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ohako's page

Pathfinder Society Member. 605 posts. No reviews. No lists. No wishlists. 4 Pathfinder Society characters.


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for a while now, my default idea of making an awesome white-haired witch revolves around 2 ideas

1. figuring out a way to attack more than once a round with your hair
2. having a good base attack bonus

all while still being good at, you know, spellcasting. This more or less dictated trying to use the Eldritch Knight prestige class. Here's a build

white-haired witch 4/sohei monk 1/white-haired witch 1/eldritch knight 6
traits: Fate's Favored, Magical Knack
patron: Strength (for divine favor)
1: Weapon Finesse
3: Weapon Focus (hair)
5: Improved Unarmed Strike, Improved Grapple, Feral Combat Training (hair)
7: Boar Style, Boar Ferocity
9: Boar Shred
11: Greater Grapple, Weapon Specialization (hair)

however, I recently turned my eye to the evangelist prestige class, because

a) this way you get longer hair, strangling grappling, and divine power
b) the above build means you need to be lawful alignment (to satisfy requirements for sohei), and the original movie the Bride with White Hair is very much a Calistria sort of deal. Here's a new build

white-haired witch 3/snakebite striker brawler 2/evangelist of Calistria 7 (aligned class: witch)
traits: Fate's Favored, Magical Knack
patron: Strength
1: Weapon Finesse
3: Deific Obedience (Calistria)
4: Improved Unarmed Strike
5: Weapon Focus (hair), Feral Combat Training (hair)

Note: Feral Combat Training with brawler's flurry is probably okay, but I'm not 100% convinced it's kosher

7: Boar Style
9: Boar Ferocity
11: Boar Shred

1. You lose the grapple feats. Not a huge loss, because you still have a crab familiar, extreme flexibility, a brawling haramaki, and your amulet of mighty fists (grappling with a weapon is beautiful)
2. You lose Weapon Specialization.
3. You gain divine power.
4. You can use a mithral buckler
5. You lose 1 level of spellcasting.
6. You gain all the boon goodies. Calistria's aren't terrible, but saving finale or a Cha-based rainbow pattern does you no favors
9. Your base attack bonus (at least at level 12) is the same: +8

...I think this build is worth it. What do you think?

So, say I'm a witch evangelist of Calistria. I get saving finale 3/day (as long as I fulfill my obedience). Is there any way I can use it?

I'm not Lemmy, but how about Feral Combat Training?

Ultimate Combat wrote:
Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.

Thanks to the brawler's martial training class feature, Feral Combat Training's Special section can read like this

Ultimate Combat plus Advanced Class Guide wrote:
Special: If you are a [brawler], you can use the selected natural weapon with your flurry of blows class feature.

Does martial training also give you this?

Ultimate Combat plus Advanced Class Guide plus squinting wrote:
Special: If you are a [brawler], you can use the selected natural weapon with your [brawler's flurry] class feature.

okay, my question is more or less the same, but I want to ask it a different way.

Here's my years-old white-haired witch build

white-haired witch 5/sohei monk 1/eldritch knight 6

You take Feral Combat Training (hair) in order to full attack with your hair. Fine. Relatively well-understood. Here's a new concept

white-haired witch 3/brawler 2/evangelist 7

Same base attack bonus at the end, and you get one level less of spells, but the good bit is more reach and for a Strength-patron witch, divine power. Not to mention whatever boon and the evangelist goodies.

You still want Feral Combat Training (hair), but the catch is you don't have flurry of blows: you have brawler's flurry.

Very simply: does this work?

So here's an idea

1. Get a familiar. Say, a crab.
2. Buy some platinum cipher rings for XX gp

Now, cipher rings are made out of wood, and cost 10gp for two. The platinum rings you need for shield companion cost 50gp.

3. Use alchemical glue to stick one of the rings to your crab. Don't glue the cipher bits shut while you're at it.
4. Write a chalk message in code somewhere where bright young adventurers can find it.
5. Have your familiar go find these adventurers (preferably while they're staring at your coded chalk message).

So, how much do platinum cipher rings cost?

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Here's a question: where is the love?

1. How come there is no oracle mystery of love?
2. How come no spiritualist's phantom's emotional focus is love (a la the movie 'Ghost')?
3. How come there is no witch's patron of Love? (u, I dunno, if Glinda was actually a nice person, maybe that would be her patron?)
4. I have no idea what a 'love bloodline' would look I'm not going to ask that question...

Scott Wilhelm wrote:

I have just started playing a little with a character like this. He's going to be an Arcane Trickster. He is going to have the Coax Information Rogue Talent and a Mask of Stony Demeanor, which gives you a +10 on Bluff Checks to Lie.

He'll make heavy use of Disguise, and Change Self, and you won't even know he's there.

He'll Vanish a lot and cast ray spells: ranged touch attacks vs. flatfooted AC with Sneak Attack Damage.

"Sir, could you take off that weird mask? I think you're trying to lie to me."

"No I'm not."

nicholas storm wrote:
Narrow frame is a feat for your companion, not PC. You can get one combat teamwork feat from combat trick.

maybe I just want to be really skinny!

::goes and eats one of those ding-dong cupcake things::

good catch

okay, trying to do this with pack tactics without retraining

1: Mounted Combat
H: Combat Expertise
3: Nature Soul
5: Animal Ally
7: Pack Flanking
9: Pack Tactics
11: Narrow Frame

then the slayer talents could be

2: TWF
4: ???
8: ???
10: GTWF
12: ???

3 slayer talents clear, but you do basically get to flank whenever you want. Maybe take combat trick (Precise Strike) for an extra +1d6? If there's some nutty way to gain a teamwork feat as a slayer talent, you could pile them on with this combo.

claudekennilol wrote:
ohako wrote:

Huh. So, say, you had a daring champion cavalier with Spirited Charge, they could triple (with a lance in one hand, naturally)

a) their regular weapon damage
b) their challenge damage
c) their precise strike damage (assuming a daring champion has a 'swashbuckler level')


Anyway, good point, something else should go there instead of Spirited Charge. How about Narrow Frame then Boon Companion?

Precise Strike damage isn't multiplied on a crit, either.


Precise Strike (Ex):

At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit.

The Spirited Charge multiply isn't a critical hit. If it was, heck, I'd pile on a ton of those 'critical' rider feats onto it. Precise Strike is multiplied on a lance charge, or a spirited charge, or both.

nicholas storm wrote:
you might be better off taking pack tactics (from Advanced Class Origins) instead of depending on the vanguard ability. Pack tactics gives all of you teamwork feats to your animal companion (but it doesn't benefit from those feats; only you and your companions do).

Nice catch! I guess...that means I wouldn't need to use the Vanguard archetype to grant my AC Pack Flanking, I just need to find space for one more feat. Hmm. That's actually an awesome feat, but it presents a problem

1. earliest you can take Animal Ally is 4th, but it's effectively 5th.
2. Pack Tactics and Pack Flanking aren't combat feats, which means it's hard to get both before 9th level.

Is there any way to get Animal Ally at exactly 4th level? That way you could be online at 7th, and all the time too, no 1/day silliness.

Huh. So, say, you had a daring champion cavalier with Spirited Charge, they could triple (with a lance in one hand, naturally)

a) their regular weapon damage
b) their challenge damage
c) their precise strike damage (assuming a daring champion has a 'swashbuckler level')


Anyway, good point, something else should go there instead of Spirited Charge. How about Narrow Frame then Boon Companion?

The Dragon wrote:
Spirited charge doesn't work like that. Only doubles stuff that'd be doubled on a crit.

really? where does it say that?

Core Rulebook wrote:
Spirited Charge: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Here goes.

A vanguard has both tactical teamwork feat sharing, and sneak attack

Advanced Class Guide wrote:
Pack Flanking: When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are considered to be flanking that opponent, regardless of your actual positioning.

So here's a build

race: human
class: vanguard slayer 12
feats and slayer talents all mixed up

1: Mounted Combat
H: Combat Expertise
2: Tactician, taking Precise Strike
3: Nature Soul
4: Vanguard's Bond
5: Animal Ally, getting a horse
6: Ranger Combat Style TWF, taking Two-Weapon Fighting
7: Pack Flanking
8: Ranger Combat Style TWF, taking Improved Two-Weapon Fighting
9: Ride-By Attack
10: Ranger Combat Style TWF, taking Greater Two-Weapon Fighting
11: Spirited Charge
12: Tactician 2/day

1. as long as you're riding your horse, you get flanking for free once or twice per day.
2. You have, what, +4d6 sneak attack
3. And you get 6 attacks
4. And if, Norgorber forbid, your foe is somehow far away from you, you can use Spirited Charge and get +8d6 sneak attack on your one hit

How's this?

EDIT: Adoptive Parentage replaces the bonus feat, oops

hmm, okay, let's try a full feat list

stats: Str 10, Dex 18, Con 14, Int 8, Wis 12, Cha 14
(the Int 8 will be offset by the 6 skill points coming from Evangelist)
might take the Courageous trait over Indomitable Faith for RP reasons
3 FCB points go into Knowledge (religion), the other 2 to hit points

1: Weapon Focus (rapier)
H: Fencing Grace
1B: Weapon Finesse-ish
1B: Precise Strike (the teamwork feat)
3: Deific Obedience (of Erastil)
5: Combat Reflexes
7: Skill Focus (Diplomacy)
7B: Battle Cry (the cavalier bonus feat 1 level late from entering evangelist)
9: Improved Critical (just barely!)
10B: Seize the Moment (1 level off bonus teamwork feat)
11: Iron Will

bump Diplomacy every level
use 3 FCBs to get Knowledge (religion)
Once you get 5 skills per level, put them into
Knowledge (history)
Knowledge (nobility)

let's see: the standard challenge damage, precise strike damage, +Dex damage, monster diplomacy powers, a little CLW, and summon nature's ally V at 11th level. time to put on a cape!

what do you think?

hmm, Diplomacy is the associated skill of the Infernal bloodline. Eh, perhaps Improved Eldritch Heritage is not so good for this character!

Be my buddy, or suffer hellfire! nah...not so much...

So, after my 'where is the love?' post about the OA spiritualist phantoms all being Grouchy Guses, I decided to try and figure out what would make a good peaceful hero-type

race: silver tongued human
class: daring champion cavalier 5/evangelist of erastil 7
cavalier order: blue rose
traits: Patient Optimist, Indomitable Faith
abilities: meh Str, high Dex, decent Con, dump Int, low Wis, decent Cha

so, massive crazy diplomancy: two chances to shift a creature from hostile to friendly

1: Weapon Focus (rapier)
H: Fencing Grace

now what? what are good feats (combat, teamwork, or otherwise) for someone who wants to be friends with everybody?

yeah, I think someone's right on the money with the skill selection, and either a bard with Spellsong or a Rakshasa sorcerer is the way to go to disguise/hide spellcasting

maybe go with Combat Expertise/Improved Feint, and kill people with a twilight knife in combat.

LazarX wrote:
ohako wrote:

This is feedback of a general nature. Therefore, into the Rules Discussion forum go I. I suppose my question is this: are there nice emotions a phantom can be based off of? (Love being a perennially underserved favorite of mine)

In Thassilonian sin magic terms, zeal is the 'positive' reflection of sloth. Since sloth is traditionally a 'deadly sin', that makes zeal a good thing. Although the zeal phantom does seem a little OCD, perhaps.

You seem to have a mistaken view of Thassilonian sin magic. Sin magic was not an evil perversion of good, but more like an evil perversion of something that was a bit less evil. (Xin wasn't exactly an Arthurian nice guy.) When Xin created the Runelord of "Love" it was more in the spirit of Orwell's "Ministry of Love". Just as we use the term "Peacemaker" for a missile carrying atomic warheads. It's probably a key reason why the Runelords he created as lieutenants, went rogue so quickly... they were the same kind of ambitious bastard he was.

It seems that the intention of the spiritualist is that the Phantom is essentially a spirit kept from moving on because of it's dark baggage, it's meant to give the class a grounding in a horror theme.

I personally think it's a refreshing change from EVERY OTHER pet class in the game, a "pet" that's not your slavering loyal lapdog, or a reflection of your psyche, or your best buddy. Something that clearly has it's own agenda and it's not a nice one.

Sin magic goop aside, I like your use of 'dark baggage'. I'm so glad someone brought that up.

So, let's say that Whoopi Goldberg is a spiritualist and Patrick Swayze is her phantom. What is Patrick Swayze's emotional focus? It's not one of playtest ones, that's for sure.

James Jacobs wrote:
This forum is for general discussion of the playtest process, announcements, and updates. If you have feedback of a general nature, not necessarily tied to actual playtest feedback, please post that feedback in the Rules Discussion forum. All feedback tied directly to actual playtesting should be posted in the Playtest Feedback forum.

This is feedback of a general nature. Therefore, into the Rules Discussion forum go I. I suppose my question is this: are there nice emotions a phantom can be based off of? (Love being a perennially underserved favorite of mine)

In Thassilonian sin magic terms, zeal is the 'positive' reflection of sloth. Since sloth is traditionally a 'deadly sin', that makes zeal a good thing. Although the zeal phantom does seem a little OCD, perhaps.

So, please forgive me, but I'm just looking through all the phantom choices, and here's what we got


1. Okay, so, these look a little like thassilonian magic schools (4 negative, 1 positive). All well and good. Maybe that's the idea, and the final book will have all 7 (although if OA is a hardcover, what, the Lust phantom will be called the 'dancing hall' phantom).
2. The second thing out of my head is this quote

Yoda wrote:
Fear is the path to the dark side. Fear leads to anger. Anger leads to hate. Hate leads to suffering.

Uh, basically, where is the spirit of love? And, okay, I know the game is Pathfinder, not Oubliettes and Ogres, but there's seriously a lot of negative emotions to use to beat up bad guys: whatever happened to the opposite end of the scale?

Yes, I suppose one could play an inquisitor of Love, but a) there's no 'Love' inquisition, and b) a lot of the inquisitor's powers involve being grouchy at people.

For that matter, why no 'love' oracle mystery? Surely love is mysterious, just as much as nature or metal, right?

there are some magic items that boost your CMB, there's gloves of something something, some sort of bracer, and sticking a particular ioun stone into a wayfinder. There's also now the spell 'extreme flexibility'. You can also get a crab familiar somehow.

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oh hey, whoa whoa, let's not forget the midichlorians here.

Which is the only class that gets access to lightsabers (ie flame blade)? Answer: druids. Therefore, druids = Jedi, and druidic magic = force powers. With that out of the way...

The Druidic language is clearly a biological/metaphorical organism, spread out across millions of hosts spanning all of time and space (ie, the Force). It's a parasite, and transmits itself via the thoughts of so-called 'intelligent' races, in other words: using memes, rather than genes.

So, if you try to 'learn' the Druidic language, what you're really doing is infecting yourself with an all-powerful, eon-spanning mind virus. So, to put it plainly, you get sick.

If the virus/Force likes you, the infection is relatively painless, and after you recover, you gain 1 level of druid and 'learn' Druidic (a so-called 'padawan', unable yet to form your own lightsaber). If it doesn't like you, then you instantly die of old age, and hopefully your corpse goes into the cycle of nature, one day to be consumed by a better druid than you turned out to be.

Using magic to speak and understand Druidic is possible, but downright dangerous to those not naturally in tune with the Force.

I think that druids would write Druidic wherever they felt like it (books, signs carved into trees, graffiti), secure in the knowledge that it frankly keeps itself secret to non-druids.

Mark Seifter wrote:
ohako wrote:
This may have been asked before, but: Is there any chance that one of these FAQ Fridays something will pop up for a player companion?
I think if we tried to pull that, other teams would tell us what Glinda told the Wicked Witch of the West right before the latter left Munchkinland.

Huh. After looking up the quote, that's a great 'turn undead' line for a cleric of ???no idea??? oz-ism? If you truly just believe, then those shoes can cast word of recall 1/day? ???turn flying monkey??? is there a god of dada-ism in Golarion?

time to go make a multi-classed white-haired witch grappler/thundercaller, I guess

This may have been asked before, but: Is there any chance that one of these FAQ Fridays something will pop up for a player companion?

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an oracle party

1. a tengu shigenjo oracle of metal as the fighter
2. an aasimar oracle of life as the healer
3. an elf oracle of the heavens with the blackened curse for the wizard
4. a halfling seeker oracle of the dark tapestry with the deafened curse for the rogue

Scythia wrote:
Headfirst wrote:
I thought you couldn't stack a hybrid class with either of the classes it combines... No slayer if you have rogue levels and no brawler if you have monk levels, etc. or did they take that restriction out?
They reversed that around the second round of playtesting.

Funny story: don't take 3 levels of slayer on your rogue: the sneak attack doesn't stack!

So you're trying to look like something off a death metal cover?

Personally, I'd go with

a) demon-spawn with the prehensile tail trait
b) abyssal-bloodline bloodrager

nothing says you have to seduce people necessarily, just try to sell them hot sauce or loud rock music. maybe also find a way to get +Cha to AC, either by dipping some flavor of Oracle, or getting a homebrew version of Celestial Obedience (Arshea)

I'm rocking a 2-level slayer dip for my rogue

a) martial weapons (helloooo kerambit!)
b) studied target
c) a free feat (from a ranger combat style)
d) boosted Fort save

slayer 1 Improved Init, studied target
rogue 2 sneak attack +1d6
slayer 3 Power Attack, Cleave (from a ranger combat style feat)
rogue 4 Surprise Follow-Through (from a rogue talent)

well, you get 'grab', which is a thing that white-haired witches don't get.

grab gets you what the WHW already gets (free grapple attempt on a successful attack), but it also gives you a free +4 to your grapple checks. which is nice, but it also puts size constraints on who the WHW can grapple (her power doesn't have size constraints).

the rest is redundant, but not for, say, a serpentfolk.

uh, bumpity-bump?

Harrow Handbook wrote:
Role Dealer (Su): Beginning at 3rd level, whenever the card caster randomly draws and throws a harrow card matching one axis of his alignment, the card’s critical threat range increases to 19–20. If the card caster draws and throws a harrow card matching his alignment exactly, the attack’s critical multiplier also increases to 3 and the magus gains a +4 bonus on his confirmation roll. This ability replaces the magus arcana gained at 3rd level.
Harrow Handbook wrote:

Deadly Dealer: [some stuff...]Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown.

Lastly, one of the enchantments that a card caster magus can put on a ranged weapon (even a harrow card) is returning.

1. If you throw a returning harrow card at someone, is it destroyed after being thrown, or will it return to you?
2. If I just buy sets of the 6 cards that match my alignment, can I 'randomly' draw them out of my quiver/card box?
3. If I count cards so that I know that I've got a good chance of drawing a good card (for the purposes of Role Dealer) from a half-destroyed deck, can I enchant this 'stub deck' with returning for keeping the deck the way I like it?

(would a PFS DM be driven crazy by my carrying around a 'half-used' or otherwise messed up harrow deck? are there any other harrow powers that depend on drawing from a deck that's not all together?)

Dave Justus wrote:

I'm pretty sure that you can't stack your harrow deck like that either. It would a) no longer be random and b) no longer be a harrow deck.

yeah, I'm with you on that, but this gets into weird card-counting with your 'throw' deck.

Clearly you need one full deck for a) casting augury and b) Rakshasa's Fortune. However, you also need another deck for throwing at people, and those cards (barring returning, possibly) are destroyed after being thrown. Sure you start with a full deck, but it doesn't stay that way.

Let's say you start with a full deck. Instead of purposefully cheating, you could count cards (counting how many matched cards or aligned cards are still in the deck), and either

a) throw away the deck and replace it if the ratio gets too low
b) keep putting returning on the cards if the count gets high enough

so, kill people with blackjack. that ought to work, right?

So, it looks like you can combine Kapenia Dancer and Card Caster together. The last build I made using Kapenia Dancer and Spell Dancer, well, seemed like a good idea at the time, but perhaps the universe isn't ready for Arcane Deed (Precise Strike) just yet. Anyway, how about this build?

race: human
class: kapenia dancer card caster magus 12
traits: Harrow Chosen, Heirloom Weapon (bladed scarf, choosing a +2 to steal with it) (which I know isn't strictly legal, sub in Arcane Temper as appropriate)

1 Weapon Finesse
1 (B) Weapon Focus (bladed scarf)
1 (H) Quick Draw
1 (B) Deadly Dealer
3 Slashing Grace (bladed scarf)
5 Point-Blank Shot
5 (B) Precise Shot
7 Extra Arcana (Spell Blending, getting detect thoughts and false life) (at this level you gain medium armor proficiency, so rock that mithral breastplate and get a good divination spell that you can use with Harrow Chosen)
9 Combat Expertise
11 Improved Steal
11 (B) Greater Steal

magus arcana
3 Role Dealer (effectively)
6 Spirit Fingers
9 Rakshasa's Fortune
12 Manuever Mastery (steal)

So, let's see

1. Steal things with your scarf
2. Shoot cards reasonably well, and spellstrike with them.
3. If you're a jerk, use a 'deck' of cards that only matches your alignment (that's 6 cards), enchant them with returning, and enjoy darts with a 19-20/x3 crit range.

what do you think?

Imbicatus wrote:
ohako wrote:
actually, you can pull something into Mammoth Rider via the feat that everyone hates: Monstrous Mount. So, you can ride around on a Huge megalogwiff, uh, griffon.
But does it look like a peep?

It better!

actually, you can pull something into Mammoth Rider via the feat that everyone hates: Monstrous Mount. So, you can ride around on a Huge megalogwiff, uh, griffon.

So, maybe this idea has been done before, and there's a rules snafu to go along with it, _and_ it's not for PFS.

race: drow
class: snakebite striker brawler 12
traits: fiend blood (Intimidate), tactician
abilities: Str 16 (10), Dex 16 (5), Con 12 (5), Int 8 (-2), Wis 11 (1), Cha 13 (1), put 2 points in Wisdom, and the last in Charisma
skills: intimidate max, bluff max, perception 6, heal 5, perception 1

1 (B) Improved Unarmed Strike
1 Drow Nobility
2 (B) Two-Weapon Fighting
2 (B) Combat Expertise
3 Nightmare Fist
5 Improved Drow Nobility
5 (B) Improved Feint
7 Nightmare Weaver (which you might not qualify for because you can't cast darkness anymore, you can only cast deeper darkness)
8 (B) Improved Two-Weapon Fighting
8 (M) Weapon Focus (unarmed) (you get this by sticking an opalescent white pyramid keyed to unarmed strike into a wayfinder)
8 (B) Shatter Defenses
9 Greater Drow Nobility
11 (B) Stunning Fist
11 Nightmare Striker

1. You can throw around darkness effects and demoralize as an AoE every fight (don't do this in dim light or worse, or you can't see anymore!)
2. You can turn the shaken from the demoralize into flat-footed from Shatter Defenses, and you can use the flat-footed effect with your sneak attack of +4d6.
3. You can move and feint and strike and sneak.
4. You have some neat SLAs that a brawler won't usually have.
5. snakes and shadows and nightmares, whee!

Any suggestions for how to improve this build? Was there some strange method of using Intimidate to feint?

Can a Daring Champion just take Animal Ally (horse)? And then use Spirited Charge with, say, a longsword?

I don't see how Daring Champing < cavalier - mount + precise strike. Seems you can still add a mount back in for 2 feats, 3 for Boon Companion. Am I missing something?

so, there's a slayer archetype (vanguard) that gets the cavalier's tactician ability.

Advanced Class Guide wrote:
Tactician (Ex): At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional use per day of this ability. This ability replaces the slayer talent gained at 2nd level.

a) it's a standard action, and that never gets better

b) at 2nd level, the effect lasts for 4 rounds
c) it's once per day, but you can make that better.
d) you only get 1 bonus feat, but you do get this ability with any of your teamwork feats, not just this one

As a slayer, if I'm not making an attack roll, then it better be for something really important. A standard action party buff that lasts for 4 rounds better be really spectacular.

Here's a teamwork feat

Ultimate Combat wrote:

Stealth Synergy

Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

Rules questions (yes, I know, wrong forum, sorry)

1. Can you even do this? Your allies have to be able to hear you. Does that mean that using the tactician ability automatically makes noise? Or do I just have to make sure that my allies aren't wearing earplugs and aren't deaf oracles?
2. Is 4 rounds enough time for this to matter? Let's say I get a 4-person party to agree to try the stealthy approach. For 4 rounds we play scramble golf with our Stealth rolls, but it's possible for the results of the check to last longer than the power. Would the party automatically have to re-roll their Stealth checks (and someone rolls a 2, always) once the effect wears off?

Advice questions

1. Is this a good idea? In theory, once per day a slayer can do a good job of setting up a surprise round for himself and the rest of the party. Is it worth it?
2. Here's a PFS-ish advice question: there's always someone goosing up the joint in heavy armor. Say a 4-man squad scrambles to put an 18 on the die for everybody, but Sir Clanks-a-lot makes that a 12. Is that going to be good enough to get the job done?
3. Very simple: what's the best teamwork feat that a slayer can pass around?

Mark Seifter wrote:
FAQ Friday returns! And on actual Friday this time! Look upon our FAQs, ye mighty, and despair!

So, that's neat.

If I have, say, 5 attacks, and I pummel them all together, can I declare that the whole pummel is a Stunning Fist attempt? Or just the first punch?

there are throw-ish weapons that act like ammunition though, like the aklys dart. doesn't get you that Phasnazzness with daggers, though

Hmm, lemme restate my question

1) I understand the artistic direction of Hook Mountain Massacre
2) This aesthetic is not one that I normally consume, nor am I particularly interested in 'toning it down', in that, well, it would lose a lot of oomph. I think it's more interesting to say 'someone's been trying to use human corpses as paintbrushes' than 'the room is spattered with blood'.
3) I think this is why my PCs had more fun investigating the Misgivings than in dwelling around at the Sandpoint Lumber Mill.

Is there an equivalent module or adventure for PCs who go from 7th to 10th, but that offers a different but still nifty aesthetic direction (like, more Doctor Who rather than Texas Chainsaw Massacre)?

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So, let's see

a) an undine
b) druid with the Water domain
c) wearing a ring of continuation tied to nereid's grace
d) and taking the feat Divine Protection
e) then taking levels of Mystery Cultist of Arshea
f) with the feat Noble Scion (of war)


+Cha as an armor bonus to AC
+Cha as a deflection bonus to AC
+Cha to all saving throws
+Cha to initiative

you could go further as an oracle with an oracle level, but then you'd stilt druid casting further and have a curse to deal with.

Is this legit (although not for PFS)?

So, Hook Mountain Massacre is kinda squicky. I'm not really into that (and my mother is one of my PCs, yeah?), so I was thinking about sending my PCs to go do something else. I was thinking maybe Realm of the Fellnight Queen? I don't have that module, but I'm looking for the following

a) advice on whether Fellnight can be subbed for Hook Mountain
b) any other module that might be a good sub


Mark Seifter wrote:
good stuff

welp, that's that. I guess my backup 'things go haywire' character will be Galeena the Conqueror Ooze, rather than Elfstar the Dancing Queen.


Is it gauche to ask rulesy questions here? I'm pretty confident of the answers anyway, but I would be interested in your take.

I made a character build that dances on the edge of a ton of different rules, so I figure asking them all in the same place wouldn't hurt

1. Can an elf take both the kapenia dancer and the spell dancer archetypes?
2. Can an elf magus take their favored class bonus (+1/6 of a new arcana) before they get the arcana class feature?
3. Can a kapenia dancer take the feat Slashing Grace for their bladed scarf?
4. Can a magus use the arcana 'Arcane Deed (Precise Strike)' during a round in which she uses spell combat?
5. (This one is sketchy) Can a spell dancer with the Arcane Dealer arcana grant an enhancement bonus to cards with her arcane pool?

what's the perform skill for a keytar? No, wait, a hurdy gurdy? It's got keys and it's got strings.

Zaister wrote:
nohar wrote:
she's jadwiga i believe...ethnicity of human mixed with the blood of baba yaga's daughters...
Why does she have blue skin then?

She's been drinking colloidal silver? That's a thing you can do, you know. It does turn your skin blue.

Ah, I don't know if that's strictly so. I understand in principle that I'm acting the weasel a bit...but I'd argue I'm a good weasel.

Harrow Handbook didn't wrote:
He can treat a deck of cards as a single ranged weapon when using his arcane pool to enhance weapons.
Harrow Handbook didn't wrote:
He can use his arcane pool to grant a deck of cards an enhancement bonus as though it were a ranged weapon with 54 pieces of ammunition, unless he can't normally grant any other weapon an enhancement bonus in the first place.

To put it another way

In general, a spell dancer (an archetype) cannot enhance weapons with her arcane pool.

In specific, a magus with arcane dealer (an arcana) can grant just an enhancement bonus (not any weapon properties) to a deck of cards.

I'm having trouble finding the original source for the 'specific beats general' metarule, but this does seem to be a case of 'specific beats general', does it not?

Imbicatus wrote:
ohako wrote:

I guess I hope that book tells me how to throw bear traps or poisonous snakes.
You can already do that with ranger traps. :)

Is it too much to ask for a repeating snake launcher?

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