Ringeirr Malenkov

Arassuil's page

Organized Play Member. 426 posts (556 including aliases). No reviews. No lists. No wishlists. 17 Organized Play characters. 4 aliases.


1 to 50 of 426 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Sovereign Court

1 person marked this as a favorite.
Slim Jim wrote:

* Your armor-check penalty will butcher Acrobatics (and APs tend to be stingy with money, so that mithral breastplate will be a long time in coming).

* The first half of your build is 100% combat feats. --You are a caster.

* As much fun as raging is, being limited to only the core archetype barbarian will murder your AC, especially when being Enlarged knocks another two off, leaving you relatively AC-4. It also costs you a feat and forfeits Heavy Armor Proficiency relative to dipping fighter.

* Mobility you're not going to need much, if ever, prior to monsters constantly having over 30' reach in the high-level game.

STR+ 17 (all bumps; belt at 4th)
DEX: 14
CON: 14
INT: 7
WIS: 14 (headband upgrades at 6th, 8th, 10th)
CHA: 12

00 saves FT RF WI
00 base: 02 02 02
01 fight1 04 02 02 Improved Initiative, Combat Reflexes, Dodge
03 cleric2 Power Attack
05 cleric3 Augment Summons
07 (Metamatic and Spell XYZ feats from here on)

* Wear full-plate + magical buckler by 3rd.
* Climb and Swim are now class (and a point in each may save your life).
* STR 19 w/Enlarge Person early, then 22 w/belt at 4th hit 1.5x 2hPA sweet-spots.
* Unless there's a sorc or a bard in the party, you are "face", so your skills are likely to be Diplomacy and Perception, with 1pt roving every level. (Then again, I've never played RotRL; if it's a dungeon-crawl, Diplomacy may not be that big of a deal.)

Combat play-by-play: 1) Bless the party, then move as appropriate; 2) stabby-stabby AoOs; 3) drink potion or Summon; 4) more stabby-stabby AoOs.

Weird. I started reading this post, and could have sworn it was a post by Sir Thugsalot.

Anyways, thanks for the advice. Couple of points:

1) Taking Augment Summoning requires Spell Focus: Conjuration.
2) Taking Dodge with 14 DEX means, once Enlarged, DEX becomes 12, making Dodge useless until I upgrade the STR belt to a STR/DEX belt or grab an DEX Ioun Stone.

Ergo, using that build, something like this makes more sense to me:

STR+ 17 (all bumps; belt at 4th)
DEX: 14
CON: 14
INT: 7
WIS: 14 (headband upgrades at 6th, 8th, 10th)
CHA: 12

00 saves FT RF WI
00 base: 02 00 00
01 fight1 04 02 02 Improved Initiative, Combat Reflexes, Power Attack
03 cleric2 Spell Focus (Conjuration)
05 cleric4 Augment Summoning

If a monster eats an AoO to close within my reach, I'll need to dis-engage, 'cause 5 ft. steps won't cut it. Which means I'll have to eat an AoO to do so. Or, I guess I could in such a case just drop my reach weapon, draw out a two-handed non-reach weapon and wail away, but that kind of defeats the purpose.

I'm not dis-counting the idea, just trying to think of what I should do in such a situation.

But, I do like the ability score array (Sir Thugsalot's 15,14,14,14,12,7 array for the win). Over the past day or two, I've been leaning towards maybe using that exact spread. Between a Ranger and either a Rogue or a Wizard, they should have skills covered.

Sovereign Court

If the OP doesn't mind incorporating D&D 3.5 rule elements into the game, lookup the spell Wraithstrike (I forget which book it was from; might be in the 3.5 Spell Compendium?). Swift action 2nd level spell, lasts for 1 round, and all melee attacks are treated as touch attacks.

Make a Dragon with lots of natural attacks (maybe even throw in manufactored weapons into the mix, like Armor Spikes or that spell that grows spikes? I forget the name). Make him high enough to cast as a Sorcerer of an appropriate level. Power Attack/Mythic Power Attack.

Granted, it works better using the D&D 3.5 version of Power Attack...

Alternatively, make an evil version of the Paladin (using Anti-Paladin). High AC, High Saves, etc. Watch as Rocket-Tag gets turned into Whiff-Tag...

Sovereign Court

Ok, here's a 2nd draft:


Kurdan Sky-Whisper, Shoanti Cleric of Desna (Levels 1-20; no multiclassing)

Ability Scores: STR+ 15, DEX 14, CON 14, INT 10 or 12, WIS 14, CHA 12 or 10

Domains: Luck, Travel

Skills: TBD (depending on needs of the campaign & what other party members lack)

Feat Progression:
1) Combat Reflexes, Improved Initiative
3) Power Attack
5) Dodge
7) Mobility
9) Quicken Spell
11) Lunge
13) Extend Spell
15) Strike Back
17) Spell Penetration
19) Greater Spell Penetration

One downside: if I'm relying on Potions of Enlarge Person for the extra reach, my DEX will drop from 14 to 12, meaning I'd lose the pre-requisites for Dodge and Mobility. Easily fixed at higher level with stat-boosting items, but kind of annoying.

I guess I could lower INT or CHA by 2 to raise DEX to 15. Or I can try to play around with the point buy in some other fashion.

Alternatively, I could just drop Dodge & Mobility, and pickup something else, like Craft Magic Arms and Armor and Craft Wondrous Item. Not sure if there'll be time for item crafting in this AP.

Hmm... decision, decisions.

EDIT: One possibility, which might fit into the role of a big dumb Barbarian-type personality, is to go with:

STR: 15, DEX+ 16, CON 14, INT 7, WIS 14, CHA 12

Favored Class into skill ranks, thus getting 3 skills per level.

That way, when enlarged, DEX drops to 14, keeping prerequisites for Dodge, Mobility. Plus might be fun to roleplay.

Sovereign Court

DeathlessOne wrote:

I have found, in my experience, that slightly delayed spellcasting is really not that of a big deal. Sure, from an optimization stand point, you never want to delay or sacrifice power, but outside of single character theory building, the group dynamic and tactical play more than make up for it. But, good luck convincing anyone else of that.

Personally, I find playing a pure cleric fairly boring. I am more of the 3/4 BAB, 6th level casting, got-something-to-do-in-every-situation, rough and tumble kind of player. I once played an Archeologist Bard that dipped FOUR levels into Sleuth Investigator (6 Bard/4 Investigator/10 Bard) just because I thought having a Luck pool would be more effective than 3rd level Bard spells (I’d get 6th level spells .. eventually) and the cleric already had haste. And it ended up saving the party from a TPK. Man, that character was ALL over the place. Good times.

I think almost every character I have ever built in Pathfinder has always multiclassed at least 1 level into another class (including casters). But usually I relied on Magical Knack to take the sting off of it. It can be effective, as you're trading power for versatility, so depends on the situation.

DeathlessOne wrote:
But, back on topic, your build looks good though Spring Attack and Vital Strike seems counter productive. Maybe Spring-heeled Style? And Improved Spring Attack?. You’ll need to make room for Nimble Moves, though.
Asmodeus' Advocate wrote:
As far as advice to the OP goes, is it really worth it taking Spring Attack and Vital Strike so late in the game? At that point you'll ideally be getting most of your attacks off on their turns, and casting spells on your own.

Yeah, you're both right regarding Spring Attack and Vital Strike. I always have difficulty finding the right feats to pick on a Cleric at higher level.

Can't do Spring-heeled Style nor Improved/Greater Spring Attack. Silly Core Rulebook only situation.

Any suggestions would be good. Maybe crafting feats or metamagic? Most of the CRB metamagic feats aren't all too great for a Cleric IMO.

Asmodeus' Advocate wrote:

Typically, a Cleric has better things to do with their actions than channel energy. This should be obvious just from looking at the channel energy scaling; it scales at 1d6 per every other level, where offensive magic scales at 1d6 per level. And offensive magic isn't even all that great at hurting things.

Quick Channel makes channel energy far more useful, since it's no longer competing with actual spells for the standard action, but this is a core only game so that isn't an option.

Couldn't have said it better myself.

Channel Energy typically runs out of steam around level 5, maybe 7 with a Phylactery of Positive Channeling. You can make it good, as per the Hangover Cleric, but that takes resources that are usually outside of the CRB, which I don't have access to.

Still, it's a good out of combat utility, to top off party members without using my primary resource: spells. I figure a 10-12 CHA should be sufficient for such an exercise.

Rosc wrote:
Core only game? Ouch.

I hear ya. But, c'est la vie.

Rosc wrote:
The first thing I will suggest is that you communicate your intent to be a reach cleric to your allies and what that means for teamwork and cooperation. In my experience with pick-up Society tables, it's all too easy for overeager fightmans to charge right past your well placed spear wall and into the waiting jaws of the enemy.

Good piece of advice. I'll do my best, but it seems the group dynamic tends to lead more onto the Chaotic-side of things, heh.

Rosc wrote:

Second, assuming you haven't already read it, I would strongly suggest reading Brewer's Reach Cleric guide. Based on your skill selection I assume you've already read Brewer's guide.

As for skills? Acrobatics is great but you're stuck with 2+Int and it looks like you might be dumping that stat. Plus monster CMBs balloon out of control later on and your armor holds you back even more. I suggest you stick with the needs of the party. Knowledge (Religion) is a great one if the party doesn't have it, and Diplomacy is pretty much mandatory for at least someone to invest in. If those are covered (Try to figure out what your other 2 friends are going to play!) then you can always try rolling a Half Elf for perception. One less feat hurts, but having the +2 racial bonus and a free Skill Focus is something. Plus, it's still possible with the character's nationality.

I strongly suggest you don't multiclass. The sooner you get those spells, the better.

Yep, I've read Brewer's guide. Core-only makes things rougher, but a lot of the content is available from the CRB, and I figure I can use spells like Spiritual Weapon in place of Summons for lower levels to achieve a similar effect.


Overall, some good pieces of advice. I'll mull over things and post an updated plan soon.

Sovereign Court

1 person marked this as a favorite.
DeathlessOne wrote:

The easiest solution to your Acrobatic/Perception issue is a simple one, but probably won't be very popular. Multiclass, if only for a single level. I'd recommend Rogue or Bard, simply for the skill points. The Reflex bonus would be nice and the bard song/spells (limited as they are) would compliment things a bit without distracting too much from your own spellcasting. Or just dip a level of barbarian. Not a lot of skill points, but they get the Acrobatic and the Perception skills in class and gives you a few rounds of rage for emergencies.

Personally, I'd go with the Bard 1 dip route. Countersoung & Distraction, are not level dependent, merely ranks in Perform. The ability to use spell activation items on the bard spell list is nothing to sniff at either.

Normally, I wouldn't be opposed to multiclassing, even on a caster. Usually I grab Magical Knack as one of my traits, and accept the slower progression of spells (only slightly worse than an Oracle). But the no traits this is making that rough.

I thought about Barbarian as well. Just don't know if it's worth it.

Dave Justus wrote:

Perception is of course a valuable skill, but it not being a class skill isn't that big of a deal. The +3 others would get for having it as a class skill will be offset by your WIS bonus, giving you a pretty good perception anyway.

Personally I think a reach cleric is just fine without Acrobatics at all, but if that is the play style you like, you could take skill focus and have a decent skill level. Personally, if that was my concern I'd be more likely to take mobility and focus on upping my AC, probably you would end up with almost as good a chance against most foes, maybe even better and it would have the advantage of sucking up opponents attacks of opportunity (if they don't have combat reflexes, and they miss you, they can't try against anyone else.) That would also leave your skill ranks open for something that might be more important, especially if you end up with a sorcerer instead of a wizard who won't have all the knowledge or spellcraft skills.

Yeah, you make a good point. On the up side, I could go Dodge/Mobility/Spring Attack while I'm at it. Maybe I'll play around with something using that route:

1st level: Combat Reflexes, Improved Initiative
3rd level: Power Attack
5th level: Dodge
7th level: Mobility
9th level: Quicken Spell
11th level: Spring Attack

Meirril wrote:

Umm...what are your stats going to look like? Are you going to be OK as a cleric? Wis is your primary, Cha if you want extra channels, Dex is needed for Combat Reflexes, and Str is a direct feed for melee. Aren't you too all over the place to be good at anything?

Wis 16(+2) Cha 12 Dex 12 Str 14 Int 9 Con 12 is one possible stat array. Assuming human, for any other race take away the (+2) and add whatever is appropriate.

I'd feel better if the character was a little more focused. Then again I'm not a huge fan of Combat Reflexes so I'm biased. I do think you'd do better overall if you went for something more like

Wis 16(+2), Str 14, Cha 14, Int 10, Dex 10, Con 10. Or Con 14 and count on buffs you throw to give you a chance to hit. But I don't like throwing a lot of buffs before you fight.

You could make Cha your primary stat too. Wis sets DC but if you stick to buffing and healing, who cares about DC? Extra channels are nice, and high Cha sets you up to become the face of the party. If there is a sorcerer they can do it, but if its a wizard then you're the only player with a reason to go Cha at all.

Personally it Irks me quite a bit hearing 'no traits' for Rise of the Runelords since the AP has its own campaign based traits. I'd argue with the GM that every character should be required to take one. Since all of the traits are in the same category, you can only pick one of them. If they don't want to let you have a second trait that is fine, just seriously you should have access to the stuff introduced in the AP!

Well, I haven't thought too much about stats. It depends on whether I want channeling or not. One thing I learned is that you don't need a high Wisdom when playing a melee-oriented Cleric. Those types usually go for buff/condition removal/utility, in which the DC isn't crucial.

I was thinking of something like:

STR+ 15, DEX 14, CON 14, INT 10, WIS 14, CHA 12 (if some usage of channeling will be needed); or

STR+ 17, DEX 14, CON 14, INT 12, WIS 14, CHA 7 (if channeling isn't needed)

1st level stat increase will be to STR at 4th. (Of course, it's more efficient for the 2nd array using this scheme, less on the first; special thanks to Sir Thugsalot's 20 Point Buy Paint By Numbers approach).

As to traits, I can try talking to the GM, but 2 of the players have some strange thoughts at times (but everyone as far as gamers/friends are concerned, are pretty awesome). For instance, they think Unchained Rogue is over the top. Probably because they think the normal Rogue is ok as it is and didn't need to be improved. *shrug*


So, 1st rough draft, assuming I'm going to need to keep some channeling for utility healing:

STR+ 15, DEX 14, CON 14, INT 10, WIS 14, CHA 12

Domains: Luck, Travel

Feat Progression:
1) Combat Reflexes, Improved Initiative
3) Power Attack (possibly moving this to level 5 or 7; not sure)
5) Dodge
7) Mobility
9) Quicken Spell
11) Spring Attack
13) Lunge
15) Strike Back
17) Vital Strike
19) Improved Vital Strike

I may or may not want crafting feats in there. I always have problems figuring out what feats I should take at higher levels. Of course, the way our group plays, I expect a TPK long before I would need to worry about it!

Sovereign Court

Dave Justus wrote:
Just go with the Goblin baby trap.

That was going to be my advice.

Another option, if you want to be evil, is to introduce a high level Wizard who casts Mage's Disjunction before teleporting away.

There is only one thing worse than a PC death. And that's having a PC with no magic gear.

Sovereign Court

So after a bit of a hiatus, my group will be going through Rise of the Runelords. But here's the tricky part: due to 2 other player's hatred for the vast array of books released over the years, this game will be Core Rulebook only content, using 20 Point Buy.

Which means all of the stuff that I usually take for granted (such as character traits) are right out the window.

It'll be a group of 4 (unless someone drops out), with the only confirmation so far to be:

Human or Dwarf Ranger (switch hitter)
Me (Cleric)

The other two players will probably be a Rogue and a Sorcerer or Wizard, but that could easily change.

So I'm looking at a Core Rulebook Only version of the Reach Cleric. Assume party tactics to not be ideal at times.

So far, I'm looking at a Shoanti Cleric of Desna, playing it up as a shaman-type of character:

Core Rulebook Reach Cleric wrote:

Kurdan Sky-Whisper, Shoanti Cleric of Desna

Ability Scores: TDB

Feats: Combat Reflexes, Improved Initiative
Domains: Luck, Travel
Skills: Acrobatics, Perception (& other skills if high enough INT)

Equipment: Scale Mail, Longspear, Wooden Holy Symbol of Desna covered with Holly and Mistletoe, various mundane gear, Potions of Enlarge Person (at higher levels)

Biggest trouble I'm having is how to handle Acrobatics and Perception, which aren't class skills. One possibility I thought of was taking Skill Focus in both skills at some point to help offset the lack of the +3 class skill bonus, but I'm hesitant about doing that.

So any advice will be helpful for a Core Rulebook Reach Cleric.

Sovereign Court

Atalius wrote:
Hmm it was helpful. I have also heard you can apply power attack to constrict so I'm not sure.

Well, that is news to me. For something like this, best to ask your GM (or if it's for PFS, ask the GM before the scenario begins, or possibly a venture captain or venture lieutenant).

Sovereign Court

Atalius wrote:

Greetings all,

Just a question when Wild Shaping into the warcat.

Melee bite +22 (2d6+12 plus grab), 2 claw +22 (1d8+12/19–20 plus rend)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce, rend (2 claws, 1d8+18), trample (2d8, DC 30)

For the trample, would I add 1.5x to STR and could I add Power Attack to it? And is the DC 10 + 1/2 the creature’s HD + the creature’s Str modifier?

Since I'm making a Druid at the moment, I'll attempt to answer your question.

According to the PRD:

Trample (Ex) wrote:

As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Format: trample (2d6+9, DC 20); Location: Special Attacks.

That would indicate that the trample attack for the warcat would deal the trample damage plus 1-1/2 times your STR modifier. In this case, that's 2d8 + 1-1/2 STR modifier (which, I assume, is from 2 claws since the Warcat does not have a slam attack).

Also, yes, the save DC would be 10 + 1/2 your character level + STR modifier. You use your hit dice and ability modifiers when determining abilities based upon Wild Shape.

As to the second part of your question, that I don't really know. From other posts made over the years, I've gathered that you don't add Power Attack damage to special attacks such as Constrict, Rend, Trample, etc.

For instance, a post by James Jacobs has given his opinion on the matter. Granted, this is in respect to Rend, but I think it would apply for Trample.

James Jacobs' Post & Rend wrote:

Rend adds damage to an attack; it's not an attack in and of itself. Just as power attack won't increase sneak attack damage or constrict damage, it won't increase rend damage (although it DOES increase the damage inflicted by the attacks that are necessary to trigger rend in the first place). Rake attacks ARE attacks, so power attack applies there.

Rend kills enough PCs anyway. There's no need to increase its damage, for the same reason there's no reason to tie a machine gun onto a nuclear bomb!

Hopefully this has been helpful. And now, I'm preparing myself to be contradicted by someone else.

Sovereign Court

Not-so-shameless bump.

Sovereign Court

General rules question (and hopefully, a simple, straight-forward one at that).

Suppose you have a character who was an Abyssal or Draconic Bloodline Bloodrager 1 / Eagle Shaman Druid 6, who was wild-shaped into an Eagle. Eagles have a bite and 2 talon attacks. Now suppose said character entered a bloodrage, and grows 2 claw attacks.

Would this character then have 1 bite, 2 claws, and 2 talon attacks?

I guess I'm wondering how an Eagle would be able to grow claws. I guess on the tips of its wings?

Sovereign Court

Lady-J wrote:
why not just ask if the usual sources for communication are allowed or not then make a list of other things?

Good question. He's busy writing it at the moment, and I don't want to annoy him with questions right now. I'm planning on asking him later on if feats/spells/etc. will be allowed from beyond the CRB and APG once he puts out more of a campaign guideline (so far, we only know a little of the campaign, plus what races and classes are allowed).

I want to make sure I have a backup plan should those feats/items end up not being allowed.

Sovereign Court

Background: the campaign will be nature-themed in a large ancient forest, where civilization is sparse. It's isolated, so some items are hard to come by, especially metal items (such items are worth an extra 50% more than base cost).

So, I decided to play a Druid in this campaign, since it seems perfect. However, not every book is being allowed. The campaign hasn't been fleshed out yet. So far, allowed classes are all CRB classes (except Cleric) plus Cavalier, Oracle, and Witch. No archetypes are allowed, only the base class. So this should mean that the CRB and APG are allowed resources.

As a result of this, if my Druid will be wild shaped for long periods of time, I need to find a way to communicate with the rest of the party.

The usual sources (Wild Speech feat, Beastspeak spell, Ring of Eloquence, Two-World Magic trait for useful cantrips like Mage Hand/Prestidigitation) may not be allowed.

So, I need to find a creative way to communicate with the party while in animal form. (Yes, I realize I could assume Elemental form since Elementals can speak. However, I wanted to use animal forms when they're most useful).

So far, I've come up with:
1) Buying an inkpen, ink, and some paper, write letters on it, and have them hold it while I point at various letters to spell out what I want to say;
2) Use a claw/talon/whatever to write in the dirt;
3) Buy a chalkboard, chalk, and hold the chalk in my mouth while writing on the board;
4) Put ranks into Linguistics for something like Sign Language or Morse Code (obviously, other party members will have to invest a rank for this purpose)

I haven't run any of this by the GM yet. I'd like to come up with a list beforehand, and see which ones he'll allow. Thus, the more suggestions means the better odds of getting at least one to work. :)

So, hit me with your best suggestions.

Sovereign Court

Hopefully this is an easy question to answer. Can you put the Training weapon enhancement on Brass Knuckles?

Training Enhancement wrote:

Source Inner Sea Intrigue pg. 52

Aura faint transmutation CL 3rd
Slot none; Price +1 bonus; Weight
Popular among those who seek to impersonate skilled warriors, a training weapon grants one combat feat to the wielder as long as the weapon is drawn and in hand. The feat is chosen when this special ability is placed on the weapon. That feat cannot be used as a prerequisite for any other feats and functions for the wielder only if she meets its prerequisites. Once chosen, the feat stored in the weapon cannot be changed.
Requirements Craft Magic Arms and Armor, magic weapon, creator must have the chosen combat feat and its prerequisites; Price

I guess what it boils down to, is whether Brass Knuckles can be "drawn and in hand"? Armor Spikes, Cestus/Spiked Gauntlet, etc. are probably a no.

In the case of Brass Knuckles, if I had to make a guess, I think the answer is yes, but I'm not 100% sure on that.

Sovereign Court

Fuzzy-Wuzzy wrote:
Even better, since you can take free actions during a full attack, you can switch to the waraxe, use pushing assault, switch to the bardiche and attack them at range (and possibly push them some more), then switch to whichever you want before your turn ends.

Well, as long as the GM offers me enough free actions (and I have enough attacks via a high BAB), yes. That's what I thought. Excellent. /Mr. Burns Moment

Sovereign Court

Thanks for the responses.

Fuzzy-Wuzzy wrote:
(1) Yes.

Great. Thanks.

Fuzzy-Wuzzy wrote:
(2) You can only take free actions, such as switching grips, during your turn. So you could wield the bardiche in your turn, switch to two-handing the waraxe just as your turn ends, then use that for AoOs---but then you won't be able to use the bardiche for AoOs.

Right. I'd only be doing the free action switching grips on my turn. I assume I could switch grips from my Bardiche to my Dwarven Waraxe before I make attacks, pushing assault to move them away, then regrip my Bardiche before my turn ends?

Fuzzy-Wuzzy wrote:
(2b) Your waraxe does not change type, but it doesn't need to. "A two-handed weapon attack" means a two-handed attack with a weapon, not an attack with a two-handed weapon. Wielding a one-handed weapon in two hands counts.

Thanks. I wasn't clear whether it needed a two-handed weapon, or just a two-handed attack with a weapon. Glad to hear that part will work.

Sovereign Court

So, in a recent home game, I made a Dwarven Fighter who plans on multiclassing for 2 levels into Alchemist. The basic build for him is he will be a Fighter who wields a Bardiche and will eventually grab feats like Power Attack/Pushing Assault/Furious Focus/Lunge to do some "distance control".

Now, the idea for multiclassing to Alchemist was to get access to extracts of Enlarge Person and Brew Potion (for more Enlarge Person in emergencies, not to mentioned wand access to useful spells, like Cure Light Wounds, as well as extra class skills), along with getting some Vestigial Arms.

The plan was to use a Bardiche in my "regular" hands and a Heavy Shield in one of my Vestigial Arms, and have the other Vestigial Arm free for drinking extracts, and then drawing a Dwarven Waraxe.

Here are my questions (which, hopefully, are straight-up easy to answer):

1) I know the arms don't grant extra attacks. But, can I make attacks of opportunities with both my Bardiche and Dwarven Waraxe? I assume so, because I could wield a Dwarven Boulder Helmet and still threaten adjacent, but wanted to be sure.

2) If an enemy gets adjacent to me, can I use a free action to "switch grips" from my Bardiche to my Dwarven Waraxe, wield it two-handed with Power Attack, forgo the bonus damage to push the target back 5 ft? Pushing Assault references "two-handed weapon attack", so would a Dwarven Waraxe (a 1H exotic weapon) still be treated as a two-handed martial weapon for this purpose?

Pushing Assault wrote:

A strike made with a two-handed weapon can push a similar sized opponent backward.

Prerequisites: Str 15, Power Attack, base attack bonus +1.

Benefit: When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

My plan was to threaten up to 20 ft., and if enemies get too close, using Pushing Assault to push them from adjacent back to my reach, then re-grip back to my Bardiche so that if they try to move again, I get more attacks of opportunity (for added hilarity, a Furious Bardiche would work wonders). I think this works, but wanted to be sure.

Sovereign Court

Owen K. C. Stephens wrote:

Or it's an ability you use against does without a melee weapon to threaten (such as if you wish to disarm them of bows), or non-weapon item 9such as a wand), or only after it's already taken an Attack of Opportunity for the round (possibly by you moving past it, so you are sure it's AoO count hasn't reset), or when your AC is extremely high and/or you have fast healing...

Yeah, it makes sense to get Improved Disarm for this, but since I have seen people use Disarm by itself without the appropriate feat, there's no reason to think they wouldn't do it while getting bonus damage as well.

I'll concede that, under those situations, it becomes a usable ability if you haven't invested in Improved Disarm or a similar ability. Still seems counter-intuitive to me from a design perspective.

Sovereign Court

Jason Wedel wrote:
For what it is worth, I feel that they should get a free Exotic Weapon proficiency...Maybe at the loss of shields?...

Yeah, I think they should lose some of their armor/shield proficiencies to gain Exotic Weapon Proficiency (Aldori Dueling Sword) too.

Right now, the most optimal way to play this archetype is to wear heavy armor, use an Aldori Dueling Sword as a longsword (thus not needing to get the Exotic Weapon Proficiency feat), focus on strength, and 2-hand power attack with it. Which is the opposite of what the archetype is supposed to be *sigh*.

Sovereign Court

I was looking at the Aldori Defender fighter archetype, and noticed the following silliness (well, at least to me; emphasis mine):

Suggested Feats wrote:
Although this archetype replaces some of the bonus feats that a fighter would normally have access to, Aldori defenders still have several opportunities to gain feats. The following feats are the most thematically appropriate for an Aldori defender, but the archetype does not require any of them: Aldori Dueling Mastery (see page 24), Combat Expertise, Dazzling Display, Exotic Weapon Proficiency (Aldori dueling sword), Improved Disarm, Improved Feint, Improved Initiative, Lunge, Quick Draw, Weapon Finesse, Weapon Focus (Aldori dueling sword), Weapon Specialization (Aldori dueling sword).
Disarming Strike wrote:

At 6th level, when an Aldori defender successfully disarms an opponent using an Aldori dueling sword, he also deals normal damage to the target, but without the normal Strength bonus to damage.

This ability replaces the bonus feat the fighter would normally gain at 6th level.

So, none of the feats are required to use this archetype, but no where in Disarming Strike does it allow you to not provoke an attack of opportunity for using your ability.

That means you now either have 2 feat taxes in addition to losing 3 bonus feats or just accepting you have an ability which you will never use.

I mean, sure, you can just house rule it. Out of luck if you're in PFS though.

Sovereign Court

Mathmuse wrote:
The Shifty Mongoose wrote:
Arassuil wrote:

The best one a GM ever pulled on my Paladin in D&D 3.5 was the following:

Me: I Detect Evil. <<Detect Evil>>
GM: <<Picks up some dice and rolls d100>> Yeah, looks like he's evil.
Me: ...

Threw me for a loop. And he did it more than once.

How's that? Did you Detect Evil into a crowd, and the GM rolled dice to see if anyone counted? Or was it more of a randomly-generated-alignment thing?

Imagine that it was a random encounter on the road, an armed man riding the other way. The GM had not decided whether the stranger was evil, so he let the dice decide.

But that also means that the stranger had no background. Without a background, he had committed no crimes. Sure, later the GM could put up a few Wanted posters accusing the stranger of terrible crimes, but at that moment, the stranger had a clean slate.

One of the conveniences of D&D and Pathfinder is that the game seldom leaves the player wondering whether an enemy is an enemy. Orcs just raided a peasant village and your party tracked down the raiding party. A high priest of Lamashtu has kidnapped a woman for a human sacrifice. An ogre is always a cruel man-eater. The other person attacked first, so your counterattack is self defense. And if all else fails, and the hostile stranger is unidentified, try Detect Evil.

But no matter where the game draws the line, there is a line of ambiguity. What if the friendly stranger detects as evil (he is a non-violent embezzler)? What if the orc raider who just hacked a farmer with an ax detects as neutral (he is a loving father but his village is starving)? Arassuil's GM carelessly created an ambiguous character and threw Arassuil 's paladin for a loop. Or the GM wanted to see how the paladin dealt with doubt.

You would think it was a random encounter. But not in that instance. It was one of the main NPCs. The GM at the time just decided to roll the dice and say "He's evil". The act of the dice roll was just to mess with my mind, I think. And it did. And he did it more than once.

I believe my Paladin at the time just didn't trust what said NPC did. Which was helpful at some times.

It's a tactic I've used once or twice as a GM since then, pretending the dice roll mattered, but it didn't.

Sovereign Court

The best one a GM ever pulled on my Paladin in D&D 3.5 was the following:

Me: I Detect Evil. <<Detect Evil>>
GM: <<Picks up some dice and rolls d100>> Yeah, looks like he's evil.
Me: ...

Threw me for a loop. And he did it more than once.

Sovereign Court

I made some searches on this, but I couldn't find anything. Perhaps my search-fu is weak today.

Originally, the Emissary archetype of the Cavalier had the following listed (copied from my PDF of Ultimate Combat, pre-errata):

Erratic Charge, Emissary Archetype (Original Printing) wrote:

Erratic Charge (Ex): At 17th level, an emissary learns

to ride through the thick of combat, striking and
then moving away with blinding speed. Whenever the
emissary is mounted and takes the charge action, he can
first move 10 feet and make a melee attack. This first
attack is not a charge, but a regular melee attack, and the
movement counts toward the total allowed movement for
the round. After making this attack, the emissary must
still move in a straight line to reach the target of his
charge, and he takes a –5 penalty on the attack roll for
the attack at the end of his charge. This ability replaces
supreme charge.

Here is the copy listed on the PRD:

Erratic Charge, Emissary Archetype (PRD) wrote:
Erratic Charge (Ex): At 20th level, an emissary learns to ride through the thick of combat, striking and then moving away with blinding speed. Whenever the emissary is mounted and takes the charge action, he can first move 10 feet and make a melee attack. This first attack is not a charge, but a regular melee attack, and the movement counts toward the total allowed movement for the round. After making this attack, the emissary must still move in a straight line to reach the target of his charge, and he takes a –5 penalty on the attack roll for the attack at the end of his charge. This ability replaces supreme charge.

I've italicized the differences. Basically, Erratic Charge was moved from 17th to 20th level. Makes sense, since it is supposed to replace Supreme Charge.

However, the Emissary archetype replaces Tactician and Greater Tactician, but does not replace Master Tactician. Which means all Master Tactician does is grant a bonus teamwork feat?

I get the feeling that when issuing errata for Ultimate Combat, the archetype was changed to reflect the replacing the level for which Supreme Charge gets swapped, but I question if this was a mistake. Wouldn't it have made more sense to have Erratic Charge replace Master Tactician?

I don't know if this is a good FAQ candidate, but I found this change kind of puzzling.


Sovereign Court

The Star Wars (Saga Edition) RPG had the ability to downgrade without any special abilities. In fact, there was lots of stuff that said "Spend 2 swift actions to...", which meant you could exchange your standard or move for a second swift. Of course, it removed iterative attacks and gave a bonus to all damage rolls equal to half your level to compensate. (You could gain extra attacks, but at a large expense of resources).

One of the better RPGs I've played in. Still had it's flaws though.

DalmarWolf wrote:
5e at least doesn't allow swapping other actions to get extra bonus actions either. Don't know about 4e.

You could gain extra actions in 4E by spending what was known as action points. You gained 1 at the start of the day (or more if you were higher level IIRC). You might have been able to gain more in other ways, I can't remember.

I can't say anything about 5E, as I only did the playtest and played in 2 games of organized play.

Sir Thugsalot wrote:
BRAWHHWHHWHWAAARRRGGGHHHH! (Where's my lance? Where's my bat? Things gonna die now....)

Don't forget your mount, good sir. It's the sturdy dire tiger, of course. Oh, and remember to use your Greater Beast Totem power.

Sovereign Court

Sir Thugsalot wrote:
Yup. It's a pain when you're a multiclass and can't Challenge/Smite/Fervor/whatever and take a Ki attack.

Apart from getting the GM to house rule something, you may be out of luck. I think a lot of class abilities are made swift action so you couldn't get multiple off on purpose. Not to mention the headaches of "I cast a Quickened Spell as a move action" which could come up.

You might have to stagger such abilities over multiple rounds, i.e. swift action to Challenge/Smite/Fervor on round 1 then move to the enemy (perhaps using a Standard for a further buff), and then rounds 2+ Ki extra flurry attack.

My PFS Monk (when I still played PFS) usually used to spend her standard action to buff herself with Mage Armor or Shield from her cracked vibrant purple prism ioun stone in the first round, then wander off to the enemy (using Exploit Weakness to bump up AC), and then Rage and Flurry the enemy. (She's an Urban Barbarian/Martial Artist).

Sovereign Court

Sir Thugsalot wrote:
While useful in other circumstances, it doesn't aid the cause of those who need to get two swifts off in a round. (Monks in particular are heavily stymied by action economy trying to use Ki.)

Well, as a Monk player myself, perhaps if I had more specifics, I might be able to help.

I assume one swift action is for the extra Ki point flurry attack?

Of course, if it's not for a Monk build, I might still be able to help ;-)

Sovereign Court

Gaekub wrote:
The Thorn Body spell does pretty much what you're looking for, but only for 1 round/level.

Ah, yeah. Thorn Body is exactly what I was looking for. Pity I can't get it as a Ki power (unless I can ask really, really nicely from a GM).

Well, there's always UMD and Wands/Scrolls...

Sovereign Court

The closest thing that I can think of off the top of my head is the Quick Runner's Shirt. Although not as good as it used to be. And even then, it's convert a swift action to a move action.

Sovereign Court

Gisher wrote:

Demonspike Pauldrons

The Bone Fists spell

I guess I should have been more specific. I was looking for something that does akin to the following ability:

Barbed Devil, Barbed Defense wrote:
Barbed Defense (Su) A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil’s barbs. Melee weapons with reach do not endanger a user in this way.


Brew Bird wrote:
The Barbarian "Fiend Totem" rage power gives a similar ability.

Yep, that's like something I was looking for. Thanks. Of course, 6 levels of Barbarian or 8 levels of Primalist Bloodrager will be hard to do for my build...

Is there anything else?

Sovereign Court

I've been tinkering around with a Hamatulatsu Master Monk idea, and thought it'd be cool to make the character be able to mimic the abilities of a Barbed Devil. For instance, Hamatula Strike along with Impaling Critical gives it the same thematic feel as the devil in question.

However, I don't know of many ways that can mimic the Barbs ability. Here's what I have so far:

  • Barbed Vest (Ultimate Equipment)
  • Hamatula Hide (+2 Spiked Hide armor; Ultimate Equipment)
  • Bramble Armor (6th level domain power of the Plant domain; CRB)

Any other feat/magic item/etc. that gives a similar effect?

Sovereign Court

Here's an amusing idea I found after playing around with some Monk builds. It's not PFS legal since it requires both the Training weapon enhancement and Ascetic Style. But for games that allow both...

One of the banes of a Monk is not having a good ranged option. Well, if a Monk takes Ascetic Style with Unarmed Strike, Ascetic Form, and is at least 5th level, then he can flurry with all weapons in the "Monk" fighter weapon group.

So, take a 1 level dip into a class that grants proficiency with all martial weapons (or take the Martial Weapon Proficiency feat), and then grab the following item: +X Adaptive Training (Modified Weapon Proficiency: Longbow) Versatile Design (Monk) Composite Longbow.

Modified Weapon Proficiency (Combat) wrote:

Source Adventurer's Armory 2 pg. 11

You know how to use a specific weapon skillfully, even when it has undergone modification.

Prerequisites: Proficiency with the selected weapon.

Benefit: Select one type of weapon, such as longsword. You are always considered to be proficient with modified weapons of that type.

Normal: A modified weapon is treated as one category more difficult to wield.

Special: A warpriestACG with the focus weapon class feature can gain this feat with his deity’s favored weapon in place of his bonus Weapon Focus feat. A magusUM with the kensaiUC archetype can gain this feat with his chosen weapon in place of his bonus Weapon Focus feat.

Training enhancement wrote:

Source Inner Sea Intrigue pg. 52

Aura faint transmutation CL 3rd
Slot none; Price +1 bonus; Weight —
Popular among those who seek to impersonate skilled warriors, a training weapon grants one combat feat to the wielder as long as the weapon is drawn and in hand. The feat is chosen when this special ability is placed on the weapon. That feat cannot be used as a prerequisite for any other feats and functions for the wielder only if she meets its prerequisites. Once chosen, the feat stored in the weapon cannot be changed.
Requirements Craft Magic Arms and Armor, magic weapon, creator must have the chosen combat feat and its prerequisites; Price —
Versatile Design wrote:

Source Adventurer's Armory 2 pg. 10

Cost +500 gp Weight —
Category Modification; Proficiency Modification
A weapon with the versatile design modification is easier to wield for those skilled with other weapon groups. When versatile design is added to a weapon, choose a fighter weapon group. The modified weapon is considered to be a weapon of that weapon group (such as for the fighter’s weapon training class feature). A melee weapon cannot be considered part of a weapon group for ranged weapons, and vice versa.

Since the "Monk" fighter weapon group has Shuriken, that should allow the Longbow to qualify for Versatile Design (Monk).

When using Ascetic Style, you can now flurry with a bow. Who needs the Zen Archer? (well, apart from offering very good ranged weapon feats...)

EDIT: Alternatively, if you had the feats, you could take a level of a class that granted proficiency with all simple and martial weapons, take the Weapon Adept (Versatile Design: Monk) feat along with Ascetic Style (Unarmed Strike), Ascetic Form, and 5th level Monk. Then, you can flurry with any simple or martial weapon that is so modified. [drool]

Sovereign Court

Murdock Mudeater wrote:

Have you looked into the Theologian archetype for the Cleric? Ultimate Magic.

Gives only a single Domain, but treats that domain as 2 levels higher for domain related abilities (like the level of your companion). It would be up to the GM to houserule a swap an inquisition for the domain, but it would most certainly work with the animal domain.

So, for the Animal Domain, you'd get a Companion at 4th, as normal, but at 4th, your cleric level would be considered 6th for the purposes of this ability making it 6-3 instead of 4-3 for the companion's level. So at actual 4th level cleric, your companion would be 3rd level.

Actually, I didn't. Only get one domain, and if I take an Inquisition, then I don't get any domain spells. So that leaves only taking the Animal domain. Something to think about. Thanks for that suggestion.

Hopefully, the rules team will get around to clarifying this in some way (perhaps when an errata comes out for the ACG dealing with the Sacred Huntmaster Inquisitor archetype? Since they get an animal companion, and still have access to a domain, potentially leading to the same issue).

Nefreet wrote:
Hmm. Since it counts as the Cavalier class feature I imagine you could then take Monstrous Mount/Mastery and select a Griffon ^_^

Ha! If I wasn't so tight on feats, I'd totally do that!

Feauce wrote:

I completely understand the action economy issues. I just think that the focus is a little off.

An arcane caster focused on summoned monsters can easily break that nearly every combat. If they stick to using less than their maximum level spell slots for summons, that gets multiples at a time. Add the right mix of archetype, school, feats, etc, and it can get quite absurd. That doesn't even count the summoner itself with a permanent pet in addition to spell-granted minions.

I suppose my main source of disagreement is that encounter design from the GM side needs to take these sorts of things into account, even when running a published module. Instead of limiting what the characters' classes, feats, spells, and such allow them to do (within some sensible range, obviously), taking their abilities into account without relying on CR to do it all is the better way to go, I think.

For the following examples, I'm assuming appropriate levels, gear, etc. I would be just fine pitting a three character party against a 5-or-more-headed hydra, even without companion creatures. If another three character party (plus cohorts and other companions) was approaching the same encounter, I might add other creatures to it, to give a bit more bite to the scene.

I would much rather do that than tell the human barbarian/druid that they can't have a pair of dire ferret aniamal companions, plus a panther cohort.

For myself, I try to limit that sort of thing as a player so the GM doesn't have to do so much work. Most of the time, there's enough time to read up on the encounters for the session of an adventure path, but not much time to balance encounters due to the party. That's what happens when someone gets old like we are and have so much other responsibilities. ^_^

... Isn't it funny how this thread has turned from a Rules Question, and now is looking more like an Advice topic? ;-)

Sovereign Court

Murdock Mudeater wrote:

I'd ask the GM, if that's the goal. If I were the GM, I'd limit the mount to no greater level than your total character level, but if you want to waste two domains on a single mount, I hardly see the balance problem. That would be a houseruling, of course.

I will note that the Dragoon Class strikes me as being focused on having "Disposable" mounts, since it is focused both on mounted and dismounted combat.

Obviously, I'd be asking the GM. Just wanted to see if that wasn't an unreasonable house rule. And I agree, capping it at your character level would be more than fair (from a player and GM perspective, if I was the GM).

In terms of Dragoon, I'm looking at a 1 level dip for Cleric due to getting armor/weapon proficiencies, Mounted Combat, and Skill Focus (Ride). But that's now really off-topic.

Feauce wrote:
What was that about no super-mount shenanigans? ;)

Heh. No shenanigans intended with that statement. Just in case there was a useful personal spell I wanted to use on the mount, like Beast Shape III from the Animal Domain. No way I'd be casting that on myself, but casting it on my mount so it can fly, or swim, etc.; would make for good utility.

Sovereign Court

Nefreet wrote:

You would get two Animal Companions.

A Mount equal to your level, and an Animal Companion at your level–3.

Murdock Mudeater wrote:

Agree. That is the RAW answer.

For PFS, I *believe* you'd still get both, but you'd have to declare which you were using at the start of each session (and the other would get sidelined). Could be wrong here.

Regarding game balance, your GM would be wise to limit the total number of animal companions (and other creature allies). It's an action economy thing. Game slows down and CR mechanic doesn't work as well (since animal companions are class features and do not count for CR purposes).

As an aside, the Mount from the Chivalry inquisition doesn't have the Shared Spells ability because the Chivalry Inquisition uses the Cavalier's Mount class feature. Something to keep in mind since you'll have two animal companions.

Hmm. You'd get 2 different animals, even if I were to select the same type of creature? For instance, if I took a Pony as a mount (due to being a Gnome), and then a Pony as an animal companion, they wouldn't stack and thus give me 2 Ponies?

I admit, I was hoping that they'd stack. Not for any super-mount shenanigans, but so that I wouldn't have to take Boon Companion on my mount due to multiclassing into Dragoon fighter, as I'm tight on feats.

If one would allow them to stack, but not allow your effective Druid level to exceed your character level, it should be balanced and probably ok as a house rule?

I'm aware that the mount wouldn't get Share Spells. Another reason I was hoping they'd stack.

Sovereign Court

I've searched the message boards for answers, but I haven't been able to find out an answer to this question. In the end, it'll probably need an FAQ, but I figured I'd ask anyways.

If a Cleric of Erastil takes both the Animal domain and the Chivalry inquisition, what happens with the mount/animal companion?

Chivalry Inquisition wrote:

Source Magical Marketplace pg. 10 (Amazon)

Deities: Erastil, Iomedae, Sarenrae, Torag.

Granted Powers: You embrace the spirit of chivalry, guarding your honor and training a noble mount.

Mount (Ex): This ability acts as the cavalier ability of the same name.

Faithful Steed (Su): At 8th level, when you use your judgment ability, your mount gains the benefit of one of your selected judgments. At 16th level, your mount gains the benefits of two of your selected judgments.

Animal Domain wrote:

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

So, by reading this RAW, it would appear that I would get a Mount (like a Cavalier), using my Cleric level as my effective Druid level, AND I would gain an animal companion, using my Cleric level - 3 as my effective Druid level. Unless I choose the same animal for my companion and mount, in which case I would have an animal companion equal to twice my Cleric level - 3 as my effective Druid level.

What would happen in such a situation?

1) I would gain either one super animal companion, or two different animal companions;
2) Since it's the same source, it doesn't stack, therefore I would use one or the other;
3) Something else?

I know in PFS, there was a ruling made a while back (due to the Aasimar and Elf favored class bonus being applied to a revelation, and some revelations granted you a companion) that the max level of a companion cannot exceed your character level + 1. But I haven't seen any FAQ indicating that this is a general rule, or even if this rule is even valid in PFS anymore.

Note that this isn't for PFS, and I could just ask my potential GM, but I wanted to get an understanding of it beforehand.

Sovereign Court

After some discussion, it would appear that we'll try the extra level.

Thanks to everyone for their input.

(I'd love to try gestalt one of these days, but it probably won't be this game).

The idea is to keep the adventure the same as written, but to compensate for only 3 people instead of the standard 4.

Sovereign Court

Background: We're in the midst of Strange Aeons, still in the first book. The GM made a Gnome Fighter NPC to follow us around, and the last session we played, the little Gnome bit the dust. So rather than creating a new NPC, the GM offered to give us some kind of power up to help compensate.

Suggestions made so far:

  • A bonus level (so, we'd all be one level higher than what we would normally be);
  • An extra +2 to one ability score;
  • A feat every level instead of every odd level;
  • Gestalt (I made this suggestion, but it's likely to be turned down);
  • Other?

So, my question: for a 3 person party, what would be considered a good boost in party strength among the first 3 items listed (or another suggestion of equivalent power) instead of having an extra body on the table?

The party consists of a Halfling Rogue, a Gnome Barbarian, and my Gnome Cleric.

Sovereign Court

If you want a far-out option, Eldritch Heritage for Sylvan Sorcerer Bloodline. This might not work, since Sylvan is only available for Sorcerers with an archetype. However, if allowed, will use your character level - 2 for determining your animal companion.

Otherwise, if available, there is also Leadership which you can grab a monstrous mount cohort. Or possibly an awakened animal, subject to GM whim.

If this is for PFS, neither of these options are legal.

EDIT 1: There is also a possibility to just keep buying normal animals, upgrading them as you level. An Elephant can be bought for 1,000 gp, and is sturdy enough to last for several levels.

EDIT 2: I almost forgot: Half-Orcs also have access to the Beast Master feat. Adds 2 to effective level. Half-Orcs also count as human, so you can take it with Huntmaster for another level, plus 4 from Boon Companion, to give you a total of 7 levels, up to a maximum of your character level. Only downside is you then must use an elephant, pteranodon, rhinoceros, stegosaurus, or triceratops.

Of course, if this is for PFS, a Half-Orc cannot take Huntmaster I think, because of silly PFS rules. Which means then you're stuck at +6 levels.

Sovereign Court

The only other sources I know of (apart from taking levels in classes that advance an animal companion, like Druid, Animal Domain Cleric, etc) are:

Animal Ally has a weird interaction with levels that grant an animal companion. So unless your build needs something specific, best to leave those levels out and take Nature Soul/Animal Ally/Boon Companion, which will use your character level as your effective Druid level.

EDIT: Ninja'd!

Sovereign Court

1 person marked this as a favorite.

I almost forgot: if allowed, one of the best feats for Monks is Celestial Obedience (albeit, more useful at higher levels). If you worship Falayna, then you can get:

+4 sacred bonus on Grapple checks and CMD
Divine Favor 3/Day as a spell-like ability
Strong Arm, which allows your weapon damage to increase by one size.
Crushing Hand 1/Day as a Su ability.

Granted, the two good boons don't kick in until 12th and 16th levels. But an extra +3 luck bonus to attack and damage rolls at 12th, plus Strong Arm at 16th is pretty good use out of a feat. And the obedience is pretty good if you're doing grappling.

Neat trick for Divine Favor: stock up on several 1st level Kitsune Star Gems. By the time you get Divine Favor, making DC 25 Use Magic Device checks to fool them into believing you're Kitsune shouldn't be too hard (even with dumped Charisma). Quicken Spell-like Ability is great if it's allowed.

Another good Empyreal Lord is Lymnieris. At 16th, Greater Polymorph which lasts until you use it again or dismiss it is pretty good too. Transforming yourself into a Large Elemental gives some cool options.

Only downside is that Celestial Obedience is from Chronicles of the Righteous, which isn't among the core line of books.

Lastly, one of the best 1 level dips for a Monk (if one were to dip), IMO, is Bloodrager. Take Extra Rage once or twice, and it brings a significant boost to DPR. It also gives access to the Furious weapon enhancement, for further boost to DPR. It also gives access to Wands (Mage Armor and Shield are great for low levels).

If you have access to Familiar Folio, you can even get a Bloodline Familiar (Protector is a great archetype for your familiar). Taking Boon Companion on a Protector familiar also gets your Familiar the Shield Master ability if one was so inclined.

Urban Bloodrager is a great archetype to consider, as it also eleviates SBDS (Sudden Barbarian/Bloodrager Death Syndrome).

Sovereign Court

GaveUpTheGhost wrote:

If you're a monk of 5th level or higher I don't see why you couldn't use Ascetic Style with a waveblade. Moreover, I don't see why you'd have to take extra feats to make it work. The Special section at the bottom of the feat reads:

Special: A 5th-level monk or character with the weapon training (monk) class feature can use Ascetic Style with any monk weapon, in addition to the chosen melee weapon.

Since waveblade is a monk weapon (it has the monk tag in the Adventurer's Armory 2 weapon table) it works for a monk of 5th level or higher. It is in the close weapon fighter's group, so it wouldn't work for non-monks out of the box, but that's not super relevant to an Unchained Monk Guide.

Have I missed something?

The author (Alexander Augunas) clarified that the weapon style feats within the Weapon Master's handbook always refer to weapon groups for the special effects of the style feats. So, Ascetic Style is referring only to weapons in the "Monk" fighter weapon group.

Of course, reading it RAW, you are correct. But most people try to use the RAI (or as close as one can get), 'cause otherwise it leads to a few weird situations. Secret Monk, IIRC, likes to use the RAI version of it in his guide.

Secret Wizard wrote:

I forget to add it.

That being said, it's not very exciting. No 1.5x STR to damage, monks don't a ton of feats to make the best of critical feats at high levels...

Add Weapon Style Mastery to mix it up with Dragon Style and it's fantastic though, and firmly in the reign of cheese.

I plan to add a cheesemaster build for this when I remake the build section.

It does have niche uses, certainly. Probably better for a Chained Monk. Only reason I was even looking at it was when I was playing around with a Hamatulatsu Master Unchained Monk (which, technically, you can't do, but I find it rather difficult to accept a GM wouldn't allow it in a game). And for that build, a waveblade is nice for Impaling Critical shenanigans. Urumi can also work, but you'd be paying a feat for it, or paying a feat for Weapon Adept/Modified Weapon Proficiency, so it's kind of a wash.

Sovereign Court

I don't know if it's already been discussed and/or put into the guide, but the waveblade from Adventurer's Armory 2 should really be considered as a weapon option. 1d6, 18-20 x2 Monk light exotic weapon. The only downside is that it's a weapon that is only within the Close weapon group, and thus isn't valid for Ascetic Style.

However, I think it's possible to take Modified Weapon Proficiency or Weapon Adept as a feat, and add the Versatile Design modification onto it for the Monk fighter weapon group. Then, having Ascetic Style keyed to Unarmed Strike, should allow all the Ascetic Style goodness to apply to the waveblade.

Sovereign Court

2 people marked this as a favorite.

Disclaimer: Wandered into here out of boredom, and with reading up on some recent rules clarifications...

I haven't played PFS in about 2 years now. However, I was around when Aasimars/Tieflings were being grandfathered in. I saw the speed runs being played (and was in one myself; but I was playing my Tiefling Barbarian/Martial Artist Monk if I remember correctly, and was playing her just because I liked the character. She would have been grandfathered in regardless). I shook my head at it, didn't enjoy the Master of the Fallen Fortress scenario because I hadn't played it before then. But whatever floats peoples' boats.

There are a few reasons why I haven't participated in PFS (real life obligations mainly). However, the string of errata being issues by the design team is one of the reasons. In a home game, you can pretty much throw those kinds of clarifications out the window. Sadly, you can't really do that in PFS.

I don't envy the campaign leadership's job here. It's tough, and PFS is certainly still more inclusive than past living campaigns I was a part of (*cough*Living Greyhawk*cough*).

The biggest threat to PFS is the coin flip rules FAQs that has been coming out over the years (Monk Flurry of Blows is TWF debacle, and now I'm reading on costs regarding special materials for different size creatures) upsetting the rules as is commonly accepted because it goes against how the rules team intended them to function (Greatsword/Armor Spikes TWF anyone?).

So, yeah, with that kind of errata coming in to the game, the stance of campaign leadership (and probably rightly so) being harsh on rules rebuilds due to some abuse by players, has pretty much made me glad I haven't participated in PFS in these past 2 years. For me now, it's either a home game or find something else to do with my time. Which is a shame, since the local PFS community here was pretty awesome (and could very well still be, just haven't been around that much lately).

Take this post for what you will. (And if it gets removed because it's too harsh, I'm not going to get upset over it).

EDIT: And my apologies to Sean K. Reynolds to the abuse he received over the years when he was the spokesperson for the rules team. Clearly, he wasn't the problem.

Sovereign Court

On second thought, if I'm going to be spending that many feats, I may as well just take Improved Bull Rush/Greater Bull Rush/Quick Bull Rush, as Bull Rush combat maneuvers are better supported than Awesome Blow (at least as far as I can find).

Plus, Tusk Blades with Keen means its crit range is 17-20 for the Gore attack, which means Bull Rush Strike could be a fun feat to grab too.

EDIT #1: @Saldiven: Yeah, it would indeed have a massive Strength. Plus, with the ability to buff it with Divine Favor/Power and Heroism (snagged from Mystic Past Life), it'll hit like truck.

EDIT #2: Tusk Blades are equipment, but can be enchanted like they were a melee weapon. Could those be enchanted with the Impact weapon propery?

Tusk Blades wrote:
These metal caps must be specially fitted to a creature’s horns or tusks; a blade reminiscent of a sword or axe head projects from each cap. If the creature makes a gore attack (including as part of a powerful charge), the attack deals both piercing and slashing damage, and has a critical threat range of 19–20 (this range can be increased by other effects). Tusk blades can be enhanced as melee weapons; the enhancement is applied to the creature’s gore attack.
Impact wrote:
This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon’s enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.

One problem is whether Tusk Blades are light melee weapons or not. So perhaps it's not a legal combination?

Sovereign Court

Saldiven wrote:

Ah, good point. I forgot about that.

How about Awesome Blow, instead:

"Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger.

Benefit: As a standard action, the creature may perform an awesome blow combat maneuver. If the creature’s maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature’s choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle."

Or for pure silliness factor, make a Ninja-Mammoth by taking Improved Unarmed Strike and then Punishing Kick (ironically, an Elephant/Mastadon companion has sufficient Wis...after getting Int up to at least 3, of course):

"Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round."

(Awesome Blow is better, but Ninja-Mammoth is funnier.)

Awesome Blow would certainly work. I think there is even an Improved version of it as well, which I would need to read up on. Plus, Greater Bull Rush would allow an AoO.

I agree: "Ninja" Mammoth with Punishing Kick is funnier.

EDIT: Nope, Greater Bull Rush has no effect, as it's not a Bull Rush. I would need to grab Improved Awesome Blow or Greater Awesome Blow to get an AoO.

Sovereign Court

Saldiven wrote:
@Arassuil: Now, imagine using a reach weapon from the back of that thing. You'd have an absolutely massive footprint, and the rider's reach is measured from the edge of the mount. Say you took on the form of a Huge Cloud Giant who has a 15' reach; with a reach weapon, that becomes 30'. That 30' reach would be measured from your Gargantuan mount's 20' square base. Give the Mammoth and Druid Pushing Assault (if possible) so that you can have the Mammoth knock opponents back into your rider's reach range, and then have the rider knock the enemy even further away. Get Combat Reflexes to beat on them when they try to move back into attack range.

I was already planning on using a reach weapon. Was building him on the grounds of using reach tactics, so a reach weapon (Combat Reflexes, Power Attack/Pushing Assault). Just no standard action summoning.

Originally planned on using a Lucerne Hammer, but I'm thinking of using a Meteor Hammer instead. I can buy a Cracked White Opalescent Pyramid Ioun Stone to treat it as a martial weapon, and it will allow me flexibility on using it as a reach weapon or adjacent, as needed.

But, yes. A Goliath Druid with a reach weapon is a scary, scary thing.

However, I don't think an animal companion can use Pushing Assault, as it requires a two-handed weapon:

Pushing Assault wrote:

A strike made with a two-handed weapon can push a similar sized opponent backward.

Prerequisites: Str 15, Power Attack, base attack bonus +1.

Benefit: When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

Since a Mastodon has a Gore and Slam, you can't even argue that an animal with one natural attack is treated as two-handed (since it has more than one natural attack). I might be able to work something if I can dig up some feats that allow bull-rushing on a hit (for the animal companion). Only thing that springs to mind is Shield Slam, which won't work on the Mastodon.

Sovereign Court

Then I guess they do stack. So I think I'll take a level of Mammoth Rider at some point.

As a plus, Enlarge Person can be made permanent with a Permanency spell. And the idea of a huge Giant riding a gargantuan Woolly Mammoth tickles me.

Sovereign Court

Grandlounge wrote:
Edit: just saw the next comment feel free to read or ignore want I wrote as it it unlikely to apply to your campaign. Expect the losing class levels part.

Yeah, the biggest issue with going Mammoth Rider is a loss of spell level progression. And since I was already planning on dipping one level into Cavalier for armor/weapon proficiencies and Power Attack from Gendarme archetype. Plus, it's also a 3 person party. One player is playing a Cleric, so I won't be the only caster. But I probably want to keep up my spells somewhat.

If I do go for Mammoth Rider, it'll probably be a little later, depending on how well the campaign goes. (Of course, the way that we seem to go through campaigns, it'll probably end well before I qualify for Mammoth Rider, lol).

Sovereign Court

I have to add that we're planning on doing a sandbox campaign drawn upon from Kingmaker. So I expect a lot of outdoors exploration. So most of the time, the huge size won't be an issue (unless the other party members are trying to be sneaky).

Sovereign Court

Saldiven wrote:
When you can, dip a level of Mammoth Rider prestige class to get your Mammoth's size permanently increased to Huge (and get +2 to Str and Con). This isn't a polymorph effect or spell that changes size, so it would still stack with Enlarge Person or Animal Growth to get it up to Gargantuan when needed.

Actually, I considered Mammoth Rider. But I wasn't sure if the size increase stacks with Enlarge Person/Animal Growth. If it does indeed stack, then I'll indeed do that.

1 to 50 of 426 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>