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Sure the bonus attack is better made with a two-handed weapon. The idea was to use the orc weapon expertise/enforcer combo to get free intimidates. I'd love it if there was a better orc weapon.
Deal +1 point of nonlethal damage with the weapon.
One of the best combos to make opponents shaken. But sadly we get no better orc weapons.
BTW: I noticed that I can only use one benefit from orc weapon expertise at once so taking it multiple times isn't good.
Other suggestions to demoralize reliably? Later cornugon smash comes into play. But centering a build on something and only starting to get it at 6th level sux.
The orc double axe is the only weapon that can be used with the orc weapon expertise feat. It is a double weapon.
It's about this part of the orc weapon expertise feat:
Gain a +1 shield bonus to your AC (or +2 if wielding a two-handed weapon).
It IS a two-handed weapon but used as a one-handed and a light weapon. So which applies?
At the end of my turn I should be able to switch it to two-handed mode (just changing my grip) to deal more damage with Aoos and to get the higher shield bonus. So it is not THAT important unless the GM rules changing grip twice per round is too much.
How viable could a build be that uses the hurtful feat and the braggart ability from the order of the cockatrice cavalier? And how would you build it?
At first it sounds good to combine dazzling display with hurtful. But depending on your success at intimidating it's not useful too often per fight. So you need another option to intimidate.
This is no full build, more some notes as what might work together.
In addition to allowing me to use dazzling display as standard action braggart gives me a +2 moral bonus to hit vs demoralized opponents. Mindlessly cruel gives me a damage bonus while I have a moral bonus to hit.
That way I can move to an opponent, use dazzling display and make one attack. Even if I miss other opponents might still be intimidated.
Alternatively I can just attack. If I hit and deal damage I get an additional attack. So full attack +1 if the intimidate is successful. And I have several attempts as every attack deals 1 point of nonlethal damage.
Later I could add orc weapon expertise an additional time to get a shield bonus while wielding my double axe (it is the only weapon usable with orc weapon expertise).
Some schools have very strong school powers that are usable 3+int mod/day. Third mind mentioned wood. Earth school, for example, has acid cloud that deals a little damage and has a chance to make those within sickened. And that's around 6 times per day.
Sure, not every school has combat abilities. That's the trade-off you have to make.
I had a build planned for CC that used the OPs combination. It was water witch 1/alchemist X. I thought having a reliable supply of holy water and an option to use it might be nice in an anti undead AP.
I still can't see it as exploit. Unless, perhaps, I you try to make money by selling the stuff. But then you could try to make money by casting CLW on people.
Using it all for arrows is boring. I had a pc with craft (candle making) who stored lots of different candles in the quiver. Some, like insect repellant candles, were not only fluff.
@topic: GM territory. But I would say one thing I'm sure on: I would not allow to store ready to fire arrows in the larger compartments. Just bundles.
But on the other hand I treat quivers with simple, nonmagic, non masterwork arrows like spell compartment pouches. If my wizard can have unlimited sulfur, rotten eggs, live crickets, sand, rose petals, tiny hourglasses, iron blades and loadstones, just to name some examples, then the archers can easily have unlimited arrows.
Yes. And initiative checks for PCs with noble scion (war)
Bob Bob Bob wrote:
Is that really the case? I thought damage minimum was 1 without it being turned to non-lethal.
Edit: reread it and you are right.
Bob Bob Bob wrote:
Never forget, that was the man who made a feat "point buy" system that made weapon focus cost 10 points and metamagic feats 5. Because weapon focus was supposed to be the baseline for all feats, and clearly all metamagic feats are worth half as much as weapon focus. I'd link to it, but there's a slightly passive-aggressive rant that replaced it here.
I could see that cost but then I'd make the metamagic only usable with one spell.
Chengar Qordath wrote:
If you make a silly statement on TV you don't retract it on some backwater newspaper.
Edit: This is not only because I don't like the fact that some kinds of weapons get no support but that this comment by SKR was seriously offensive and insulting.
That would be a change that could really drive me away from PF.As is mundane characters are to weak to really play and with casters I don't like all or nothing. I lost my hope that the caster/martial disparity will some day be fixed so at the moment casters with martial abilities and save and suck spells are the only playable thing.*
*Other things ARE playable but not in every game and not everyone likes it.
It is a Save AND Suck ability, and there is a reason you don't find many abilities like that in the game because they are so strong.
In fact there are lots of save AND suck spells. My witch had and used some of them. Frost fall (especially with rime spell), ray of exhaustion, suffocate, Terrible remorse, just off my head. A lot of spells have save partial and still have a relevant effect with a successful save.Now for EE the effect is the save IF the witch spends a move action every turn. I don't like all or nothing effects so when playing casters I tend to look for save and suck.
Joe M. wrote:
But 1-1/2 = 1.5x for all but the first attack.
RAW you can act while dead too, what's your point?
That would a thing that should be FAQed.
"There's a FAQ I don't like!" isn't an excuse to pretend something works even when you know it doesn't.
In fact I do not know that. I know that games have rules and those should tell us how it works. In this case the rules tell me that I can be a large scion of humanity.I would not use it, because I would not want to play a large pc (unless in some very special campaign) but it is the rule as written.
As I wrote above: As far as I know RAW you can combine both. You know My Mom was a giant and my father was a human but one of his ancestors was an angel.Neither the scion of humanity alternate trait nor the non-human Aasimar paragraph state that they are mutual exclusive. And counting as a human you could even take racial heritage (giant-type) to back up such a backstory. Perhaps I found the next munchkin loophole that needs to be closed via FAQ ASAP lest the world breaks apart.
Were is this original statement about slings and water balloons you speak of? link?
He made two postings shortly after one another.
Sean K Reynolds wrote:
I want my water-balloon-throwing fighter to be able to deal the same damage as a longbow-shooting fighter. Why does Pathfinder have trap options for some ranged characters?
Sean K Reynolds wrote:
It was in this thread.
I've played and DMed a decent amount, I've noticed that characters pump strength and grab a two-hand weapon seem to have minimum issues in games, or at least few in comparison to other characters. They start out with massive dps and great hit chance, they can generally one hit most things before they have a chance to fight back, and generally they make everyone else pale in comparison. And this is before you add in class features or power attack.
So you have a high strength guy with power-attack who goes first in combat (one-hit before the other one can fight back) and has lots of skill points (generally they make everyone else pale in comparison) without class features.
Could you elaborate how you build that one?
I could try other classes but I guess not a single one can do what you describe.
If I assume that you just meant: He deals more damage than others and doesn't need to invest much, you are right. But casters are still stronger. If built right from level 1.
Ok only aasimar with scion of humanity can become huge. Because per RAW non-human aasimar may still take that alternate racial. but apart from that most GMs do not allow starting large.
And it still was not rules whether the level 1 domain power of the grows domain works on outsiders. Only stuff that matters gets FAQs.
You can start as large (aasimars and tiefling can be of non-human heritage and then have the size the parent race has). Then you can add enlarge and I think that's it because of the following rule from the polymorph subschool:
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.
So even if you combine a size increasing polymorph spell with enlarge person the size increase would not stack.
The only chance would be if there was a non personal polymorph spell that increased your size by more than one step.
TL;DR If you start medium: large is the limit and if you start large huge is the limit.
The problem is the collateral damage it causes to other abilities. Like now some are not sure anymore whether flurry of blows works with dragon ferocity. And dragon ferocity had to be reworded because of this FAQ. So it IS causing problems.
Really from the rules there was not even a hint that something like agile maneuvers + fury's fall could be potentially something that was not intended. No riding the razor or something. The rules gave every indication that it works and is as intended.Only after some paizo guy not in the rules team said that he subjectively thinks it should not stack was there the first doubt. For me at least.
The cost is only a lot less if you neglect the cost of multiclassing.Is PDT the pathfinder design team? If so do they disagree that someone who should get two ability mods and now only gets one is worse than someone who should get two ability mods and now still gets two (if different ones) ? Or do they disagree that such a situation is stupid?
Now the one with twice the same stat is worse. That is stupid. As I said if the ruling was that by stacking same stats you only get half the benefit from the second time I had lots less issues.
The question that remains is why it is intended that one can not multiclass lore shaman and inquisitor to get twice wis to knowledge skills while it is possible to multiclass lore oracle and inquisitor to get cha + wis to knowledge skills?*
*wis from inquisitor only applies to checks for monster knowledge.
Why is it ok to get two different stats to something but not twice the same stat? Why not at least give half the bonus for the second time or something. Why is someone getting twice the same stat (that doesn't stack now) far worse than someone getting twice different stats.
The above is just an example. There are several cases where it is hard to understand for some of us WHY it is bad if same stats stack but ok if different stats stack.
Venom is not the same thing as poison.
After recently being told about the difference I try to use it. Even if I misunderstood it somewhat. Here is the wiki entry, something easy to understand even for non-native speakers like me.
wiki about poison, toxin and venom:
The term "poison" is often used colloquially to describe any harmful substance, particularly corrosive substances, carcinogens, mutagens, teratogens and harmful pollutants, and to exaggerate the dangers of chemicals. Paracelsus (1493-1541), the father of toxicology, once wrote: "Everything is poison, there is poison in everything. Only the dose makes a thing not a poison" (see median lethal dose). The law defines "poison" more strictly. Substances that are not legally required to carry the label "poison" can also cause a medical condition of poisoning.
Some poisons are also toxins, usually referring to naturally produced substances, such as the bacterial proteins that cause tetanus and botulism. A distinction between the two terms is not always observed, even among scientists. The derivative forms "toxic" and "poisonous" are synonymous.
Animal poisons that are delivered subcutaneously (e.g. by sting or bite) are also called venom. In normal usage, a poisonous organism is one that is harmful to consume, but a venomous organism uses poison (venom) to kill its prey or defend itself while still alive. A single organism can be both poisonous and venomous.
Bob Bob Bob wrote:
I'll post the same thing I posted last night. Universal Monster Rules for Poison.
That alone would not be a problem because it could attack the container you use for milking. Like a dried animal bladder.
Joe M. wrote:
I really do not care whether it was intended but in my opinion it would be clearly better for the game if above ruling (that which I quoted) would have been made. There is no real problem with double dipping like there never was a problem with flurry with one weapon. But it was (for a short time) FAQed to be illegal.And a lot of problems follow this new FAQ, as has been shown. Dragon ferocity needed to be reworded, now there is doubt if it still works for monks for whom it was written. And so on.
What I would like to see is examples of problems the FAQ solved. Then we could better judge for ourselves whether it was worth the hassle. And I doubt it. I do not see a single occurrence of double dipping that needed to be fixed so badly it was worth the collateral damage.
Edit: Don't change a working system doesn't only apply to computers.
Kirin style does need Imp. Unarmed Strike, but say you are a human and take IUS and Weapon Finesse at level 1, then at level 7 you take Kirin Style and Level 9 Kirin Strike. That still leaves levels 3 and 5 for whatever other feats you might need. I'd advise against Arcane Strike since Kirin Style and Studied Combat are going to be eating up your swift actions.
The problem I see with kirin style is how long it takes to get going.First round activate style, second round make knowledge check, third round you can now start dealing damage with it if you do not have anything else you need a swift action for.
If you can start studied combat as swift I'd do that first so you will not use kirin style for another round. And if the opponent dies you have to start again with the knowledge check.
In many fights you will get little benefit from the kirin style line if used RAW.
If the GM allows entering a style out of combat or allow knowledge checks for creature types instead of single creatures this changes somewhat.
Kirin style:It always states the creature, so it is only for one creature not one type. When fighting 5 orcs you have to identify each one separately, each time using up a swift action.
While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature’s CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again.
After reading the title I thought you would be going the way one of my players did:
After first level he went slayer to get TWF without the dex prereq. Add dragon style and the damage starts to look decent. He's still only doing 1d3 base damage thou.
Pathfinder Design Team wrote:
The good part about this FAQ is that people with a uneven strength bonus get much more out of twice strength than out of 1-1/2str + 1/2str.