Swordpriest

Anomander's page

56 posts. Alias of nicklas Læssøe.




Hi all.

So i have been thinking on how to most efficiently create a scarred witch doctor witch, and was wondering if there is any ways that he can boost con without sacrificing levels.

max con score:
Start 20
ability increase +5
Wish +5
Enhancement bonus (magic belt) +6
Size bonus (form of the dragon 3) +8

for a total of 44 con.

So is there any way to get this higher, whithout leveling outside of witch? (i know that alchimist can give you +4 morale, and so can stalwart defender, but both lose the spell level)

please if you have any ideas for magic items (pathfinder only), spells or abilities that i can get other chars to cast on me, list them below.


So pressume that we have a level 15 monk with an attack sequence just around 10 attacks (6 fob, 1 haste, 1 ki, 2 medusa), with critical focus, impaling crit and either boar style or humutulusa (or something similar), making his unarmed attacks piercing and thus qualify for impaling crit.

Impaling crit:
Benefit: Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your weapon’s damage dice plus the extra damage dice from your weapon’s properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it.

So my question is this, since you cant attack with a weapon that is impaling your opponent, but the description under unarmed attacks say you can attack with any part of your body, and with the resent ruling on FoB indicating that each part of your body counts as a different weapon.

Then how many times can the monk make an impaling crit in one round, without pulling out the weapon of the opponent?

are we talking
2 times, 1 for each arm
4 times, 1 for each arm and leg,
8 times, 1 for hands, elbows, feet and knees
9 if we include the head..
technically he can also use his body for body slam and still deal piercing damage....

By the rules i cant think of anything actually restricting the monk as unarmed attacks are never specified in how many parts of your body you can attack with.

I guess i am mostly leaning towards either 1 (whole body counts as 1 weapon even if resent FoB clarification kinda screwed that over), or 5 (head and each limb), what do you guys think about RAW and possible RAI.


Hey guys, i just stumpled over something i found rather odd in the sohei description and since i couldnt find any other threads on it, i wanted to hear what your interpretation of the rules is.

For the purpose of this thread lets assume that sohei can actually flyrry with a bow (using all attacks) though it doesnt really matter to this rule point.

Lets look at a sohei wielding a normal longbow doin 1d8 dam. The sohei has 14 str and 16 dex, and at level 6 he picks bows for flurry. As soon as he does this how much damage will his bow give?

is it 1d8 + 1 (weapon training), or 1d8 + 1 (weapon training) + 2 (str)?

The reason for this is the specific wording in flurry of blows that allows monks to do str damage to all weapons used in combination with flurry, and since this is a specific rule then it should overwrite the "no str to damage on regular bows" rule. Just like the sohei doesnt recieve 1.5 str damage when using 2 handed weapons in his flurry.

Now lets take it one step better, if this would work on a bow, then he should also be able to make it work with a crossbow right ? Just thinking that this fact alone might make the sohei the best crossbow man in the game, assuming it works ofc.


Recently i noticed Ogre's guide to ramping up the difficulty level in PFS, and i would like to see if anyone has a reasonale build for running it on nightmare mode.

Here is the link Ogres guide.

And basically to run on nightmare difficulty you need to have either a gnome/halfling monk, or a vow of poverty monk. Personally i believe that just the gnome/halfling monk would be too easy, so here is the challange.

Build a VOP monk under PFS rules, and good enough that he wont burden the rest of the party. There is bonus points if you also build him halfling or gnome.

It should be a good way to determine if it is actually doable without gimping your party too much.


I was wandering what builds people have lying around that can generally kick any wizard/cleric/witch/oracle in the, you know what, and keep doing it untill it stops being fun.

So what i was thinking is one or more of the folowing abilities:

resistance/immunity to different elements

very good saves

high mobility (so those bastard mages dont run or escape)

any ability to stop spellcasting (CMB checks and a fighter feat line comes to mind)

resistance/imunity to conditions (so those SoS spells seem less frightening)

a reliable way to take out that spellcaster from the battle (high damage, pinned and gagged, or anything like it)

Is not a one trick pony, where that one trick can be eliminated by a single spell. (archers vs windwall, grap vs freedom of movement, and so on)

General high survivability would be nice (since charging to the wizard, is bound to attract some attention)

What classes and archetypes would be best to fill out the above requirements, and if you guys have any interesting builds out there, i think it would be fun to see just what can be done to really mess up that spellcasters day.


12 people marked this as FAQ candidate.

So while browsing threw some different posts last night, i ran into a discussion that i must say i would love to get other oppinions on.

So here comes the question.

Imagine a wizard (or ninja, he can do it too) fighting a bow wielding ranger. The wizard realises he will get torn to shreds, so he casts mirror image, and manages to conjure 7 copies of himself, meaning the ranger will have 1/8 of a chance to hit the right one, on a succesfull attack roll. The ranger then realises, that in case the wizard can keep up atleast a coupple illusions at all times (like casting mirror image maybe once every 4 turns), he will in fact have a higher chance to hit the wizard if he closes his eyes. This is due to the fact that mirror image specifically says the spell only works, if you dont already have total concealment. Lets say the Ranger is standing 200 f away. The possible rulings i can see would be.

a) GM would rule a ranged attack requires vision, thus the blinded condition makes the attack roll auto fail, and the ranger can therefore gain no benifit by closing his eyes.

b) The GM allow the ranger to attack with closed eyes (free action to close), thus granting the wizard full concealment during the attack (50% miss chance), still better than the 86% miss chance from mirror image, and then letting the ranger open his eyes right after (another free action), so he wont get any penaltys by fighting with closed eyes (no dex to ac, -2 ac, no aoo and so on) when the wizards allys attack him.

c) like option b, except ruling that firing with closed eyes is a choice till your next turn, thus you count as being blinded till your next turn, as the initiative order is simply an abstraction, and the stuff occur almost simultanious.

if option b or c, if an attack misses the wizard by less than 5, would an illusion from mirror image still disappear?

What im interested in knowing, is how would you rule it, and most importantly why? backup and referrals to RAW is ofcourse more than welcome.

and just so people dont have to look up everything.

mirror image:
Mirror Image
School illusion (figment); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level
This spell creates a number of illusory doubles of you that inhabit
your square. These doubles make it difficult for enemies to
precisely locate and attack you.
When mirror image is cast, 1d4 images plus one image per
three caster levels (maximum eight images total) are created.
These images remain in your space and move with you, mimicking
your movements, sounds, and actions exactly. Whenever you are
attacked or are the target of a spell that requires an attack roll, there
is a possibility that the attack targets one of your images instead. If
the attack is a hit, roll randomly to see whether the selected target
is real or a figment. If it is a figment, the figment is destroyed. If the
attack misses by 5 or less, one of your figments is destroyed by the
near miss. Area spells affect you normally and do not destroy any of
your figments. Spells and effects that do not require an attack roll
affect you normally and do not destroy any of your figments. Spells
that require a touch attack are harmlessly discharged if used to
destroy a figment.
An attacker must be able to see the figments to be fooled. If you
are invisible or the attacker is blind, the spell has no effect (although
the normal miss chances still apply).

blinded:
Blinded: The creature cannot see. It takes a –2 penalty
to Armor Class, loses its Dexterity bonus to AC (if any), and
takes a –4 penalty on most Strength- and Dexterity-based
skill checks and on opposed Perception skill checks. All
checks and activities that rely on vision (such as reading
and Perception checks based on sight) automatically
fail.
All opponents are considered to have total concealment
(50% miss chance) against the blinded character.
Blind
creatures
must make a DC 10 Acrobatics skill check to
move faster than half speed. Creatures that fail this check
fall prone. Characters who remain blinded
for a long time
grow accustomed to these drawbacks and can overcome
some of them.


5 people marked this as FAQ candidate. 1 person marked this as a favorite.

Hey guys, i had a discussion with a good friend of mine, and i would like to hear your inputs on it. Ill also state what RAW says, and why RAW might be very far from RAI on this particular subject. what do you think?

Imagine this. A fighter charging on foot with a lance, it gives normal damgage and recieves 150% pa bonus, couse its a 2 h wp. If he charges with a lance while mounted, the exact same rules should occour, exept that he would get dubble damage, since he is charging with a lance. Now comes the question, if he chooses to use the special rule (for a lance)and use the lance one handed while mounted, what would happen to his PA bonus?

It is strictly speaking still a 2h weapon, in the item list, and RAW under PA would then be read as giving it 150% bonus. But if you continue this line of thought, then a fighter wielding two weapons, can just use small greatswords (he can take the 3.5 feat to avoid the -4 to hit), and then also recieve 150% PA. I really have a hard time imagining this was the intent with the PA feat, and i dont think the feat should be read as word for word, or rather the assumption made in the PA discription under 2h weapons, would be that you wield them in 2 hands, thats why you recieve the 150% damage. Thus you wouldnt recieve the damage increase, if you wield a "two handed" weapon, with 1 hand.

what do you guys think.


I had this discussion with one of my group members earlyer today about lances, and im a bit puzzled i must admit. As lances in the core book have reach, then when you charge with them while mounted, you will end up beeing 5 feet between you and the opponent. And since your horse, tiger or whatnot dont have reach it cant attack in the same charge action. I really hope im reading something wrong in the rules, like you can use a reach weapon in closerange while mounted or something, couse i think that would be a clear nerf to the mounted combat rules as i saw them. I mean the charging tiger can, at lvl 10, account for 50 or more dam, that you definately dont want to lose.

So can any1 tell me what im mistaking, or if this is understood correctly.


So i had this friend of mine ask me a simple question, and i must admit that it left me wondering, so i ask you guys for a solution, if it already has been asked, plz direct me, as i cant seem to find it.

So basicly its 2 different questions.

1st:
As the bestiary states a character can attack with each limb he has a weapon in, but as unarmed strikes counts as "weapons", you can dual wield a sword and a fist. As it states under unarmed attacks in the core book, they are made with different limbs, so what is stopping a charecter from multiweapon fighting with 5 "weapons" say, 2 swords, his head and 2 legs?

2nd:
If an ork has the feat that grants a natural bite attack, then he will get a penalty just as if he was 2wp fighting, applyed to his greatsword and bite, as per rules. What if he is dual wielding swords, and thus already gets the penalty for fighting with 2 weapons, what happens when he makes a bite attack. Do the penalty's stack, or do they overlap? and if he can strike with 2 weapons and his bite, then why cant a monk use flurry of blows and a natural attack?

Im anxious to see if you guys can find any RAW on it, or if this stuff needs to be faq'd.


now this subject might also be in some other thread i just couldnt find, but im really interested in getting a good NPC pathfinder generator. The main problem here is that most of the generators i have already located, are for either 4e or 3.5e, wich makes it kinda hard but not impossible to apply it to pathfinder.

So do any of you know of a good pathfinder NPC generator? preferrably one with monsters and classes too.