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.

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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

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

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

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

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

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

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

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

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

So, I was tinkering with a Goliath Druid who would take a 1 level dip into Cavalier, and was looking at animal companion choices, when I took a look at the Mastodon. Mainly, it probably makes an acceptable mount at higher levels for Cavalier, and thus would allow the Cavalier and Druid levels to stack.

But, the stats seem kind of bland (not bad, but no clear direction of what to build around):

Elephant/Mastodon wrote:

Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural armor; Attack gore (1d8), slam (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7; Special Abilities low-light vision, scent.

7th-Level Advancement: Size Large; AC +3 natural armor; Attack gore (2d6), slam (1d8); Ability Scores +8 Str, –2 Dex, +4 Con; Special Abilities trample (2d6).

Any good ideas? I'm curious to see.

Sovereign Court

I was tinkering with a Goliath Druid build who would go into Giant form and wield a two handed weapon. As a result, I was wondering if there was an interaction between these two feats:

Powerful Shape wrote:

Your wild shapes are mighty and muscular.

Prerequisites: Wild shape class feature, druid level 8th.

Benefit: When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).

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.

I think the answer to this would be no, as "size-based special attack" are probably referring to Bestiary entries that have the "Special Attacks" line in them. However, I'm not sure, so I figured I'd solicit feedback here in the rules forum.

So, do these feats work together?

Sovereign Court

I have the possibility of attending a Kingmaker game in the future (probably months away), and I'm leaning towards a Goliath Druid. I really like the idea of wild shaping into a Giant.

Anyways, the game will be set in Varisia instead of the Stolen Lands. It will be a three person party, with another player playing a Cleric. Plus, there will be a healing houserule (not sure of the specifics yet). Don't know about the third player. Possibly a Ranger.

Only issue is it's a 15 Point Buy. I like the Samsaran as a race because of the whole Reincarnation thing (and Druids have that as a spell). Plus, I like the idea of using Mystic Past Life to poach a few spells off of the Inquisitor list (Divine Favor, Heroism, and Divine Power spring to mind).

Racial penalty to CON hurts though.

This is what I have so far:

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

Probably taking Toughness as my first level feat. All favoured class bonuses will be to HP. All level increases to STR. Because it's a three person party, will be going for the animal companion.

Going to eventually grab Heavy Armor Proficiency and Power Attack.

Don't know what animal companion to get though. I'm expecting my Druid and AC to be secondary melee (or maybe primary melee depending on the third player).

Are my stats ok for a 15 point buy? Or should that be to low for a melee focused Samsaran Druid? What other feats look good?

Expected Feats:

1) Toughness
3) Heavy Armor Proficiency
5) Power Attack
7) ??? (Thinking Quick Draw for use with a Quickdraw Shield)
9) Quicken Spell
11) Divine Interference
13+) ???

Any help is appreciated. I haven't played a Druid since 3.5 (although have done plenty of melee types and clerics/oracles in Pathfinder).

EDIT: I forgot to add: this will be a heavily modified Kingmaker game. It will have less of a focus on the kingdom building side of things. We will be expected to "put down roots". Also, background skills are being used, because it seems like Craft and Profession type skills will be of use as part of building a settlement.

Sovereign Court

I previously posted about help with my Strange Aeons Cleric. Since that time, I've spoken with my GM, and he's allowed me to shuffle my stats around, but I'm still stuck with the race/class combo.

In that game, we decided to all play small sized races. I'm currently a Gnome Cleric of Desna (Liberation and Travel domains; swapped out the 1st level domain power of the Travel domain for Desna's Shooting Star). It's a party of 3, with a GM NPC (a Halfling Rogue, a Gnome Barbarian, and the GM NPC Gnome Fighter).

So in my re-tooling, I was trying to play around with a mobile build, trying to get Dodge/Mobility/Spring Attack in. Then I thought I could retrain out of those feats to build around the Dimensional Dervish feat, since I've got access to Dimension Door. I'll probably want Preferred Spell for Dimension Door so I can get more uses out of it (probably retraining in to the Theologian archetype, depending on how the rules interact with Preferred Spell and Domain spell).

Question is, that's quite a lot of feats (Dimensional Agility, Dimensional Assault, Dimensional Dervish, Heighten Spell, Preferred Spell). And it's all on a class that doesn't get bonus feats.

So, is it possible to build for a Gnome Cleric? I'm ok with a 1 level dip into a martial class like Fighter, since my character has the Magical Knack trait.

Advice on ability scores (working with a 25 point buy), classes, feats, etc. Only restrictions are my 1st level feat is currently Selective Channeling (which I can retrain out at a later date), race, and level (currently Cleric 2). The Divine Fighting Technique I can always retrain out later, but I think it'd be cool if I can keep it and go with a CHA focus.

Sovereign Court

Well, here is the (kind of) long story. Here is the background:

Campaign Background:
I asked for advice for a Cleric for a group of 3 player, in which we'd be going through Carrion Crown. We had one session, and in between sessions, the GM decided he'd rather run Strange Aeons.

So, I started making up a new Cleric and Oracle (couldn't decide which). I narrowed it down to one build of each. All well and good.

Here is the curve ball though: The GM was talking about running through Baldur's Gate with a group of Halflings and Gnomes.

Player 1 (Fan of small races): Oh, I wish we could convince everyone to do that for Strange Aeons.
Player 2 (Me): Well, I don't normally play small races, but I'm up for it if Player 3 is ok.
Player 3: Sure, why not?

I'm not used to playing a Cleric/Oracle as a small race *sigh*. So I quickly rolled up a Cleric...

So, I rolled up a Gnome Cleric of Desna. We got a 25 point buy. So I went with the 13,13,13,13,13,16 stat array, made the Cleric middle age, and had the following stats:

STR: 10
DEX: 12
CON: 14
INT: 14
WIS: 14
CHA: 19

Feat: Selective Channeling (will be retraining this out for something else when we get some down time, I think).

I grabbed the Liberation and Travel domains, and gave up the Agile Feet power in order to grab Desna's Divine Fighting Technique from Divine Anthology (Desna's Shooting Star: CHA for attack and damage rolls with a Starknife). He's currently 2nd level now.

My plan was to focus on group buffing/support, and be an occasional melee attacker when needed.

Our group consists of a Halfling Rogue (CRB), a Gnome Titan Mauler Barbarian, my Cleric, and a DM-NPC Gnome Fighter (fights with a Gnome Hooked Hammer).

It went well so far, except when we ran into something that incapacitated the party (paralyzed), except for my Cleric. Thanks to some smart tactical play (retreating back to a doorway so that enemies would have to attack me single file; fight defensively action) for a few rounds until the paralysis wore off.

I was planning on multiclassing into Lore Oracle at 3rd, and grabbing the Sidestep Secret Revelation, as well as Extra Revelation (Focused Trance). I already took Magical Knack (Cleric) to make it sting less to multiclass as a Cleric.

Now, I'm thinking whether I need to be better suited for melee based upon recent events. But I'm not sure how much I can optimize a Gnome melee Cleric, even with Desna's Shooting Star. Any advice is certainly appreciated.

(Since he's level 2, it would be anything that can be done via Retraining when we get some down time, plus any future plans past level 2).

Sovereign Court

So after doing some research, I could not find a definite answer to this question, so I figured I'd post to get some feedback.

Background: I was playing around with the Monk of the Empty Hand archetype, and started to wonder if Improvised Weapon Mastery and Improved Critical stack.

Specifically, say a 10th level Monk of the Empty Hand has Improvised Weapon Mastery and Improved Critical (Quarterstaff). For arguments sake, say said monk has also taken Simple Weapon Proficiency as a feat. Would these feats stack when wielding an improvised quarterstaff?

For reference (bolded for emphasis):

Improvised Weapon Mastery (Combat) wrote:

You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.

Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +8.

Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.

Improved Critical (Combat) wrote:

Attacks made with your chosen weapon are quite deadly.

Prerequisite: Proficient with weapon, base attack bonus +8.

Benefit: When using the weapon you selected, your threat range is doubled.

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn't stack with any other effect that expands the threat range of a weapon.

I guess what it boils down to is whether Improvised Weapon Mastery expands the threat range (like the Keen weapon property or the Keen Edge spell), or if it just changes the base critical threat range, similar to how the Ascetic Strike feat says to use the unarmed damage of a monk four levels lower than your character level.

So, what say ye Paizo forumers? Why or why not?

Sovereign Court

Although it is a long while away, I'll be participating in a 3 player party for Carrion Crown. The other two players will be, as far as I know, a Halfling Rogue and a Human Ranger. I've had a lot of success in playing Clerics in the past (and had a lot of fun as well), so I volunteered to play one again. I decided on a Cleric of Iomedae, which I think will be fun and flavourful.

My first instinct was to dump Charisma, and go along with a support build that can enter into melee when needed. However, given what I've read about Carrion Crown, it would appear channeling may be useful in dealing with undead, and maybe haunts.

Then, I thought about dumping Intelligence, and having some Charisma to be able to channel. However, I'd probably be the one to need to make some Knowledge checks, which I hear is kind of important.

So, I'm kind of at a loss. How important is channel in this AP? 'Cause, if I can get away with it, I'm really leaning with an Oni-Spawn Tiefling Crusader Cleric of Iomedae, choosing the Good/Archon domain/subdomain (with the Pass For Human alternate racial trait; stupid Ustalavs with their xenophobia ;) ).

Any thoughts would certainly be appreciated.

Sovereign Court

I saw that in the Ultimate Combat errata, there is new text for the Sohei Monk archetype's weapon and armor proficiencies:

Sohei Monk Archetype from the PRD wrote:
Weapon and Armor Proficiency: A sohei is proficient with all simple and martial weapons and with light armor, instead of a monk's usual weapon and armor proficiencies. This ability alters the monk's weapon and armor proficiencies.

For reference, here is the CRB Monk text:

Monk from the PRD wrote:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

So, since the Sohei archetype alters the proficiencies, we can infer that the new text is the following:

Monk from the PRD wrote:

Weapon and Armor Proficiency: A sohei is proficient with all simple and martial weapons and with light armor.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

So this means that a Sohei can wear light armor, but loses his Monk's AC bonus, his fast movement (irrelevant, as he does not get this), and his flurry of blows.

But before this errata, the Sohei was clarified that he can still flurry while wearing light armor.

Does this mean this decision has been reversed? Or was this unintentional? Or am I reading this wrong?

(Also, while we're at it, clarification on what exactly "Mounted Combat" feats that a Sohei can take would also be nice)

Sovereign Court

I came across this Teamwork feat from the Pathfinder Campaign Setting: Distant Shores (via D20PFSRD.com)

Trade Initiative wrote:

You're an expert at helping your partner respond faster, and vice versa.

Benefit(s): After initiative is rolled but before enemies' initiative is revealed, you may trade the results of your die roll (not including modifiers) with an adjacent ally who also possesses this feat.

So my question is: if an Inquisitor has this feat, and none of his/her allies have it, does he still swap his Initiative roll with an ally?

I see this feat working one of three ways:

1) The Inquisitor can choose to trade with an adjacent ally, and the feat works normally.
2) The Inquisitor can choose to trade with an adjacent ally, but since he/she does not have this feat, they can't trade, so they both use the same Initiative roll.
3) This feat does nothing for an Inquisitor if his/her ally does not have this feat.

The easiest way is probably #1, but thought I'd check to see what others thought.

Sovereign Court

First off: I don't know if this idea has been thought of yet, so I wanted to throw it out there for some feedback.

After reading in a couple of different threads (mainly multiclassing, and how older editions of D&D handled it), a thought occurred to me to allow a new form of multiclassing rules with the ability to slowly gestalt (not sure what to call it - dual classing?).

The way I imagine it working would be any level after 1st, you can chose to slowly gestalt. As soon as you reach a new character level, you decide to start splitting your XP evenly between each class you currently have, along with whatever class you wanted to (dual class?) with.

For example, if you were a 1st level Fighter, and you reached character level 2 (using the medium XP progression: 2000), you decide to (dual class?). You split your XP evenly between both classes, so you would have 1000 XP as a character, but you could now gestalt your 1 level of Fighter with another class, say Wizard.

From then on, whenever you gain XP, you split them evenly. In the above example, you would be gaining 1/2 XP to determine when you level next, and you would need another 2000 XP (1000 XP + 1/2 of 2000 XP) to reach Fighter 2 / Wizard 2.

Splitting XP between 2 classes should put you 1 level behind most other classes, and about 2 levels lower at higher levels (maybe 3 levels lower on slow XP advancement), but you would then be a gestalt character.

I haven't worked out all the kinks on such an idea yet; for instance, you could tri-stalt, or quad-stalt, although probably not a good idea in general. Also there could be issues with suddenly going from, say, a level 10 Fighter into level 9 Fighter / 9 Wizard gestalt; in such a case, perhaps you only gestalt the first X levels of a class together, so you'd be a gestalted 9 Fighter / 9 Wizard, with an extra level of non-gestalted Fighter thrown in? Of course, you go from not being able to cast spells to suddenly being able to cast 5th level spells. :/

Hopefully this idea makes some sense.

Anyways, would like to hear people's thoughts on this. Especially if someone else has thought of this and can throw me a link for me to read up on. :)

Sovereign Court

Ok, whether it's needed or not, I've been playing around with changing things around with the Monk class, but trying to stay as true to the 3.5/Pathfinder version of it.

Of course, there are already several different versions of alternate monks on these forums (I like stuff done my Master Arminas, Dabbler, and Ashiel to name a few). But another person's opinion may be useful.

Anyways, here it is: Arassuil's Updated Pathfinder Monk.

So, as far as I can see, there were the following problems with the Monk class:

1) Accuracy: Monk's have no inherent bonus to attack rolls, and their only reliable way of gaining enhancement bonus is the Amulet of Mighty Fists.
2) Combat Maneuvers: In general, at higher levels, it's hard to perform combat maneuvers. Monks should be pretty good at this, so some additional features would be nice.
3) The only way to do decent damage/overcome damage reduction is by going with high strength/power attack.
4) Conflict between mobility, but needing to use a full attack to use their flurry of blows feature.
5) Useless class features compared to what other classes get.

1) Accuracy: Added a scaling bonus to attack rolls, similar to weapon training, and an option to use Wisdom to attack rolls (not an original idea persay, but hopefully the combination of my Zen Combat and Zen Master abilities will allow flexibility for both Strength-based and Wisdom-based monks).
2) Combat Maneuvers: Zen Master allows Wisdom to add to CMB, as well as the standard maneuver training. This benefits both those who focus on Strength or Wisdom. (Strength-based are better at maneuvers at lower levels, while Wisdom-based catches up later).
3) Used an idea by Dabbler to apply monk level to reduce an enemy's damage reduction by monk level in place of standard Ki Strike.
4) Added an idea by Dabbler to be able to spend a Ki point to move as a swift, thus allowing mobility with flurry of blows.
5) This may need more tweaking, but tried to spruce up the existing class features to be more useful.

I have tried to keep the naming the same, but rephrased the wording of the features. This way, it will remain compatible with the various archetypes that already exist.

Also added some feats to enhance things.

Always welcome constructive criticism.

Sovereign Court

Alright, so I was looking at possible combat feats to use with a potential Cleric build I was playing around with, when I noticed an interesting combo:

Weapon Master (War Domain) wrote:
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Barroom Brawler (ACG) wrote:

Barroom Brawler (Combat)

You have learned how to mimic the combat tricks and forms of others.
Prerequisite: Base attack bonus +4.
Benefit: Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. You must otherwise meet the feat's requirements.
Special: If you have the martial flexibility class feature, this feat instead grants you one additional use per day of that ability.

So a level 8 Cleric can spend a swift action to gain Barroom Brawler for one round, then spend a move action to gain any combat feat for one minute.

The question is, what happens to such a spontaneous feat that has uses/day?

Since Barroom Brawler can only be used once per day, does that mean the above combo works once per day? Or once Weapon Master loses the Barroom Brawler feat, and at a later time the cleric regains it from Weapon Master again, can it be used again, or has the ability already been spent?

Based upon clarifications on things like Paragon Surge, and a Brawler gaining Stunning Fist, I would assume that the above combo works only once per day, but I don't have anything specific to back that up.

Still, I'm loving that combination idea, even if it only works once per day. For that one big fight each day, you gain your choice of 2 combat feats. Great for a Battle Cleric.

Sovereign Court

I'm sorry if this question has been asked already, but I haven't found anything on it.

I was thinking of having a cleric who worshipped an Empyreal Lord in PFS (Lymnieris in this case), and was looking at domain & subdomain options. On page 41 of Chronicle of the Righteous, there is this statement:

Chronicle of the Righteous, page 41 wrote:
If you use the subdomains presented in the Pathfinder RPG Advanced Player’s Guide, clerics of empyreal lords gain access to all subdomain options available to them from their empyreal lord’s domains, with the exception of the following subdomains (which are never granted by empyreal lords): Daemon, Decay, Deception, Demon, Devil, Inevitable, Murder, Nightmare, Protean, and Undead.

However, in Additional Resources, we have the following:

Additional Resources, Chronicle of the Righteous wrote:
Equipment: all equipment on pages 52–53 are legal except angel’s clarion, chronicle of the righteous, starknife of the void, and sword of vengeance; Feats: all feats on pages 5; Misc: all empyreal lords on the inside front cover and pages 6–29 are legal except Irez; the mystery cultist on pages 48–49 is legal; Note that the following obedience boons are not permitted: Lymnieris' 2nd boon, Rite of Passage; Olheon's 3rd boon, Lordship Spells: all spells on pages 50–51 are legal except blood of the martyr and elemental assessor.

Since page 41 isn't specifically mentioned, is that a legal rules source for use in PFS? If not, does Lymnieris have any subdomains that are available for use within PFS, or would I have to stick with only his normal domains as per Chronicle of the Righteous?

I realize that Inner Sea Gods has updated info on deities, but I don't know whether Lymnieris is in that book and if there's any subdomain options there. So anyone having advice on that would be helpful.

Liberty's Edge

Although I'm not new to PFS, I seem to be having trouble picking a faction for this character. Normally I just pick one for a mechanical benefit, or just because the faction would fit the character (or the character would fit the faction). However, this time I'm stumped. :)

So, if you're interested, throw out some ideas my way!

Okrin's Background:

Okrin is an Angel-Blooded Aasimar from the Realm of the Mammoth Lords, but looks 100% like a Kellid (Scion of Humanity alternate racial trait). An "Outsider" (Aasimar) to this particular following was rescued by a Kellid hunting party when he was found severly injured but alive, and nursed back to health.

He could not remember who he was, so integrated within his newfound home, married, and had children. Over time, this lineage produced decendants who looked Kellid, but had longer lifespans than for a normal Kellid.

Although excepted, there was a lot of gossip about this lineage.

Enter Okrin, who was part of this line. Strange events started to manifest themselves. First, the cold does not bother him as much as his peers (Cold Resistance 5), as well as his ability to see in the cold dark nights without light (Darkvision). Then he started to babble in a strange tongue (Celestial, Tongues Curse). This made the village fearful, and he was eventually exiled.

He wandered for many days and nights, alone, until he met a man who was a Pathfinder. This man helped him understand his powers and what his heritage actually was, and was brought into the Society as a field agent.

Now the questions are: which faction was this field agent from? What faction would have had business being that far north? Since the Realm of the Mammoth Lords is close to the Worldwound, perhaps someone whose interest lies there?

Sovereign Court

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

I was recently re-reading the Spring Attack feat, considering options for my PFS Barbarian/Martial Artist Monk, and suddenly wondered how the rules interact in this case.

I tried to do a search on this topic, but didn't come up with anything.

First, the relevant texts:

Spring Attack wrote:

You can deftly move up to a foe, strike, and withdraw before he can react.

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Normal: You cannot move before and after an attack.

Combat Maneuver wrote:
Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.

(I've bolded and italicized some parts of the feat and combat maneuvers for clarity).

Obviously, you can combine any combat maneuver than can replace an attack with Spring Attack (say, Trip/Disarm/Sunder), but what isn't clear to me is whether those types of maneuvers provoke an attack of opportunity when you attempt.

So, my question: if you use Spring Attack, replace the attack with a Trip/Disarm/Sunder combat maneuver, does that provoke an attack of opportunity from the target of your maneuver if you do not possess the Improved Trip/Improved Disarm/Improved Sunder feat?

I'm on the fence about whether it does or not. If it doesn't, suddenly Spring Attack is starting to look like a feat I may want to take for my Barbarian/Monk...

Sovereign Court

3 people marked this as FAQ candidate.

So, I was looking through my books to find some options for my PFS Barbarian/Martial Artist Monk, when I came across the Tekko-Kagi (emphasis mine):

Tekko-Kagi: Also known as an iron claw, this device consists of a fanlike structure of three or more 10-inch blades secured to a sturdy handle strapped to the forearm of the off hand. It can be used as an offensive weapon or defensively like a buckler, or used to disarm an opponent without provoking an attack of opportunity. It provides its owner with a +2 circumstance bonus on attempts to disarm or sunder swords or other slender-bladed weapons.

So, would a Monk lose his Monk's AC bonus while wielding a Tekko-Kagi? (I'm not sure what "defensively like a buckler" is supposed to actually mean anyways)

I tried searching for this topic, and while I did find answers, I haven't found any clarification on the matter. Is it a weapon only? Is it a shield?

I'm mainly asking because if I don't find an answer to this question, then I might have to always ask the GM before the PFS scenario begins.

I'm leaning towards it being a weapon and not a shield at all (since it is listed in the table as being a weapon, and not listed in the shield entries, like a spiked shield or madu), and thus a Monk would not lose his bonus to AC. What does everyone else think?

Sovereign Court

I'm not sure if this can even be answered, but I'd figure I'd ask anyways!

Ex-Paladins wrote:

A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description in Spell Lists), as appropriate

Divine Hunter Paladin Archetype wrote:
Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn't meet the prerequisites. This ability replaces her Heavy Armor Proficiency.

If said Paladin violated his/her code of conduct, would she lose Precise Shot or keep it?

Argument For Losing Precise Shot:
Only thing kept is weapon, armor, and shield proficiencies. Everything else is lost.

Argument Against Losing Precise Shot:
Since Precise Shot replaces Heavy Armor Proficiency, and a Paladin keeps all weapon, armor, and shield proficiencies, he/she would keep Precise Shot.

(Mainly asking for something like PFS, should it ever come up)

Silver Crusade

Greetings to the members of the Silver Crusade. Please allow me to introduce myself. I am Snowmask Sister Nisha, a humble Merchant from Qadira, and an honourary member of the Snowmask clan of one of the tribes from the lands of the frozen north.

I am, myself, not a Silver Crusader. Being a Tiefling, and having faced discrimination based upon my appearance, has made my outlook on Good vs. Evil moot. However, my recent experiences within the Worldwound has left me ... disturbed.

Having faced such horrors from the Abyss, and the cruelty they have caused, I can no longer in good concious keep myself unaligned in these matters anymore. By the Dawnflower's grace, it is time for me to pick a side.

I cannot abandon my current loyalties. Perhaps I am too set in my ways. However, when such my priorities are not in conflict, I wish to offer my services to any Silver Crusader I meet in the course of my duties as a Pathfinder. I will gladly fight beside any of you to ensure this horror is stopped.

All I ask in return is guidance from those on the side of light, to ensure that I shall forever more stand for what is good and right.

I thank you for listening. And I will perhaps see you in the Worldwound. And from this day forward, may the darkness be afraid of the light.

Nisha's alignment wishes to change from N to NG, as long as I find a way to do so that is legal within PFS. I would have considered changing factions, but I have too many Silver Crusade characters as it is :)

Grand Lodge

After playing through several Season 4 & 5 scenarios, I've gotten the impression that there has been quite the power up within PFS (where scenarios seem to have gotten more difficult). This reminds me of the power up experienced within Living Greyhawk where, if you valued your hide, you refused to play in higher level adventures without a Cleric at the table.

And since I don't mind playing a healing focused build (my Living Greyhawk Cleric was, in the words of one DM, a "Healing Machine"), I thought I'd try out a Life Oracle build for PFS. (You can click on this character's name for level 1 stats).

Ariana Assadi, Life Oracle:
Ariana Assadi, Human [Keleshite]

STR: 7
DEX: 14
CON: 14
INT: 14
WIS: 12
CHA+ 17

Traits: Keleshite Princess (Intimidate), Under Siege (Bluff)
01: Oracle 1 [Dual-Cursed; Blackened, Legalistic (doesn't advance)] [Revelation: Channel] Fey Foundling, Selective Channeling
02: Oracle 2 [Mystery Spell: Ill Omen]
03: Oracle 3 [Revelation: Life Link] Extra Channel [Misfortune]
04: Oracle 4 [Mystery Spell: Oracle's Burden], CHA 18
05: Oracle 5 [Revelation: Energy Body] Quick Channel
06: Oracle 6 [Mystery Spell: Bestow Curse]
07: Oracle 7 [Revelation: Combat Healer] Abundant Revelations (Combat Healer)
08: Oracle 8 [Mystery Spell: Restoration], CHA 19
09: Oracle 9 [Feat: Quicken Spell? Extra Revelation? Other?]
10: Oracle 10 [Mystery Spell: Breath of Life]
11: Oracle 11 [Revelation: Life Sense] Divine Interference
12: Oracle 12 [Mystery Spell: Heal], CHA 20

This character's primary goal will be healing first, followed by buffing/debuffing and whatever control spells that are on the Cleric's spell list.

First level options include casting Bless on turn one, followed by either using Intimidate to demoralize, or casting Guidance when needed. And thanks to the trusty Spiked Gauntlet, can threaten and provide flank.

First 2 PP would probably be on a Wand of Cure Light Wounds, followed by getting some wands of Burning Disarm, Burning Hands (for swarms), Ray of Sickening, etc. At higher levels, thinking about getting Lesser Rod of Reach Spell and Lesser Rod of Elemental Spell.

For out of combat, she can act as party face, thanks to getting Bluff and Intimidate as class skills from traits, to go along with Diplomacy and Sense Motive that an Oracle normally gets (not to mention that these traits grant a +1 bonus to all 4 of these social skills!)

If I'm right, I think this character will be welcome at any PFS table (not to mention it seems that Clerics are few and far in between in my area, and I only know of a couple of people playing any type of Oracle).

Some things to note/questions:
1) Spent a long time going back and forth between being Human and Aasimar. The favored class bonus of Aasimar is really nice, but ultimately felt that Human wins out (Aasimar's bonus gets going mid-level, which means that this character will be half way to retirement before that ability kicks in, while I'll enjoy that bonus feat from the get-go).
2) I know STR 7 is pretty damned low, but I figure between Potion Sponges of Touch of the Sea, Climber's Kits, and Masterwork Backpack (and at higher levels, Handy Haversack) should negate that penalty to not make it crippling.
3) Although Blackened and Legalistic are in Blood of Angels/Blood of Fiends, I'm pretty sure they're open to any race (as per some posts made by Mike Brock, but I don't know if that has changed since then).
4) Not sure what feat to get at level 9. Although Quicken Spell isn't useful at that level, it'll start getting useful at 10-11. Alternatively (and I don't know if this is legal) is to select whatever feat at 9, and then at 10 retrain it to Divine Interference (since I'll meet the prerequisites at that level), and then Quicken Spell at 11.
5) Anything else that might be helpful to playing this sort of character?

Sovereign Court

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

So I was working on an Aasimar character, and looked at the Incorruptible alternate racial trait. Then when I read the spell that it referred to, the language of the racial ability doesn't appear to match the spell:

Incorruptible wrote:
Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.

Corruption Resistance:
School abjuration [chaotic, evil, good, or lawful]; Level antipaladin 2, inquisitor 2, paladin 2

Casting Time 1 standard action
Components V, S, DF

Range touch
Targets creature touched
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

You grant the touched creature limited protection from magical effects that inflict damage based on the target creature's alignment, such as holy smite, order's wrath, a paladin's smite evil attack, or an unholy weapon. Choose one alignment type: chaos, evil, good, or law. The subject takes 5 less points of damage from effects that specifically harm creatures of that alignment. The value of the protection increases to 10 points at 7th level and 15 points at 11th level. The spell protects the recipient's equipment as well.

Corruption resistance protects against spells, spell-like abilities, and special abilities, not physical attacks. Corruption resistance only protects against damage. The subject can still suffer side effects from such attacks. When you use this spell to protect an alignment, it gains the descriptor of that alignment.

(Emphasis Mine)

Corruption Resistance doesn't let you specify protecting from attacks from Evil creatures, it specifically lets you choose an alignment to protect.

Is the intention that if any evil creature uses a spell/spell-like ability/supernatural ability that targets a specific alignment, then the person affected by Incorruptible gains the listed protection as if they were that alignment? Or is it something else?

Or am I just missing something obvious?

Sovereign Court

I just wanted to clarify order of operations within terms of retraining within PFS.

Hypothetically speaking, suppose I had a level 5 Ranger with the Archery Combat Style, and the following feats:

Ranger 1: Point Blank Shot
Ranger 2: Precise Shot
Ranger 3: Rapid Shot
Ranger 4: [No Feat]
Ranger 5: Quick Draw

He just finished a scenario, which will bump him up to level 6. At the end of this scenario, he wants to retrain his level 3 feat (Rapid Shot). Does he retrain his feat before or after he levels?

If he can do it before he levels, is the following situation kosher? He retrains his Rapid Shot feat to, say, Deadly Aim. Then he levels to level 6. He gains a bonus feat, so he chooses to take Rapid Shot for that bonus feat.

(Sure, may not be the smartest of ideas, but just wanted to understand order of operations within PFS).

Sovereign Court

1 person marked this as FAQ candidate.

I was looking through the expanded list of weapons in Ultimate Combat for the Fighter's weapon training ability, when I noticed something:

Fighter Weapon Training wrote:
Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.

However, looking at the weapons table in Ultimate Combat:

Two-Handed Martial Weapons in Ultimate Combat wrote:
Sword, tri-point double-edged, 12 gp, 1d8 (S), 1d10 (M), ×3, 14 lbs., P, Reach

The fighter's weapon training seems to imply that it should have the Monk weapon property. So either the fighter's weapon training is listed incorrectly, or the weapon table is missing information.

If it is a monk weapon, it's certainly something I'd love to pick up for my PFS Barbarian/Monk. It'd be nice to get an official clarification on it (for people like me who play PFS), but it's probably a very low priority item.

Sovereign Court

First, some background information:

Last night I went through a low level adventure with my Barbarian 1 / Monk 1. The other players at the table was a Bard, Rogue, Sorcerer, and Druid.

Near the end of the adventure, we went into a building, and we set off a trap. The building promptly erupted in flame, and we frantically tried to put out the fire; no one had Create Water memorized.

As the fire raged, it started to fill with smoke. We all had to start making Fort saves, or lose our action. I failed two saving throws, and was starting to get annoyed; it looked like it might be a TPK.

Finally, I made a saving throw, and popped into my mouth the Air Crystals I had. The GM was like "You have Air Crystals?! Maybe it won't be a TPK after all!"

Since I had a spare Air Crystals, I gave it to another party member, and we were able to get the items out of the building, and saved everyone else. I single-handedly saved the entire party, all due to an Alchemical item.

I always knew that these items could help out adventurers, but I never thought in my wildest dreams it would save me from a TPK.

This link has the character's current items: Nisha the Merchant

What other Alchemical/Potions/Oils/Other items should my character get?

Items I'm currently planning on:
- Potion of Invigorate
- Potion of Remove Sickness
- Skeleton Key
- ?

Sovereign Court

2 people marked this as a favorite.

I decided to shelf my Monk/Cleric idea, and try something else. Decided to give an Urban Barbarian/Martial Artist Monk a try.

Flurries McRager:
Flurries McRager, Oni-Spawn Tiefling (Prehensile Tail and Scaled Skin alternate racial traits)

STR 17 (15 + 2)
DEX 14
CON 14
INT 12
WIS 16 (14 + 2)
CHA 5 (7 - 2)

Traits: Berserker of the Society, Dangerously Curious
01: Barbarian 1 [Urban] [Controlled Rage] Extra Rage
02: Monk 1 [Martial Artist] [Dodge] [Improved Unarmed Strike] [Stunning Fist]
03: Monk 2 [Evasion] [Combat Reflexes] Weapon Focus: Sansetsukon
04: Monk 3 STR 18
05: Monk 4 [Exploit Weakness] [Martial Arts Master] Weapon Specialization: Sansetsukon
06: Monk 5 [Extreme Endurance: Fatigue]
07: Monk 6 [Improved Trip] Vicious Stomp
08: Monk 7 STR 19
09: Monk 8 Greater Weapon Focus: Sansetsukon
10: Monk 9 [Improved Evasion]
11: Monk 10 [Extreme Endurance: Exhaustion] [Medusa's Wrath] Improved Critical: Sansetsukon
12: Monk 11 STR 20

Level Breakdown:
At level 1, he's more or less you're typical Barbarian, except he uses controlled rage to not take the AC penalty, but still gets +4 STR. 15 rounds of rage per day means he can probably rage in every fight.

At levels 2 to 4, he flurries with the Sansetsukon (chosen more for the fact that I think it's a cool weapon, and the stats are pretty decent among monk weapons). Use potions of mage armour to help bump up AC.

At level 5, he gets Weapon Specialization with the Sansetsukon, as well as Exploit Weakness. By this point, while raging, he's +3 to hit / +4 to damage when flurrying. 60%-65% of the time, Exploit Weakness will be active, for another +2 to hit and gets to ignore all DR. Get a cracked purple prism ioun stone, a wand of shield, and UMD it into the Ioun Stone for on-demand +4 AC. Probably can get Bracers of Armour +1 or +2, Amulet of Natural Armour +1, and Ring of Protection +1 by this level.

At level 6, he's immune to fatigue. While he doesn't rage cycle, what this does allow is to allocate the bonus from his rage from round to round. At the start of every turn, he can choose to stop STR raging, and go for DEX raging for +2 to AC and Reflex. Also, if the GM rules that you can't Exploit Weakness while raging (stating that it requires patience or concentration), you can now stop raging at the start of your turn, use Exploit Weakness, and then rage again, which should only use up one round of rage. If there's enough rounds of rage at the end of the day, he can also STR rage, flurry, and then at the end of the turn stop raging and then DEX rage, using up 2 rounds of rage per round.

By level 6-7, depending upon fame, can get a +1 Furious Sansetsukon for an even higher bonus to hit and damage. Also gets Vicious Stomp & Improved Trip for tripping a creature when applicable. And if successful, can Stunning Fist-stomp to the face for a possible prone plus stunned target.

For out of combat, he gets Diplomacy, Intimidate, and Sense Motive as class skills (can always aid whoever the party face is, and if no one has a better bonus, can fill in this void). Knowledge (Local, Religion) are class skills, as well as Linguistics, which can be handy. And can even throw a point into Knowledge (Nobility, History) if they ever come up. And thanks to Dangerously Curious, UMD is a class skill, and he can UMD utility scrolls from whatever utility scroll/wand collection he has.

1) I thought about getting Accelerated Drinker instead of Berserker of the Society (can't get both as they're both combat traits), to buff for +8 AC on the first round (and can save on buying Bracers of Armour when the bonus will be higher than from a potion), but I'm not sure how many rounds of rage will be enough for PFS. Anyone have any thoughts about how many rounds will be adequate?
2) Could possibly give up a trait to take Adopted (Enlightened Warrior) so that he can take any other monk archetype that retains the Ki pool. Is another flurry attack by spending a Ki point better than possibly getting an extra +2 to hit and damage, ignore DR, and becoming immune to fatigue (and thus having the freedom to STR rage or DEX rage on a round-by-round basis)?
3) Anything I'm missing that could be improved upon?

Sovereign Court

I've been playing around with an interesting idea for a Monk to use in PFS (even though I haven't played PFS in a while, but that's a separate topic). Thought I'd get some feedback on it; first to see if it's a good idea, and second if it works like I think it does.

Oni-Spawn Tiefling (Beguiling Liar and Prehensile Tail alternate racial traits)

STR 17 (15 + 2)
DEX 14
CON 14
INT 12
WIS 16 (14 + 2)
CHA 5 (7 - 2)

Traits: Accelerated Drinker, (haven't decided on the other one; maybe Adopted: Enlightened Warrior to not be lawful, or Adopted: Elven Reflexes for increased initiative)

01:Monk 1 [Drunken Master, Monk of the Four Winds, Qinggong Monk] Armor of the Pit, Dodge, Improved Unarmed Strike
02: Fighter 1 [Lore Warden] [Bonus Feat: Weapon Focus (Scimitar)]
03: Cleric 1 [Separatist][Forbidden Rites: Protection (Defense)][Give up normal Domain for Conversion inquisition] Crusader's Flurry
04+: Continue with levels of Monk

At level 1, (s)he's nothing too special, although having AC 18 while wearing a loincloth is amusing.

At level 2, (s)he gains proficiency with the Scimitar, as well as an extra point to attack rolls. Still can't flurry with it, but at this level, flurring with a Cestus or Unarmed Strike works just fine.

At level 3, (s)he gains the ability to flurry with a Scimitar, the ability to cast Shield (since it's a domain spell of the Defense subdomain), as well as use Wands of Shield. Walk around with a Scimitar in one hand, a potion of Mage Armour in the other, and a Wand of Shield in a spring-loaded wrist sheathe. Start of combat, drink the potion as a move action, get the Wand of Shield as a swift, cast Shield as your standard, and suddenly you have a Monk with AC 26. In addition, you get to be party face by using Wisdom for Bluff, Diplomacy, and Intimidate (and the latter 2 skills are class skills; Beguiling Liar makes up for Bluff not being a class skill.)

Only downside is attack bonus isn't much better than a single-class monk. But flurrying with a high crit range weapon is cool.

(1) I *think* you can take Separatist Cleric, get a domain not part of Sarenrae's domain list, and then exchange the normal domain for an Inquisition, but I wouldn't mind getting other people's opinion on that.
(2) Thoughts?

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In case it wasn't clear, YAMT stands for Yet Another Monk Thread.

A while back, before the latest update to the Monk, I wondered what it would have been like if the Pathfinder Monk kept the D&D 3.5 Flurry of Blows ability.

Over time, I took that concept and tweaked it here and there.

Thought I'd put it up here in case anyone actually cared to take a look at it. And better yet, if you feel like playing it, even better. And if anyone is even willing to offer constructive criticism, I'd be ecstatic. :)

I don't expect much out of it. It seems everyone and their cohort has their own opinions of making the monk better. And I'm no one special. At the very least, this link will be someplace searchable and I can find it again if I lose it.

Arassuil's Updated Pathfinder Monk

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I was wondering if the Cracked Orange Prism Ioun Stone lets one cast a cantrip/orison from a spell list that isn't his own?

Cracked Orange Prism Ioun Stone wrote:

Wearer adds one cantrip or orison (determined when the stone is created) to his list of spells known or spells prepared.

Price: 1,000 gp.

If the Ioun Stone had Prestidigitation, would that let a Cleric cast it, even though it's not on his spell list?

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First, not sure if this belongs in the Rules forum, or the PFS forum; since it's a game rule question, I figured Rules would be the correct one...

Anyways, I was looking through the Inner Sea World Guide, and came across this feat:

Totem Spirit:
Totem Spirit
You are mystically tied to your tribe’s sacred totem.
Prerequisite: Member of a Shoanti tribe.
Benefit: The benefit granted by this feat depends on which Shoanti tribe you belong to:

Lyrune-Quah (Moon Clan): You gain a +1 bonus on Will saves and a +2 bonus on Perception checks.
Shadde-Quah (Axe Clan): If you have the rage ability, you can rage for 3 additional rounds per day. You also gain a +2 bonus on Intimidate checks.
Shriikirri-Quah (Hawk Clan): You gain a +2 bonus on Initiative checks and a +2 bonus on Ride checks.
Shundar-Quah (Spire Clan): You gain a +1 bonus on Fortitude saves and a +2 bonus on Perception checks.
Sklar-Quah (Sun Clan): You gain a +1 bonus on Reflex saves and a +2 bonus on Acrobatics checks.
Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon damage against undead and a +2 bonus on Heal checks.
Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. You also gain a +2 bonus on Acrobatics checks.

(Emphasis Mine)

So my question is: what conditions let you meet the prerequisites for this feat? Obviously being a Human (Shoanti) would work, but what about non-humans? Is it merely a flavour thing and say something like "Although I'm not a Shoanti, I have been admitted into their tribe as one of their own because of [whatever]"? Or are non-humans not allowed to take this feat?

Reason I ask: I have a PFS Oracle I'm playing around with (who may or may not be Human, as I can still use the 1st level rebuilding rules), and wanted a way to boost Fort saves (besides Great Fortitude; and apparently this feat is allowed in PFS, at least according to the Additional Resources).

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Let's say you made a Full BAB character who has a high Str and dumped Dex completely (i.e. 7 Dex). And let's say that you've worked around/compensated for other aspects of having such a low Dex.

What are some Ranged attack options to use as a backup, for when you can't get into melee?

Options I've considered:

1) Carry around a Wand of Magic Missile and put ranks into Use Magic Device.
2) Use Alchemist's Fire/Acid Flasks (for Ranged touch attacks).
3) Dip into a level of Gunslinger, and use a gun to make Ranged touch attacks.

Anything else that is Pathfinder-specific (i.e. no third party stuff)?

On an un-related note, man, do I miss Brutal Throw from 3.5...

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I was looking through the Spirit Ranger archetype, and had a question regarding the Spirit Bond ability.

Spirit Bond:
At 4th level, instead of forming a bond with his hunting companions or an animal companion, the spirit Ranger forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the Ranger can cast augury as a spell-like ability with a caster level equal to his Ranger level. In addition, he can call upon these spirits to cast any one Ranger spell that he is capable of casting, without having to prepare the spell. At 8th level, and every four levels thereafter, he can cast an additional spell in this way.

This ability replaces hunter’s bond.

Obviously, using the Augury ability requires one to be in a Favored Terrain. But what about the ability to get the additional spellcasting? Does that require one to be in a Favored Terrain?

When I originally read the ability, I would have said you can do it in any terrain, but now I'm not so sure.

(Main reason I'm asking is for a Ranger I have in PFS; I'm planning on taking some Monk levels to get Evasion earlier, and feel the Animal Companion wouldn't be as useful, so was looking at alternatives. And since it's for PFS, I can't just ask my GM).

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First Question: If I have a Maneuver Master Monk, and I make an Overrun attempt as part of my Flurry of Maneuvers, how far do I go?

Overrun Combat Maneuver:
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.

When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target's space. If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.

The bolded text indicates that if it's successful, I move through the target's space. My question is: how far do I move? Up to my movement speed, or only until I'm on the other side of the creature's space?

Second question: does the movement for the overrun provoke? Provoking from other creatures during the move sounds likely, but what about the creature I just overrun'd? I think this question has come up in the past, but I don't know if it's been answered yet.

I'm working on a 2 weapon fighting Ranger build who might dip 1 level into Maneuver Master Monk, and use Overrun in conjunction with Spiked Destroyer for some free movement plus extra spiked armor attack (as long as I can figure out a way to be a Monk while still worshipping Gorum; perhaps as an ex-Monk who is no longer Lawful and found his faith in Gorum...)

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I've recently started looking over my Star Wars Saga Edition stuff, and began to realize how much I actually miss playing/GMing it.

So I figured I'd throw something out there to see if there's anyone else who plays/GMs it, and either is interested in starting something up or has an opening in their current game.

Given the fact that people who still play SWSE seem to be few and far between, I don't expect to get much interest. But hey, it's worth a shot.

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I was messing around with a Ranger build, and thought about trying to squeeze in Vicious Stomp along with the Paired Opportunists and Outflank teamwork feats.

So, a Ranger 4 / Monk 1 would be able to get IUS, Combat Reflexes, Vicious Stomp and Boon Companion. With a Wand of Magic Fang:

Pre-Combat: Walk around with a Wand of Magic Fang in hand.
Round 1: Activate wand to cast Magic Fang on one of your feet. Move up to an enemy. Have your Wolf companion move into flank, and have it attack the enemy. If it is able to hit and then trip, it provokes an attack of opportunity from you.
[Enemies' Turn:] If enemy stands up, you and the Wolf can make another attack of opportunity. If it moves, you can make your attack of opportunity, and then the wolf. If the wolf hits, it can knock the enemy prone, which provokes another attack of opportunity from you.
Round 2+: Make full attacks along with Wolf companion.

Throw in Paired Opportunists and Outflank at higher levels, and assuming the wolf can knock enemies prone, the amount of attacks per round can really start to add up.

I'm not sure if it's worth it, but it looks cool on paper. Any thoughts?

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I was just curious: what would the armour check penalty of Mithril Hellknight Plate be? -2 or -3?

Hellknight Plate wrote:

These distinctive suits of armor are a special type of masterwork full plate that, when worn by a character with levels in the Hellknight prestige class, grants additional effects.

2,000 gp +9 +1 -5 35% 20 ft. 30 ft. 50 lbs.

The flavour text indicates it's special masterwork full plate, and -1 reduction of armour check penalty of masterwork armour doesn't stack with the reduction of armour check penalty of mithril, and thus should it have an armour check penalty of -3?

Or should the flavour text just be flavour text and mithril would reduce the armour check penalty to -2?

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I realize this topic has come up before, but there hasn't been any official resolution. So I figured I'd post it again.

The list of bonus feats for the Gendarme archetype of the Cavalier states (emphasis mine):

Gendarme wrote:

A gendarme trains to be a mounted terror, almost to the exclusion of all other abilities. He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select these bonus feats from the following list: Improved Bull Rush, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Spring Attack, and Unseat. If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as Combat Feats.

This ability replaces tactician, greater tactician, master tactician, and the standard cavalier’s selection of bonus feats.

Having Spring Attack in that list seems peculiar, especially when the archetype doesn't even offer Dodge or Mobility as options to be selected.

The more I look at it, the more I think Spring Attack is an error. Out of the Core Rulebook feats, the only ones that aren't listed are Mounted Archery and Trample (all of the other feats that are listed are available within the Core Rulebook). Given the flavour of the archetype, I think that Spring Attack should be replaced with Trample. It fits thematically and avoids the issue of needing to take 2 feats to avoid becoming gimped at higher levels (i.e. only feat left to take is Spring Attack, but since I don't meet the prerequisites, I'm SOL).

Of course, for a home game, this is easily modified. But for things like PFS, it needs an errata.

Hopefully, this can be errata'd/clarified sometime soon (but since there's a lot of material that is being worked on, I can understand it not happening in the short term).

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I was messing around with a Halfling Beast Rider Cavalier build, hoping to use a Lance with a Velociraptor mount.

Problem is, a Lance has reach while the mount doesn't. So my question is: is there a way to reduce the reach of the Lance (or increase the reach of the mount)?

Only way I can think of that's non-magical would be wielding a Tiny Lance (which shouldn't have reach).

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Ok, here's my situation.

I've been working on a (Two-Weapon Fighting) Ranger / (Master of Many Styles) Monk build for PFS. I'll use a Longsword or Bastard Sword for my main hand, and making off-hand attacks with an unarmed strike (kick). I'll be wearing Breastplate and Buckler to increase my AC.

Here's a breakdown:

Ronk (Ranger/Monk):

Str: 17 (15 + 2)
Dex: 16
Con: 14
Int: 10
Wis: 12
Cha: 7

Character Traits: Accelerated Drinker, Adopted (Elven Reflexes)

Human Bonus Feat: Combat Reflexes

01 Ranger 1 (Guide) [Ranger's Focus +2 1/Day] Power Attack
02 Ranger 2 [Two-Weapon Combat Style] Two-Weapon Fighting
03 Monk 1 (Master of Many Styles) [Snake Fang] [Improved Unarmed Strike] Snake Style
04 Monk 2 [Evasion] [Crane Style], Str. 18
05 Ranger 3 Dodge
06 Ranger 4 [Ranger's Focus +2 2/Day]
07 Ranger 5 [Ranger's Focus +4 2/Day] Crane Wing
08 Ranger 6 [Improved Two-Weapon Fighting], Str. 19
09 Ranger 7 [Ranger's Focus +4 3/Day] Crane Riposte
10 Ranger 8 -
11 Ranger 9 Improved Critical (Unarmed Strike)
12 Ranger 10 [Two-Weapon Rend], Str. 20

One of the things I noticed was that I'll be taking huge penalties to hit if I want to fight with two weapons / Power Attack / Fight Defensively. Even if I only do 2 out of the three it'll still be quite large. Which is why I wanted to go with the Guide archetype: to be able to put up extra bonus to my attack rolls when I need it.

After thinking things over, I began to wonder about how to self-buff. I was thinking of lower levels to walk around with a Potion of Enlarge Person in my buckler-hand, and have a Wand of Lead Blades in a Spring-loaded Wrist Sheath. Drink the potion as a move action, get the wand into my hand as a swift, and activate it as a standard. Not sure if that's a good idea, but it's what I came up with.

I'd appreciate any feedback on the build or with good ideas of how to self-buff.

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I noticed what I think is an unintentional interaction with the Beast Rider archetype for the Cavalier and the Horse Master feat.

Normally, Beast Rider Cavaliers cannot take Horse Master because they lose the Expert Trainer class feature.

However, according to the additional resources page:

Additional Resources wrote:
A cavalier of 4th-level or higher may take the Horse Master feat, ignoring the expert trainer class feature prerequisite.

Since a Beast Rider Cavalier is still a Cavalier, that means they ignore the Expert Trainer class feature prerequisite for PFS play, and they can actually take Horse Master.

Should the additional resources be re-worded? Or am I interpreting something wrong?

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I haven't been able to find an answer on this anywhere, so I figured I'd throw it out there and see what everyone thinks.

If you have the Weapon Training class feature and select Thrown Weapons, and then get a +1 Throwing Longsword, does that Longsword gain the bonus from Weapon Training?

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