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Actually, pummeling style is multiple attack rolls.
As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. You can only use Pummeling Style with unarmed strikes (see errata at right).
And true strike affects a single attack roll, which is why I assumed it wouldn't work.
Yeah, I envision Wolverine as a bloodrager/hunter.
Shame about Zemo, but I understand. I like his character and his powerset goes nicely with Gestalt.
Right now I'm thinking Daredevil--Brawler/Inquisitor (committed to justice, not a deity).
So if I'm human, I get all of those race traits plus an additional 10 points? I see that Blindsense costs 4 points, and some of the other traits will work well.
If light blindness costs -2 RP, what value would you assign to complete blindness?
Anybody know how to avoid losing Dex to A.C. when blind? Would uncanny dodge do that?
Hmm, I kind of want to do Thunderbolts Baron Zemo. I'm thinking Cavalier (Daring Champion) to represent his sword-fighting skills and Sorceror (Eldritch Scrapper) to represent his moonstone powers. I have to check out different bloodlines, but other than that I have a good idea of where the crunch would be headed.
This is how I'm running it, and in this case I'm the GM. Thanks for your opinions, everyone!
@Lemmy--yeah, it's not good. I'd never take it with a PC. But I think it'll make for a cool fight in this case because the Swashbuckler is the captain and has several rogues as his crew. So he can tumble in, take away their dex, and let the rogues fire away.
The ACG. I'm doing Tarin's Crown from the adventure path plug-ins by Legendary Games (very cool, btw) in my Skull and Shackles game. I retooled the BBeG to be a swashbuckler and I noticed this combo (and thought it would be good because he has a ton of rogue mooks with him).
So he can tumble up, take away your Dex, then have all the rogues sneak attack. Kinda cool.
Could I use Canny Tumble and Spring Attack (and Confounding Tumble Deed) together? The problem is that Spring Attack says it doesn't provoke AoO and Canny Tumble says "when you use acrobatics to move without provoking".
Can I use acrobatics to activate canny tumble as part of a spring attack and, even if I roll a 2, still do it because Spring Attack doesn't provoke regardless?
Canny Tumble (Combat)
Your acrobatic prowess distracts your foes.
Prerequisites: Dodge, Mobility, Acrobatics 5 ranks.
Benefit: When you use Acrobatics to move through an
opponent’s threatened area or space without provoking
an attack of opportunity from that opponent, you gain
a +2 circumstance bonus on your next melee attack roll
against that opponent, as long as you make that attack
before the start of your next turn.
Confounding Tumble Deed:
Confounding Tumble Deed (Panache)
You can befuddle a foe by striking a blow after tumbling.
Prerequisites: Amateur Swashbuckler† feat or panache†
class feature, Canny Tumble†, Acrobatics 7 ranks.
Benefit: When you use Acrobatics to move through an
opponent’s threatened area or space without provoking
an attack of opportunity from that opponent and then hit
that foe with a melee attack in the same round, as a free
action you can spend 1 panache point to deny that foe its
Dexterity bonus to its armor class until the end of your
Spring Attack (Combat)
As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Here's what I came up with. I'm using the scaling up rules (I thought that was a nice addition), so Captain Tarin should have plenty of lackeys helping him.
Captain Jared Tarin CR 7
Human Swashbuckler (Inspired Blade) 8
CE Medium humanoid (human)
Init +7; Senses Perception +14
AC 24, touch 18, flat-footed 16 (+5 armor, +5 Dex, +3 dodge + 1 shield)
hp 75 (8 HD; 8d10+23)
Fort +5, Ref +12 Will +4
Defensive Abilities Nimble 2, Charmed Life +2 (4x/day)
Before Combat If expecting combat, Tarin orders one of his lackeys to smear doses of black adder venom on his rapier and his daggers (doesn’t want to risk poisoning himself).
During Combat If aware of introducers, Tarin drinks his potion of aid (included above), then attempts to soften his opponents up by throwing his poisoned daggers. While fighting, he curses the PCs and claims that they’ll never take the pearl from him. In melee combat, Tarin uses the room’s furniture to avoid being outnumbered, and tumbles from place to
Morale Paranoid and desperate, Tarin frantically fights to the death unless his enemies offer him quarter . If the PCs do, Tarin surrenders if reduced below 10 hit points.
Str 12, Dex 20, Con 14, Int 10, Wis 8, Cha 14
Feats Alertness, Dodge, Mobility, Canny Tumble, Combat Reflexes, Confounding Tumbling Deed, Improved Critical (Rapier), Iron Will, Weapon Finesse (rapier only), Weapon Focus (rapier), Wind Stance
Skills (Includes 8 FC bonus) Acrobatics +16 (+20 move through threatened squares), Appraise +3, Bluff +8, Climb +7, Intimidate +12, Knowledge (local) +6, Perception +14, Profession (sailor) +10, Sense Motive +2, Swim +10
SQ inspired panache (3), inspired finesse, rapier training, deeds
Combat Gear potions of cure moderate wounds (2), potion of aid, black adder venom (4 doses: Poison—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save);
Other Gear +1 mithral chain shirt, +1 rapier, mwk dagger (3),mwk buckler, belt of tumbling, cloak of resistance +1, Pirate Queen’s pearl, polished darkwood tankard (worth 50 gp), silver ring with beautifully cut garnet (worth 150 gp), 140 gp
Confounding Tumble, Derring-Do (Ex), Dodging Panache (Ex), Opportune Parry and Riposte (Ex), Kip-Up (Ex), Menacing Swordplay (Ex), Precise Strike (Ex), Swashbuckler Initiative (Ex),Swashbuckler’s Grace (Ex), Superior Feint (Ex), Targeted Strike (Ex)
What if you had a sunblade? If I had weapon finesse, slashing grace, and Exotic Weapon Proficiency (Bastard Sword), could slashing grace work without having to dip Swashbuckler?
EWP gives me a one-handed slashing weapon to use slashing grace. But as it also counts as a shortsword, weapon finesse would apply. It's three feats, but I get dex to hit and damage, with bastard sword damage to boot. Is this allowed?
This sword is the size of a bastard sword. However, a sun Blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun Blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
Thanks for the advice!
I'm going to retrain Lingering Performance, and I think the DM will also let me retrain Spell Focus (Conj) and Augmented summoning when I get the free Augmented Summoning from Diabolist Level 3
Is there anything that lets me use up a prepared spell for some other benefit (whether it's an item, feat, etc?)
The first level domain spell for the Divine Domain is Identify. Not too useful.
Any suggestions on a summoning/buffing evil cleric/diabolist?
He worships Asmodeus--domain is Divine (magic) for the Divine Vessel ability and his feats are Lingering Performance and Improved Initiative.
I want to go into summoning devils and buffing them and the rest of the party (and get the sweet imp companion from Diabolist).
The game is set in Pre-Asmodeus Cheliax.
"Asmodeus fashioned the prison that holds Rovagug at bay. All you hold dear only remains because Asmodeus has seen fit to keep you safe. Think on this when you pray to Aroden to protect you."
Threadomancy as I'm now about to hit Level 2 in PFS.
So, my group is/was running through Skull and Shackles VERY slowly as we can't play very often. We finished Book 1 two years ago and have almost entirely stopped now in Book 3.
Can I retroactively report Books 1 and 2 for PFS credit as an ongoing campaign and apply that credit to my character now, even though he was only created recently (and after we did the S&S campaign)?
Now my subscription page says this:
subscription page info:
Most recent product:
Pathfinder Adventure Card Game—Skull & Shackles Character Add-On Deck shipped by 08/07/14 via UPS Ground (estimated 4 to 5 business days in transit)
Est. Date Estimated Subtotal* Estimated Current
1x Pathfinder Adventure Card Game—Skull & Shackles Base Set, $47.99
As it's displayed it's saying I only get the add-on deck in august, and in september I'm getting the base set (and it looks like the add-on deck again).
I'm just concerned about this because I don't want to get double charged and I want to get all of the promo cards as well (and get them in august vs september).
I've seen other people posting this problem and I know you guys are working on it, but I figured I would let you know that I have this issue too. Thanks for working to get this resolved.
Rushley son of Halum wrote:
So I need to take a bunch of feats, including 2 weapon fighting just to make my later level class feats viable? Again, that's a pretty massive oversight by the design team and can't be what was intended.
A brawler has the two-weapon fighting feat from brawler's flurry. I would rule this counts for the prereq, not sure if that would work in PFS though.
Heather Goodman wrote:
Mine now says september as well, and I'm now missing the promo cards. :-(
Right, and then presumably if you sold it later you'd get just 2,000, not 2,375. Thanks! That makes a lot of sense.
The reason I assumed that armor + armor spikes equals one item is because armor spikes are listed on the armor chart of the CRB as "extras" and the cost is "+50gp" instead of just "50 gp". I might be splitting hairs, but I felt that distinction meant that it is an add-on to a piece of armor and is, therefore, one item. I'm not sure how it would work if you wanted to add an armored kilt to an armor purchase used with PP, though.
Ok, one more question--so I know that I can sell all gear back at full value as long as I'm Level 1 (stuff bought with gold, not PP). Suppose I finish my 3rd scenario and get my 3rd XP. Can I sell all of my stuff back at full value, after the scenario is done, BEFORE leveling up to Level 2?
How is shattering supposed to work on objects? If it is unattended, I don't think you need an attack roll to hit, and if you are sundering, you are rolling cmb which doesn't have crits, right?
I don't see why you wouldn't be able to crit with a sunder maneuver. It requires an attack roll:
When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a "threat," meaning the hit might be a critical hit (or "crit"). To find out if it's a critical hit, you immediately make an attempt to "confirm" the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.
A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.
Yep, I love that extract!
I suppose I could start another thread as this question is off topic, but I'll try it here first--Since I can use 2 PP to purchase a single item worth up to 750 gp, does a suit of armor with armor spikes added count? I could get a masterwork breastplate (200 + 150) with masterwork cold iron armor spikes (100 + 300), right?
How does that work with the rules for upgrading it to magical (since items bought with PP cannot be resold)? What I mean is, I know +1 enchantments are always available. Let's say I upgrade the above armor to +1 by spending 1,000 gp. Now I want to spend another 3,000 later to upgrade to +2. What is the total value of that item in terms of fame needed to upgrade? Is it 4,750? 3,750? 4,000? 3,000? I'm not sure how that would be calculated in PFS.
David Higaki wrote:
So there's table variation with that, or is that the rule? Because I learned that if you find a potion and drink it you still gain the gold for it afterwards. Along those lines, it seems strange to take away the gold value of sundered armor (especially since armor can be repaired, whereas a consumed potion can't be returned to the bottle).
I could see some people getting really pissed at me if I sunder things and then they don't get the gold value for it at the end of the scenario. :-/
According to the PFS Guide for Organized play:
You may always purchase the following items or equipment so long as you’re in an appropriately sized settlement (see above).
• All basic armor, gear, items, and weapons from Chapter 6 of the Core Rulebook, including Small and Large-sized items. This does not include equipment made from dragonhide, but it does include equipment made from
So, it seems that Adamantine weapons are "always available". Am I right about this? It looks cut and dry, but I feel like this shouldn't be allowed for some reason.
I have a 1st level character now, but I've GMed Skull and Shackles as an ongoing campaign and am considering applying that credit towards this character (a bloodrager). If I do this, at level 3 I'll be able to buy an Adamantine Bec de Corbin. Does anyone make sundering builds in PFS? At Level 5 I'd have Combat Reflexes, Power Attack, and Arcane Strike.
A lot of good suggestions here. Re: turns taking too long--instead of arbitrarily telling someone they're taking too long, use an hourglass timer (a minute long one from any number of board games). This way the sorcerer cant complain about being singled out and will learn to cut down the time.
Extracts are different, but regarding the sorcerers spells (which are spontaneous, not prepared) gov him little game pieces (gems, tokens, etc), different colors for each spell level. Each time he casts a spell he gives you a token.
As a rule I would always in the future ask to see any 3rd party content for preapproval.
Finally, if you institute some rules and talk to the players and they keep making it unenjoyable for you and the other players, politely ask them to find another group. 4 PCs is a great group size and should speed up combat specifically.
Suppose I take the Arcane Training Racial Trait with a Half Elf Bloodrager (and choose Bloodrager as my favored class)
Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
It wouldn't affect wands, but would it affect scrolls? If I'm a level 1 Bloodrager and I count as Level 2, do I have a caster level? Bloodragers don't gain access to spells at Level 4, so does this mean they don't have a CL until then?
Secondly, assuming they don't get a CL until Level 4,can they still make CL checks to activate scrolls? If I want to cast a scroll of Shield CL 1, can I make a CL check to activate it even though my caster level is 0?
Thirdly, when I am a Level 3 Bloodrager with Arcane Training, so I now count as Level 4, can I activate scrolls on my spell list (assuming they have CL 4 or lower) without having to roll?
Rebis Ouroboros wrote:
So if you use the Bloodrager information from the Revised ACG in PFS, how does it work when the actual ACG comes out and there are changes to the class (for example, the spell list)? Are you allowed to adjust your PFS character to meet the actual published version of the class?
I ask because I'm thinking of trying out PFS, and I am strongly considering trying a Bloodrager.
Some people might balk at accepting a profane gift from a demon just to have convenient access to gold ;-)
The easiest way to avoid having to cart around thousands of gold is to by a gem worth however much gold you have. That's why enemies always have gems on them when you kill them. An evil cultist doesn't have a sapphire because he's admiring its beauty, you know?
Other than that, handy haversack is your best option.
Now, as far as banks go, the teleporting thing is much more complex than needed. Even in our modern time, banks are not required to have on hand at one time time ALL of the money that their customers have deposited. Why couldn't the same thing apply to a medieval bank?
You make one company that has banks setup around the world. You make a deposit and get a piece of paper that has an arcane mark from a "teller" on it and an amount of gold submitted. You may redeem that for gold at any bank in the world.
Asking for 1st level sorcerers to cast a cantrip is a lot better than demons, IMO, and achieves the same end.
Even if you can breathe under water, a triple keelhauling would kill any first level character from the damage it inflicts.
I'm assuming this first batch of questions is about 'normal' PFS play, rather than adventure paths...
Yep, I want to create a first level guy and either play or GM to get him to 2nd level so I can apply the credit from Wormwood Mutiny to that character.
Yes... if you spent none of your starting gold (which is unlikely). The gold on your chronicles is a running total, so you'd need to subtract whatever you spent of your starting gold.
Hmm, this point confuses me. Suppose for simplicity's sake I bought a chain shirt (100 gp) and a heavy crossbow (50 gp)--hey, it's cool, I'll try to steal some bolts during play ;-) Then during the first PFS module I play, I get 200 gp. What happens to the 150 gp of my starting equipment? Do I have to "sell" it for 75 gp, so I'd have 275 gp to buy stuff for the next module? Or do items carry over on my sheet once I've purchased them (So I'd have my 150 gp worth of items and an additional 200 gp)?
The max gold on the chronicle reflects the PCs successfully capturing and liquidating for gold everything they find in the adventure. The PCs never get more than this max gold. Selling things during the scenario (because they need the cash for something vital) is just the PCs getting their reward early; it doesn't add to the reward on the chronicle sheet.
Hmm, so as a GM, how do I know how much gold they get? I thought it was based off of the coinage that they get and the items they sell, but your point here makes it seem as though they get a monetary reward for completing adventures.
paz and mbauers wrote:
The Wormwood Mutiny Chronicle sheet says max gold is 3,711. Are you saying that's just the maximum you can earn from that adventure and not the maximum you could have at Level 4? So there's really no maximum per level? I guess that makes sense since you can only play a few scenarios per level anyway.
The below quote seems to support this point:
Thanks again! I think I'm starting to get it!
Thanks for all of your responses! Of course, each one sparks another question, hehe.
So, starting gold is 150. Suppose you create a character who completes a module and gains 100 gp. Does he now have 250 gp on his chronicle sheet? Also, suppose a 4-person party gets an item worth 4,000 gp and sells it for 2,000. They all get 500 gp for this, but the maximum for first level characters is 417. Does the GM put 417 gp for all 4 of the characters?
Also, is there a place where max gold per level is found? I couldn't find it.
Finally, suppose I run a first level character and get him to second level, and along the way get the maximum gold for level 2 (which I believe is 1,536). Now I want to apply my GM credit from running The Wormwood Mutiny to make him Level 3. Does he get any gold for that, or is he still at 1,536? Also, does he get the same items unlocked on his Chronicle sheet as the PCs for the game in which I GMed?