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Organized Play Member. 2,164 posts (3,282 including aliases). No reviews. No lists. No wishlists. 14 Organized Play characters. 4 aliases.


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Shadow Lodge

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I'd like to play a Goblin Cleric who worships Frogs and Froglike Ideals instead of a deity, and obtains a Toad familiar for good luck.

Also an Undine who is completely obsessed with fire, an Oread Druid who shapeshifts into Air Elementals for as long as he can because he doesn't like touching the earth, a Tiefling who instead of being a redemption-seeking (insert class here) is just a commoner who acts like your average joe, a Drow who, instead of dual-wielding scimitars as a ranger and looking deeply into his soul to find redemption, is just a Chaotic Neutral "Rogue" who does what you expect from a CN Rogue, and a Kitsune Bard who never speaks while in fox form.

Shadow Lodge

w01fe01 wrote:
ArmouredMonk13 wrote:
w01fe01 wrote:

edit: feel free to post your own brawler build ideas

ive seen a lot of people talk about rules, but few talk about actually building something. brawler offers a interesting opportunity, given the nature of his martial flexibility lends him to building slightly different then some, tho you dont have to.

for this build lets assume that by the wording, you only have to spend your resources for martial flexibility once every ten rounds, but you can in those ten rounds, switch feats every round for free (or up to a move action technically)

there is some argument over whether this is accurate or not, and ive seen the argument for both sides.

that all said what do we need to make a brawler work at punching really well

power attack

pummeling style/dragon style.

now thats a lot of feats to start...potentially 7...tho we can cut out the third dragon style feat...thats 6. still a lot tho.

how about a 2 level dip in MOM? (i know what a surprise right?),
MOMS
1-power attack, pummeling style
2-pummeling charge
BRAWLER
1-dragon style
2-extra flexibility
3-dragon ferocity

so as soon as level 5 you can do a charge>pummel with dragon style/ferocity kicking in...and using your brawlers fury to get an extra attack so pummel at such a early level isnt a waist. now there may be a better way to go about the beginning "skeleton" for this build but this is a general basis. At level 4 you have 8 uses of flexibility instead of 5, if you go human you can spend another one on flexibility and get 11. or you can decide on some base feats so you can branch out further with flexibility into feat chains.

now with pummeling style, id be tempted to drop maneuver training for the shield archetype to have a ranged option. it replaces brawler strike (equivalent of ki strike) but pummeling style will let you blow thru DR anyways

beyond this im not sure and im going to need to comb thru the database of combat feats very closely.

also might

...

If you have a trait to spare, the +1 Will Save trait is great, and obviously Iron Will is good on all Brawler builds. Improved Iron Will, if you have room, is nice to pick up as well. There is Birthmark, if you are mainly worried about dominate person type spells, getting more for your money. And finally, Half-Elf can net you both a flat +2 to all saves and another +2 v. Enchantment.

For the pummeling Style, I'd still recommend moving the MoMS dips later, so that you have less levels with "wasted" feats.

For Archetypes, Steel-Breaker looks pretty good. I mean, the ignoring DR bit isn't as big with Pummeling Style, but a +2 to attack rolls is gravy, especially since Brawler doesn't come with an attack booster. Mix in the option to instead get 1/2 level to AC, and its fairly nice. Replaces Maneuver Training with slightly different Maneuver Training, so, is there really a difference if you weren't using it?

~2cp

Shadow Lodge

w01fe01 wrote:

edit: feel free to post your own brawler build ideas

ive seen a lot of people talk about rules, but few talk about actually building something. brawler offers a interesting opportunity, given the nature of his martial flexibility lends him to building slightly different then some, tho you dont have to.

for this build lets assume that by the wording, you only have to spend your resources for martial flexibility once every ten rounds, but you can in those ten rounds, switch feats every round for free (or up to a move action technically)

there is some argument over whether this is accurate or not, and ive seen the argument for both sides.

that all said what do we need to make a brawler work at punching really well

power attack

pummeling style/dragon style.

now thats a lot of feats to start...potentially 7...tho we can cut out the third dragon style feat...thats 6. still a lot tho.

how about a 2 level dip in MOM? (i know what a surprise right?),
MOMS
1-power attack, pummeling style
2-pummeling charge
BRAWLER
1-dragon style
2-extra flexibility
3-dragon ferocity

so as soon as level 5 you can do a charge>pummel with dragon style/ferocity kicking in...and using your brawlers fury to get an extra attack so pummel at such a early level isnt a waist. now there may be a better way to go about the beginning "skeleton" for this build but this is a general basis. At level 4 you have 8 uses of flexibility instead of 5, if you go human you can spend another one on flexibility and get 11. or you can decide on some base feats so you can branch out further with flexibility into feat chains.

now with pummeling style, id be tempted to drop maneuver training for the shield archetype to have a ranged option. it replaces brawler strike (equivalent of ki strike) but pummeling style will let you blow thru DR anyways

beyond this im not sure and im going to need to comb thru the database of combat feats very closely.

also might be wise to get a few defensive feats like iron will since...

Seems nice. I'd advise against getting Pounce at such an early level[mostly because I don't want to see Pummeling Charge become a repeat of the Crane Wing debacle], but if you do want to do this, I'd go with Brawler2/MoMS2/BrawlerX. Perhaps use a feat progression like this:

1:Improved Unarmed Strike
1:Pummeling Style
1:Power Attack[if human]
3:Pummeling Charge, Power Attack[Extra Flexiblity if Human]
4:Dragon Style
5:Dragon Ferocity, Extra Flexiblity[Weapon Focus if human. Or Enforcer, if you want to go that route]. Main reason to delay Pummeling Charge is that you don't have a use for it until you get Brawler's Flurry, and that means its a wasted feat for 4 levels.

Shadow Lodge

Hi all, sorry for letting this thread slide for so long, but here is the

New list of requests, complete with request for each Advanced Class Guide Class:
Guides Requested
  • Aegis
  • Soulknife
  • Metaforge
  • Horizon Walker
  • Guides to best creatures per CR
  • Mystic Theurge
  • Rage Prophet
  • Sword-and-Shield Fighting
  • Pathfinder Society
  • Mammoth Rider
  • Prestige Classes
  • Full Multiclassing
  • Mystery Cultist
  • Arcane Duelist Bard
  • Nature Warden
  • Stonelord Paladin
  • Summon Nature's Ally and Summon Monster Guides
  • More Specific Monk Guide
  • Archery
  • Brother of the Seal
  • Mythic Paths
  • Psion
  • Slayer
  • Sacred Servant Paladin
  • Broodmaster Summoner
  • Swashbuckler
  • Warpriest
  • Brawler
  • Bloodrager
  • Arcanist
  • Hunter
  • Shaman
  • Investiga tor
  • Skald
Guides In-Progress/To Come
  • Mammoth Rider
  • Possibly Mystery Cultist
  • Possibly Swashbuckler
  • Warpriest, Bloodrager, or Investigator
  • Mystic Theurge
  • Rage Prophet
  • Horizon Walker
  • Sacred Servant
Resources

Shadow Lodge

IHIYC should not rule this city because he is secretly a skeleton, and we'd have to pull him out of your closet to rule.

Shadow Lodge

niteowl24 wrote:

Is there a maximum range for precision damage?

I know Sneak Attack is limited to 30 ft, because the skill description says so. But what about a Pistolero Gunslinger's "Up Close and Deadly" feat? It's listed as precision damage, but nothing is said as to how far away it can be used from.

Not unless it gives a range. Up Close and Deadly could in theory be used at the maximum distance, assuming you could hit. Of course, the average Pistolero will be within Twenty feet anyways, because getting to attack touch AC is nice.

Shadow Lodge

bump

Shadow Lodge

At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it. This ability replaces fascinate, suggestion, and mass suggestion.
Wavestrike wrote:

Waterstrike (Su): At 3rd level, the watersinger can spend 1 round of bardic performance to command any water he is currently manipulating with his watersong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of water the bard is manipulating, and the water can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The water can make multiple attacks per round if your base attack bonus allows you to do so. At 10th level, the water's slam damage increases to 1d8 points and the water gains a reach of 10 feet. At 15th level, the water's slam damage increases to 2d6 points. At 20th level, the water's slam damage increases to 2d8 points. This performance replaces inspire competence.

So, I have a few questions about these abilities.

1:Is the bolded part just flavor text, or is there some DC that I haven't found?

2:How does this interact with Lingering Performance? Does the extra round from the ability stack with the extra 2 from Lingering Performance, or do they Overlap?

3:Could I replace the attack from Wavestrike with a Disarm, Trip, or Sunder combat maneuver, considering that these can be made in place of attacks normally?

Shadow Lodge

AmyGames wrote:
i don't want to sound pushy or anything, but synthesist really is the way to go for natural attacks, besides monk of course

You are underestimating the power of the Conqueror Ooze. ALL HAIL THE OOZE!

Shadow Lodge

Abraham spalding wrote:

Yes I play arcane casters.

What? They aren't clerics.

Or druids

Shadow Lodge

Sohei is probably the strongest offensively, though if you prefer the unarmoured types [and don't want to be sohei, since its still a strong archetype without flurrying in light armor], Drunken Master is a nice way to stack extra damage on, or you could be a Martial Artist for Fighter feats, an in-class attack bonus, and no DR problems ever. Dragon Style feat chain is something that you should pursue ASAP, since the bonus damage is really helpful, and if you aren't a Martial Artist, you should probably have Qinggong because you don't give up anything.

Shadow Lodge

Cape of the Mountebank is nice to have, for the DDoor power. Especially helpful to Martials [with limited mobility].

Hat of Disguise is pretty nice to have on you, but is situational.

The Cap of the Free Thinker is amazing,

Ring of Freedom of Movement is invaluable to a spellcaster and near that for a martial,

and the Ring of Retribution+Ring of Evasion combo, especially if the GM allows you to get 2 in 1, is great. Wait for the spellcaster to cast a spell, then disrupt by exploding. And you probably take no damage due to the low save DC. It might anger some allies though.

Shadow Lodge

Well, to help with incoming damage, Toughness helps a lot with this. My Inquisitor took this and never looked back on it. You do seem a bit feat-tight until about level 7, but if you go human you can probably work it in at first or third level. It'll essentially upgrade you to a Ranger's AC and HP.

Also, if you want to multiclass, you could take a 1 level dip in Fighter for HAP, and your cat will remain at full HD, since Boon Companion adds 4 levels and Animal domain only subtracts 3.

And consider the Infiltrator archetype. The main draw is the relatively large boost to Intimidate [and Diplo/Bluff]. Especially with an Antagonize build, since it means you don't have to invest in Charisma or Intimidating Prowess.

Shadow Lodge

For extra fun with Metamagic traits, take Wayang Spellhunter[Flame Strike]

For Race, Gnome is a decent choice for fire-based casters, getting a +1CL to fire spells with the Pyromaniac option.

As a few feat ideas, Spell Focus[Evocation] or Elemental Focus[Fire] are both good choices, and if you can find a way to raise Int to 13, you can get Spell Specialization[whatever].

Shadow Lodge

Have some of the handlers be high-level sap-wielding fighters with Disruptive and Spellbreaker, and spellcraft ranks. That way, if the imprisoned spellcasters start a spell that is unrequested, hit them really hard with a sap. If they cast defensively, you still can hit them really hard with a sap. Also try drugging them to where they have the minimum ability score needed to cast the spell, so that offensive spells will have terrible DC's, and concentration checks will be low.

Or you can have them wear a custom-made magical "shock collar" of sorts, that the handlers can activate as a free action [even outside there turn], that does something like a 5th CL shocking grasp or similar effect, with merciful spell to keep it from killing anyone [so the casters can be re-used], so that whenever a spell that isn't liked is cast, they probably can't make the concentration check to keep the spell.

For the PCs, these issues can be fixed by either killing the guards and casting a simple cleric spell[or handing out a potion], or by simply using dispel magic on the collar, and then letting the NPCs have fun killing each other with fire, but for the NPC casters there will be no way out.

Shadow Lodge

Monk of the Sacred Mountain3/Crusader Cleric1/Hospitaler Paladin1/Champion of Irori10/Hospitaler Paladin5. Because Infinite Smite Evil!

Shadow Lodge

Ross Byers wrote:
ArmouredMonk13 wrote:
The former is ~+4 AC, and the latter is +2AC.

Blur is not ~4 AC. Miss chance math is weird sometimes, but basically miss chances are better if your AC is low, but the higher your AC the better you are getting more AC instead.

If your opponent has to roll a 11 to hit you (so they hit 50% of the time), then blur is equal to 2 points of AC. Either your opponent has to now roll 13 instead, hitting 40% of the time, or they still have to roll the 11, but avoid a 20% miss chance if they hit. 1 in 5 miss chance out of 50% of hitting AC means 40% actually causing damage.

The only time Blur equals 4 points of AC is if your opponent only misses on a natural 1.

Huh, hadn't thought of that before, thanks for the tip.

Shadow Lodge

Limitless Talent: A Rogue with this talent may use any rogue talent that can be used 1+1 per 5 levels an unlimited number of times per day. A Rogue must be 8th level and have 2 of said talents to select this talent.

Improvisational: A Rogue with this talent gains Catch-Off Guard and Throw Anything as bonus feats. Furthermore, if the first attack a Rogue makes in a fight is with an improvised melee weapon, the target is considered flat-footed v. that attack. A Rogue must be 4th level to select this talent.

Evasive Maneuvers: A Rogue with this talent gains the Agile Maneuvers feat and may use her Dexterity in place of her Strength when calculating her Combat Maneuver Defense. This does allow her to add twice her Dexterity to CMD.

Reflexive: A Rogue with this talent gains Combat Reflexes as a bonus feat, even if she does not meet the prerequisites. In addition, she gains a +2 to Reflex saves, initiative checks, and may always act in a surprise round though if she is not aware of it she goes last in the surprise round regardless of her initiative. A rogue must be 4th level and have Evasion to select this talent.

Advanced Talents:

Accidental Sneak Attack: As a Standard Action, a Rogue with this talent may choose to provoke an attack of opportunity from one enemy. If the attack hits, she may roll damage as if she had successfully made a sneak attack against that opponent by "accidentally" hitting him in retaliation. If the attack misses, she may make a single attack that counts as an attack of opportunity against that enemy, at a -4 penalty. If the attack is not taken, she may make a single attack that counts as an attack of opportunity against that enemy's flat-footed AC. A Rogue must be 14th level to select this talent.

Shadow Lodge

I'd carry a few potions of Blur and/or Barkskin. The former is ~+4 AC, and the latter is +2AC.

Shadow Lodge

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You can't actually use Fast Learner to choose the Alternate Favored Class Bonus and an extra HP, SP, or AFCB. Because it says

Fast Learner wrote:
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Which implies it is a package deal. Either +1 HP&SP, or +1 FCB. There is a Dev post somewhere on the issue.

Shadow Lodge

Hello all, before you start posting, this thread isn't what it seems.

I had a character concept of a Gnome Summoner who was a Paladin in the Worldwound, but never finished training as he fell from grace in a field exercise and did something that alienated his code so much that he was kicked out of his order. So he lived alone for a while, praying for redemption, and one day his god answered him by sending his Eidolon as a fallen herald to guide him, and sent with the herald instructions that the Summoner was to join the Pathfinder Society as sentence to be fulfilled in exchange for redemption.

Mechanically I don't actually want a level of Paladin as it would be a wasted level, and the idea is this happened early in his life. I'm thinking of focusing on buffing and field controlling with the Summoner while the Eidolon is up front in melee keeping enemies away from the summoner.

But I have no idea on what I should do. Any advice as to feats/traits/skills/stats/etc. would be welcome.

Shadow Lodge

2 levels of Inquisitor might be worth mentioning. An Infiltrator with the Conversion archetype would in let you make an ultimately stronger character due to being less MAD[remove CHA need, though might cost the Pragmatic Activator trait], giving a stronger will save, getting you 1 stat to Diplomacy, Intimidate, and Bluff twice, and getting more initiative.

Shadow Lodge

Imbicatus wrote:
Monks are one of the strongest classes. Only thing stronger are those Rogues who one shot everything with massive sneak attacks.

Don't forget the OP Commoners.

Shadow Lodge

These are a just a tad extreme, but

Walking Stick:
The Walking Stick is a Magical +5 Vorpal/+5 Vorpal Quarterstaff that has been magically enchanted to do slashing damage. However, as soon as you attempt to use the Walking Stick for an attack, you automatically begin to move twice your full land speed[or other, if land speed is unavailable], and must only make your attacks against the ground beneath you. If you have this weapon on your person but not in hand, or you sell or give away this weapon, every time you attempt to move at all[including moving to cast a spell or make an attack], you must make a dexterity check DC=10+level+Dexterity Modifier, or be tripped, taking the prone penalty even if you are immune to the prone condition. A move action can remove this prone condition, but only if you make the dexterity check, and attempting this provokes an AoO.
Antimatter Cestus:
This cestus, made entirely out of heavily enchanted antimatter, must be kept in a heavily enchanted pouch that it comes with to keep it stable. To safely draw this, you must make an Intelligence check. On a 1-15, it takes 1 hour to draw. On a 16-20, it takes exactly 12 minutes and 18 seconds to draw. If worn, it functions as a +10 Keen Flaming Frost Shock Corrosive Thundering Impact Cestus, even though normally such a weapon would be impossible to make. However, if you put it on a creature not made of Antimatter, or draw it unsafely[which is 1 move action], or strike a creature not made of antimatter, a 3 astronomical unit radius explosion occurs, that automatically does 36d6d6+2d12d12 to all creatures in it, with no save, and this damage is force damage. Any creature killed or object destroyed by this explosion has its atomic structure ripped apart creating a Nuclear Explosion dealing 2d6d12+90 force damage per cubic inch the object occupies. This damage cannot be healed, regenerated, or stopped by resistance or immunity.

In a plane made primarily out of Antimatter, this Cestus performs like a broken non-masterwork non-magical cestus.

The Terrorist's Any-Tool:
This Traveler's Any Tool explodes every time it is used. It does damage as if a fireball spell had been cast with a Caster Level equal to the skill check the tool had been used to assist, and ignores the 10d6 damage cap on Fireball. In addition, anyone within 30ft who comes from the country you use it in is filled with a prejudicial rage due to an offense from national pride, and does their best to hinder the person who used it.
The Irritating Change Pouch:
This Handy Haversack has infinite space it it, but can only hold forms of money. When placed in, whatever you put in automatically becomes a pile of the lowest form of metal currency [usually copper pieces], with a value of whatever was put in. As long as 1 coin is in this, it creates a loud jangling sound that bypasses the extradimensional barrier and imposes a -5 stealth penalty to whoever is holding it
And as per standard, each of these items is worth 1 billionth of 1 copper piece by itself.

Shadow Lodge

Ah, this thread. Sorry I haven't been updating, been a bit busy lately. Here is the new

Count:
Guides Requested
  • Aegis
  • Soulknife
  • Metaforge
  • Horizon Walker
  • Guides to best creatures per CR
  • Mystic Theurge
  • Rage Prophet
  • Sword-and-Shield Fighting
  • Pathfinder Society
  • Mammoth Rider
  • Prestige Classes
  • Full Multiclassing
  • Mystery Cultist
  • [Arcane Duelist Bard
  • Nature Warden
  • Stonelord Paladin
  • Summon Nature's Ally and Summon Monster Guides
  • More Specific Monk Guide
  • Archery
  • Brother of the Seal
  • Mythic Paths
  • Psion
  • After ACG Release Slayer
  • Sacred Servant Paladin
  • Broodmaster Summoner
Guides to Come
  • Mammoth Rider
  • PossiblyMystery Cultist
  • Possibly Swashbuckler after ACG release
  • Warpriest, Bloodrager, or Investigator after ACG release
  • Mystic Theurge x2
  • Rage Prophet coming soon
  • Horizon Walker
Resources

Shadow Lodge

RAW:The druid is wild shaping as a druid of up to 4 levels higher, to a max of your character level. This includes different forms and uses per day.

RAI:Its supposed to let a multiclassed druid wildshape as good as a non-multiclassed druid. So it doesn't seem to go against intent of the feat because getting more uses per day is something that a full druid would get.

Shadow Lodge

Here are my first impressions about this:

Some of the best things in Metal are Dance of Blades, Skill at Arms, and Metal Weapon. The first [which you already took] negates a curse and provides bonuses if you have to move later on, the second lets you wield most of the really good weapons, and the last gives you some awesome versatility [and I have seen weapon type come into play. Summoning a Cestus in a grapple or a Glaive against an opponent too far up/away can be great, in addition to the upside of having different damage types].

Your spells look pretty good, and your stats are fitting, but it seems you took Extra Revelation without selecting a revelation and have a free feat. For that free feat, depending on what you want to go for, Improved Initiative, Toughness, and Combat Reflexes are all excellent.

If you want to go for a different mystery, any of the ones that give CHA to AC are great when used in conjunction with Noble Scion[War] in the Inner Sea World Guide to give you CHA in place of DEX for most combat purposes functionally.

Hope that it helps!

Shadow Lodge

Gnome Ninja Build:
Gnome NG Ninja 1-10

Stats:
Str10[12-2]
Dex16
Con14
Int12
Wis12
Cha14

Feats:
1:Weapon Finesse
3:Skill Focus[Disguise]
5:Bewildering Koan
7:Iron Will
9:Improved Initiative

Class Features:
Poison Use
Sneak Attack+5d6
Ki Pool
Ninja Tricks
-Vanishing Trick
-Shadow Clone
-Fast Stealth
-Sudden Disguise
-Invisible Blade

Skills
Disguise[maxed]

Not a full build, but an outline. Following that is the
Flavor:
He is a Gnome, but was adopted by Goblins and raised to think he was a goblin. But he wanted to live closer to civilization without discrimination, so he "disguises" himself as a gnome. Bewildering Koan is him asking a goblin question that non-goblin societies might view as sadistic while looking exactly like a gnome. Even more confusing when you consider he is a NG character.
Not the strongest, but one of the funniest.

Shadow Lodge

I actually like having Spring Attack+Whirlwind Attack. The first is good for a squishy character v. a single-boss encounter. Such as a Rogue in a single attack encounter. The other is great when there are a bunch of mooks that need to be cleared, as it lets you take HP away from all of them. They are meant to give different options to a martial character [well, the same option in different ways anyway]. Unfortunately, if you are in fact a Martial PC without 6 levels of spellcasting, options are taxed heavily and often.

Shadow Lodge

Smurfs

Or stealth Smurfs

Shadow Lodge

40 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Hello all!

Question:Does the Shield Master feat remove penalties imposed by feats like Power Attack, or Conditions like Sickened?

Due to the threads
Here
Here
Here
And Here

I feel as if this is a question asked frequently enough that it might deserve an FAQ.

The basic arguments go like this

RAW:The feat says you take no attack roll penalties.

RAI:The intent of the feat seems to be that it only applies to TWFing.

Shield Master wrote:

Shield Master (Combat)

[i]Your mastery of the shield allows you to fight with it without hindrance.[i]

Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.

Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.

Shadow Lodge

Pathfinder Society Guide to Organized Play wrote:
As a Pathfinder SOciety GM, you have the right and responsibility to make whatever judgements, within the rules, that you feel are necessary at your table to ensure everyone has a fair and fun experience. This does not mean you can contradict rules or restrictions outlined in this document, a published Pathfinder Roleplaying Game source, errata document, or official FAQ on paizo.com. What it does mean is that only you can judge what is right for your table during cases not covered in these sources.

To translate, it says that GM's can use common sense as long as they aren't directly breaking rules. This is disallowing a cheesy, rules-lawyered, loophole, not breaking a rule.

Shadow Lodge

Kobold Cleaver wrote:
A little-known fact is that Sebastian and my smurfter ego are actually Paizo Secret Police.

Do you have some secret trick to making your "smurf" avatar look like your normal avatar, or was that just luck? 'Cause if its a trick, I'd like to know it.

Shadow Lodge

1:Yes, because he is unaware of the attacker. I guess you could make the attacker make an opposed stealth check, but due to the massive penalty the oracle would take from distance, and the concealment bonuses for the attacker, it would be kinda pointless. He has no idea where the attack is coming from, so couldn't suddenly duck away from it.

2:Yep, because the increase in range is a benefit, not a drawback.

3:There is a PFS houserule that it only takes 1 rank in linguistics to learn Sign Language. In addition, there is Drow Sign Language, and Flail Snail[another sign language, specific to flail snails]. And if nothing else, investing in Eldritch Heritage[Arcane], taking a Raven who supernaturally speaks common, and having a high enough level familiar to "Speak With Master" might serve as a translator, but that is GM dependent[some will say no because it is "speak", though I prefer to think of it as "communicate", since a deaf master wouldn't speak with his raven so much as signal it].

Shadow Lodge

My advice here is to skip Ragechemist. It isn't worth it. With an Int of somewhere between 12 and 16 while mutagen'd, you will only have to get hit 6-8 times before you go comatose. This may sound like a lot, but there are plenty of creatures that can hit you 6-8 times in 1 full attack. Instead, I'd go with a Beastmorph alchemist, which gives you stuff like Pounce, Fly speeds, and IIRC, natural attacks. Combine with Vivisectionist for best effect.

Shadow Lodge

Scavion wrote:
EvilPaladin wrote:
Another interesting RAW v. RAI thing is that if you are a Brother of the Seal or a Champion of Irori, and you take Monastic Legacy, each level of the PrC counts as 1.5 monk levels towards unarmed strikes.
Monastic Legacy wrote:
Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base unarmed strike damage. This feat does not make levels in classes other than monk count toward any other monk class features.
Technically the PrC levels aren't monk levels. Its not a ruling I support, utilize, or agree with, but it is an interpretation of RAW.
Oh wow. That actually sounds cool.

There is a thread about it here. Part of me actually hopes it comes out as "yes" because it would be a [minor] monk buff, and would be cool. The other part of me thinks it won't be, because it would be a monk buff.

Shadow Lodge

Slayer will make a decent version of this character, but in PFS, a Ninja is perfectly viable. If you wanted to dual-wield then I would suggest getting a copy of ACG Playtest and use Slayer. But slayer does not completely cover up the Ninja, and actually, Ninja is quite nice on its own, being both more flavorful and having some better options[vanishing trick is much better than a lot of the talents IMO, and extra Ki attacks are golden].

Shadow Lodge

Anyone else get the feeling that this thread might be deserving of a bump?

Shadow Lodge

James Risner wrote:
I've been wrong once I can remember (FCT on Monk Unarmed Strike) and I've been right more times than I can count (Most recently on Courageous property).

Well, you were also wrong here :p But overall, you are right a lot of the time. The sohei thing went against Intent of author anyway.

Shadow Lodge

I personally say that the Brawler is a little better than the fighter overall because while he lacks a couple of free feats, doesn't have the +6[with gloves of dueling] attack/damage, and the Heavy Armour+Shield for free thing, he makes up for that with a little bit of in-combat flexibility with MM, letting them get things like Maneuver feats or situational Styles on the fly, and they actually have some out-of-combat potential [as opposed to the fighter with his 2 skills/level]. I liked the ACG revision version, and hope to see the final version have a lot more actual class features[beyond just flat-bonuses].

Shadow Lodge

Sarrah wrote:
Can someone explain how a L2 Wizard/L1 Cleric has access to L2 spells in both arcane and divine?

Well, an Emberkin Aasimar with the Trickery Domain can have Pyrotechnics as a Lv2 Arcane spell and Copycat as a level 2 Divine spell, due to this FAQ.

As to my build, I changed the stats around to

Str8
Dex12
Con12
Int18
Wis16
Cha10

for more carrying capacity, as even with minimum gear I was overloaded. Still looking for advice as to future feats [beyond getting Intensify probably at around 7], traits, and good support cleric spells. Also, anyone have any advice with the Lock Gaze spell? I really like the flavor of it, but am afraid that it will just compel monsters to kill me first, and I will have an extra-strength dose of Squishy Caster Syndrome for low levels.

Shadow Lodge

ArmouredMonk13 wrote:
Bump?

Final Bump?

Shadow Lodge

Rynjin wrote:

And then the dragon's Jingasa negates the crit. ;)

What? He never said it was a naked dragon.

Fair enough. Add on Cockatrice Grit vials[a few of them], and you should be fine though.

Shadow Lodge

Lv. 15 Ronin Samurai with Vorpal Katana. Walks up, uses 1/day power to get a nat 20, and just has to confirm the crit for auto-death no save.

Shadow Lodge

I wonder, would the Improved and Greater Bull Rush feats apply?

Shadow Lodge

Bump?

Shadow Lodge

I have a Brawler character in PFS, started after the first revision, and I have had a lot of fun. I like the monk unarmed progression [though I wish it could apply to weapons], and the Martial Maneuvers ability. But I was a little disappointed by the mechanical strength of the class. It has bonuses to Maneuvers that the Fighter[especially Lore Warden] far exceeds, the Armour Class is to low for comfort, and Martial Maneuvers is too situational to use very often before it becomes a swift action. I've used it once in four levels of brawler, and [due to some poor planing], it wasn't very useful.

It also lacks interesting class features. It has a bunch of feats, and can pick up more mid-combat, which is nice, but the class features it has before level 13 are all just numbers increases. Not things like Rage Powers or Rogue Talents that provide interesting uses of actions beyond the standard stand-still-or-suck-syndrome.

Still, from what it looked like at the end of the playtest, things are looking up and I look forward to the final product.

Shadow Lodge

Melvin the Mediocre wrote:
You might consider going 3 levels of wiz and familiar instead of arcane bond. It can deliver touch spell buffs while you stay well out of combat.
Well, 3 levels would be great, but I would miss out on more Cleric caster levels, which will already be behind, and I still want a decent healing capability.
Quote:
What do you plan to do with the feat Theurgy? Unless you have really strong resons for it, I would suggest dropping it for the following reasons:
Well, along with some of the things you listing not being much of an issue for me, I was going to use it to augment blasting so that I always did damage on a hit, even against enemies with massive resistances and immunities [I've seen foes with resist against 3 different elements and immunity to the fourth], along with using it occasionally to help with things like round/level buffs on divine spells.
Quote:
1) I find my MT to be very feat starved (though I did manage to sneak in leadership and improved familiar.) If you are going for blaster (which an MT can certainly do) I expect you will want intensify, empower, and maximize. Maybe dazing as well depending on if you want to use your money for rods.
I don't really see myself as feat-starved, since Empower will only really be useful on Fireball at higher levels and possibly burning hands at some point[though I wouldn't use that as a main tactic until around 8ish, when I can see it being a significant boost for the level increase], and Dazing and Empower I honestly see as being much more useful in rods [and I will probably have an Intensify rod as well], to keep the levels down.
Quote:
2) The real joy of having an MT is the abundance of spell slots and that will go away if you start using two slots to cast most of your spells.
It won't really be a binary feat, that is to say, it won't always be used, but I will use it when it seems most of the spells I prepared aren't going to be of much use [like my Domain spell, which is situational and comes in a hat]. Its mostly a bit of a backup plan for monsters that happen to be immune to a bunch of different things.
Quote:
3) I don't play PFS so I have always wondered if you can join a spell caster guild in PFS as detailed in the Inner Seas book. If it is allowed you will get a much better bonus to your caster levels that may not stack.

I do not believe you can join a spellcaster guild in PFS [can't recall which of the inner seas books its in, but I have always just skimmed over it].

Shadow Lodge

Mathwei ap Nial wrote:
This is society play where the best defense is a good offense.

I've seen this go horrendously wrong, where an incredibly well-built offensive character who had very little defense wound up volunteering to be the main melee of the group, and then died in the first round and lead the group to a slow TPK. Offense is nice, but always have a good defense. For a magus, I've found Wand Wielder+Wand of Blur/Shield/etc. to be incredibly effective, letting you buff while attacking in the first round.

Shadow Lodge

Dark Immortal wrote:
If you are aiming for blaster support and are choosing cleric and wizard, you pretty much have to do wizard for blasting and clerk for support. As you said, Sorceror and oracle are better here in these respective roles since both specialize and refine those specialties more easily.
Yeah, Sorcerer/Oracle is more specialized, but I'd prefer getting faster access to spells over being more focused on one thing. Cleric/Wizard gets the faster access and manages to completely re-prepare each day, to fulfill certain needs [I've seen this come into play before].
Quote:

You are going to need something like Arcane Armor Training if you intend to capitalize on the armor proficiency. However, it directly interferes with the use of Theurgy for modifying arcane spells with divine energy.

You may be better served simply learning mage armor rather than wasting money on it and wasting a turn on it each combat. Lasts for hours per caster level. 25 gp per combat will start to add up. And any combat that you have to cast it is a combat where you are likely not blasting and not supporting. Why? Because by the time you get to the support or blasting, it is already round two or three. Worse if you are like many casters and have low perception and are caught by surprise. Your chosen skills are proving my point.

Well, I don't really plan on using medium/heavy armour. I figure I'd stick with scrolls and Haramaki armour to keep things going. Possibly buy a wand. I will probably have Mage Armour in my spellbook, and at higher levels, I might keep around an extend metamagic rod to get nearly full-day armour at the exchange of a spell slot. I think I'll pass on AAT, since it does interfere with Theurgy, which seems like a great buff to blasting.
Quote:

I cannot suggest schools to sacrifice except maybe divination. Doesn't seem to have anything to do with your build so it's safe to lose. You also get back divinations from the cleric list if you reeeally want to augury or something. I would also consider losing transmutation or enchantment since the bulk of your buffs are likely coming from the divine spells and almost all of your blasts are coming from arcane. It organizes your slots and you don't really lose much due to your focus on blasting.

I have not read too much into arcane bond and honestly have never played as a pure caster in pathfinder yet. So don't trust my suggestions. But the ability to get an extra spell seems frivolous on a theurge. You will have so many.

Thanks for the Divination advice, I hadn't thought of that. I was thinking Enchantment and Necromancy, but Necromancy has some of the best spells for a full caster [False Life, Spectral Hand, Vampiric Touch, etc.] so I was reluctant. Divination seems to have very few non-cleric spells that are useful. For the Arcane Bond, I was thinking that IIRC, a wizard in PFS can still get the 1/2 price on the item, so I was wondering if an Amulet[eventually of natural fists] or Ring[of soon to be Invisibility] might be worth getting cheaper[or other magical i0tem], and if it would be more useful than the +4 Initiative from a familiar.

About YoricksRequiem

Alias Template:

Inquisitor 1 / Fighter 1 [ HP: 18/18 | AC: 19 | T: 15 | FF: 15 | Fort +6 / Ref +4 / Will +4 | Init +4 / Percept +7 (Darkvision) ]


Mogwai
Male Goblin
Inquisitor (Sin Eater) 1 / Fighter (Lore Warden) 1

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    Stats
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Size / Type: Small Humanoid (Goblin)
Alignment: Neutral Good
Deity:
Age:
Initiative: +4
Senses: Perception +7, Darkvision (60 Ft)
Languages: Goblin, Common, Orc

Attributes
STR 12 (+1)
DEX 18 (+4)
CON 14 (+2)
INT 14 (+2)
WIS 14 (+2)
CHA 8 (-1)

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    Offense
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BAB: +1

Claws (Each)
Attack: 1d20 + 7 (1 BAB +4 Dex +1 Size + 1 Weapon Focus)
Damage: 1d3 + 1 (1 Str)

Bite
Attack: 1d20 + 3 (1 BAB +4 Dex +1 Size)
Damage: 1d4 + 1 (1 Str)

Notes
- Fighting with multiple natural weapons is a -5 on each attack.

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    Defense
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HP: 18 (1d8 + 1d10 + 2 Con per Dice)
AC: 19 (10 Base +4 Dex +4 Armour + 1 Size)
Touch: 15 / Flat-Footed: 15

CMB: 1 (1 BAB + 1 Str -1 Size)
CMD: 15 (10 Base + 1 BAB + 1 Str + 4 Dex -1 Size)

Fort +6 (+2 Base Inquisitor +2 Base Fighter +2 Con)
Refl +4 (+0 Base Inquisitor + 0 Base Fighter +4 Dex)
Will +4 (+2 Base Inquisitor +0 Base Fighter +2 Wis)

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    Skills
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Inquisitor: 9 (6 Base + 2 Int +1 Favored Class)
Fighter: 6 (2 Base + 2 Int +2 Int-Based Skills)


  • Diplomacy +3 (+1 Rank +3 Class Skill -1 Cha)
  • Heal +6 (+1 Rank +3 Class Skill +2 Wis)
  • Intimidate +4 (+1 Rank +3 Class Skill +1 Inquisitor -1 Cha)
  • Kn (Arcana) +6 (+1 Rank +3 Class Skill +2 Int)
  • Kn (Dungeons) +6 (+1 Rank +3 Class Skill +2 Int)
  • Kn (Nature) +6 (+1 Rank +3 Class Skill +2 Int)
  • Perception +7 (+2 Ranks +3 Class Skill +2 Wis)
  • Perform +1 (+2 Ranks -1 Cha)
  • Sense Motive +7 (+1 Rank +3 Class Skill +1 Inquisitor +2 Wis)
  • Spellcraft +6 (+1 Rank +3 Class Skill +2 Int)
  • Stealth +11 (+2 Ranks +3 Class Skill +4 Size +4 Dex -2 Penalty)
  • Survival +6 (+1 Rank +3 Class Skill +2 Wis)

Notes:
+2 (Wisdom Modifier) added to Knowledge checks when made to identify the abilities and weaknesses of creatures.
+½ Inquisitor Level to Intimidate and Sense Motive checks.

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    Traits
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Campaign - Star Sign (Reaper): Born under the sign of the Reaper. Once per day can gain a +1 Luck Bonus to a single attack roll, or a +3 Luck Bonus to a single Critical check (made after a critical threat has already been scored) to confirm the critical.

Magic - Magical Knack (Inquisitor): Constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you get this trait - your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

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    Feats
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L1 - Weapon Finesse: You can use your Dex mod instead of your Str mod on attacks.
L2 - Weapon Focus (Claws): +1 Attacks with Claws.(Fighter 1 Bonus Feat)

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    Specials
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Eat Sin - As a free action, when the sin eater kills an enemy, he may eat the sins of the enemy by spending 1 minute adjacent to its corpse. This provokes an attack of opportunity. Eating the sins heals the inquisitor for 1d8 + inquisitor level (Max +5). The enemy must have been killed by the sin eater within the last hour, and must have had at least as many Hit Dice as half the Inquisitor’s level. Can only be used once per enemy. Enemy cannot be mindless or have less than 2 Intelligence.

Monster Lore - The Inquisitor adds his Wisdom modifier on Knowledge checks in addition to his Intelligence Modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze - The Inquisitor gets a bonus of ½ his level (Min +1) to Intimidate and Sense Motive checks.

Judgment - As a swift action the Inquisitor can pronounce judgment once per day (Increases after level 4th). Once activated it lasts until combat ends, at which point the bonuses end. Bonuses are ‘paused’ if the inquisitor is frightened, panicked, paralyzed, stunned, or unconscious.


  • Destruction: +1 Damage Rolls.
  • Healing: Fast Healing 1.
  • Justice: +1 Attack Rolls
  • Piercing: +1 Concentration checks and caster checks to overcome spell resistance.
  • Protection: +1 AC
  • Purity: +1 Saving Throws.
  • Resiliency: +1 DR / Magic.
  • Resistance: +2 Energy Resistance against 1 type.
  • Smiting: Weapons count as magic for bypassing DR.

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    Spells
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DC: 10 + Spell Level + Wisdom Modifier

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    Gear
___________________


Gold: 118 gp
Light Load: 43 lbs

Masterwork Hide Armour (25 lbs)
Medium Armour
AC +4, Max Dex +4, Check Penalty -2

Other Equipment (14 lbs)
Backpack, Bedroll, Air Bladder, Compass, Flint and Steel, 2 Days Trail Rations, Waterskin

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    Racials
___________________

Ability Score Modifications
Dex +4, Str -2, Cha -2

Size: Small. AC: +1, Attacks: +1, CMB/CMD: -1, Stealth +4
Speed: 30 Feet
Languages: Goblin. High Intelligence yields Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc
Darkvision: Can see in the dark perfectly up to 60 feet.
Hard Head, Big Teeth: Gains a bite attack as a primary natural attack that deals 1d4 points of damage.

---

My Custom Races

Raccoonkin:

Raccoonkin
Image

Description
The Raccoonkin are small mammals known for being scavengers and survivors. While intelligent and curious, they rarely interact with many other races, preferring to quietly study and then, when the moment is right, steal whatever item catches their attention. The Raccoonkin are one of the least communal of the animal races, as they often don't particularly trust others, including their own kind.

Most races only put up with the Raccoonkin because their large numbers and clever ways of infiltration make it difficult not to. Even cities that don't technically allow Raccoonkin to settle there are likely to have small infestations, whether they know it or not. The one race that is often at odds with them is the Ratfolk, as the two tend to fight over territory and trinkets. The Ratfolk tendency to hoard items makes them prime targets for Raccoonkin thieves.

Adventuring Racconkin tend to be driven by curiosity, greed, or even simple wanderlust, as they are a people who have been used to having to travel in search of tolerance. Most of the jobs that draw them are lucractive, and they tend to take up classes such as Rogue, Alchemist, and sometimes even Magus.

Ability Score Racial Traits: Raccoonkin are fast and quick-learning, but also tend to be both quiet and selfish. +2 Dexterity, +2 Intelligence, -2 Charisma
Type: Racoonkin are humanoids with the raccoonkin subtype.
Size: Raccoonkin are Small and gain a +1 size bonus to their AC and Attack Rolls, take a -1 penalty on CMB and CMD checks, and gain a +4 size bonus to Stealth checks.
Speed: Racconkin have a base speed of 30 feet.
Languages: Raccoonkin begin speaking Common and Raccoonkin. Those with high intelligence scores can choose to learn Gnome, Goblin, Undercommon, Tengu, Dwarven, Halfling, Elven.

Feat and Skill Racial Traits
Sneaky: Racoonkin gain a +2 racial bonus on Stealth checks.
Scavenger: Raccoonkin gain a +2 to Appraise Checks, and +2 to Perception checks to find hidden objects (including traps and secret doors), to determine whether food is spoiled, and to identify poison by taste.
Nimble: Racoonkin have learned the importance of defeating their enemies by being quick. They gain Weapon Finesse as a bonus feat.
Bonus Feat: Raccoonkins have learned to be adaptible, and gain 1 Bonus Feat at first level.

Senses Racial Traits
Darkvision: Ratkin can see perfectly in the dark up to 60 feet.
Light Sensitivity: Due to their tendency to be nocturnal scavengers, Raccoonkin are dazzled in areas of bright sunlight or within the radius of a Daylight spell.

Point Cost: 11 RP
Sneaky (2 RP), Scavenger (2 RP), Bonus Feat (4 RP), Nimble (2 RP), Darkvision (2 RP), Light Sensitivity (-1 RP)

Lycanthrope:

Lycanthrope
Image

Description

Ability Score Racial Traits: Having survived contact with the Lycanthropy disease has made them able to endure more and given them a stronger force of personality, but they have become less patient and likely to learn. +2 Con, +2 Cha, -2 Int.
Type: Human (Shapeshifter)
Size: Medium
Speed: 30 Ft.
Languages: Common, those with high intelligence can learn standard languages.

Senses: Low-Light Vision, Scent.
Natural Attack: Bite (1d4)
Change Shape (Su): The Lycanthrope has two appearances that it can take, and always takes the same specific forms. One is the Werewolf form, which gains a Natural Attack of Bite (1d4). In the human form, the Bite attack cannot be used, but the Lycanthrope gains a +10 Racal Bonus on Disguise to appear human. Changing shape is a standard action.

Point Cost: 10 RP
Low-Light Vision (1 RP), Scent (4 RP), Change Shape (3 RP), Bite (2 RP)

Mermaiden:

Mermaiden
Image

Description
When a Merfolk gains legs and has a romantic relationship with a human, the child of this couple will be a Mermaiden. The Mermaiden is always female with a remarkably serene and beautiful voice. Their skin is soft but dries up if not hydrated regularly. They are a rare race with no society of their own, but tend to blend in well with either their Merfolk or Human parents. Mermaidens are almost always good.

Ability Score Racial Traits: +2 Cha, +2 Con. Mermaidens are beautiful and adaptive
Type: Humanoid (Aquatic)
Size: Medium
Speed: 30ft.
Languages: Common and Aquan. Those with high intelligence can choose from any language except secret languages.

Amphibious: Mermaidens can breathe both air and water.
Natural Swimmer: Mermaidens have a base swim speed of 30 feet, can move in the water without making swim checks, and always treat swim as a class skill.
Soothing Song: +2 Racial Bonus on Perform (sing) checks.
Vulnerability: Electricity
Water Affinity: Mermaiden sorcerers with the Elemental (Water) Bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Mermaiden clerics with the Water domain cast their Water domain powers and spells at +1 Caster Level.

Point Cost: 11 RP
Amphibious (2 RP), Natural Swimmer (4 RP), Soothing Song (1 RP), Vulnerability (-2 RP), Water Affinity (2 RP), No Stat Penalty (4 RP)

Satyr:

Satyr
Image

Description
The Satyr has the furry legs of a goat, the upper body of a man, and a set of curling ram horns extending from his temples. They are generally hedonistic, often devoting their lives to pleasure and self-gratification. They adore wine, women, and are renowned smooth-talkers. But while they tend to be attractive and well-built, most of their seduction technique comes from their talent for music.

Satyr’s often act as guardians of creatures in their forests, having a strange loyalty to other animals. This is not reflected in their behaviours with the more ‘civilised’ races, who they tend to value less than their own amusement / desires.

Ability Score Racial Traits: +2 Dex, +2 Cha, -2 Wis. Satyrs are lithe and personable, but also tend to be rash and impulsive.
Type: Human (Satyr)
Size: Medium
Speed: 30 Ft.
Languages: Satyrs begin speaking Sylvan and Common. Those with high intelligence scores can learn Aquan, Auran, Draconic, Elven, Gnomish, Goblin, Ignan, Orc, and Terran.

Senses: Low-Light Vision.
Born Performer: +2 Racial Bonus to any one Perform Check (Player's Choice)
Guardian of the Forest: +2 Racial Bonus to Knowledge Nature checks.
Stability: The Satyr’s powerful legs have a way of keeping him grounded. +4 Racial Bonus to CMD to resist Bull Rush / Trip Attempts when standing on the ground.
Enchantment Resistance: +2 Racial Saving Throw bonus against Enchantment Spells and Effects.
Natural Attack: The Satyr has a natural attack using his horns to Gore for 1d6 damage.
Experienced: The Satyr enjoys experiencing different things in life, and gains +1 Bonus Skill Point Per Level
Vulnerable to Sonic: The finely tuned ears of the Satyr are susceptible to being damaged.

Point Cost: 10 RP
Low-Light Vision (1 RP), Born Performer (1 RP), Guardian of the Forest (1 RP), Stability (2 RP), Enchantment Resistance (1 RP), Natural Attack (4 RP), Experienced (2 RP), Vulnerability (-2 RP)