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2. This ability replaces a samurai’s mount.

Because the group I build this for gives different pointbuy depending on the amount of spell levels you get. No spells to 4th level gets 15, up to 6th gets 10 and 9th gets 10 with an additional penalty.
I do not like the rule but before I start arguing, I'll build a mundane guy.
Sure per RAW alchemy isn't spells but they are close enough to be treated like it.

Which ways are there to get attacks in addition to what you normally get? I'm not speaking about additional attacks on a full attacks but generally bonus attacks.

Some I found:
- Equipment trick (example hurl scabbard: Throw scabbard at enemy when quick-drawing) Swift action
- Charging hurler (Throw a weapon in addition to making the charge attack.) Part of the charge
- Hurtful (Get a bonus attack after demoralizing a foe) Swift action

Medusa's wrath and step up and strike offer options but are more specialized. Because they need certain circumstances.
Then there are ways to get AoOs. But are there additional ways like the above? Best those that stack.

Can I use the equipment trick hurl scabbard with a fragile scabbard (bone?) and the splintering weapon feat to get a swift action attack that deals bleed damage?
As the equipment trick states counting as a ranged attack, could I craft or buy a pheromone combat sheath for that? It seems you can put arrow specials on thrown weapons, too.

eyup.Page 20:

Other Types of Ammunition:
While Kyonin archers
prefer alchemical arrows to other missile weapons,
characters can infuse other ammunition and thrown
weapons that deal piercing damage (such as crossbow
bolts, darts, and shuriken) with alchemical effects.
Aside from differing base statistics, these alternative
types of alchemical ammunition have effects identical
to the alchemical arrows listed here. However, firearm
ammunition can’t be imbued with alchemical ingredients,
nor can ammunition types that don’t deal piercing damage

Edit: I missed that combat scabbards do not deal piercing damage and thus can't be made pheromone. But the rest should work. Or am I missing something?

It is not one of the types you listed but I'll include it for others who might look for moral bonuses to damage:

The Groupleader/Bellflower-tiller PrC at second level gets:

Group leader wrote:

Group Defense (Ex)

At 2nd level, a Group Leader receives a +1 morale bonus on attack and damage rolls made against creatures that threaten members of her group.

At 4th level and every two levels thereafter, these bonuses increase by +1, to a maximum of +5 at 10th level.

p.s. Bellflower tiller is the original name, group leader the d20pfsrd name.

Besides race SLAs which Claxon pointed out traits that give SLAs work, too.

RAW it works for rays but not other kinds of targeted spells. But there was some obscure post from some paizo guy stating that it should work with all spells that have an attack roll. But if I remember right there never was an errata or FAQ.

Lavawight wrote:

Ah. No design team response that I'm aware of, but the consensus seems to be that RAW, DS does not get you the 2h bonus from PA because even with DS, an unarmed strike is none of the things that qualify for the better bonus.

That said, it doesn't seem like it would be gamebreaking, so ask your DM.

I would not call it consensus. Perhaps a slight majority.

1 person marked this as a favorite.

The more I think about the topic the more I come to this conclusion:
For me the idea of having parents, with their children around, at the table is worse than having children around.
I guess I know too many people who changed for the worse since they are parents. There are two I would not game with any more if it were not for my flatmate because she is in many groups I'm in, too. And those two are among her oldest friends.

1 person marked this as a favorite.
Southeast Jerome wrote:
If a 12 year old wants to spend time socializing with grown ups, that's a good thing to be encouraged. He might even need some hand-holding, just like you would with an apprentice in real life. Historically, 12 years old is when a "child" would go to work with a master to learn a profession. Work that into the story. If your friends are willing to quit a game that's about killing goblins because a kid wants to learn and without giving him a chance, they're not acting like adults.

That answer is rather short sighted.

Most adults have little time for gaming. And if a player wants to use his precious little time having fun without burdening themselves with teaching someone I can understand that. For some people that might be fun. For others it is depriving them of what they started the game for.

And really, what is the best for the child:

- Tell him that the grown ups want to be on their own
- Try it out and tell the child that it did not work out and he can't keep playing after he had fun with it
- Try it out and tell the child that one or more players left because of him
- Start a game especially for the child with people who like the idea of playing alongside him

T.A.U. wrote:

To me this seems more a problem of having that particular mom as "black and white"/immature player and not of having children playing the game.

Perhaps. But I'd be much more willing to play with children while their parents are not around. The only one influencing a player should be the GM. And the GM should treat every player as equal. And that's hard enough between couples. In most cases it will be worse between parent and child.

I just wanted to be sure that it doesn't count as the same source because both are (nearly) identical. But I'll gladly take the +4 to initiative for my inspired blade/sleuth.

1 person marked this as a favorite.
Lune wrote:
I believe if the player believes his son is mature enough to play in the game then he deserves the reason they do not wish to play with him be told to his face.

To his face or his son's face? Because doing the latter might lead to kid's tears and by that a destroyed friendship between OP and player. Most parents are not mature enough to be able to face someone criticizing their children.

Both abilities are nearly identical. But they have different names, give unnamed bonuses and because of that should stack. Or am I wrong?

Swashbuckler's initiative:
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.

sleuth's initiative:
At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.) At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy.

The daring champion cavalier should work well with a strength build, just ignoring finesse.

Order of the hammer cavalier gets full monk unarmed damage when dealing non-lethal. Combine that with 2 levels of brawler to be able to deal lethal unarmed damage, too. Take the dragon style line of feats to get full use of the high strength.

Add enforcer, intimidating prowess and hurtful

If it is legal get a vital guard (nonmagic armor addon) added to your suit of stoneplate as soon as you can afford. It gives another +2 AC vs crit confirmation rolls that stack with those from the boulder helmet.

Optional feats:
- Battle cry
- combat reflexes
- Splintering weapon
- Quickdraw
- Extra inspiration

Interesting equip:
- Cloak of the sneaky scoundrel
- Plume of panache

1 person marked this as a favorite.

I've been in a game where dad was the gm and mom, two kids and two others (one of them being me) were the players. I gave it a try and left.
The problem was: Dad was GMing a game (not Pathfinder) in which we faced "grey" enemies while mom thought daughter to play her pc as lawful stupid black and white.

In more detail:
We had to fight something like an imp with regeneration and the little bugger offered to become my or the wizard's familiar in our heads. He would then stop attacking us. Turned out we could not defeat it and it was about to slaughter the party when I agreed to accept it as my familiar.
Later the, instigated by mom, the daughter and mom ambushed me and banished the imp, permanently crippling my pc because there it has permanent consequences when you lose your familiar.
The reasoning was: Is was evil it had to go. Sux to be you.

Better no playing than bad playing just because mom is being an A**hole to other players in order to teach the daughter black and white thinking.

1 person marked this as a favorite.
Abraham spalding wrote:
Claxon wrote:
Charon's Little Helper wrote:
Actually my current LG character is a Samurai with the Blade of Mercy / Enforcer combo, so he often he ends up with unconscious foes after a fight. (If the pali in this case had said combo - this whole discussion would be a non-issue. :P) He then proceeds to make sure they weren't under compulsion etc. (His father had had issues in that department so he's wary.) Assuming no compulsions etc, he then proceeds to execute the lot.

One must deserve mercy to receive it.

I like it.

Isn't that the opposite of what mercy means though? It's the kindness you don't deserve.

Hm... okay so it is only one of many definitions of the word.

Still it's a very odd phrase in my mind.

Not in mine. Giving out mercy like candy makes you weak and dead, not good. And redemption seldom works, really.

In the real world we have few options but to try. In PF we can kill them all and let Pharasma sort them out.

Feats are nice and all but so is dark vision. And as long as I nobody convinces me otherwise I'll go half-orc.

Half-Orc Investigator:

Swashbuckler (inspired blade) 3/ Investigator (sleuth/empiricist) 6
Sacred tattoo, city raised

STR: 8 DEX: 16 CON: 12 INT: 15 WIS: 8 CHA: 14
First I wanted to switch int and dex but I'm not so sure now.

Inspiration: 5
Panache + Luck: 6
B: Inspired finesse, weapon focus (rapier)
1: Fencing grace
3: Extra investigator talent

Investigator talents:
- Expanded inspiration
- Quick study
- Sapping offensive

I'm thinking about how to build a sleuth/swashbuckler with main focus on the investigator part. The PB is 15 and core races are preferred (but not mandatory). Total level is 9th.

For a human I'd take a PB like this, but I'm not at all set on human:
STR: 10 DEX: 14 CON: 12 INT: 16 WIS: 8 CHA: 14

As a swashbuckler archetype the inspired blade would be an option, giving me both int and cha to panache.

Iterman wrote:


Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Not totally clear. If read strictly a nauseated PC can not use free actions as a single move action is the only action he can use per turn.

I do not think that is the RAI because there are a lot of free actions he should be able to perform. Drop stuff held in his hands or shift grip, drop prone, mutter a few words just to mention a few.

Edit: I meant RAI not RAW. Fixed it.

boring7 wrote:
Murdock Mudeater wrote:
Calth wrote:
No, you don't have the class feature.
So I need to obtain the piece of paper that says I'm officially unable to accidentally poison myself in order to become a Guild Poisoner, even though both the guild and I know I'm totally immune to poison?

You don't have the necessary prerequisite, if the guild chooses to waive a certain requirement because you are a sloppy savant of natural talent instead of a trained professional of organized skill that's up to the guild (and by extension the GM).

You basically lack the training to use poison properly, you're still sloppy.


If the guild only takes individuals trained in poison use they might notice that you are not. You could just be someone immune to poison, someone who likes the risk or someone who obtained a slow poison and/or neutralize poison to be accepted. Is that what they want? By RAW no. Would they accept you despite this? Maybe. GM call

Not having to care about arcane spell failure is at least something that should be looked at when comparing them to other classes. It makes them much stronger for multi-classing or dipping than most arcane classes.
Sure, it is nothing that changes a class's tier on its own. But it might be enough to push it over if it's already close to the next one.

1 to 50 of 4,114 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.