Hound of Tindalos

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Silver Crusade

Hello, everyone. I'm currently in the middle of running a somewhat ad hoc campaign arc where the direction of content is dictated by the players' choices. Up to this point, it's been fairly easy to generate what I needed due to towns and dungeons being simplistic for one reason or another.

However, the party is coming close to entering a large city that is nestled between a forest and a river (Woodsedge, Galt to be specific).

While there is basic info on the population found in the Inner Sea World Guide, I have no idea how to make use of that bit of info in building a convincing city map.

Given the population of the city, what is a good metric for deciding how many square miles this city should sprawl out. I usually find these sort of details to be the most tedious to work out, and I fear that I may lose my interest in running this campaign over something silly like this. Any advice would be appreciated!

Silver Crusade

The spell I'm thinking of allows the caster to grow a tentacle, wing, or hoof, any of which can be used as a secondary natural attack. It takes the target 10 minutes of 'practicing' with the limb in order to get used of utlizing it. It lasts 1 hour per caster level. I *think* it's a lvl 3 spell.

If anyone has heard of this spell, can they tell me the name of it and what book it is found in? Thanks!

Silver Crusade

So, this may sound like a very specific situation that would probably never come up, but if it were to come up, I'm not quite certain how I'd resolve it:

During a surprise round, if a character or npc is able to act, they are allowed to make use of a standard action in that round. If Character A decides to ready an action to "standard action charge" a monster whenever it initiates its own "standard action charge" against any target other than Character A.

Let's specify these conditions further, and say that readied action only takes place if the monster's charge takes it at least five feet in a direction towards Character A's allies.

Because the monster's action is already invested in charging a particular character, would Character A's readied action 'block' the monsters charge, and therefore interrupt it. Or, since the monster has a perfectly valid target in front of it, would Character A be forced to recieve the charge attack instead?

Silver Crusade

According to the Universal monster rules, a swarm's damage occurs at the end of their move:

PRD wrote:
Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has “swarm” in the Melee entry, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.

By RAW, this would mean that they end a move (action?), they deal swarm damage to whatever occupies the same spaces.

If one were to have a swarm intelligent enough to understand complex tactics, would they take advantage of their unique abilities by readying a move action to move on top of whatever may try to escape from their square? By doing so, could they possibly apply swarm damage twice in the same round to one or more targets?

Silver Crusade

Before I get into the specifics of the class itself, I want to give a little bit of exposition:

A few months back, I was running a campaign for a few folks that was going to have some guest players. One of those players wanted to try his hand at playing a 'masterless' eidolon. As much as I wanted to make a way for it to work, this was a mere 2-3 hours before the game began, and it was a bit too much for me to compromise on at the time.

However, I wanted to get back to the idea and there are several issues that stand with it. I've always loved the open-ended mechanics of an eidolon, but the flavor seems to consign it to planar entities and arcane rituals. In some campaigns, such a creature acting as a free-willed entity (PC) would probably seem too much.
________________________
Goals

With this in mind, I decided I wanted to create a class that:

-Features the varied abilities of an eidolon without the planar fluff.
-Doesn't mechanically overshadow other classes as some may consider the Summoner to do.
-Exemplifies the power of unique natures/bloodlines through physical attributes primarily, like a Bizarro Sorceror. Basically a 'super hero/villain' class.
-Leaves all of the complicated exceptions that similar concepts bring (lookin' at you, Synthesist).
________________________
Description

There are always stories of adventurers that, by steel and spell, go out into the world to make their marks upon it. While most come by their prowess by honing their natural abilities, a Birthright takes this notion to an entirely different level.

A Birthright, much like a Sorceror, is an individual who finds himself granted a wondrous power by means that are anything but normal. Whether it was granted by strange lineages, magical infusions and rituals, or technological application, the Birthright grasps this well of power by force of will and discipline to shape it into something all his own.

Such powers manifest themselves in ways that grant this otherwise normal individual abilities that can bring low giants, shrug off the most devastating of blows, and more. As the Birthright comes to understand his abilities more clearly, his powers can be consciously shaped into new forms.

As varied as his nature may be to the next individual, a Birthright may find that his abilities allow him to champion the causes of good, evil, or his own goals. As such, a Birthright can be of any alignment or race.
_________________________
What's Established
-HD: D10
-Saves: Low Fort, Low Reflex, High Will
-BAB Progression: Fast
-Proficiencies: Simple Weapons, Light Armor, No Shields
-All evolutions and class features that have a DC use the following formula: DC = 10 + 1/2 Class Level + WIS MOD
-Granted 'evolution' points at the rate indicated in the Eidolon progression table.
-Maximum Natural attacks as indicated in the Eidolon progression table.
-Does not gain access to any of the following eidolon features/ special abilities: Darkvision, Link, Share Spells, Ability Score Increase, Devotion, Evasion, Improved Evasion, MultiAttack, STR/DEX Bonus, Armor Bonus, Skills, Feats.
-Does not gain access to the following eidolon evolutions normally: Pounce(Ex), Immunity (Su), Fast Healing (Su), and Large (Ex.).
_________________________
What isn't Established
-Perhaps Class Features and Abilities should only be usable while wearing light or no armor.
-Skill Ranks per level haven't decided yet, either 4+INT or 6+INT
-Class Skills (looking at Diplomacy, Intimidate, Perception, Sense Motive, Stealth, and Acrobatics so far)
-Thinking about employing a Ki Pool/Arcane Pool mechanic.
--The Birthright draws upon his power reserves to manifest abilities in a flash of insight.
--Used to grant evolutions as a swift action for short period of time.
--This will allow the Birthright to gain access to 'OP' evolutions in a limited fashion.
--Size of "Potential" Pool = 1/2 Class level + WIS MOD.
--This class feature will grow and expand in capability as the character progresses in the class, allowing for more options. For example, can begin to make use of more evolutions with one swift action, or even make use of evolutions as an immediate action (probably Capstone).
--Only gain access to such evolutions for 1 round.
--While the "Potential" point cost of activating an evolution will usually equal to the cost of the evolution normally, some may be made cheaper or more expensive (Open to suggestions on this one).
_________________________

I've seen folks throw around the idea of a standalone eidolon class before, but I hope I've got something to offer here as far as content is concerned.

This is still a work in progress, so I'll probably come back to this post and update it. Thanks for any feedback!

Silver Crusade

1 person marked this as FAQ candidate.

Take note of these statements from the PRD:

PRD rules on Charge wrote:

If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

PRD rules on Pounce wrote:

Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

If these are to be taken RAW, anything with pounce gets crazy action economy on charges during a surprise round or when staggered.

I'm not sure if this was intended.... could this get FAQ'd, please?

Silver Crusade

Or other creatures, like the Otyugh, for that matter. Some monsters, while inspired by the lore and myths of other cultures and literature, do not seem to have a true to tie to any public material.

In that sense, where creatures like the Thri-kreen, Illithid, and Beholder, have managed to become copyrighted, a plethora of other unique creatures produced by TSR managed to get the slip.

Was it a financial matter? Were the creatures not popular enough to be a worthwhile enough investment?

Were some of the monsters that I have mentioned, in fact, produced by OGL contributors during the days of old, and were protected from any purchases as IP?

I'd imagine that every case out there, including the ones I can't recall or mention, is unique. Would anyone care to enlighten me to any examples that may have stood out in his/her memory as to why some creatures have or haven't become copyrighted?

Silver Crusade

Just as a side note, there's a bit of cheese and artistic license with this concept, so there's the fair warning.

A friend of mine is planning on DMing a god campaign, where each character finds out he/she is the fledgling avatar for one of Golarion's pantheon, and that they are destined to bring back their patron into workings of reality.

I chose to work with Gorum as my patron, yet I wanted to do something other than just give him a bunch of levels in a martial class and call it a day. With that in mind, I decided to look at some of the other classes for a fit, and while any combat-oriented class can find a place with the Lord in Iron, I've decided to go with Cavalier 4/ Druid 16.

I chose the class combination for a rather standard take on nature and animal companions -- in the wild, every creature is in a constant struggle, conflict, and battle to survive and live on to the next day, so why wouldn't a druid find something in common with Gorum to reflect upon and revere?

As for the mechanics, I was hoping to take advantage of the Horse Master and Boon Companion feats to have two animal companions with abilities measured at my character level by 7th level. These two war-beasts would be using the Allosaurus AC stat-blocks, while modeled in a sense to resemble one of Gorum's divine servants called Saint Fang.

As for feats, the only ones I've set in stone so far are Boon Companion at 5th and Horse Lord at 7th.

There are few ways I can go with this, considering I still have a good 8-9 feats (not to mention the feats of the companions) to work with. I want to say Power Attack / Furious Focus with a greatsword, and looking for ways to increase my attack bonus, but I'm not sure.

Suggestions? Any critique or suggestions for the concept itself are welcome as well.

Thanks!

EDIT: Now that's funny, looks like Gorum has druids in his service as priests. So much for it being a crazy idea...

Silver Crusade

I came across the spell so named in the subject title (Anthropomorphic Animal), and I was wondering if animal companions are valid targets of this spell? Does that mean I can have a humanoid Raptor companion dressed in a tuxedo, trained to do menial tasks such as shining my shoes, and quite possibly be proficient with exotic weapons like a revolver or flintlock-pistol?

Is there ANYTHING in the above statement that CANNOT be done by the book (whether or not this is ethical for a druid, ranger, cavalier, or paladin to do to his/her animal companion is not a valid aspect of this argument)?

Silver Crusade

1 person marked this as FAQ candidate.

There was a thread posted a week or so ago (can't remember its name) that had a suggestion of using a Mobile Fighter's Rapid Attack in conjunction with the Whirlwind Attack feat. For some clarification, here's the rules on each:

PRD wrote:
Rapid Attack (Ex): At 11th level, a mobile fighter can combine a full attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal. This ability replaces armor training 3.
PRD wrote:

Whirlwind Attack (Combat)

You can strike out at every foe within reach.

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Now, according to RAW, you should be able to use a WWA with Rapid attack (as a WWA can replace a full-attack action). However, this leaves so many questions as to how this truly acts. I can think of a few possibilities:

1. Since it requires that an attack at the highest bonus be given up, every enemy except one within reach is struck by your attack as you make your Rapid Attack (every enemy in reach as you make your movement except for one target).

2. Since it requires that the attack at the highest bonus be given up, AND you only make a single melee attack, according to WWA, no enemy gets struck by WWA.

3. You make a single melee attack at everything within range of a given position within your movement, yet the WWA doesn't 'persist' through the rest of the movement. In other words, WWA behaves as if you haven't moved at all.

I want to say that #2 is the most likely according to RAW, as WWA is only a single attack, regardless of making multiple attack rolls, and Rapid Attack makes you give up your highest bonus melee attack (the only one you had left), leaving you with no attacks.

Thoughts on the matter?

Silver Crusade

I looked at the description, and it details that the item becomes 1/16th in size (or 1/4,000th the original volume and mass). By either tossing the item on the ground or uttering a command word, it returns to it's original size.

Now, I understand the intent of this spell is probably to conveniently carry large items for long periods of time, but RAW, what were they thinking??? This spell is the stuff of all sorts of hijinks, insta-death the least of them.

Is that a seemingly medium-sized, spherical bullet lodged in an target's chest or stomach? Nope! It's now a cannonball that has torn and eviscerated itself out of the target's body as it returned to its original size.

Need to get a fellow party member on the inside of a prison to take out a criminal/enemy? Shrink his equipment and place it on a figurine meant as a gift to the player once he's in jail.

Enough ranting though, but is there anything about this spell that wouldn't allow it to be used in such ways?

Silver Crusade

3 people marked this as a favorite.

I was looking through some of the spells for a sorceror, and I started to look at Detect Thoughts, when I came across something a bit funny about it. The material component for Detect Thoughts is a copper piece!

Well, what's so funny about that??

A copper piece is akin to a penny.

"A penny for your thoughts?"

HAR HAR!

If this is already well-known, then keep your 'well, that's old news' business to yourself, pretentious hipster!

Has anyone else come across little things like this in their perusal of Pathfinder materials.

Silver Crusade

At one point in time, I'm not sure if it was in this community or it was by word of mouth, I heard that it was possible for alternate classes to take archetypes, like a ninja can take rogue archetypes, for example. Is this true? And, if so, where's the source?

Silver Crusade

Before I start into the details, I may as well give a little bit of exposition.

A friend of mine has recently started the Skull and Shackles adventure path, and has asked that we all make level 1 characters. She also gave us the opportunity to draw from the Harrow deck before creating a character. I opted to draw three cards, from which the following effects I've gained (somewhat tailored by the GM):

- My character must be the opposite gender (since I normally play male, I'm forced into female.
- Any successful hits made against me or made by me that critically threaten ALWAYS confirm.
- The next creature I single-handedly kill (doesn't take damage from anything but my own attacks/efforts), I gain one of its ability scores (my choice).

In light of those effects, I've decided to make a halfling mobile fighter that focuses on ranged attacks. Here's a quick rundown of her stats:

Gatty - Halfling Mobile Fighter 1:

ABILITY SCORES
STR 10 (12 - 2)
DEX 20 (18 + 2)
CON 14
INT 13
WIS 12
CHA 09 (07 + 2)

SKILLS
Stealth 1
Acrobatics 1
Perception 1
Escape Artist 1

Current Total Attack Bonus (Within 30 Feet)
8 = 1(BAB) + 1(Size) + 5(DEX) + 1(PBS)

FEATS (Planned beyond level 1)
1-Point-blank Shot, Rapid Shot (Bonus)
2-Precise Shot (Bonus)
3-Weapon Focus(Longbow)
4-Deadly Aim (Bonus)
5-Weapon Specialization (Longbow)
6-Manyshot (Bonus)
7-Snap Shot
8-Combat Reflexes(Bonus)
9-Improved Snap Shot
10-Greater Weapon Focus (Longbow) (Bonus)
11-Improved Precise Shot

TRAITS
+2 INITIATIVE (Raised by a wild Half-elf)
Reduce Armor penalty check by 1

You may have noticed that I stopped my progression at lvl 11. This is because of the Rapid Attack extraordinary ability:

PRD wrote:

Rapid Attack (Ex): At 11th level, a mobile fighter can combine a full attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal. This ability replaces armor training 3.

In the hands of bow user, this allows for all sorts of positioning shenanigans, like moving out from behind total cover and concealment, letting loose 5 arrows (4 attacks when hasted), and then moving back behind total cover and concealment. You could also position yourself near an enemy caster to threaten with Imp. snap shot while plucking away at a melee attacker, while using the enemy caster as soft cover.

This, to me, screams 'cap-stone ability'. While it's perfectly natural to continue as a fighter, I can't help but think that dipping into another class/prestige class may provide benefits without having to go for some awkward gimmick. I was thinking Ninja, if only for the mechanical benefits that a ninja ki pool provides/ can activate (extra attack on a full attack, alway have a running start when jumping, invisibility as a swift action, +20 on a single acrobatics check) and sneak attack damage.

I'm a bit on the fence about what feats I should opt for. Improved Critical is a lot more valuable considering I ALWAYS confirm due to the harrow card effect. Clustered shots is nice against DR, but I've got a plethora of different arrows to get around that (cold iron, silver, blunt, maybe even adamantine later on). If I were to get any of these within the first 11 levels, which feats should I replace?

As for equipment, the good old Gloves of Dueling won't work because I gave up Weapon Training as a class feature for something else. A +1 Seeking Ghost-touch Composite Bow seems to be the obvious choice of weapon. I'm torn between Boots of Springing and Striding, Winged Boots, or Boots of Speed (we have a Wizard in our group, but I'm not sure if he's a team player/buffer). Greater Bracers of Archery also seem obvious.

I apologize for the large amount of text to go through, but the more specific one is about his situation and inquiry, the easier it is to help. Thanks for any suggestions!

Silver Crusade

3 people marked this as FAQ candidate.

I was looking at the latest paizo blog detailing a preview of a custom race, and one of its traits stuck out like a sore thumb:

Paizo Blog wrote:
Multi-Armed: Kasatha possess four arms. While all of the arms can wield weapons, all but one are considered off-hand weapons. Kasatha take the normal penalties for two-weapon fighting when using more than one weapon.

This racial trait made me ask a few questions:

1. Assuming no additional attacks are granted via a high BAB, haste, Improved/Greater TWF, a ki point expended, etc., can a Multi-Armed character make 1 Main-hand attack and 3 off-hand attacks in a full attack?

2. How does the fact that 'Kasatha take the normal penalties for two-weapon fighting when using more than one weapon' interact and account for Multi-weapon fighting? Is it implying you can only make one off-hand attack, like a character with 2 arms?

Considering how close we are to the release of the book, this seems as good a place as any to post this thread. Thanks for any clarification.

Silver Crusade

I know the PRD states that any action requiring patience or concentration is off limits while raging, and I'm inclined to agree that it shouldn't be.

However, utilizing ki isn't explicitly stated to need concentration or patience. Thoughts?

Silver Crusade

I know that this extraodinary ability is normally considered a staple for any skill monkey dealing with the perils of a dungeon; however, is there alternate ways of disabling magic traps? For example:

If a wizard were to use detect magic on a door, and finds that the door has been trapped to activate fireball upon opening the door, could he then just use an unprepared spellslot to prepare fireball and 'counter' it as soon as the trap is sprung?

Silver Crusade

Pretty straight forward -- Let's say I try to make a ranged attack against a target 15 feet away, but directly in the path is an ally. Where the fighting in melee would dole out a -4 attack penalty, would this be irrelevant as I cannot get a line of effect on the target, effectively giving him total cover?

Silver Crusade

I'm considering a character who believes in the concept that bigger is always better (for it is Orky). The idea is to have him TWF with 2 Large Falcatas (Choppas) (arguably the highest DPR weapon in the game capable of being used by a medium character). While this is a horrible idea mechanically, the character doesn't know any better.

First, I need to know how all the penalties stack. Assuming that the character will have the TWF feat, he will have a -4/-4 penalty to main hand and off-hand, due to the off-hand weapon not being a light weapon. There's also the fact that weapons are inappropriately-sized, giving yet another -2 penalty on attacks. Then stack on the jotungrip penalty for wielding two-handed weapons (which all large one-handed weapons are considered for medium characters), which is another -2. This should total to a -8 on all attack rolls. This is correct, yes?

Anyone have any optimal ways of going about this to get my bonus to attack rolls up as quickly as possible? Assume that the character MUST be a half-orc and MUST TWF with LARGE one-handed weapons.

Thanks for any help and advice!

Silver Crusade

As the title suggests, I was wanting to know if it is possible to get TWF full attacks out of two hand-crossbows. Most humanoids will probably run into the problem of reloading these weapons without an additional limb/appendage to do so, however. Yet with the Tentacle or Vestigial Arm discoveries, is it possible to make these full attacks considering that the tentacle/vestigial arm can reload the hand-crossbows (as a free action with Rapid reload)?

Silver Crusade

This idea came about when I took a look at the Vestigial Arm discovery. Considering how it works, it doesn't allow you to make extra attacks, but it does allow you to hold items.

With this concept in mind, I thought of TWF with Hand Crossbows. Due to the fact that you need two hands to reload, but only one hand to fire this weapon, I was entertaining the thought of using the vestigial arms to act as the extra limbs necessary to reload each crossbow with Rapid Reload, effectively getting TWF full attacks with two hand crossbows (which are treated as TWF with light weapons while using one in each hand).

The concept seemed a bit specialized and one-sided, so I thought I could either take spiked gloves, armor spikes, or improved-unarmed strike to shore up the contingency of anyone who may try to get into melee with me. Personally, using the armor spikes seems the cheapest way to go while being able to scale the highest in potential damage. Being able to use armor spikes allows me to make TWF at the monetary cost of one weapon, considering they're all over my armor/body (assuming I'm going full-plate).

Besides the obvious feats that I'd need to take in order to make this work (TWF feats, weapon finesse, Rapid Reload, PBS, PS, etc.), is there anything that anyone could suggest to optimize this concept. Is there anything wrong or flawed in the logic that I was using for this character? Thanks for any suggestions/comments!

Silver Crusade

I was looking at the capabilities of counterspells, and as it stands, it seems woefully ineffective and situational. I understand it's a matter of trying to add depth to spellcasting, but why not just ready an action to fling a fireball, lightning bolt, scorching ray, or any other decently powered spell at the enemy casters face?

You don't need to make a spellcraft check this way, you damage the caster, AND the damage dealt by the spell sky-rockets the concentration check to something the target would have to roll REALLY high on (are natural 20's on a concentration check an auto-success?).

Am I just missing something here? Has this discussion already popped up?

Silver Crusade

As I understand it, Alchemist mutagens do not count as a polymorph effect. With this in mind, is it possible to ingest a mutagen when under the effects of Monstrous Physique I, and have a bestial, more massive Gargoyle, for example?

If so, let's take this a step further, would I be able to drink a mutagen have a mutagen's effects persist and stack on an alchemist BEFORE taking the effects of a polymorph?

I understand the rules of natural armor wouldn't let the natural armor stack, but that's nothing to say of a polymorph's bonus to STR and an alchemical bonus to STR. Would it be an understandable explanation that the alchemical bonuses aren't a product of a physical form, but rather a product of the magical chemicals ingested and coursing through a character's body, which would remain in effect no matter what form I took? I think this effect would be comparable to having cast bull's strength, then a polymorph spell, right?

Thanks for any help!

Silver Crusade

Here's the item link for reference:

http://paizo.com/pathfinderRPG/prd/magicItems/armor.html#demon-armor

I understand that to emulate an alignment is a DC30 UMD check; however, there is no clear frequency on how often I make that check. Is it when I put the armor on, that I make one check? Or do I make the check every time I make use of its claws? Or is it something completely different?

Silver Crusade

1 person marked this as FAQ candidate.

Are Alchemist extracts a legal prerequisite to the Arcane Strike feat. By that extension, does an Alchemist's class levels count as caster levels for the purpose of determining the amount of extra damage Arcane Strike confers to attacks?

Merely an opinion (for however little its worth), I don't see how a class that can infuse their own reserves of magic into bombs as part of a standard action would be unable to infuse their weapons in a similar manner by activating Arcane Strike.

Silver Crusade

1 person marked this as FAQ candidate.

In the PRD, the DC for Acrobatics against more than one opponent increases the DC by 2. However, does the base DC remain the same as the first opponent, or do you use the CMD of each opponent that you pass by + the cumulative penalties? For example:

Rogue has to tumble past Monster 1, Monster 2, and Monster 3. Monster 1 has a CMD of 10, Monster 2 has a CMD of 15, and Monster 3 has a CMD of 20. Rogue is currently being threatened by Monster 1. The dc modifier is already at +4 due to two additional opponents. However, do you use the CMD of the first monster you're threatened by, the monster with the highest CMD, or does the CMD change each time you pass by each respective monster (assuming you're only making one acrobatics check to tumble past all three).

Also, does the CMD only increase by +2 at the point where you pass an additional opponent?

Silver Crusade

Does an alchemist that knows an extract of a particular spell able to use a wand of the same spell without needing a UMD check? For example, if the alchemist knew the cure light wounds extract, would he be able to use a cure light wounds wand without needing to make a UMD check?

Silver Crusade

1 person marked this as FAQ candidate.
PRD states wrote:
You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.

How does Two-Weapon Fighting reduce the penalties of secondary natural attacks? Am I missing something here?

Silver Crusade

1 person marked this as FAQ candidate.

Here's the layout from 1-12

Race: Half-Orc (for the Toothy Racial Trait)
1-2: Ranger(No Archetype)
3-12: Alchemist(Beastmorph/Vivisectionist)

-Combat style feat at 2nd level: Aspect of the Beast: Claws of the Beast
-Discoveries integral to build (by class feature or Extra Discovery feat):Tentacle, Feral Mutagen, Vestigial Arm x2, Parasitic Twin

The basic premise is to maximize (I know, 'maximize' is a dirty word) the amount of natural attacks this character can get by increasing the number of viable anatomical locations present on the character. This is depicted as such: Character's head, 2 arms, 2 vestigial arms, and Parasitic twin's head. This totals to 6 places where natural weapons can reside.

The character starts out with a 1d4 bite attack from the Half-orc trait Toothy. As the character reaches 2nd level, he takes his only Natural Weapon Combat Style bonus feat in the form of Aspect of the Beast: Claws of the beast, giving him two 1d4 claw attacks, one for each arm. As the character takes levels in Alchemist, however, things become a bit blurry,rule-wise. He gains two vestigial arms and the parasitic twin discoveries, granting him two more arms and another head. Afterwards, the alchemist takes feral mutagen, which allows the alchemist to grow two 1d6 claws and a 1d8 bite attack while under the effects of a mutagen. These natural weapons will be granted to the vestigial arms and the head of the parasitic twin.

While the premise of vestigial limbs was never intended to grant additional attacks, I have a few arguments to pose that may show this to be legal:

1. Vestigial limbs are allowed to hold weapons and used in attacks, as per Two-Weapon Fighting. Is it far-flung that the hands "hold" claws instead of manufactured weapons? From which point, it's a matter of natural weapon rules, not a question of iterative attacks with manufactured weapons and holding more than two weapons? To put it shortly, the claws give the extra attacks, not the limbs.

2. If the extra natural attacks cannot be granted, but only replace any instance of a regular attack, then it still stands to have iterative unarmed strikes replaced by these vestigial arm claw attacks. This is in reference to the rule call by Sean K. Reynolds for the Tentacle Discovery:

Sean K Reynolds wrote:

What 0gre said, and note that the tentacle discovery specifically calls out that it doesn't give you any extra attacks. So, like the wings, you can use it in place of one of your other attacks (the ability description is calling out that you can attack with it because it also has the grab ability, which you wouldn't otherwise know).

Again, we could really use a hard look at the language in the C.R. and establish a format for these sorts of things to follow.

This is a very convoluted argument, I know. Though it's not the first time this issue was brought up, I don't think it was looked upon in this way. I've been dying to give this a shot in PFS, but I don't want to go through the trouble of getting to the point of levelling this character where these mechanics become smashed down by the GM.

So, again, would this fly in PFS rules? Thanks!

Silver Crusade

2 people marked this as FAQ candidate.

If theres any part of the Paizo website that has to be keen on the rules, it's the PFS boards. With that said, I've come up with three questions:

1.Can an Alchemist's Tentacle discovery be used as part of a full attack?

2.Can an Alchemist's Vestigial Arms (assume this has been taken twice) bear additional instances of claws (aka 2 claw attacks on his normal arms, and 2 on his vestigial arms)?

3.Can an Alchemist's Vestigial Arms utilize claw attacks in addition to a humanoid's normal limbs (also with claws) in order to make 4 claw attacks in a full attack?

The basic rules of natural attacks in the CRB leave me confused on the matter. So long as a natural attack has a place to reside on a creature's anatomy, it can be used as a separate instance. In the case of vestigial arms, the arms aren't providing extra attacks, but merely giving additional natural attacks a place to reside on a character. Or do the vestigial arms not allow attacks to reside on them, natural, unarmed, or manufactured, period?

Silver Crusade

In the core rule book, it states that you can buy a large version of a weapon for 2x its regular cost. Now, for a medium character, I understand that this is not the best idea if you're trying to create a large two-handed weapon, but if there is a one handed weapon that you would like to make large (aka a 2-handed weapon), is this allowed in PFS?

Silver Crusade

I just got done playing a PFS game a few nights ago, as it was my first game and it was also a higher level scenario (The Ghenett Manor Gauntlet), how do I fill out the chronicle sheet for a pregen character so that I can give 1 EXP, 2 PP, and 500 gold to my new level 1 character? I was told that this has to be handled in a different manner. Any help would be appreciated!

Silver Crusade

A simple question. It allows for a light weapon or weapon that can be used with weapon finesse to use the DEX modifier instead of STR modifier for bonus damage on damage rolls. I can't recall what supplement this comes from exactly, so I can't verify if this is allowed in PFS. Thanks for any help!

Silver Crusade

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Whether it's rules ambiguity, inherent gishyness, or something else entirely, I can't seem to shake the thought of playing a synthesist summoner as a guilty pleasure. Depending on how your DM interprets it, these guys are potentially unstoppable and capable of a good variety of damage-dealing, punishment-taking and utility -- all at the same time.

Pounce at 1st level, godly saving throws when multi-classed with a paladin, admirable AC without wearing a single bit of armor, multiple natural attacks that don't count towards iterative attacks with manufactured weapons (can you say 7 natural attacks, then 6 more whilst two-weapon fighting?), and that's not all of it. However, I'll stop right there.

Despite this being a munchkin's dream come true, I can't help but feel that this is the lesser of the two sides to a Synthesist. Now, I know that Pathfinder, like any other tabletop rpg, is limited only by what the DM and your own imagination allows. But I've never seen a larger, more versatile canvas than what this archetype has to offer.

For those of you not familiar, a synthesist summoner literally wears his eidolon like a second skin or armor, translucent though it may be. It seems a small detail to allow this skin to be completely invisible or completely opaque. This makes a ton of story options mechanically viable: a super-hero with a power suit, a bestial character that can allow himself to be a mount for other character, an otherworldly creature that nurtures/protects a physically frail member of a mortal race within itself, a pair of beings with a natural symbiosis to one another birthed from the First World of the fae, etc.

Do you need this class to be able to weave stories about fantastic character origins? Absolutely not. However, it just seems to me that the other classes restrict the way players and DMs believe a character can come about.

The previously mentioned statement is the point of this long-winded post -- how do I justify playing one of these guys without going overboard with the mechanics?