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So I'm in a new campaign as a paladin. My character is easily the oldest at 34 with everyone else being 17-20. In my backstory my pc has just become a father to a baby girl. I was thinking of uping the fatherly-ness and become the party dad. However, besides the lame dad jokes, how else do you be fatherly? I pay for the group during meals and when staying at an inn. Should I have talks with my new children or scold them or what?
I just hit level 9 on a PFS melee character and am looking for some advice on which feat I should take and what items I should buy... He is currently a super mobile melee support character, who uses tumbling and tripping to control the battlefield. And while he is not optimized to deal that much damage, he has so far been helpful to most parties he has played in. The Build So Far:
Ninja 4/Unchained Barbarian 2/Lore Warden 2/Whirling Dervish 1 HP 70 STR 14
AC 24 Touch 16 Flat-Footed 18 Fortitude +10
BAB +8/+2
Acrobatics 20 base/24 jumping/26 tumbling
Equipment
+1 Glamered Comfort Mithral Breastplate
Headband of Havoc
Feats and Special Abilities
Dodge
As I said previously, I just hit level 9 and I have an empty feat slot I haven't decided on. I also have 10,000 gp I can spend on items. I have a couple ideas, feel free to give any and all input. Feats
The first is Greater Trip.
The second option is circling mongoose.
The third option is Two-Weapon Fighting.
Equipment
I can spend 9,000 gold on my armor, shield, and a ring of protection to boost my AC up to 28. Or I could boost my trident up to +2 giving me 3 more to trip and an extra hit and damage with my regular attack. The third option I am thinking is a brown thorny ioun stone this would give me +2 competence to trip as well as acrobatic. Once again, these are just some things I thought of. I'm sure that you guys have some awesome ideas to and I would love to hear them :D
So I'm thinking of creating a new PFS character and need some advice on a level split...
What are your guys thoughts on removing the "This ability works only with unarmed strikes, no matter what other abilities you might possess." line? It was my understanding that this was placed in pummeling style to balance it out when you could make a single massive crit. But they have since removed that part but still kept the thing that sort of (not really) balanced it. Keep in mind you would still have to get your attacks to count as unarmed strikes like with Feral Combat Training
A couple questions dealing with the Immovable Rod
Are any of these answers different if I was using a weapon with anchoring?
A quick question on the thorny ioun stone. It is a legal ioun stone found in inner sea combat. My question is how I decide what the resonant power is. Do I pick either athletic or acrobat, or do I roll and have a GM sign off on it?
Just a quick theorycrafting rules question. If I ready two attack actions with overwatch style, can I then vital strike with both readied attacks?
So one of my pfs characters has just hit level 7 and i need some advice on the direction to go. He is currently a super mobile melee fighter that can easily pass through enemies threatened squares and get to flanking positions to help ally fighters. He is however fairly unoptimized for damage and due to multiclassing his will save is embarrassing
the build so far:
ninja 4/unchained barbarian 1/ranger 1 HP 49 STR 14
AC 23 Touch 15 Flat-Footed 18 Fortitude +7
BAB +5
Acrobatics 16 base/20 jumping/22 tumbling
+1 adamantine trident
reactionary
I just hit level 7 and have around 10,000 gold that i could spend, so with that in mind here are the options i was think of... Option 1: leveling the barbarian AKA the defensive option
Option 2: leveling the ranger AKA the damage option
Option 3: starting a swashbuckler AKA the support option
Option 4: leveling ranger AKA the control ranger
Sub-Options:
Akitonian Blade... Is a reach weapon, so if I want to try a combat maneuver I could potentially do it without taking a AoO. Also blasts my jump checks into the stratosphere, literally. extra rage power... simple, gets me an extra rage power if I want to go barbarian 2, lots of options, looking at knockdown stance or something similar. Thanks for reading all of that, I would love to hear your opinions. If you think any other options might be better for me, just let me know. I do have a healthy supply of prestige points, so if you want to retrain something that is also an option. Keep in mind that this is a PFS character, so if it needs GM approval it probably won't work.
Looking at the prestige class mystic theurge... in PFS spell like abilities don't count towards pre-reqs. Meaning you won't be able to get your first level in until 7 and at 11 you still will only have access to 4th level spells... IDK it seems like a lot to give up, but the flavor is so tempting....
just a quick question... Is there a intelligence based caster that can channel both positive and negative energy? doing a quick search I have only found three options. the necromancer wizard, can only channel to turn or command undead. the spirit whisperer life wizard, can only channel positive energy. hex channeler witch, absolutely perfect but banned in PFS because of exploitable wording. Are there any other options that i missed?
So I was thinking about making an oracle/paladin lifelinky tank thing. Originally, I was also going to buy Boots of the Earth, however PFS has errata'd it so you can only use it once a day, and while this would probably be ok most of the time, it got me thinking about other options. I was wondering how good an oracle/inquisitor is? Also would it be worth it to grab fast healer with the healing judgment? If I wanted a mount would it be worth it to go 4 levels of cavalier and grab horse master? At this point is it any better than just the normal oradin?
So I have a conjuration/creation wizard. I will mainly be using summoned creatures in combat, however I was also hoping to use a standard action when I don't summon a creature to create a weapon. My strength is a 14, and my dex and con are high enough to survive in melee combat. I was wondering if there were any ways to boost my attack so I can hit things more often, or is my only option spending another action to cast magic weapon. Don't worry about weapon proficiency, I have improved improvisation and quick learner, and my gm is letting me stack it favorably.
If a character uses the feat Antagonize to intimidate an enemy and force them to attack, can they use the diplomacy part of the feat on a later turn to give minuses? Or is the 24 hour thing at the end of intimidate apply to the entire feat?
Just looking for some advice.
The boots I am currently looking at:
cat burglar's boots... Allows a reroll for acrobatics once a day, which i hear is better than a flat bonus.
daredevil softpaw boots. gives all my attacks +2 untyped bonus if i tumble. which is handy considering i do it all the time, and when i get circling mongoose can tumble during a full attack, while dual weilding... If you guys have any other options I am willing to hear you.
Just a quickie...
Editerino:
Sub-question:
sorry for the lame questions :/
Backstory: My character was on a boat and jumped to a nearby dock to clear an area of enemies. The dock was 20 feet away and 5 feet up. Rushed for time, we concluded the DC would be 40 (20 for long jump+20 for high jump). Which was fine, this character can make the jump without rolling. However, wanting to make sure I have the information in the following scenarios Also as this character is PFS if there is any RAW on this topic that would be preferred... Searching the forums i have found that a lot of people use the old 3.5 rule where you make a parabola with the apex being 1/4 your distance, this is fine for some jumps, my dock example would have been around a DC 32 if you were following these rules. However this doesn't always work, especially if you need to travel up more than you need to travel forward, jumping to the top of a 10 foot wall 5 feet away for example.
so not sure if this should be in the rules column, but if so just let me know... I am thinking of creating a baseball player inspired character, going for a creation wizard to get a couple free baseballs a day, And using a club as a sort of improvised sling for when i need that ranged attack. All though i might just go fighter for extra feats (deflect arrows, snatch arrows, etc.) Possible Rules Question: There is a slim chance I would want to take a similar character to PFS... is using an improvised sling even rules legal? Advice Question: Are there any other options that might make this better? As a GM would you prefer instead to just re-flavor a Throw Anything?
just wanting to see if I should get my hopes up... do you guys think the errata'd quick runner's shirt will become pfs legal. As far as I could tell, the old one was banned because you switch your shirt every combat and get a free move action. for those who haven't read the ultimate combat errata, the new QRS has to be worn for 24 hours and your turn immediately ends after you take your extra move action.
So I'm playing a ninja and would like to have a horse for flavor and cross country traveling... while looking for a way to handle my horse in combat I found the spell carry companion. This is pretty much what I'm looking for, a way to have a horse when i need it. and safely store it away when i don't. I have a high enough UMD to just use a wand, and while it would take a while to go through all of the charges, I was hoping for something more permanent. Is there something that lets me cast carry companion (a second level spell) once or twice per day in a similar style to the silver spindle ioun stone?
did a quick search and only found one unresolved thread from two years ago...
also, while the original thread was dealing with animate dead from a cleric/wizard... would it change anything if it was summon monster from a sorcerer/wizard? one being divine/arcane and the other being arcane/arcane...
So just a couple questions about the interaction between this feat and two others... question 1. can you use canny tumble while you are spring attacking to get bonuses to hit? this question has been asked before on the rules forums, but it was back in 2012... while it seemed like most people were saying that this was not legal, due to the way spring attack already negates AoOs, there were a couple voices for the other side. also it was two years ago and i don't know if there has been any changes to rules or errata or something... question 2. when you are attempting a circling mongoose, you still provoke AoOs so canny tumble would work here... at least for the first attack. Would you be able to continuously tumble to get bonuses even though that opponent would no longer be able to attack you?
The weapon gnome pincher has "disarm" as well as saying it gives +2 to disarm and steal combat maneuvers. Does this mean it grants +4 total to disarm attempts or is it being weird and stating the bonus twice? Also, do you think it is unreasonable to waive the "have a hand free to steal" rules if you are dual wielding gnome pinchers? ...asking for a friend...
just a quick question.
In a recent thread someone mentioned an item called Akitonian Blade. This magic weapon lets you triple your acrobatics check to determine how far you can jump. Does this include high jumps, or only long jumps?
So I'm playing a pretty unoptimized creation wizard in a home game. I am about to hit level 3 and can't decide what direction I should go for feats.
EDIT: another option is focusing on ray attacks and pick up feats like precise shot and weapon focus...
So just a quick question, I know that a jump cant go past your maximum movement for the round. Is this just counting one direction or both the jump up and the fall down?
So I'm thinking of creating a conjuration/creation wizard for PFS. I was curious what are some of the legal things that I can create with Create Gear. What weapons can I make? Are keys a legal option? what tools are A-Okay?
My friends and I are starting a level 10 campaign. And being the unoriginal nerd that I am, decided to build a sniper. I have successfully increased my range to the extreme, however I am hitting a road block being able to actually see my target when the distance is this big. What are my options, without using the eye slot if possible, to increase my perception, even if it is just minutes or rounds per day? my build so far:
I'm probably going for human, for flavor and the extra feat. I haven't nailed down my classes yet but i'm leaning towards gunslinger (musket master) 1, slayer (sniper) 1, and ninja (sanctified rogue) 8. The gunslinger gives me weapon proficiency and rapid reload, slayer decreased range penalties and studied strike, and the ninja for sneak attack and a charisma based assassinate.
For feats I'm going for improved far shot (point-blank shot->far shot->improved far shot) as well as precise shot and bulls eye shot. I'll probably pick up vital strike too. this leaves me with at least one extra feat, possibly two if i decide to take the combat ninja trick. We are starting with the average WBL of a 10th level character, so 62,000 gp. I am grabbing lesser sniper's goggles for my ranged sneak attack. I'm also grabbing a rifle with distance and possible reliable or seeking. Ill just pick up minimal armor considering I don't plan on being in the danger zone too often... My DM has allowed me too use a spyglass as a scope if I want to, which would cut my perception negatives in half, however if you guys propose something super I could switch to a far reaching sight for those super long range touch attacks. After buying all this stuff it leaves me with just over 15,000 gp left. just how long range?:
So we are starting off with a rifle, range increment of 80 feet. we add the enchantment distance which doubles that to 160 feet, and because of the wording it should apply before we add on improved far shot which increases it further, to 240 feet. that means if we are max distance we can shoot a target 2,400 feet away. And with far shot and the slayer (sniper)'s ability accuracy it should only be a -5 to hit.
However the problem comes when we have to actually see the target. the normal penalty is +1 DC/10 feet. So being able to spot someone 2,400 feet away is a 240 perception DC MINIMUM. My gracious DM is allowing me to use a spyglass as a scope which lowers the DC increase to +1 DC/20 feet. However that is still a 120 perception check to see someone standing in an open field... EDIT: forgot to mention that my perception is currently at 12. that's with putting a skill rank in it every level and a +2 for class skill. unfortunatley i have 10 wisdom
My question is a two part
part two: assuming that the familiar can effectivly use the ioun stone, what level would it be counted as for determining caster level? is it the same as the master's level or is it 1 or something else?
My question is a two part
part two: assuming that the familiar can effectivly use the ioun stone, what level would it be counted as for determining caster level? is it the same as the master's level or is it 1 or something else?
I'm looking for some advice.
The first option is a +1 adamantine short spear. It would not only set me up for adding on merciful for some extra damage but also adds the potential path of sundering armor and stuff to further help the team. The second option is a +1 mithril breastplate. This would raise my ac from 21 to 23 and lower my ACP by 1. While its not as exciting as the spear, I am usually taking 1-2 attacks a round and not being hit is pretty cool. The third option is boots of striding and springing. Letting me move 50-70 feet a round and increasing my acrobatics, which help me get into awesome flanking positions without an obscene amount of AoOs If you have any other options I'd love to hear them... EDIT...
So I'm going over some stuff and i realized i didn't know some of the rules for tiny creatures in combat... I'll just list out my questions.
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