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Is there an item that a character can reference to learn about a creature?

For example, if they are hunting a troll they could consult the book rather than hoping to perform well on a knowledge check.


I really want to try out the whole martial discipline and maneuvers aspect of Path of War, but my GM and I would like to use them with every other martial focused class.

I know there are feats that give maneuvers, but would giving full Initiator progression to the full BAB pathfinder classes be too unbalancing?

Any suggestions on how to incorporate maneuvers with existing classes without losing feats is what I'm looking for.


4 people marked this as FAQ candidate.

How do the Automatic Bonus Progression rules work with a character that has a familiar or animal companion?

I haven't been able to find any information on this. Do the companions use the regular track for bonuses as well? Do you have to split your own bonuses with your companion somehow?

If there is no ruling on it, any suggestions as to how it should work would be appreciated.

EDIT: I just realized that you get half wealth, but items such as Belts and Headbands still exist under this ruling.
It seems like it'd be fair to just use that money to keep your furry buddy relevant, but I'm still open to suggestions.


I'm having trouble settling on a character for this campaign.
Race is human only, no sorcerers, wizards , witches, oracles or summoners but pretty much any other class is okay.

I was considering a Daring Champion cavalier, a mythic vital striking bloodrager, or a fighter archer.

I like being able to do more things than full attack, so archer is a bit iffy unless anyone has ideas to make the fighter more interesting.

Cleric could be decent, but I'm worried about the limited Magic rules. Would it be possible to be a cleric that ignores any spell with a save or high caster level dependence?

Any suggestions at all will be great! I enjoy martial combat, but I dislike being a boring "DPR only" character.


The elf's favored class option gives them increased base speed which follows the same restrictions as their monk movement speed.
Would this extra speed count for the purpose of the distance you can Flying Kick?


I never see much talk about these style feats, but they seem really powerful.

Has anyone used them to great effect? What class would you use and what was your strategy for enemies you couldn't trip?

Off the top of my head, I could see it being useful for a Dex/Wis character with a reach weapon and enlarge person. Definitely needs Vicious Stomp too, to take advantage of the final feat in the chain.

A cleric with the growth domain maybe? May suffer from feat starvation.


I'm currently in a game where I'm playing a Warpriest of Kurgess. We're only level 3 now, but my character's ultimate goal is to challenge Kurgess to unarmed combat (or whatever competetition Kurgess prefers).

I know challenging a god is normally impossible, but I think a demigod might be in the realm of possibility

How would you stat him up? What abilities do you think would fit?

I'd imagine demigod level is near Cthulhu levels of power, but I'm curious of what others might come up with. Or if he has been statted up somewhere before.


What build would make for an interesting and effective Dimensional Dervish character?

I always wanted to play one, but I can never quite settle on a class.

A Theologian Cleric of Cayden Cailean seems like a decent option. The idea of drunkedly teleporting around an enemy and stabbing them repeatedly with a rapier is amusing enough.


The limitations on this enhancement never made sense to me. Is there a good reason why this can only be put on light armor?

Since bracers of armor are even lighter than light armor, would it be possible to give them the Brawling enhancement anyway?

It seems like the enhancement is specifically designed to slap Monks on the wrist for attempting to do a Fighter/Brawler's job.


I'm aware that prepared casting is usually regarded as the better option, but I find myself having more fun with spontaneous spells.

It's easier to keep up with, and I get tired of tracking individual spell casts rather than just knowing how many of a certain level I can cast in a day.

Would it be fair and balanced to allow a Warpriest to gain spells known and spells per day as a bard or inquisitor would? Or to allow a Cleric to cast spells spontaneously as an Oracle?

Are there any balance issues that can arise from allowing a player to do this?


I know it's dangerous to speak of realism in Pathfinder and tabletop in general, but one thing that raises questions for me is how a double barreled pistol can fire shots simultaneously to essentially double their damage.

I could be completely wrong here, but wouldn't two bullet wounds in nearly the same spot be equivalent to just one larger bullet?

Another thought: If a trident can strike with three prongs at once, shouldn't they do triple damage as well? Would the most efficient melee weapon be a stick with twelve knives in a circular pattern on the business end?


I really like the idea of the Daring Champion class, but I'm torn on how best to build one.

A lot of people seem to recommend Order of the Flame, but I feel like the feat "Chain Challenge" can have a similar effect without destroying AC.

I also don't see too much mention of the Order of the Star, which has scaling Lay on Hands and some other neat abilities.

So here is a rough draft of an Enlightened Paladin 2 / Daring Champion X build. Any suggestions for improvement or complete changes would be appreciated.

(Enlightened Paladin is the Paladin of Irori, but I prefer the non-god specific name)

Daring Champion 1 (Weapon Focus (Rapier), Fencing Grace)
Enlightened Paladin 1 (Improved Unarmed Strike)
Enlightened Paladin 2 (Snake Style)
Daring Champion 2 (Combat Reflexes)
Daring Champion 5 (Chain Challenge)
Daring Champion 6 (Snake Sidewind)
Daring Champion 7 (Snake Fang)
Daring Champion 9 (Improved Critical)

The idea would be to have high dex/cha, and being able to dish out multiple attacks of opportunity with Snake Style (As a piercing weapon for Precise Strike damage, eventually getting an Agile Amulet of mighty fists) while being able to fight primarily with a rapier.

I guess I could try to fit power attack in there somewhere. I feel like the extra damage would still help even if I'm not two handing.

The order would be Order of the Star. From what I understand, half of your Cavalier levels will be added to your paladin levels for Lay on Hands, giving you a very reliable heal, especially with the Bracers of the Merciful Knight.

It should cap at 9 (1/2 Cavalier) + 2 (Paladin) + 4 (Bracers) = Lay on Hands of a level 15 Paladin (7d6).

Feedback greatly appreciated!


I'm looking for some feedback on a character build I put together.
The goal is to be formidable in melee while also providing substantial buffs to the team.

The plan is to be an Arcane Duelist Bard mixed with levels of Dragon Disciple for the melee boosts. I'm thinking an even 10/10 split eventually, but that may change due to the loss of caster levels.

Attribute scores aren't really much of an issue, my DM has pretty lenient stat rolling rules. Just assume high strength, decent dex/con/cha.

Anyway, here's the gist of the character at level 11

Race: Angel Blooded Aasimar

Class: Arcane Duelist Bard 10 / Dragon Disciple 1

Feats:
Combat Reflexes
Arcane Strike
Combat Casting
Exotic Weapon Proficiency (Fauchard)
Flagbearer
Disruptive
Power Attack
Lunge
Spellbreaker
Discordant Voice
Improved Intitiative

The main item required is a Banner of Ancient Kings to attach to the Fauchard. Among other bonuses, this increases the effective inspire courage level by 4.
Then, taking the Aasimar favored class option for +1/2 to effective bard level for Inspire Courage (option taken 6 times) gives +3 to effective bard level.

Bard level 10 + 4 (Banner) + 3 (Favored class) = 17 (Max for inspire courage)

So the party would receive:
+2 vs mind affecting effects (Banner, resistance bonus though so bleh)
+1 morale bonus on attack and damage. (Flagbearer)
And then from Inspire Courage and Discordant Voice:
+4 competence to attack/damage and +4 morale vs fear
+1d6 sonic damage on melee strikes

The main kicker is giving the party (And the Dragonlancer!) +5 to hit and damage, with +1d6 sonic damage on each hit, while fighting rather effectively with Arcane Strike, Power Attack, 15ft reach, and Combat Reflexes on a hopefully Keen Fauchard.

Does this seem like a solid build? Or am I missing something here?


Simple enough question, but I can't seem to find an answer anywhere.

Is an animal companion capable of using unarmed strikes with its natural attacks? As in doing a unarmed strike / bite / claw / claw as a full attack action rather than just bite / claw / claw.

The penalties would be heavy unless you have multiattack, of course, but the idea of a kung fu panda is kinda awesome.


The order in question:
http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---cavali er-orders/order-of-the-beast-acg

Now, the order's ability Wild Shape Mount basically says "You can transform your mount with beastshape".

My question is this,

If you give up your mount via an archetype but gain an animal companion through another means (feat, multiclass, etc), would that animal companion be a viable target of the ability as your mount? Or does the ability mean specifically your mount from the mount class feature?

I don't think it'd be unreasonable to gain a horse companion from the Animal Ally feat, take the Daring Champion archetype and the Order of the Beast to be a duelist on the back of a dragon, but I want to make sure its valid as written.

This isn't for PFS, just for clarification. Thank you.


The gist of my question is whether or not "boosts to the size of unarmed strikes" stack.

At mythic tier one, a monk can pick up Mythic Improved Unarmed Strike and an extra mythic feat path ability for Titan Strike. Now the monk is rockin' large fists.

Now there is the Stonefist Gloves, which cost 10,000 gold and bump up unarmed attacks another size category to huge.

Get an Impact Amulet of Mighty Fists and now your fists are gargantuan.

Throw back a potion of enlarge person and now your unarmed strikes do damage as if you were colossal.

Is this completely legal? Usually I don't aim to roll a bunch of dice for damage, but this seems like a really worthwhile path for a monk.


In this setting, the only magic users are clerics. Wizards, sorcerers, and such are extremely rare and powerful.

My character is a cleric of a homebrewed Lawful Evil god of death, but I've never really played a cleric before so I could use some advice.

One thing to mention, clerics in this world have no "direct damage" spells. I realize they don't have a ton of those anyway, but spells such as Searing Light don't exist. Same goes for raising undead minions, that's a power held only by one necromancer in existence.

I was thinking of focusing mainly on the Cleric side of the character, but maybe using my god's favored weapon (quarterstaff) effectively in combat, as it fits in the campaign setting pretty well.
There's just so many options with how to do that with gestalt that I can't seem to decide.

MAD won't be an issue, I rolled really well on my stats. My character is Human but any core races are available, so I'm fine with switching. Any Paizo material is fair game.


My friends and I are doing a pretty high power gestalt mythic campaign. I'm running a Two Handed Fighter || Paladin.

As a backup weapon, I have a +1 Throwing Nodachi along with the Two Handed Thrower feat. I plan to make it Returning and Rebounding (third party psionic ability, basically just like the Ricochet Hammer).

My plan is to use the sword when I can't get in close enough, and then draw my other nodachi for melee. The problem with that, however, is that even with the Quick Draw feat I can't sheath the Throwing Nodachi without burning a move action when it returns to me after I throw it.

The only thing I could think of is using a Glove of Storing to keep the throwing nodachi in, but I already have a pair of Gloves of Dueling (which are awesome) so I'm trying to find an alternative.

Is there anything I might be missing to pull this off well?


This comes up a lot when I'm playing. In a world where magic is commonplace, would a level 1 fighter have basic knowledge of certain spell names and functions?

Does a character have to be a wizard or a sorcerer to know what Magic Missile does? Do they have to be clerics to know about Restoration?

Frequently, I recognize the effects of a spell (And I don't even live in a world surrounded by magic, unfortunately), but I'm not sure if my character would recognize it.


I'm just wondering if this combination seems legitimate to anyone:

At level 11, the Pistolero Gunslinger gets this deed:

Twin Shot Knockdown (Ex)

At 11th level, when the pistolero hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made.

Mythic Champion Tier 3 allows taking of this path ability:

Unstoppable Shot (Ex)
You can use a ranged or thrown weapon to make a single powerful shot that shoots through all creatures in a line. As a standard action, make a single ranged attack roll and resolve the attack against all targets in a straight line up to the maximum range of your weapon, stopping at any barrier the attack couldn't penetrate. Roll damage once and apply that damage to each creature hit by the attack. Before making the attack roll, you can expend one use of mythic power to bend the path of the attack up to two times as it strikes targets or objects. Each deflection can alter the line of the attack up to 90 degrees, allowing you to shoot around corners or cover.

And finally, Amazing Initiative reads:

Amazing Initiative (Ex)

At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

So, with this combination, would a Pistolero be able to expend a mythic power to use Unstoppable Shot, expend another mythic power to use Amazing Initiative, thus using a third mythic power to use Unstoppable Shot again attacking the same targets and using 1 grit point per target to knock a group of enemies down?

It seems to work, but I'd like a second opinion on it.


So I was running a Vishkanyan Rogue and he was a lot of fun, but our party is really lacking in experience so I can't really take the support role. I need something to pump out damage from a range, and seeing as advanced firearms are available in this homebrew setting, Gunslinger was an obvious choice.
Any suggestions on my feat choices/stat allocation (it was an array, 18, 16, 13, 10 10, 9), and mythic choices would be appreciated. I have him planned out to level 20, the abilities he doesn't have are in parentheses.

He's currently level five, but I'm planning on progressing two levels into Weapon Master fighter (mainly for the bonus feats), then returning to gunslinger until I get signature deed (up close and deadly), taking that third level in fighter for weapon training and then continuing down Gunslinger.

Name: Benedict
Race: Lawful Good Human
Class: Pistolero 5
Mythic: Champion 2

HP: 49
AC: 22 (10, +4 armor, +6 dex, +1 nimble, +1 shield)

Speed: 60ft
Init: 11 (+7 dex, +2 trait, +2 gunslinger)

Str 9 Dex 23 Con 10 Int 10 Wis 16 Cha 13
Fort 4+1 Ref 4+7 Will 1+5

Base Attack +5

Attacks: +1 Revolver 1d8+7 at +10/+10/+10 vs touch AC (100ft, x4 crit)

Armor/Gear: Masterwork Buckler, Endless Bandolier, Mithral Shirt, Cloak of Resistance +1

Items: Gunsmith kit, 120 metal cartridges

Skills: (Have this on paper already)

Feats: Gunsmithing, Skill Focus(Diplomacy), Rapid Reload(Pistols), Point Blank Shot, Rapid Shot, Precise Shot, (6FB-Deadly Aim)(7FB-Clustered Shots)(7-Eldritch Heritage(Pit-Touched)(8SF-Skill Focus(Perception))(9-Weapon Focus )(10GB-Dodge)(11-Improved Precise Shot)(13-Signature Deed - Up Close and Deadly)(14FB-Mobility)(15GB-Deft Shootist Deed)(15-Snap Shot)(16SF-Skill Focus(Acrobatics))(17-Combat Reflexes)(19GB-Improved Snap Shot)(19-Quickened SLA (for a domain spell maybe?))

Class Qualities: Gunsmith, Grit, Deeds, Nimble (+1), Pistol Training

Racial Qualities: Skilled, Focused Study

Traits: Reactionary, Indominitable Faith

Deeds:
Up Close and Deadly
Gunslinger's Dodge
Quick Clear
Gunslinger's Initiative
Pistol-Whip
Utility Shot
--------------------------------------------------------------------------- ----------------------------------------------------------
Mythic Abilities:
--------------------------------------------------------------------------- ----------------------------------------------------------
Mythic Feats:
Mythic Rapid Shot
(3-Mythic Eldritch Heritage)
(5-Mythic Deadly Aim)
(7-Extra Path Ability)
(9-Mythic Improved Critical)

Path Abilities:
Impossible Speed
Limitless Range
(3-Fleet Warrior)
(4-Legendary Item)
(5-Blowback)
(6-Armor Master)
(7-Divine Source(Good, Law)
(7-Divine Source(Luck, Friendship, Archon)
(8-Legendary Item)
(9-Legendary Item)
(10-Enhanced Ability or Divine Source maybe)


Is there a way to do it? For example, my sword and board cleric with two weapon fighting would greatly benefit from his shield being +1 Guided.
Would I still be able to add armor enhancements to the shield? Would the +2 from the weapon enhancements count towards the total enhancement value if I do add armor enhancement?


My DM loves critical failures. He considers it a way to humble and challenge the player, but I feel like the way we're currently doing it, its more annoying than humbling.

Any attack roll that appears as a natural 1 is considered a critical failure, and then you roll on a critical fail chart and get debilitated in some way.
I have no problem with failing critically, I can understand what he means when he says even the best fighter will lose a grip on his sword once in a while. The problem I have is the frequency, and he claims I want to play on "casual mode".

I suggested the possibility of confirming critical failures, much like critical hits are confirmed, but he insists that gives the players too big an advantage because they'll be critting more than they're failing.

So then I suggested a percentage die roll when a natural one occurs, with a 50% chance of it being a critical fail, but he won't buy that either.

I just feel like having a group of adventurers fighting a group of enemies and failing miserably several times in an encounter but still managing to win doesn't add a sense of challenge. It just makes the game a little bit too silly.

Anyway, I'd like suggestions as to what to do in this situation if anyone has experience with something like this. Is there some middle ground I haven't thought of that could resolve this issue?


If someone is hit with a Persistent Hold Monster spell, and they fail one of the two checks they have to make, will the spell still be considered persistent when they attempt to save the next round?

In other words, if the paralyzed enemy makes his save next round, will he have to reroll it as if affected by a persistent spell again?


I'm planning on playing a Shielded Blade soulknife in an upcoming campaign.
The way a flame lash can be used as your soulknife weapon interests me, and I'd like to pick it up to give my character some flavor.
My question arises from the wording in the segment below. It specifies that attacks are ranged touch, which would imply that attack would be determined by dex and strength would not increase damage. But then it goes on to say that it is mechanically identical to a whip.

The latter would favor my character much more, he would sacrifice a lot of accuracy and damage if the weapon is simply a 1d8 ranged touch.
So is the fire lash more or less a ranged touch attack that a soulknife can enhance further or an actual whip melee weapon my character could specialize in?

Here is the excerpt:

A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyrokineticist can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it and is treated for mechanical purposes as a whip.

If the character has the ability to fashion a mind blade and has the Altered Blade blade skill, her fire lash may be treated as her mind blade for mechanical purposes such as enhanced mind blade and other class abilities.


Let's say a level three fighter equips a belt of mighty constitution (+2).
A day passes and it is considered a permanent enhancement.
Will he gain a bonus 3 hp as if he had that constitution score since level one? Or will his hit points simply go up by an additional 1 each time he levels up?
I thought it would be the latter, but this section makes me think the first possibility is true:

Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.


Over the summer I'll be playing in a campaign as a Shielded Blade (Soulknife archetype) starting at level 1. Eventually I'll be using two weapon fighting with my sword and shield, working up the tree to Shield Master.

I was wondering in what ways I could increase my damage output? I'll be able to add Collision to my sword at some point, my shields enhancement bonus will add to damage as well, and I'll be able to Power Attack with little penalty. Are there any other damage boosting methods I'm missing out on here?

Also, seeing as shielded blades have to use a heavy shield, is there any way I could reduce the penalty for two weapon fighting before I reach level 11? The -4/-4 might be a bit of a problem for several levels.


I'd like to mix things up from creating these adventures and kind of rail-roading my group down a certain path.
Is there any place I can get advice on making up adventures as the group advances? I have access to the Inner Sea World Guide, so a setting for us to start on isn't a problem.

I'd just like to know if any more experienced GM's could give me some pointers on how to let the players choose what kind of task they'd like to embark on, and then building the encounters and dungeons as they appear.


I'm sure this has been answered before but I can't seem to find the answer I'm looking for.

Lets use a +1 Longsword with the Flaming (+1) ability as an example.
A friend of mine says the cost will be 4,000gp (the price of two +1 enchantments).
But the way I understand it is the price would actually be 8,000gp since the total enchantment is +2.

Which price is correct in this situation?


Two-Handed Fighters have two abilities that I have a question on - Pile Driver and Devastating Blow.

My question would apply to both abilities, so here is the Pile Driver description:

At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.

My question is this: If a fighter with this ability has a full attack round on an enemy, would he be able to interchange these single melee attacks for his normal attacks? IE: First attack being a Pile Driver, second one being a Devastating Blow, third one being a normal attack, or any other combinations?


A player in my campaign has an interesting theory with multiweapon fighting.
Please note, I'm not too bothered if his character becomes overpowered, it's more a question of legality. He is playing as an alchemist whose discoveries are granting him multiple limbs. In the description for multi-weapon fighting, it states "Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms."

His logic is that, since it replaces Two-Weapon Fighting, he can take Improved Two Weapon Fighting and Greater Two Weapon Fighting and have it apply to all of his offhand attacks.

I tried insisting that Two Weapon Fighting feats apply only for using two weapons, but he insists that it should work this way. What are your opinions on this dilemma? And if you agree with me, how would I go about making him understand that I'm not trying to undermine his character plan?


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