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Pathfinder Society Member. 762 posts. No reviews. No lists. No wishlists. 4 Pathfinder Society characters.


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Back in the dear dead days someone grouched at me because my pseudonym was hard to pronounce. they pronounced it as 'ohako', so I've stuck with that ever since.

As for my lack of avatar picture, well, the image I use for everything else is the Japanese flag crossed with the Danish flag (so, a meatball with an off-center cross in it). It looks a lot like the Smash Brothers logo. That's my personal mon, so i'm not interested in using any other. Wouldn't feel like 'me'.

aw, I hate to break it to you, but the writing is on the wall, yeah?

and don't claim they don't know about this particular shenanigan, there's a search feature tied to the Advice forum, for Nethys's sake!

hey! [i]strong jaw[i] is in the APG, let's talk about how there's no upper damage limit on what it can do.

The question is not: are there, let's call them 'ripe targets', in other books?

The question really is this: knowing what we know about how and when Paizo uses the errata-hammer, can they mess with the different parts of the Conqueror Ooze at all anytime in the next, let's say two years?

Or to put it another way, anyone got anything good left over in the APG that's worth flaunting?

There's been a lot of...interesting things happening with errata lately, mostly having to do with, say, 'disoptimizations':

no more crazy Divine Protection, no more Slashing Grace/spell combat, no more magus/precise strike swashbuckler deed, no more useful Merciless Butchery, no more Constitution casting from half-orc witches, you get the picture.

However, one naughty little minx has escaped the banhammer thus far: prototype00's Conqueror Ooze. The ability (admittedly at 10th level) to punch as hard as a fireball, multiple times per round.

This build depends on the following things staying safe

the Cave Druid archetype keeping its wildshape intact, from the APG
the Carnivorous Crystal monster keeping its punch damage, from Bestiary 3
Feral Combat Training staying classy, from Ultimate Combat
the spell beast shape III not having a punch damage limit (it's got a 'size limit', which is safe when modeling real-life animals, not oozes), from the Core Rulebook (although other polymorph spells in later books would probably need to be altered as well)

Errata policy as we understand it: errata comes out when a hardcover gets reprinted. Right?

Now, each of these books (except the CR) has already been errata-ed once, so they're all on their second printings. In addition, the APG has the old summoner class in it, which might be difficult to reprint as-is. The Core Rulebook is probably an evergreen, but it's been printed 6 times, and the last time was two years ago.

I think the chances for a reprint/errata affecting the Conqueror Ooze are slight. But then again, in the current climate, that's like saying 'It's been raining so hard, it's got to lighten up sometime'.

What do you all think?

you know, I just thought of this

so, Perform (legerdemain), versatile performance would be (Bluff, Sleight of Hand). Yeah, why isn't that in the CR?

I was also thinking of Perform (puppetry), because then you get ventriloquism, bunraku puppets, Sesame St, etc, but then I figured that would go under Perform (act) (because Avenue Q went on Broadway)

so, I guess the question is this: Are there missing Perform subskills with unique Versatile Performance combinations?

Is doing card tricks Perform (comedy) or Perform (legerdemain)?

Is being a muppetteer Perform (acting) or Perform (puppetry)?

the Spin Kick style strike is great for a monk/rogue combination

a) spin kick, flat-footed, deal sneak attack, throw a Stunning in there for good measure
b) if the stun lands, the rest of your attacks are also targeting flat-footed AC, with an extra +2 on top.

how's that?

BadBird wrote:

Monk1/ Sorcerer 4/ Disciple may cost you 1 BAB, but you're also getting spells like Haste and Heroism and Greater Magic Weapon sooner and at full CL. It's arguably the more powerful way to go, particularly if you want to compliment your fists with the ability to throw a mean Scorching Ray.

Speaking of no-save spells, if you really want to make your silver ancestor proud, consider:

Crossblooded Sorcerer: Draconic(silver)/Elemental(cold).
Traits: Magical Knack and Wayang Spellhunter: Fiery Shuriken or Scorching Ray.
Feat: Rime Spell.

You can now turn any elemental spell into a cold spell; you cast spells at full CL and get a big damage boost on cold spells; you can apply Rime spell to any cold spell; you can apply Rime Spell to your chosen trait spell for free. There are no saves involved.

Scorching Ray can become Rime Ray and entangle targets, dropping their attack and defense for you.

Fiery Shuriken can become Rime Shuriken for entangling, and if you cross it with the Opening Volley feat and throw your shuriken with swift-actions as you fight, you can seriously buff some of your attacks while you break enemy defenses. Attacking a target that was just hit with a Rime Shuriken is a net +6 to your attack with Opening Volley and entangled.

Ooh, I really like fiery shuriken + Opening Volley. That is a great way to set up a Stunning Fist. I like it.

I think Rime Spell + fiery shuriken (or, say, obsidian flow) would be a great addition to the Dazing Spell + grease + an acid power component trick. I think that's more for your standard sorcerer though.

Nice ideas!

Wei Ji the Learner wrote:
BigNorseWolf wrote:
I am not tracking your thought process here.

It sounds like OP wants a 'caddy' for spoilery thing 1, or have a soap opera of inter-minion bickering at every table they sit at?

That's what I'm taking from it, but I could be mistaken?

Brilliant but pessimistic take on it, really. My thoughts were along the lines of Susan Sto Helit, Quoth the raven, and the Death of Rats.

I admit, PFS is a cooperative game in which no character should hog the spotlight (unless the other players let him), and character introductions should be brief (my all-time favorite, 'My character's armor is olive oil'). But think of the narrative possibilities of such a combination: say the spoilery thing is lawful (I have no idea if this is true), and your eidolon is chaotic. They could combine for the 'angel on one shoulder, devil on the other shoulder' schtick really badly.

So let's say that giving the spoilery thing to a familiar is a mistake. A raven couldn't wield it, and there's probably no way you'd want to send an Improved Familiar into melee (unless you were one of those familiar archetypes with high hit points).

So then I'll ask again: is there a 'good' choice of eidolon subtype to wield the spoilery thing, or at least a choice that offers the GM an interesting narrative hook (if they choose to take it)?

Kinda related: I'm trying to find where it says that you can only have one combat helper (familiar, AC, or eidolon) at a time. Any help there? Maybe a character whose eidolon is aided by a protector familiar would be interesting in the same way as the spoilery thing.

Oh yeah, so it does. I can't take Power Attack and Arcane Strike at 1st level. Hmm. Power Attack happens to be one of the draconic bonus feats, so I'll just slot that in there, and grab Toughness at 1st or something. Good catch.

Elemental Fist (in a 'limited form') can be taken by a character with Dragon Ferocity, yes?

So, I read that there's a certain scenario in which the PCs can get a boon that offers a chance to purchase

an intelligent item

So, I'm thinking: if giving the GM a cool hook to 'share' the role-playing that your character gets to do, can we give the GM a crowd?

My question, a two-parter

a) Is there an unchained eidolon subtype that is particularly harmonious with the spoilery thing? Is there an unchained eidolon subtype that would be a hilarious counterpoint to the spoilery thing? Or perhaps a subtype that the spoilery thing can


b) Is there a great build that will allow a crow familiar (or an improved familiar) to use the spoilery thing in combat?

I'm really bad at coming up with character name taglines. Think like a sk8rboy with natural silver-plated elbow pads and knee pads

so, there's all kinds of dragon disciples, the most prominent of which (barbarian/sorcerer) became a class all by itself. Here's a different take on the prestige class. The idea here is

a) that you use your claws until you run out of charges, then switch to punches for the rest.
b) since you get mage armor, you might as well use it
c) that picture of the monk/dragon disciple from the 3.5 DMG

Just don't depend on spell DCs for much. That doesn't seem too hard

race: human
class: unchained monk 3/sorcerer 2 (silver draconic)/dragon disciple 7
stats (20 points): Str 16, Dex 14, Con 12, Int 10, Wis 14, Cha 13
traits: Arcane Temper, Martial Manuscript

I was hoping to use the eldritch scrapper archetype for the sorcerer, but the martial flexibility that you get doesn't get boosted by blood of dragons.

feats (bonus feats marked with *)
sorcerer 1: Arcane Strike, Power Attack, Eschew Materials*
unchained monk 1: Improved Unarmed Strike*, Stunning Fist*, Dodge*
unchained monk 2: Deflect Arrows*, Dragon Style
unchained monk 3: ki pool!
sorcerer 2: Dragon Ferocity
dragon disciple 1: --
dragon disciple 2: Toughness*, Elemental Fist
dragon disciple 3: --
dragon disciple 4: Dragon Roar
dragon disciple 5: Improved Initiative*, eh...Great Fortitude*?
dragon disciple 6: Riving Strike
dragon disciple 7: dragon form!

Ending stats

Str 22, Dex 14, Con 14, Int 10, Wis 14, Cha 14
Base Atk: +9, right on the 3/4 BaB track.
Spells: 7th level spellcaster. You miss out on the spell fear (which you would otherwise earn). big whoop.

how's this? any suggestions?

welp, this build is toast. Merciless Butchery sucks now (ACG errata makes it a standard action, not a swift). I guess my job is done.

kinda makes me wonder if there's ever going to be errata for the cave druid. I guess they'd have to reprint the APG to do that, except there's a whole new summoner class in PU now. I think it's safe (heh heh).

So, thinking about taking levels in eldritch scrapper sorcerer leading in to dragon disciple.

Here's Eldritch Scrapper

Advanced Class Guide wrote:

Martial Flexibility (Ex): At 1st level, an eldritch scrapper gains the brawler's martial flexibility class feature, using her sorcerer level as her brawler level for the purposes of uses per day. The scrapper treats Arcane Strike and Combat Casting as combat feats for the purpose of this ability.


This ability replaces the sorcerer's bloodline powers gained 1st, 9th, and 15th levels.

and here's the relevant bit from the dragon disciple

Core Rulebook wrote:
Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

The question is in the title: Is the Eldritch Scrapper's Martial Flexibility a 'bloodline power', because it replaces regular bloodline powers?

Ultimate Combat wrote:
Mantis Torment: You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If you hit, your opponent must succeed at a saving throw against your Stunning Fist or become dazzled and staggered with crippling pain until the start of your next turn, and at that point the opponent becomes fatigued.

or, more simply (although at min 12th level instead of 9th)

Pathfinder Unchained wrote:
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

and then...

Core Rulebook wrote:
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ultimate Combat wrote:
Domain Strike: When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.

Can a character with Mantis Torment and Domain Strike tied to the Repose domain put a living creature to sleep (for 1 round) with one hit? Or, to put it another way, can this character activate Domain Strike after they learn if the 'Torment Punch' was successful?

Good night, sweet prince!

Yeah, you want the evil part, make the devil blood or unholy water only available if the caster does something evil to get it. If you have Eschew Materials, it means you're making your soul produce devil blood, which is also bad for you...

Tsutsuku wrote:
ohako wrote:
So how does this stack up against the original? What feat would you choose for level 11? Or would you go ancestral weapon half-elf and forgo Skill Focus (Intimidate)? (or find a way to keep that feat, or Dauntless Destiny?)

Definitely pick up EWP with the half-elf alternate trait, having a finessable reach weapon at early levels will keep you out of trouble and there's better ways to bump your intimidate. Consider the Extremely Fashionable trait for maximum rogueness.

Other feats to consider are Piranha Strike, which is power attack for finesse builds, and Improved Initiative for getting the sneak attacks started early. I almost hate to mention it after you just carefully removed the charisma, but Intimidating Gaze is good for making your intimidates stick during boss fights.

Piranha Strike does look nice, but I don't think you can use it with a branched spear (it says 'light weapon'). Works with unarmed strikes though, probably something to consider over Phalanx Formation. Intimidating Gaze is really bad, worse than the Inspired trait by a lot.

Okay, if I go Ancestral Arms for the alt racial trait, I'm thinking Elven Reflexes and something intimidaty for traits.

Step 1: Walk up to a bad guy, and kick him for nonlethal.
Step 2: If you hit, make a demoralize attempt. If you beat the DC by 0, then the duration of the demoralize is 1d6+1.
Step 3: If you get a 3 on damage, you can trade in those 4 rounds for one round of frightened. If you have domain strike, activate it at that point (causes staggered for 1 round).
Step 4: Now your opponent is frightened and possibly staggered. Take an AoO when they walk out of punching range, and another when they leave spear range.

This is possible by level 2, 3 for the domain strike. hee hee!

Can a half-elf gain proficiency with an elven branched spear by taking the trait Heirloom Weapon?

alright, let's try to tighten up this bad kicker here and see if we get any better

race: plain jane half-elf
class: unchained thug rogue 5/unchained monk 5/inquisitor of Pharasma 2 (Repose domain)
stats Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 10

feats (and other choices)
1 thug Enforcer, Skill Focus (Intimidate), Weapon Finesse (use a sap for level 1)
2 monk Improved Unarmed Strike, Stunning Fist, Combat Reflexes (grab a longspear, just in case)
3 inquisitor Domain Strike
4 monk Dodge (you don't have free hands if you're holding a longspear)
5 monk Mantis Style
6 monk ki power: ki range
7 monk Mantis Wisdom, style strike: spin kick
8 thug rogue talent: combat trick: Exotic Weapon Proficiency: elven branched spear (if you can convince a GM to let a half-elf gain this proficiency with the Heirloom Weapon trait, pick something else here)
9 thug Mantis Torment
10 thug rogue talent: combat swipe (grants Improved Steal)
11 thug Phalanx Formation?, skill unlock: Intimidate
12 inquisitor

Okay, let's unpack the changes

1. remove dependence on Cha. Dauntless Destiny is a really poor way to use an immediate action.
2. switching to Domain Strike instead of Sorcerous Strike. The best domain choices for this build are Chaos and Devil, but

a) Taking the Chaos domain is hard for a monk without switching alignments (varisian pilgrim cleric is one way around that)
b) The Devil domain can reduce saving throws as a swift action, which might not be fast enough to affect a saving throw against Stunning Fist
c) The Repose domain power can do mean things to an undead, while Enforcer and Brutal Beating won't
d) The Repose domain power gives a status (staggered) that has a representative on one of those condition cards.

Giving 4 conditions to a bad guy in one hit can be challenging for a GM. Putting down condition cards (with little skulls for round timers) will help alleviate the challenge.

3. Going inquisitor for a little dip adds some nice treats, including +3 Fort and 12 skill points instead of 4. Maybe some of those points can go to UMD for activating that wand of mage armor you'll need now.
4. Switching the level order means that you get to stagger on a punch at level 3, where you'd only sicken at level 3 if you had sneak attack. Taking the rogue levels later means you won't deal as much damage early on, but you'll always have a chance to use brutal beating on your spin kick.
5. Here's a thing you can do if you can't full-attack target

a) walk up to a bad guy
b) attack them with a non-lethal foot.
c) if you hit, use Frightening (or the Intimidate skill unlock) to frighten the bad guy
d) the bad guy moves away from you. If they do so clumsily, you might hit them with a kick or a hit from a spear (or both).
e) once you have oodles of money, get yourself a +1 sticky elven branched spear, and try to steal things as they run away from you.

So how does this stack up against the original? What feat would you choose for level 11? Or would you go ancestral weapon half-elf and forgo Skill Focus (Intimidate)? (or find a way to keep that feat, or Dauntless Destiny?)

Cap. Darling wrote:
Yes, yes, yes and the hair is a natural weapon with somthing very close to grab i dont Think you get weapon enhancments and stuff from the AoMF and stuff to that so i would say no to that.

So you're saying that if you grapple someone with a magic whip then you get the whip's bonuses, but if you grapple someone with white hair (and you scrubbed greater magic fang shampoo into your head that morning), that you're out of luck?

Oh nice, so there already are known exceptions to the standard list.

This means the answer is 'Yes, these', and two of them are basically called out already

a) A 13th-level polearm master can bull rush with a polearm. The polearm can be an elven branched spear, so you can use Weapon Finesse with that.
b) Someone with Shield Slam doesn't even have to roll CMB to try to bull rush with a shield. If you are so inclined, you can use Weapon Finesse with a light shield.

Kahuna, you need to lighten up.

Korlos wrote:
Net Maneuvering lets you make drag and reposition maneuvers with a net. Net Trickery lets you make dirty trick maneuvers with a net.

Yep! That's another example exactly. You can't use Weapon Finesse with a net in melee, but a magic net may (according to the answer of the question) give the wielder its enhancement bonus to these maneuvers.

Core Rulebook FAQ wrote:
re: Weapon Finesse and maneuvers: It depends on what combat maneuver you're attempting. Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver, and therefore the weapon’s bonuses apply to the roll. Therefore, if you're attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).

My question is this: Are there any ways to perform different combat maneuvers with a weapon?

The answer is either 'No', or 'Yes, these'. What follows are a stack of examples whose question is thus basically, 'Is this one of them?'

Ultimate Combat wrote:
Greater Whip Mastery: You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes.

Is this one of them?

Melee Tactics Toolbox wrote:
Sticky: This special ability can be placed only on reach weapons, piercing melee weapons, and weapons from the flail fighter weapon training group. When a sticky weapon scores a critical hit against a target, instead of rolling to confirm the critical threat, the wielder can deal normal damage and attempt a steal combat maneuver check against the target of the attack. This combat maneuver doesn’t provoke an attack of opportunity, and the wielder gains a +2 bonus on the combat maneuver check.

Is this one of them?

Advanced Class Guide wrote:
Bounty Hunter: Dirty Trick (Ex): At 2nd level, anytime a bounty hunter is able to deal sneak attack damage to a studied target, he can instead attempt to hamper the target. The bounty hunter must declare that he’s using this ability before the attack roll is made. If the attack hits, it deals damage normally, but instead of rolling sneak attack damage, the bounty hunter can attempt a dirty trick combat maneuver against the studied target as a free action, adding 1 to the combat maneuver check for each die of the bounty hunter’s sneak attack damage. This combat maneuver does not provoke attacks of opportunity. This ability replaces the slayer talent gained at 2nd level.

Is this one of them?

Dragon Empires Primer wrote:

White-Haired Witch: At 1st level, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check.

At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a free action.

At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a free action.

Aside from the initial grapple check (which gets its own substitution), are these some of them?

In addition to the main question, are there any more examples that folks can think of?

Melee Tactics Toolbox wrote:
Elven Branched Spear: Behind this long pole weapon’s spearhead, several short branches project from the shaft at irregular intervals, each angled forward and tipped with a smaller leaf like blade. When you make attacks of opportunity provoked by movement, you gain a +2 bonus on attack rolls. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an elven branched spear sized for you, even though it isn’t a light weapon. Elves treat elven branched spears as martial weapons.

1. Does a half-elf treat the elven branched spear as a martial weapon?

Adventurer's Armory wrote:
Heirloom Weapon: You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

2. If a half-elf takes this trait, can she gain proficiency with a single elven branched spear?

Melee Tactics Toolbox wrote:
Sticky: This special ability can be placed only on reach weapons, piercing melee weapons, and weapons from the flail fighter weapon training group. When a sticky weapon scores a critical hit against a target, instead of rolling to confirm the critical threat, the wielder can deal normal damage and attempt a steal combat maneuver check against the target of the attack. This combat maneuver doesn’t provoke an attack of opportunity, and the wielder gains a +2 bonus on the combat maneuver check.

3. If you get the free steal combat maneuver, are you doing that maneuver with the weapon? That is, do you get to use Weapon Finesse to add Dex to the CMB check instead of Str? Also do you get to add the weapon's enhancement bonus to the check as well?

4. Can a half-elven or elven fighter take the version of the Heirloom Weapon trait that gives +2 on a particular combat maneuver (naming 'steal'), modify the weapon with masterwork transformation, and then enchant it with sticky?

I'm not saying it's Elvis....but it's Elvis

Tsutsuku wrote:

I'd actually suggest taking Cleric in place of Sorcerer and grabbing Domain Strike instead of Sorcerous Strike. It's dependent on Wis, which makes you less MAD, and there's some pretty nasty non-scaling, no save effects.

As for domains, I'd look into taking two of the following:
Law or Evil with the Devil subdomain

With two domains, you shouldn't run out of bad kicks for a looong time and its only 1 level of dip too.

Good idea! It looks like Domain Strike only lets you kick with one domain, but luckily there are a lot of archetypes that give a cleric only one domain. I kinda wish there would be a good way other than UMD to gain access to mage armor even if that is late.

I'll have to go through and figure out the right deity, the right domain, and the right archetype, but yeah, I can switch the stats around to

Str 8 Dex 18 Con 14 Int 10 Wis 14 Cha 12

I think that two levels in cleric (or sorcerer) is probably better than one for this build, just because of the Will save bonus.

EDIT: oop, I can't quite do that stat spread and keep Fearless Curiosity at 3rd. hmmm.

maybe come up with a different name like 'AM STATUS EFFECT' or something?

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You rang?

A swamp generator and a forest generator (in perl) from 2012, right here

Yes, I have used these. I last used the swamp generator for an encounter in We Be Goblins. They tend to make the terrain look very blotchy and weird. I never got around to making a hill generator. I guess I could try it.

I ran these, and yeah, jinkied the heck out of my players, in part because of one specific rule:

Stuff is going to be happening. The trick is, if you want to do something in the house, you have to move your mini there. Like, you walk, you pick the specific square.

The other jinkie thing is that a lot of haunt can change the character's emotional state. That's a difference, and with buy-in, it all helped.

I had 6 players, so the house was packed with haunts, and a bunch of them went off spectacularly. Oh! How to run them.

a) the haunt's target makes a Perception check (the DC is listed). Also, if you're not the target, the 'hint' manifestation doesn't happen to you.
b) if the player makes the check, then they can warn whoever's in the room with them, aka, they all get to make Initiative checks.
c) if the players manage to damage the haunt before the 10 goes off, haunt over, fine. If not, haunt!

That mansion is a ton of fun. The PCs ended up burning it to the ground and lying about it on the insurance forms.

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there's some idea of a 'bad touch cleric'? here's a 'bad kick monk'. I came up with this when looking at options for my Merciless Butchery character. It's way easier coming up with nastiness when you don't need to shoehorn in a slayer level somewhere.

race: half-elf (no alternate abilities!)
class: unchained thug rogue 5/unchained monk 5/sorcerer 2 (protean bloodline)
stats Str 8, Dex 18, Con 14, Int 11, Wis 13, Cha 13

feats (and other choices)
1 thug Enforcer, Skill Focus (Intimidate), Weapon Finesse (use a sap for your first 3 levels)
2 thug rogue talent: surprise attack (it's not Improved Initiative, but it'll do)
3 thug Fearless Curiosity (you count as a human)
4 monk Improved Unarmed Strike, Stunning Fist, Deflect Arrows (maybe)
5 monk Mantis Style, Combat Reflexes (again maybe)
6 monk --
7 monk Mantis Wisdom, ki power: ki range (for when throwing a surprise round dart at someone, another option is switching the 2nd level rogue talent minor magic for acid splash)
8 monk style strike: spin kick
9 sorcerer Mantis Torment
10 thug rogue talent: combat trick: Sorcerous Strike
11 thug Dauntless Destiny, skill unlock: Intimidate
12 sorcerer --

1. A bad guy is standing next to you.
2. You full attack the bad guy. Your first attack is for non-lethal damage, is a spin kick, and is also a Stunning Fist attempt.
3. If you hit,
a) you deal sneak attack damage
b) you can reduce the sneak attack damage by 1d6 in order to cause the sickened status
c) you may attempt to demoralize, possibly causing the shakened status (or worse)
d) your opponent must make a saving throw (possibly at a -4 penalty) or be stunned (which sets up the rest of your attacks this round to deal sneak attack damage)
e) and as a swift action, you can coat your opponent in protoplasm, causing the entangled status

In other words, with one kick you can scare, sicken, stun, and slime. That's some kick!

If you're all out of protoplasm for the day, you're probably not yet out of Stunning Fist charges, and you haven't even touched your ki pool. If you're out of everything, you still get spin kick+sneak attack. Or you can just rock a wand of magic missile.

Any ideas to improve this wonderful mess?

Imbicatus wrote:
ohako wrote:

but monk, so no brawling mithral breastplate.

Actually, no brawling mithral breastplate for anyone.

That said, Unchained Monk/Rogue work really well together.

Ah, yep. no brawling chain shirt +3 then.

That said, you are spot on about monk and rogue. I really like the idea of

a) the Enforcer feat
b) the thug's Brutal Beating
c) the Stunning Fist feat
d) the monk's style strike Spin Kick

really really ruining someone's day.

Here's version 3, for the curious

race focused study human
traits Reactionary, Indomitable Faith
stats (20 points) Str 20, Dex 18, Con 14, Int 12, Wis 14, Cha 8
levels 1 - 12

1 unchained thug rogue
2 unchained thug rogue
3 unchained thug rogue
4 snakebite striker brawler
5 vanguard slayer
6 inner sea pirate
7 sleepless detective (here you have a little character arc where you renounce piracy forever, and pledge to live on the straight and narrow. being a gumshoe doesn't hurt)
8 unchained monk
9 unchained monk
10 unchained monk
11 unchained monk
12 unchained monk

Two main differences from the previous build.

1. Dex rogues are good now. Let's take advantage of that.
2. Instead of focusing on funky subclasses and archetypes of monk, let's just use the new monk. Sure, there's not quite as many awesome little tricks and optimizations from the old build (and the Will save is worse), but on the plus side: Spin Kick.

Here's the feat (and talent, and monk thingies) breakdown, 1 - 12 (non-bonus marked with *, as before)

1 *Enforcer, Skill Focus (Intimidate), Weapon Finesse
2 rogue talent: combat trick: Combat Expertise
3 *Improved Feint, finesse training
4 Improved Unarmed Strike
5 *Alertness
6 --
7 *Dastardly Finish (muhuhaha!)
8 Stunning Fist, Dodge, Skill Focus (Bluff) (also the good flurry of blows)
9 *Merciless Butchery, Deflect Arrows
11 *Mantis Style, ki power: ???Slow Fall???
12 style strike: Spin Kick

Will save is worse, base attack is better, Stunning fist saving throw is probably worse, although Wisdom is higher. Dex-based, so better touch AC, but monk, so no brawling mithral breastplate.

What do you think?

My Strength rogue plans to bust out his awesome Dex-based fighting skills whenever he gets hit with a ray of enfeeblement. To him it's just a ray of whatever.


why is that Chelaxian wearing a Varisian costume?

Markov Spiked Chain wrote:

It seems a waste to go Mauler and not use it to fight/flank, so I'm inclined to say Emissary, probably with Luck domain?

But I would think about Protector too. +2 Ac and the ability to mitigate a hit here or there is handy, especially if you've got a cleric channeling.

I think a witch letting their spellbook go into melee combat is just asking for it. I mean, I guess I could do that, it's not like I won't be having shield companion up all the time anyway.

Huh. Stuff to think about.

Mark Seifter wrote:

FAQ Friday returns!!

FAQ wrote:

Monk ki mystic archetype: The ki mystic ability seems like it alters the monk’s ki pool ability, but it doesn’t say “This ability alters ki pool.” Is this because the ki mystic’s ki pool is a separate second pool that can only be used for the powers described in the ki mystic archetype, and the monk then also receives the regular ki pool that works as normal?

No. When Advanced Player’s Guide was written, archetypes were new and the “this alters” language didn’t exist yet, meaning archetypes in this book, including ki mystic, never include it, even when they should by current standards. The ki mystic ability alters ki pool. At 3rd level, a ki mystic gets a ki pool of Wisdom modifier points that can be used for the abilities listed in the archetype. At level 4, this upgrades to a ki pool of 1/2 monk level + Wisdom modifier + 2 points, which is a single ki pool (the ki mystic does not gain two) that can be used in all the usual ways a monk can use ki, plus those mentioned in the archetype.
But what FAQ stirs in the distance, restless in its dark FAQ slumber? Will it be any of the other ones I mentioned last week or maybe even trolls, or wands, or dragon disciples? Find out next time on FAQ Friday!

Well that's nice. I think the other thing weird with the ki mystic's 3rd-level pool was that it didn't have a regeneration system (ie, you got the ki at 3rd, but only once). ::whistles::

Hiya Weirdo

There's two ways to do a combat witch (or any combat arcane caster) right, I think

a) Eldritch Knight
b) Evangelist

because both of those prestige classes give better than 1/2 BaB and nearly full casting. I think the Evangelist wins out with the boost to patron spells, the familiar, and the earlier entry.

So I'm going to be out in front slicing up bad guys with animated, articulated hair, and I was wondering if I would be better served by a guidance-bot with a once-a-day from some domain or other (Strength maybe?), or a burning gaze-bot that can hulk out and carry my unconscious body when things get rough (since I'm a grappler, I was going to take a crab familiar, which can totally grab and dash).

What do you think?

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the blurb wrote:
While we avoided making emotional focuses that were very positive in nature (after all, it's typically very strong negative emotions that makes a soul drift toward the Negative Material Plane), we added a dedication emotional as a companion to the zeal aspect helping fill the niche for those desiring to play a spiritualist that didn't entirely dwell within the super-negative spectrum of emotions.

Love finds a way. Even if it has to call itself 'dedication'.

ever read The Windup Girl? not androgynous, but very crazy, and also very deadly. Is there a way to get yourself hasted while under the effects of rage?

what I like is that the phantom's emotional focus is clearly something 'nice'. The playtest emotions were all yoda quotes

uh, anger?

stuff like that. So yeah, a phony-turned-real spiritualist with a phantom whose emotional focus might be 'love'. good to go!

I know this is a thread necro, but what about an emissary familiar? You could just instruct it to cast guidance on you all the time, so you'd have one of the following at the start of combat

9 guidance effects, each with 1 round less of duration (you can't stack them, but you can use them all during a full attack, for instance).


1 guidance effect, with 10 rounds of duration.

so which one?

So, I don't really want my familiar to be fighting in melee. That's my job. So which is better?

a) the mauler. you get +2 atk and dmg for 1 round whenever you shank a bad guy. good for when there are lots of mooks, I guess
b) the emissary. you get 1 guidance for free every round, and maybe a good touch from a domain once a day. downside: no burning gaze shenanigans

which one is better?

1 person marked this as FAQ candidate.
Familiar Folio wrote:
Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the patron that sent it. Choose one appropriate domain that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This ability replaces deliver touch spells.
Strength domain wrote:
Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Let's say that I'm a witch with the Strength patron and an emissary king crab familiar whose Domain Influence is the Strength domain. Once a day my crab can give me a strength surge. How powerful is it? Is it stuck at +1?

You could probably attach a flaming bayonet to the neck of a guitar?

You could attack strings to a greataxe, so you could play it. And you could cast weaponwand on it, so that it would shoot scorching rays?

EDIT: Doomed Hero takes it

That big a swing, huh? Yeah, I was thinking of going with either animal fury and lesser beast totem or lesser fiend totem (with a race that naturally had claws, like tengu).

Hmm, maybe it's spreadsheet time!

plainly put, which is better?

2 primary claws


1 armor spikes and 2 secondary claws

I'm not a math guy, but I'd love to see the math behind this

(assuming a 16 strength)
2 claws at +6, dealing damage +5

1 spikes at +6, dealing at +5, plus 2 claws at +1, dealing at +3

What happens as you add iteratives? Then what happens if you add more natural attacks? Then what happens when you get improved/greater rage?

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Hi Adam,

There are lots of rules for crafting goodies out of the squicky bits of dragons in the Dragonslayer's Handbook.

a) are there rules in there for crafting goodies out of dragon bones, claws, or teeth?
b) if not, why not? those bits sound like they would be really useful.

wow, so, looking through the dragon slayer's handbook, you can really go to town with organs and vitals and such-like.

Can you harvest dragon bone as a material? If so, what can you make out of it? Is it better than, say, cow bones?

So, I'm not exactly a half-orc gladiator, but I have spent years carrying around my son on my shoulders.

Right now it's pushing it, but there was a time he was around 60 lbs or so, which is about the size and weight of an armored halfling. Can it work? Yeah, I guess, as long as the rider took skill ranks in Ride, and I might argue that the mount would need to take a rank in 'Ridden'. But anyway...

The biggest reason you don't want to play a small character riding a humanoid has to be that the mount's head is in the way. No really. Try this out with a 60 lb five-year-old. Either you have to slouch your head forward, or the kid has to sit with his lower legs on your shoulders (not upper leg like you want). In either case the rider needs some sort of stirrup or strap system to stay in the saddle, if you want your gladiator to be able to use his hands.

Here's another possibility: a backpack. A backpack scaled for a Large humanoid is just about the right size to hold a halfling with his upper body sticking out. So, that could totally work, except

a) get yourself a Large companion. Easiest way to do that is either with an eidolon or a PC with enlarge person.
b) another option is to cast reduce person on yourself and hang out in a familiar satchel.
c) there are exactly _zero_ rules about what happens when a Small creature rides around in a Large creature's backpack. Is it mounted combat? Are you 'carried equipment'? Do you get cover if you close the lid of the familiar satchel? What's the hardness and hit points on a familiar satchel (it's 'armored') anyway?

who knows? something tells me that any upcoming player companion books are _not_ going to provide any answers.

Ukki wrote:
Might want to consider shaman over witch so you can use the few spells you get in armor. I don't have Unchained, but hex striking evil eye plus the new rogue debilitating strike sounds like gravy. I'm not sure what level the rogue gets it however so it may not be a feasible dip. Instead of barbarian I would consider bloodrager with the blood conduit archetype. Opens up blooded arcane rivening strike to stack on top (though that's a lot of feats). Two weapon fight to hit someone once and reduce their saves by 6, hit em with your other hand and some nasty save or die spell (do bloodragers get any good ones?). Other option is to just go straight shaman with the barbarian VMC for rage.

Wow, huh. So while an evil eye hex strike fighter is cool, you could way easier do what you suggest. Let's see, with the abyssal bloodline (for claws)

1: Weapon Focus (claw), Improved Unarmed Strike
3: Feral Combat Training (claw)
4: Eschew Materials
5: Arcane Strike (1st level you can take this)
6: Power Attack
7: Riving Strike (now you've basically got Evil Eye Hex Strike scratch scratch right there)
9: Intimidating Prowess, Cornugon Smash (now you're pushing the saves to -4, and the bloodline feat here helps you land it)
11: Blooded Arcane Strike (now you don't have to spend your swift to activate Arcane Strike, you can spend it instead on a save or suck spell of your own)

well that's a lot of feats, but eeuughh, very shiny.

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