Barbara Due's page

No posts. Organized Play character for JGM.



Sovereign Court

Say you have a lvl10 NON unchained rogue, ninja or just a regular character based on dex with +0 mod yo str.
You use weapon finesse to apply dex to hit, but otherwise have no feat or class feature that adds my dex to damage.
Now, I do have TWF and my main hand weapon has the agile property.
The question is, if I were yo take lethal grace through stalker's talent, how would that modify the damage of each of my weapons?
Would my main weapon remain unaffected beacause im applying dex to dmg through the the agile property of the weapon ?
Would my off hand weapon deal the extra damage from lethal grace (+5) beacause im by default using my str +0 mod to damage?
Thx

Grand Lodge

Hi
I have a 6th level beast totem barbarian which until now has raged with 2 claw attacks at full BAB (as specified by the totem description)

At 6th level my BAB is +6/+1, so I'm confused. I want suppose this means I get a third claw attack with a +1 bonus, but haven't been able to find a rule for it.

Help please?

Grand Lodge

Hi.
I´m making a witch for PFS for the first time. Its also my first time playing a magic using character. Here she is:

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Str 10
Dex 14
Con 12
Int 20 (Human Bonus)
Wis 10
Cha 7

Trait 1: Tomb Raider: You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills your choice) becomes a class skill for you
Trait 2: Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Feat 1: Extra Hex: Cackle
Human Feat: Extra Hex: Evil eye
Hex 1: Slumber

Patron: Insanity: 2nd—memory lapse, 4th—hideous laughter, 6th—distracting cacophony...

Spells 0: Detect magic; Read magic; Daze
Spells 1: Ear piercing scream; Ill Omen; Burning hands

Familiar: Greensting scorpion (+4 initiative to master)
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I´ve read the optimization guides out there for a debuffing build, which is what I want, but I´d like to know if there is something you would recommend not doing or changing specially in theses areas:

1) I've chosen mainly Enchantment school spells to benefit as much as possible form Spell focus feat in the future.

2) The familiar is my main concern. I chose it for the initiative and I DON'T WANT TO LOOSE IT, so I plan on keeping it on myself ALWAYS and maybe "ready an action" to sting if I get grappled. Is this silly? Should I have a more active familiar? What use would an alternative like the Compsognathus be of?

3) The patron is compatible with debuffing and Enchantment, again.

Thanks

Grand Lodge

I have a level 2 barbarian with all her career planned out to around level 10.
I've invested feats and rage powers primarily in having more attacks and dealing more damage because as a barbarian that's what she wants to do. She's a killer.
Armor, she can buy, DR and HP come with experience and she has pet cleric(s).

All this said, I really want to give her DIEHARD feat. She is sweating from the very first turn to the last of each and every encounter. Being the first in the enemy's face, and still in there when the last one goes down. No one else is as exposed as her.
I don't believe any feat or rage power is as good as DIEHARD. It gives her a 16 HP (CON) buffer from the moment she takes it AND keeps her conscious below 0 HP. No other feat or rage power does that:

Toughness - 3 + 1 HP per three levels is far behind Diehard
Raging Vitality - 1 HP per level + raging while unconscious doesn't seem enough.
Renewed Vigor - Healing 1d8 every four levels + CON mod as a standard action doesn't satisfy. I have clerics.
<anything else?>

What I don't want to do is spend 6 levels going through Endurance until I can finally take Diehard.

Is there any way to gain Diehard QUICK? Magic armor or magic item with that ability or something similar?
I've found that taking ONE level as Fighter with the Unbreakable archetype grants Tough as Nails: "An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter's 1st-level bonus feat."
Anything else, better or similar?

Grand Lodge

The cestus description on then Ultimate equipent guide
says:

"When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks). A cestus can't be disarmed"

Note that it explicitly says nothing about attack penalties for attacking with the cestus while wielding a weapon in the same hand. Is there a separate rule I dont know of....somewhere?

My Barbarian PC wields a Horsechopper (two-handed polearm) and a cestus. I was under the impression I could attack using the cestus at close range while still wielding the Horsechopper without any attack penalties but the GM gave me -2. I´ve played PFinder only once and while I´m trying to find specific rules to this, I´d appreciate the oppinion of anyone with more experience.

If my GM is right, could I release hold of the Horsechopper freeing my cestus hand to avoid the attack penalty as a free action? I though this was the only difference between a cestus and a spiked gauntlet.

Thanks.

Grand Lodge

Hi
Im new to PF, but have played d&d 3 and 4.

Im interested in creating a human barbarian with a pole arm for reach, trip, disarm, grapple, etc.

Is this in any way recomended or should a barbarian stick with the 2d6 greatsword?
I realy enjoy reach in d&d but here I see that with a reach weapon I cannot attack adjacent targets :(
Anyway, im willing to cope if there is a benefit in pole arms. As a barbarian I have realy high CMB and wouldnt want it going to waste. what maneuvers should a barbarian make? with what weapon? with what feats?
I would realy like something that isnt just a greatsword for slashing round after round but it needs effective at well.

Thank you.