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Pathfinder Society Member. 581 posts. No reviews. No lists. No wishlists. 4 Pathfinder Society characters.


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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?

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?

Irnk, Dead-Eye's Prodigal wrote:
On the other hand, the Ranged Tactics Toolbox will be coming out in a few months. There may be more options to your liking in there.

that's different...

I guess I hope that book tells me how to throw bear traps or poisonous snakes.

avr wrote:
Elves can't start the '+1/6 of an arcana' FCB until they get an arcana apparently, so they get the first extra arcana at level 8.

Really? Where does it say that? I know that elves can take the oracle FCB to boost revelations they don't have yet, so what's to stop an elf from taking the magus FCB before they get arcana? Or, a human monk from taking their FCB before they have a ki pool?

@Weirdo - nice call on Dimensional Agility at 9th! A spell dancer gets to use dimension door once (per spell dance) as a swift action: which means you can bamf and full-attack (and without having to go so far for Dimensional Dervish). I like that a lot better than Greater Steal at 11th.

Who needs a ranged weapon when you pounce across anything? You also get dimension door's full range too.

Weirdo wrote:
Trade Combat Casting for Leadership, take rogue cohort named Black Leaf.

Oh dear, I named this pet build after that Chick Tract?


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hmm, poking at the feats and arcana a little more, how about

a) getting rid of Quick Draw and Combat Casting

An arcane focus elf gets +2 to cast defensively anyway.
It's not like we're taking a lot of ranged feats to go with throwing cards, so losing Quick Draw isn't huge. It's irksome that you can draw cards for free to do some things, but you have to draw them as a move action for others. Ah well. You still get to use precise strike with cards, so that's nice.

b) taking Extra Arcana at 7th for Spell Blending, taking both mage armor and false life. 7th is the first level you can take two spells where at least one of them is 2nd level, and both spells are good long buffs that a magus doesn't usually get.

c) taking Combat Expertise at 9th, and then taking Improved Steal and Greater Steal at 11th. Going all in for stealing spell component pouches and holy symbols at high level, I guess.

Deft Dodger
Elven Reflexes

1 Weapon Finesse
Bonus at 1 Weapon Focus (bladed scarf)
3 Slashing Grace
5 Arcane Strike
7 Extra Arcana (Spell Blending (mage armor and false life))
9 Combat Expertise
11 Improved Steal
Bonus at 11 Greater Steal

3 Flamboyant Arcana
6 Arcane Deed (Precise Strike)
Bonus at 6 Arcane Dealer
9 Rakshasa's Fortune
12 Spirit Fingers
Bonus at 12 Maneuver Mastery (steal)

At 12th, you get

1d6+Dex+12+Arcane Strike with a bladed scarf
1d4+12+Arcane Pool with a harrow card (and you can add Arcane Strike damage on round 2)

and your AC looks like
10+Dex+Int+mage armor+Combat Expertise (if you use it)+a mithral buckler.

pretty shiny!

Can you tell I hate the Quick Draw feat?

Let's say a character has Deadly Dealer and a BaB of 6 or higher (or has Rapid Shot). The character can treat the deck as a single ranged weapon with 54 pieces of ammunition for the purposes of enchanting the deck, but I don't think you get to treat cards as ammo for the purpose of drawing them.

Is there any way to draw cards faster than a move action without needing Quick Draw?

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So, it seems like reading through all the options available to the magus class over and over again is paying off with an interesting build

a) high damage before spell combat
b) spells and mobility and suchlike
c) crazy amounts of dancing and flavorful Varisian wackiness

Here's version 1 of Elfstar the Dancing Queen, feats and arcana to level 12. If you like, please offer feedback. If you really want to, argue rules on this build: I'm pretty sure they're solid, but it might not be consensus.

Race: arcane focus elf
Traits: Reactionary, Adopted (Varisian Tattoo)
Class kapenia dancer spell dancer magus 12

The kapenia dancer is like a kensai, but is missing replacements for medium armor and heavy armor. It also possesses the singular ability to wield a bladed scarf with one hand. Kapenia dancer and spell dancer do not overlap.

Stats: 20 point buy
Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 10

1 Weapon Finesse
Bonus at 1 Weapon Focus (bladed scarf)
Bonus at 1 Exotic Weapon Proficiency (bladed scarf) (sorta)
3 Slashing Grace (bladed scarf)

Yup! +Dex to Init, AC, attack, and damage with a bladed scarf. You can still zap bad guys with spell combat if you want...but you don't necessarily have to to hurt them.

3 Flamboyant Arcana
5 Arcane Strike
6 Arcane Deed (Precise Strike), Arcane Dealer (from the elf's FCB)

a) this nets you precision damage equal to your level if you hold on to at least one arcane point. That and +Dex to damage and Arcane Strike is great.
b) Arcane Dealer ought to let you spend arcane points to enhance a pack of cards, even though you can't normally add enhancement to any other weapon (from spell dancer).

So now you're fighting with a scarf and a pack of cards while dancing. So far so good!

7 Combat Casting
9 Quick Draw (the first level it would matter full attacking with cards)
9 Rakshasa's Fortune

Eh. Rakshasa's Fortune is flavorful and cool, and it doesn't cost you arcane points or a 1/day to use. Try it with animal aspect to pile on the powers. There are a lot of polymorph effects in the magus's spell list, and I need to go looking for nutty combinations of monsters and extra powers.

11 Combat Expertise (for even more AC)
Bonus at 11 Improved Steal
12 Spirit Fingers, Manuever Mastery (Steal)

Of the arcana that only a kapenia dancer can take, spirit fingers is probably the best of the bunch. Elasticity is good, but a spell dancer already gains quasi-Mobility, and the crit-with-a-scarf powers are decidedly meh. If kapenia curse was rewritten to deal a penalty at random drawn from a harrow deck, I'd like that better.

Anyway, the steal you get with spirit fingers is decidedly weird: it's not clear if you're using the scarf to perform the stealing, and it's also not clear that you don't suffer an AoO from using the spirit fingers. So, the last few powers are there to help you be good at stealing in combat, in case that's ever useful. I think the big draw of the later levels is in the spellcasting anyway.

What do you think?

relevant text

Advanced Race Guide wrote:
Spell Dance:<a bunch of stuff about Spell Dance, then> This ability replaces the magus’s ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.
Harrow Handbook wrote:
Arcane Dealer (Su): The magus gains the Deadly Dealer feat, even if he does not meet the prerequisites. 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. The magus must use either Arcane Strike or his arcane pool to enhance the cards in order to use them as weapons. The magus must be at least 6th level before selecting this arcana.

A spell dancer cannot normally boost their weapon with their arcane pool.

A magus with the arcane dealer arcana can boost a deck of cards with their arcane pool.

Can a spell dancer magus with the arcane dealer arcana boost a deck of cards?

Ravingdork wrote:

Please note that wands are not command word activated items, they are spell trigger activated items. As such, the accidental activation rules do not apply to them.

(Unless that verbiage is repeated twice in both sections and I missed it.)

Oops. I don't suppose there's a command word item out there that basically mimics a huge bomb, by any chance?

Imbicatus wrote:
Precise Strike for level to damage as long as you have a point in your arcane pool sounds nice. Of course, there is a pretty big debate in the Rules forum about whether you can use precise strike and spell combat.


So, as a human kapenia dancer (rather than an elf one)

1 Weapon Finesse
Bonus EWP scarf
Bonus Weapon Focus Scarf
Human Slashing Grace

3 Flamboyant arcana
3 Extra Arcana (Arcane Deed: Precise Strike)

makes for 1d6 + Dex + level + flaming (or something) + a shocking grasp. noice.

granted, a kensai can pull the same stunt with an aldori dueling sword, and a regular swashbuckler can do +Dex+level with a lot less effort, I think

H EWP aldori dueling sword
1 Weapon Focus (aldori dueling sword)
3 Slashing Grace

and can also probably hit more often too. Still, this is getting up to barbarian levels of silly damage. I like it.

Imbicatus wrote:

Don't forget, you can take swashbuckler deeds as arcana. There is really nothing to be gained by leaving magus.

For bonus points, make the bladed scarf multicolored and specialize in time magic. You're the fourth doctor.

Okay, so I spend some arcana to get swashbuckler deeds. I could also take Amateur Swashbuckler and gain the ability to regain panache (and I can always spend panache to power arcane deeds, apparently). Although this build is Int focused, not Cha focused.

So, maybe I could take targeted strike at 7th (be an elf or a halfling and gain an extra arcana at that level) and the kapenia dancer's spirit fingers power to target something in a foe's hands and then immediately steal it from the ground? That costs 2 arcane, but that might be good.

What are some other good swashbuckler deeds for a Slashing Grace kapenia dancer?

maybe I should just post this to my other, 'is this magus thingy any good'? thread...


1. An eldritch scion magus eventually gains an arcane pool based on Charisma
2. A ninja gains a ki pool based on Charisma
3. At level 8, the arcana named 'ki arcana' lets you have a combined pool of 4 + Cha + Cha

a) what's a good bloodrager bloodline for a magus/ninja?
b) what are good ninja tricks that use a lot of ki?
c) what next?

Here's the bones of a build

Kapenia Dancer Magus 3
1 Weapon Finesse
Bonus at 1 Exotic Weapon Proficiency (ish): bladed scarf
Bonus at 1 Weapon Focus: bladed scarf
3 Slashing Grace

The Kapenia Dancer gets away with this because they can treat a bladed scarf as a one-handed weapon (because generally a magus needs their other hand for hocus-pocus).

So, now you've got +Dex to everything good, +Int to spells and AC, you've only spent 3 levels in Magus, 1 if you're human. Now what?

One option I thought of would be to go
5 Dodge
Bonus at 5 Mobility
7 Combat Reflexes (although here you also get medium armor proficiency that you can't use)
and enter Shadowdancer at 8th. That's...funky, like practically all shadowdancer builds, but you do get 3rd-level spells.

Another option would be to combine kapenia dancer with spell dancer (elf archetype), which ditches the bonus armor proficiency for static AC bonuses, but shifts arcane pool to be more defensive.

I don't really have a good idea of what is awesome with a magus. What would you do?

noice. I'm a build a hwacha full of wands of scorching ray all with the same command word.

Or something.

oh, uh, it looks like Cybermen are vulnerable to golden weapons. of course they are.

obsidian arrows are cheaper and lighter than regular arrows, and interestingly enough only break a leedle more on average.

I like mixing sensei with ki mystic. You can spend 1 ki to give anyone a +4 to a skill check, that seems nice, with inspire competence on top.

well, a weird question I guess, but I figure if silver is so nice to have around, then maybe copper, gold, or bronze would be important too?

I think I'll stick with the axe. something + plus buckler is very tempting, but it's not a sure thing.

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Imbicatus wrote:
Why not use a heavy bashing spiked shield and do both?

I know it's fluffy, but I have a hard time imagining how someone would deal precision damage with a shield. A shield is like the opposite of 'precision'.

I had an idea for a tengu free-hand fighter who would steal opponents weapons with the use of a flail. 'Mr. Magpie' (although this was pre-Crane Wing nerf)

I had a different idea for a tengu shigenju oracle of metal, just for being a fighty kind of oracle (for an all-oracle party, weirdly)

mmmm...I had an entirely different idea for a party mobbing scenarios, and it's this: a family of LG Erastil-worshipping halfling savages on wolves (all taking the traits Beast Bond and Kin Bond) (even if you stick with tengu, Kin Bond would be a very thematic trait)

1. an outrider halfling cavalier of the paw, spewing out decent teamwork feats (Coordinated Defense, Coordinated Manuevers), fun saving throw rerolls and being a mounted frontliner
2. an outrider halfling seeker oracle of nature, using the friend of the animals revelation to boost half your party's saving throws sky-high, also handles divine casting and trapfinding (curse is wolfscarred, for obvious theme and early access to greater magic fang)
3. an outrider halfling wildblooded sorcerer (fey->sylvan bloodline), taking care of arcane casting, also while mounted
4. an outrider halfling animal speaker bard, throws out inspire courage to 8 characters rather than 4, has to take the Animal Ally feat to get a wolf, and can talk to the oracle's Int 6 wolf at level 1.

Imagine going to the scenario briefing with a dead goat, and having wolves eat it while the VC tries to keep their thoughts in order.

The all-oracle party was

1. a tengu shingejo oracle of metal (fighty oracle)
2. an elf oracle of the heavens (curse blackened, the blasty oracle)
3. an aasimar oracle of life (healy oracle)
4. a halfling seeker oracle of the dark tapestry (curse deafened, the roguey oracle)

you can still totally do that with all tengu, surely.


So, I've got a choice, and all my feats are picked out already.

I'm playing a half-orc slayer 2/rogue X (eventually). Right now I'm just 1 and 1

Should I go with my trusty greataxe? Or would a sword-and-buckler combination contribute enough AC to matter?

Another question might be (because this is PFS): Are there two really good +1 armor enhancements that would be worth saving the difference between putting them both on the same armor?

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wait, why do it in space if you don't have a spaceship?

a) space is like in the Little Prince/Firefly. occasionally you'll find an interesting asteroid with something living on it, and you either kill it or steal it
b) call the area the 'Stolen Quadrant' or something
c) Reavers. also Thundercats


You could use it to really scare the crap out of an intelligent item.

You could use it to break a magic weapon easily (a non-magical weapon doesn't have the extra hardness/hit points).

Let's say you used it on the door to Moria: congratulations, you just turned a magic stone door into a stone wall? not so good...

You could kill a bunch of people on a flying carpet. Just make sure you have a snapleaf handy. Same thing with killing via pressure damage inside an apparatus of the crab. why am I suggesting this??

You might be able to enjoy the effects of drinking a potion, while using the action spent to drink it 1d4 rounds earlier. Or you might just waste a potion.

Oh, oh! You can use this to get rid of cursed items! That's cool, right?

You could kill someone's tattoo familiar, if you managed to do this while they're asleep.

there's got to be other crazy uses for it, I guess.

Any love for the In Nomine archangels and demon princes?

(fighting against a servant of Asmodeus, the Prince of the Game, was obnoxious, because the villains were allowed to metagame and we weren't...)

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