The Gleeful Grognard wrote: Remember that PF2e plays differently to PF1e as well, what is optimial is different. Build your character concepts based on the idea behind them, not trying to match mechanical play styles. You will have characters that play better this way. In PF1e I built a half-orc rogue who sneak-attacked with a greataxe, and while it started from a mechanical standpoint (cursing out D&D 4e's Charisma rogues), I really grew to enjoy playing my 'woodcutter', who disdained the idea of rage or anger as a needed component of combat but was still deadly. He also liked to pester dwarven party members if they 'hated' him specifically, and would ask if charmed would they use their +1 to attack against him. Now it looks like I can be a half-orc Ruffian rogue with the Orc Weapon Familiarity feat but a) the advanced orc weapon, the necksplitter, is only d8 for damage, but the feat turns the weapon proficiency into martial, which Ruffians can't sneak attack with
booo.... Well, hopefully I'll still have my 'deal with a demon' summoner/eidolon combo when that book comes out. Or maybe we'll get 'crappy' materials like bronze that will knock down the damage die on a falchion.
Hi folks, I guess I've 'come in from the cold', and decided to start trying to learn the 2nd Edition rules. I've been reading over the first rulebook, and I'm thinking about how to re-build a bunch of my 1st Edition pet builds. I could use a little advice, if that's okay. 1) I have a greataxe-wielding half-orc rogue. 1a) Is there a way in 2nd Edition to get sneak attack with a greataxe? (I actually built this character as a protest against D&D 4th Edition rogues.) 1b) Is there a way to get a feat similar to Surprise Follow-Through? 2) I have an Order of the Paw halfling cavalier. Now, if I want a wolf-mounted PC, I basically have to be a goblin, right? 3) I made a team of wolf-mounted halfling PCs, using the bard's inspire courage and the nature oracle's friend to the animals to maximize buffs to the whole party. Is there a similar ability that can give buffs to a bunch of animals that stacks with inspire courage? 4) I haven't picked up the Advanced Players' Guide yet, but do I have it right that an oracle of a given mystery always has the same curse? 5) So I built a white-haired witch back in the day. Would that basically be a witch with the Living Hair feat and multi-classing to monk? I take it that I shouldn't take any monk feats that grant a stance with a specific attack if I want to keep attacking with my hair? 6) Druids can't turn into different creatures anymore? Asking for songbird or hippo builds. 7) I built a bard with fun extra options like Diva Style and the masterpieces from Blood of Angels. 7a) Is there a similar 'fightin' bard' set of feats? 7b) I guess I could multiclass to cleric and pick up some domain focus spells, but since Shelyn (my goddess of choice) doesn't have either the freedom or the sun domain, I couldn't pick up focus spells like the symphony of the Elysian heart or the pallavi of Nirvana's blossoming masterpieces? 8) There's that cool picture of a monk/dragon disciple from the D&D 3.5 DMG. To take the dragon disciple archetype as a monk, first I'd have to 'multiclass archetype' to either a draconic sorcerer or a draconic barbarian, right? I think that's enough of that. I might have more questions later, but these were the first I could think of trying to slot my square pegs into the round holes of 2nd Ed. Thanks for your time.
Hi there. I'm trying to retire at least 1 PFS1 character before I try out PFS2, so to that end I'm going to try earning some points by running some scenarios for a change. And because a) I don't see them offered very often anymore (where I live), and b) my poor character is of high-enough level to benefit from them, I'd like to try GMing some 7-11s (or maybe a 5-9 or two). What are some of your favorite 7-11 scenarios? Maybe there's a cool fight scene in one, or a wacky magic boot on the chronicle of another. Tell me what floats your boat, and I'll try to set up a table and run it. Thanks!
I don't think I've asked this question yet. Adventurer's Armory 2 wrote: lantern staff: This long metal staff has reservoirs for lamp oil, and a lantern-like structure at its head. The lantern staff is fueled as and provides light as a hooded lantern. While lit, attacks with the lantern staff deal 1 point of fire damage in addition to the normal damage. Any effects that apply to a quarterstaff, except those that require it be used as a double weapon, also apply to a lantern staff. Ultimate Equipment wrote:
1. Make a lantern staff out of fire-forged steel. 2. Light it.Does it deal +1 fire damage, or +1d4 fire damage? Bonus question! Ultimate Equipment wrote: shield sconce: This metal frame holds a torch and is designed to be strapped to the front of a light, heavy, or tower shield, allowing you to carry a torch without giving up your shield or occupying your weapon hand. 1. Craft a light steel shield out of fire-forged steel. 2. Strap a shield sconce to it, and stick a torch in the sconce.3. Light the torch. Does this shield a) offer the wielder fire-resistance 2?
How about a really big snot dragon sleeps in an underwater cave, which turns a wide swath of the waters surrounding the island into a bubbly muck (which of course hide deadly reefs from otherwise careful sailors). The island itself is home to only a rather out-of-place baroque tower, which is filled to the brim with ticking clocks of all shapes and sizes. Next to each clock is a placard with a name engraved on it. Also the whole shebang is defended by a platoon of soap golems. (apologies to Cathrynne Valente)
Let's use shields as a good stand-in for walls. While there aren't rules for adamantine shields (sadly), let's use the UE benchmark of 300gp/lb as a good example. A light steel shield for a medium-sized creature weighs 6 lbs, 1 lb more than a wooden one (and let's not bring real-world physics into this if we can help it, please). 4 light steel shields welded together makes a fairly convincing 5' square steel wall, and weighs 24 lbs. 24 x 6 (for a cube) is 144 lbs. (144 lb x 300gp/lb) + (24 shields x 9gp/shield) = 43,416gp for such an impregnable box. Throw an extra 1 or 2 thousand for a suitable door or locking mechanism, and you've got a very reasonable 45k gp for an adamantine safe. But seriously, don't make a safe out of adamantine, adamantine is vulnerable to rust. Actually, if your admantine shields are actually +1 adamantine impervious light steel shields (I'm pretty sure that's what you call these), that changes the cost per shield from 1809gp to 5809gp. Ouch!. That bumps the cost to 139,416gp (before your hinge and locking mechanism). Really only store stuff in there that you absolutely couldn't put anywhere else. There is a cheaper alternative, however. Make a smaller safe out of 6 light steel shields made out of sunsilver. 1 of these is 309gp, and so 6 of them are 1,854gp for a, let's say, a 2.5' cuft box. There's still the problem of sunsilver being too soft to withstand adamantine weapons (hardness 8), but that's where fortifying stones come in. Because this box does weigh less than 100 lbs, you can attach three of these stones to the inside of the box, which bumps the hardness to 23 and the cost to 4,854gp (the entry for the stones does say that you could affix multiples to same object). Throw in some cash for a hinge and a lock, let's put it at 7,000gp total. Very doable. Kill whoever you want to stuff in there, trap them in a soul gem, and stuff their corpse into an anoxic bag of holding, and you should be set.
a) I think your next feat should be Canny Tumble. This will give you a decent way to just auto-sneak bad guys.
MrCharisma wrote:
Yeah, oops! There's a bunch of specific magic items that give you a negative level for having the wrong alignment, I just assumed that the holy weapon property was a specific weapon for some reason. In my defense, uh, I was pretty delirious from fever when I wrote this...
Right. So, I have an unchained eidolon, and I know there is at least a little variance about taking evolutions from Ultimate Magic, buu~uut if hooves were okay with a GM... Animal Archive wrote: horseshoes of sacred silver: These mithral horseshoes are imbued with heavenly power. They grant the holy weapon special ability to the wearer’s hoof attacks, and if the wearer hits an evil-aligned target with both hooves in the same round, the target is staggered for 1 round (Fortitude DC 16 negates). In addition, the wearer gains a +2 sacred bonus on bull rush, drag, and overrun combat maneuvers. If the wearer is a mount and the rider uses the Trample feat, add 2 to the rider’s overrun combat maneuver check. If the wearer uses the trample special ability, increase the trample DC by 2; if the target fails its save against the trample attempt, add the damage from the holy weapon special ability to the trample damage. 1. These are some of the very few horseshoes that do not say you have to wear all four. An eidolon with only two hooves could wear them just fine. 2. They are made of mithral, one of the very few ways you can tack a DR-bypassing metal onto a natural attack. Horseshoes of crushing blows can also be made from special metal, but unfortunately you have to have four hooves for those.3. They don't care about the wearer being a horse (horseshoes of a zephyr), or have a command word that only works for a mount's rider (sorry nightmare horseshoes), or force the wearer's family to be from Kelesh (the overpriced horseshoes of desert fury). 4. The wearer of these horseshoes can be evil, and won't suffer a negative level from wielding a holy weapon. So, hooray to whoever wrote these! They are perfect for a hooved, evil eidolon who wants their feet to count for something.
Ultimate Equipment wrote: deliquescent gloves: These heavy leather gloves ripple and flows at the wearer’s command, reshaping to fit any hand, claw, tentacle, or alien limb. The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage. If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability. 1. The item is described as 'heavy leather gloves'. I would presume that means you get more than one. 2. On command, these gloves can reshape themselves to fit any hand (or claw, alien limb, but not hoof). Okay. 3. The hand around which these gloves reshape themselves gets to be corrosive. Does your other hand get to be corrosive too, or just the one hand? Do the gloves fit around your one corrosive hand like a 'glove sandwich', or do you, you know, get to actually wear these mutating gloves on both hands? And of course my real question is this: 4. Assume that a bipedal eidolon has two limbs (arms) evolutions. Now assume that the eidolon has a claws evolution for each set of arms, and is wearing a set of deliquescent gloves. Does the eidolon get one corrosive claw attack, or two, or four? 5. Or, does gaining an extra set of arms grant an extra set of magic item slots for those arms (two ring slots, a wrist slot, and a hands slot)?
well, ???, I might as well try to flesh these out myself. And why not, let's use 'Abbey Road' order. Human Inquisitor (Expulsionist) of Torag 6
Expulsionist gets channels vs. undead (and demons), Weapon of the Chosen goes well with the expulsionist focus on incorporeal creatures, and Torag's obedience and fighting technique are pretty great. I like it! Human Unchained Rogue (Scout) 6
Two cheap ways of getting sneak attack, movement with the scout, and invisibility from vanish. The original character had a bow and could switch between bow and daggers at will, but that's somewhat tricky in Pathfinder. It's nice that you can cast acid splash with daggers in both hands using minor magic. I'm not completely happy with this build, for two reasons. One, acid splash is cool, but it's not a bow. I also kind of want Deadly Aim, even though it's probably not that good for a rogue. Two, spells are sort of outside the rogue's wheelhouse. I know these spells are great, but I wish there were roguey things that were as good. For instance, I know that you can't Deadly Aim with a ranged touch attack. If there was a way of switching between dual-wielding daggers and shooting a shortbow without spending a round doing it, then I'd do that. Probably wishful thinking though. Human Fighter (Rondolero) 6
The fighter gets a 'better' sword for their sword-and-board build. The three PF options are bastard sword, aldori dueling sword, and falcata. I chose falcata. Fortified Armor Training also sounds kind of neat, actually. ]b]Human arcane bloodline Sorcerer 6[/b]
The original is a 'wizard', but gets so few spell choices I decided to go with sorcerer for the extra slots. An evocation specialist with some extra debuffs for when the damage spells hit. Probably pretty underpowered as arcane casters, but the ray focus is solid.
Hi there. I got a Kickstarter copy of Heroes & Treasure, which is half an RPG dungeon crawl, and half a boardgame. It's pitched to be very family friendly, and it's pretty easy to pick up. Here's the link, if anyone's interested: Heroes & Treasure. And, well, because non-tragic heroes grow up eventually, I figure I'd make 6-level Pathfinder builds out of each of the PCs. Let me describe the PCs, and my starting notes, and maybe I could get some advice to these builds? I'm a little rusty making Pathfinder builds. Spoilers for the treasure found in Heroes & Treasure's first campaign, if that matters to people here. Rogue
My first thoughts are a human rogue with Improved Initiative (because Rogues always go first), Two-Weapon Fighting, and Deadly Aim. Maybe the adoptive parentage (elf) alternate racial trait for the longbow proficiency, but that's not strictly necessary. 1) How does one go about making a good switch-hitting rogue or rogue-alike? Fighter
My first thoughts are a human fighter with later feats in Exotic Weapon Proficiency (falcata), Toughness, and Fortified Armor Training. 2) How does one distinguish a defense-oriented fighter from a summoned monster?
Wizard
There really isn't a great cognate between all this stuff and what a Pathfinder wizard can do. Let's start with a human evoker with an arcane bond to a wand, the trait Magical Lineage (snowball), and Rime Spell. Spells include snowball (the Ultimate Wilderness one, I guess), invisibility, and fireball. Maybe Point-Blank Shot and Precise Shot in order to hit with snowball reliably. 4) Aside from butterwitchery (using an acid-enabled grease with Dazing Spell), what are some good options (spells, feats, class options) for a wizard or wizard-alike to deal energy damage and control the battlefield?
Cleric
Lots of choices here, let's see. Starting with an adoptive parentage (dwarf) human oracle of life for the warhammer proficiency and channel energy. Maybe Channel Smite and Weapon Focus? 6) Is there an oracle archetype that gets diminished spellcasting in exchange for something else?
If the cleric gets so fewer spells than the wizard, how about starting as a base inquisitor or a vampire hunter? Could get an undead-bane weapon with judgement. Okay, that really works. 9) Is there an inquisitor archetype or domain power (or spell) that gives access to the 'damage undead' side of channel energy?
simple enough Ultimate Intrigue wrote: Clockwork Bond (Ex): At 1st level, a tinkerer forms a bond with one of her creations, and begins play with it at no cost. This functions as the familiar option of the wizard’s arcane bond class feature, with the tinkerer’s effective wizard level equal to her alchemist level. If a tinkerer would gain a familiar through another class, those levels stack for purposes of determining the familiar’s abilities. Ultimate Magic wrote: Tumor Familiar (Ex): The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete. 1) Can a tinkerer take the tumor familiar discovery, and have two familiars, one of flesh and one of cogs? Neither familiar is gained 'through a different class'; they're both class features of the alchemist. 2) If no to two familiars, do the 'familiar levels' from the discovery stack with the 'familiar levels' of the class feature, giving you a 2*level familiar? Would a clockwork familiar with 'tumor powers' be able to gain fast healing 5 if its master had some sort of 'cyber-clockwork energy port' that the familiar could attach to? 3) Not a question about the amalgam, but about the clockwork familiar and archetypes: A clockwork familiar eventually gets a 'deliver extracts' power, and a 'speak with other clockworks' power. Can these (plus speak with master) be traded out for the mauler archetype?
Okay, here's a starting build, just for an eidolon quadruped psychopomp (for the spirit touch and the eventual DR)
feats
So here's a grappling eidolon with frankly a lot of sub-optimally spent points who might just be able to eat people. Failing that, it could probably bite a bad guy and rake it to pieces with the many attacks you get from your many grapple checks + rake attacks. What are some spells and/or other tricks that a summoner could use to a) make it harder for a victim to escape a grapple
Suggestions appreciated! Om-nom-nom!
Hi folks. A few weeks ago I solicited some ideas for a 'Shelyn team' of agents/adventurers/whatever, mostly because I had two great ideas for Shelynites, and I wanted some more. So...here's a team of PFS-legit characters who are all into Shelyn in various ways (presented in the order I thought them up). I'm just doing feat (and other big choices) lists, the rest is not as important. Please let me know what you think. vanilla bard: sword, buckler, and mustache:
wayfarer human bard 11 H: Weapon Finesse
Notes
I designed him as a guy, because I was kind of in a rut designing low Strength, high Charisma women. So, let's flip the script on the other teammates too.
swashbuckler/devoted muse: grace and steel:
ancestral arms half-elf swashbuckler 5/devoted muse 6 AA: Exotic Weapon Proficiency (falcata)
Notes
Of the three races (human, half-elf, tengu) that can cadge EWP (falcata) for free, only the half-elf can get a racial Charisma bonus and doesn't need to take two alternate racial traits. Think of this guy like Lotor from Voltron if he wasn't evil.
arcanist: magic paintbrush wielder:
fleet of foot halfing Magaambyan initiate arcanist 11 1: Spell Focus (conjuration) 3: Augment Summoning 3: Arcanist Exploit: School Understanding (conjuration) A5: Spell Mastery 5: Summon Good Monster 7: Sacred Summons 7: Arcanist Exploit: Acid Jet 9: Moonlight Summons 11: Starlight Summons 11: Arcanist Exploit: Dimensional Slide Notes
I picked Magaambyan initiate because a) they have an aura (for Sacred Summons) and b) they can grab a single summon nature's ally for the *light Summons feats. Do you think that feats designed to make cleric conjurers and druid conjurers better would be good on an arcane chassis? I think so! I don't know how to squeeze one more feat out of these levels (without being a human) for Superior Summoning, but that's the only missing piece I think. The exploits I chose to look mostly like the conjuration wizard school, but are otherwise unoptimized. Maybe all that acid is like primordial magic paint?
paladin/sentinel: devotee of the glaive:
sacred tattoo half-orc paladin of Shelyn w/oath against grotesquery 5/sentinel of Shelyn 6 1: Weapon Focus (glaive) 3: Power Attack 3: Paladin Mercy: shaken 5: Deific Obedience (Shelyn) 7: Combat Reflexes S2: Combat Expertise 9: Improved Trip 11: Greater Trip Notes
Maybe a 'bladed brush' can be a glaive wielder that paints giant murals with it, using the blade like Bob Ross used an art knife. Then I realized that fame in Pathfinder affects crafting time. Weird.
I'm not much for playing lots and lots of Pathfinder, so right now I've gotten Mr. Bard up there up to level 2 in PFS. I just figured I'd share what I thought of.
Cavall wrote:
Oh, well, please excuse the misunderstanding. I don't want my character's chaotic evil pet to worship Irori, I want my character's chaotic evil pet to cheat at worshiping Irori and sneak a feat she shouldn't have. Was that not clear by the thread title? I guess there isn't a phylactery of heresy, is there? Also Pathfinder Unchained wrote: An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. It is legal, and PFS-legal, for a chaotic neutral summoner to have a chaotic evil eidolon. Which is great RP fun, by the way.
SheepishEidolon wrote: What feat is it? Sometimes there are other ways to get a similar effect. Inner Sea Gods wrote: Steady Engagement: If you use Stand Still to prevent an opponent from moving, you may make a disarm or trip combat maneuver against your target as an immediate action. I really like this feat, because I really like Stand Still, but...this is for a chaotic evil eidolon, not really into Irori so much...
I was thinking about a kid wizard with a magic paintbrush who could conjure things and creatures by painting them, with of course the pinnacle of the art being to summon a large dragon or a phoenix and flying away with it. Is it possible to summon a dragon, phoenix, ki-rin, or heck, one of those very large turtle/island critters in Pathfinder? I didn't see any obvious way to accomplish that.
I had a cool idea for a bard that was very into being religious for Sheyln, because a lot of, you know, classical music was religious. Plus polka music. Then later I had a cool idea for a swashbuckler/devoted muse bird person wielding a falcata. So, now...I kinda want to fill out this adventuring party in my head, you know? Maybe some kind of conjurer/summons master that paints monsters onto the field, sort of like Relm from FFVI, or the traditional kid with a magic paintbrush? Or, what would a Shelynite alchemist look like? A good Oath Against Grotesque paladin build? paladin/sentinel? Anyway, I'm looking for ideas for Shelynite characters who are _not_ swashbucklers or bards, and would possibly make for a good team-up with said swash and bard.
MrCharisma wrote:
no paladin/barbarian...how about paladin/Ulfen Guard?
I posted this at the bottom of a long-dormant thread, and I didn't get any nibbles. So I thought I'd try again Say you have a Small-sized summoner. 27 lbs soaking wet, 46 lbs with gear and armor (falling juust below the encumbrance limit himself). And say the summoner's eidolon is a biped with 18 Strength, 100 lb weight limit and no armor. 26 lbs gets spent on weapons and ammo and such, so the eidolon has plenty of spare weight capacity. The eidolon has the flight evolution, with wings. And lastly let's say the summoner is proficient with the blade boot and the barbazu beard (both weapons that you don't hold in your hands), and has Still Spell Scenario #1
Scenario #2
The summoner triple-moved. Is this legal? Scenario #3
Can the summoner cast Still spells? Can the summoner fight with his sharp shoe and beard?
let's see 1. religious paraphernalia for an evil religion
how's that?
Cyrad wrote:
a) no discernible indicator, eh? Core Rulebook wrote: Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. One would think that to 'call out to the powers of good' is to perhaps use your voice when doing so, no? Is 'calling out' a purely mental action then, something you could do while paralyzed? I think that when a dude wearing heavy armor starts screaming to his deity and is pointing at you with a sword, that that is very good indicator of a smite being activated. b) well, some things called 'smite' are actually attacks (with attack rolls and such). I'll agree with you that the implementation is a bit weird (does using 'smite evil' provoke, or does attacking someone you've 'declared smite' on provoke?) But still...this armor enhancement is PFS-legit for some reason. Ultimate Combat wrote: warding: Once per day as an immediate action, the wearer of warding armor can activate it to end all active challenge, judgment, and smite abilities affecting her. This does not prevent opponents from selecting her as a target for these abilities in the future. As a swift action, the wearer can expend one of her own challenge, judgment, or smite abilities to refresh the armor’s ability to end these attacks. If you're wearing warding armor, and you call out to the forces of good against a target, can you use an immediate action to cancel your smite? I mean, it is 'affecting' you, certainly. I think the intent of Smiting Reversal is clear. If someone attacks you in melee with something something 'smite', then you get to hit them back. Plus, if warding armor lets you affect others' smitey powers, is PFS-okay, and is also a little ambiguous, I don't think Smiting Reversal's problems should disqualify it. You know, IMO. :)
hehehe, an eidolon that wants a backup ranged weapon! Your setup doing awesome amazing things with slings is pretty rad, but I think this setup works for anyone with good Strength and doesn't have bow proficiency. Plus I am pleased with the overall bundle of cords and straps and whatnot, because I'm hoping to have only cord- or strap-based magic items.
Here goes nothing! Core Rulebook wrote: sling: A sling is little more than a leather cup attached to a pair of strings. Ultimate Wilderness wrote: speed sheath: It [the sheath] can hold one forearm-length item, such as a dagger, dart, potion, scroll containing a single spell, or wand. 1) Can you put a sling into a speed sheath? Is a sling a 'forearm-length item'? Ultimate Equipment wrote: weapon cord: Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. 2) Can you attach a weapon cord to a sling? Or, can you tie a leather strap to a string? (also, in RL, isn't that how slings work? Aren't you supposed to tie one end to your wrist or your finger?) 3) Can you tie one end of a sling to a weapon cord attached to your wrist, and stuff the other end of the sling into a speed sheath? Or, like, tie it in a slip-knot around your wrist for easy untying? What I'd love to do, and I'm not 100% that the rules are there (which is why I'm asking), is: 1) I'd like to run around with my hands free.
I think I'd be okay having a sling dangling on the end of a strap attached to my wrist without looking too uncool. What do you think?
well, I would say summoner, because then you could make a tanky eidolon. But all but the core classes are out, and said tank player doesn't want to be a front-liner? Play a druid. 1) You can turn into a bear.
How's that?
nicholas storm wrote: Rondelero Swashbuckler starts with falcata proficiency and can finesse the falcata. Hey, that's pretty cool. I guess I should have searched the word 'falcata' in the archives. I'm a little on the fence with that one, because a) While you save a feat and a half over the vanilla swashbuckler, you don't get the Dex to damage that you would with Slashing Grace. I think I want that.
avr wrote: You're probably going to want a means to feint without spending a move or standard action. You could get either moonlight stalker feint or swordplay upset at level 11 exactly, or you could take a 1-level dip in monk to get feinting flurry at 9th. Ooh, I like Moonlight Stalker. That's classy. Flourish feint to get to distracted, and while your target's AC isn't going down, you get just a plain +2 to attack and damage. Very nice. I'm not so sure about the Swordplay Style chain, mostly because those two different shield bonuses don't stack. So here's a V2 chassis. What do you think? Devoted Muse of the Sword-Axe
If you're holding something but not using it (say, a fighting dan you have no intention of attacking with), does that count as your hand being 'occupied' for Slashing Grace?
The devoted muse prestige class likes to fight with something with a high crit multiplier, with the assumption that you'd use a glaive with Bladed Brush. a) Bladed Brush has problems, and isn't PFS-legal.
Except for the falcata. It's the only weapon I can think of that's got a crit chance of 19-20/x3. So here's a chassis for a swash 5/devoted muse X. High Dex, high Cha Feats
And at this point the swash is qualified (with the right skills and alignment) for devoted muse. So, I need advice. a) the 'from somewhere' to gain proficiency with the falcata. There's 3 race choices that'll work: human (military trained or otherwise), half-elf, or tengu (a falcata is a kind of sword). Which one would you choose? Is one those 3's alternate FCB for swash really powerful?
Right. Advanced Player's Guide wrote: evolution surge: This spell causes your eidolon to take on new characteristics. You can grant the eidolon any evolution whose total cost does not exceed [2,4,6] evolution points. You may only grant one evolution with this spell, even if that evolution can be taken multiple times. You can grant an evolution that allows you to spend additional evolution points to upgrade that evolution. This spell cannot be used to grant an upgrade to an evolution that the eidolon already possesses. The eidolon must meet any prerequisites of the selected evolution. This spell does not allow an eidolon to exceed its maximum number of natural attacks. I have a bunch of questions, because while this spell is transmutation, it's not in the polymorph subschool. Let's talk about what happens when you grant the Large evolution. 1) I know this has been asked before, but what happens to the Ability Increases you've already purchased?
a) cast evolution surge on your eidolon, making it Large.
Talonhawke wrote:
Sure! It looks like a lit lantern staff is the best bludgeoning two-handed simple weapon (1d6+1/x3), which means I'm interesting in giving a silver one to my normally-natural-attacking bipedal eidolon when she runs into a vampire. However, since my summoner has to spend an action to cast lesser evolution surge to give the eidolon temporary proficiency with simple weapons, and because I think it's really weird to keep a 5-foot stick (or several) in a 'sheath', I was hoping to draw the lantern staff, pre-lit, out of an efficient quiver. I think I won't bother overthinking this, and settle for a silver spear instead. Golf bag full of sharp stuff, just the thing for the eidolon who's got it all!
Adventurer's Armory 2 wrote: Lantern staff: This long metal staff has reservoirs for lamp oil, and a lantern-like structure at its head. The lantern staff is fueled as and provides light as a hooded lantern. While lit, attacks with the lantern staff deal 1 point of fire damage in addition to the normal damage. Any effects that apply to a quarterstaff, except those that require it be used as a double weapon, also apply to a lantern staff. Core Rulebook wrote: efficient quiver: This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it. 1) If you light a lantern staff, and you stick it into the 'bow pocket' of an efficient quiver, will it damage the quiver, or things inside the pocket? 2) Will the flame in the lantern be extinguished, or will it continue to burn, or what? and 3) If normal lit lamp oil would be too dangerous or obnoxious to have in a quivered lantern staff, can you think of a way to keep the lantern lit (and capable of dealing damage) without needing oil?
Another option I've considered for playing a religious bard (because, you know, there's gobs and gobs and gobs of Western classical music that is at least meant to be played in church) is to pick out the bardic masterpieces found in Blood of Angels. Or there's the silver balladeer archetype. While apparently the source material isn't overtly religious, you could certainly give it that bent if you wanted to.
ooh, I ate my own post on this one. Fun archetype! a) the only familiar on the list that flies out of the box is the raven. Raven familiars can talk. Find out if there's a teamwork feat that does something bad to someone who listens to a team of babbling people, and give that to your fecund crow.
I'm not talking about armor armor, you know. I know that's against the rules. However... maiden's helm
This is, what, maybe 1/3 of the way towards full plate? and it's totally okay for a druid to use these without losing their powers? or, a wizard with no arcane spell failure chance? or an eidolon at all? Also, while I'm here, how come there are no magic greaves or sabatons? Can someone provide an example of one of those I missed?
I'm going to necro this thread, because it is just the perfect question. Scenario #1
The summoner triple-moved. Is this legal? Scenario #2
The summoner is not mounted, but is using his eidolon's wings (or other means of flight) to go places anyway. Is this legal?
without an archetype to customize, your next point of customization is feats. For a 'tank', you might try feats that do things with shields, such as Vanguard Ward. Or how about this, wielding a longspear to start (requires a Dex of at least 15) 1 Combat Reflexes
something like that. Basically, you protect your allies by being hard to move around (with Stand Still), and then when someone gets too close, you can bash/slam them farther away.
One reason to get a mithral weapon is if you're obsessive about tracking your encumbrance limits. In that case it's really only worth it for a weapon that's pretty light to begin with, like a rapier or short sword. Another reason is if you're a silver balladeer, which is a bard archetype that gets +1 to hit with a mithral weapon. A barbarian you say? Ehh, are there likely to be a lot of werewolf horses? Zombies with DR/silver and slashing?
If the sword is unholy, then the sword itself is going to give you a hard time (negative levels). If the sword is intelligent and evil, that goes against the code about working with evil allies, but there's the proviso on that part that says you can do it, but only when strictly necessary. The sword will still give you problems with its Ego. It's otherwise difficult for me to justify an 'evil' sword, because a sword only does bad things if the arm holding it wants that to happen. Maybe the sword casts an evil spell when it strikes someone? That would do it. Maybe the sword gives a buff to evil people who use it (without being intelligent), and so evil people would seek it out to perform evil acts with. If I had a choice between using a powerful sword that was evil, and on the other hand resisting the temptation of that power in favor of upholding your moral code...that's a choice you have to make! Maybe it's a cool concept that your paladin uses the sword and falls! Maybe your code means more than your sword! It's your choice, and you get to choose what fits your narrative best.
So, I play PFS around 1/month. One effect of this is that my characters tend to have chronicle sheets from several years back, and another is that I haven't yet run into a situation where I'd be stuck playing a scenario I've already played. Sometimes on the scheduler I see a bunch of scenarios that say, 'This scenario is intended to be played in order with this other one, or these other two'. I've never felt that I could play in these because I'm like, you know, Neptune, my frequency of gaming is much slower than the other folks I typically play with. But, eh, this month that's all I see that fits my schedule. What happens if I just play the one scenario? Will I still get a chronicle sheet? Or is my character 'stuck' until eventually I get to finish the multi-parter?
Darigaaz the Igniter wrote: Take the cloak and roll it up before putting around your shoulders. Like an Erfworld magic carpet. I love it. VoodIstMonk wrote: Everything that manifests wings says your gear and armor reconfigure to make it work, I don't think anything has to change, at all. I get what you're saying, and I know I'm being really picky. Ever tried out heroforge? wings + a back item (such as a cloak) just doesn't look right at all. muleback cords of resistance sounds cool. I could have magic items that are nothing but buckles and straps and cords. muleback cords (of resistance)
now I'm a little sad that the amulet of mighty fists has no flavor description.
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