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![]() This is a really quick question, as I cannot find anything that would indicate one way or the other: Is it possible to combine two (or more) magic sub-school specializations, provided said sub-schools do not replace the same power from the base school (i.e. they would be have to be compatible). The rule for similar situations is that you can do this sort of thing, provided there is no incompatibility, such as combining class archetypes. I was interested in combining the Extradimension and Teleportation sub-schools of Conjuration. One replaces Summoner's Charm, the other replaces Acid Dart. By similar standards, they are compatible. Does anyone know if this can be done? ![]()
![]() That's the premise. My group is currently about to finish up the Carrion Crown adventure path, and the GM would like to rejoin the ranks of the players. I offered to run the next campaign/adventure saga. My group consists of seven players, most of whom are highly experienced, in addition to myself (I've been involved with RPGs for nearly 30 years, myself). A number of players have had a hankering for a superhero-themed game, many strongly pushing me to run the Champions/HERO System RPG. As much as I love the system, I'm really the only player in my group with an in-depth knowledge and experience with it, and just don't feel up to holding everyone's hands while simultaneously trying to guide a story. As a compromise, I've decided on running a fantasy-based, superhero-themed campaign in Pathfinder. I own the Ultimate Intrigue book (and LOVE it), and would like to build my campaign around the Vigilante class concept (players are free to play any class, however). The saga should be generally centered around a city within which the heroes/vigilantes operate, with occasional excursions to outlying areas of the kingdom/countryside. I'd like this to be an expansive city, with numerous districts, some dark and riddled with crime and poverty, others more affluent and regal, and everything in-between. Preferably, a location with a wide range of cultural diversification, as well. I'm not particularly familiar with Golarian, so if there is a city that fits this description, please direct me that way. I like Caliphas, but it's quite possibly too dark (and deadly) for upstart heroes. But it has a lot going for it. Any suggestions for custom/house/optional rules that would promote and/or amplify the super-heroic vigilante concept would be greatly appreciated. I'm thinking that initially the characters will not "know" one-another. Each hero (unless they opt otherwise) will be have both a social identity and a vigilante identity. Non-Vigilante class characters will get a limited version of the Dual Identity ability, and the effects of the Double Time social talent with any single skill of their choice. Prior to the start of the story, each hero will already have established a brief history of masked vigilantism, as well as a rudimentary/obscure reputation (Knowledge (local) check DC 20 to recognize them in their vigilante identity). A series of events (campaign prologue) will have inspired investigations which inevitably have drawn their vigilante identities together. If I play it right, the heroes should be inspired to form a team, banding together to right wrongs which are bigger than themselves as individual. This will be a tricky game to run, and there is no reason for the heroes to feel obligated to reveal their social identities to one-another. The game will likely be episodic. Occasionally, I may attempt brief sessions of split party adventures, where I'm running two separate scenarios in parallel, but that my be too big a challenge. This sort of adventure does, however, make it easier to suspend disbelief as to why one of the heroes is not present when their player can't make it to game. This campaign has potential to be both very fun, as well as very challenging (to me, as GM). Right now, it's in its basic development stage. Any advice, ideas, suggestions, etc, would be greatly appreciated. Anything from rules options to campaign settings to plots and plot devices. Thanks! ![]()
![]() I'll open with the spell itself: True Seeing:
School divination; Level alchemist 6, cleric/oracle 5, druid 7, inquisitor 5, magus 6, shaman 5, sorcerer/wizard 6, summoner 5, unchained summoner 6, witch 6; Domain knowledge 5; Subdomain revelation 5; Bloodline arcane 6; Elemental School void 6
CASTING
EFFECT
DESCRIPTION
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance. (I didn't feel the need to link the school, classes, domain, subdomain, bloodline, elemental school, action type, or saving throw type.) So, I have a character (Inquisitor) who just gained access to level 5 spells, and he took this as one of his known spells. This is in the Carrion Crown adventure path, for whatever that's worth. We've just finished up the Ashes at Dawn portion, and one of the characters willingly became a vampire. They also took great efforts to magically disguise this fact. This protects her from my Eerie Sense feat, but will not protect her from True Seeing. That's not the question, but just some information. Woe to her when I have reason to actually cast True Seeing! However, in order to bolster our levels a bit (we had fallen a little short of the recommended level for the final module), the GM sent us on a little side quest. During this quest, one of the other players became possessed by a demon (not voluntarily). While considering the repercussions the vampire player is going to have to deal with when I (inevitably) utilize True Seeing, I began puzzling over a question, one for which I have been unable to garner an answer: If a being is under the effects of a curse (such as lycantropy) or a possession (as by an extra-planar entity), would True Seeing reveal this to the character utilizing the spell? On a side note, does True Seeing reveal any effects which may be influencing or effecting a creature or object if that effect causes the affected creature/object to behave or function in a manner contrary to its nature (such as Confusion? The spell states the subject gains "the ability to see all things as they actually are." Would True Seeing allow the subject to see a possessed character as both themselves and the possessing demon? Or reveal that a creature is weakened due to a curse? Or that they are acting crazy because they are under the effects of Confusion or a magical/supernatural insanity? So basically, what is defined as seeing "all things as they actually are"? A character possessed by a demon is "actually" possessed by a demon. That's their current reality. The same goes for curses, magically inflicted insanity, spells which cause a creature to act contrary to its nature (such as Dominate Person/Monster), etc. These are a part of their current reality. If you take that a step further, ANY magical effect on a creature or object is affecting its current reality, or "as it actually is." My main concern here, of course, is whether or not True Seeing will detect a magical/supernatural curses and possessions. Influences which alter the nature of a being, such as Confusion, Charm Person, Dominate Monster, etc, would simply be an added bonus. Thoughts? ![]()
![]() Hey guy, We've got a "swashbuckler" oriented game coming up, and I'm looking to build a decent caster. I'd like him to be able to be decent with a sword, but as a backup (definitely not a primary ability). My core concepts, at this point: Tiefling race: This is what it is, and I'm not changing it. There's a backstory to this, so there you have it. Battlefield mobility: The idea of teleporting around the battlefield is a strong focus of my concept. Arcanist class: I really like this class. A LOT! Most of the versatility of a wizard, without the drawback of having to memorize every single spell slot. Some of the exploits (like Dimensional Slide) are awesome perks, some of which play right into my core concept. Options considered: Swashbuckler class dip (1 level): 1d10 hp, +1 BAB, +2 Reflex, Simple and Martial Weapon proficiencies, Weapon Finesse (what mage doesn't favor Dex over Str?), Panache and a couple of deeds. Seems a strong way to get a little sword flair, but costs me 1 CL, and puts me 2 spell level progressions behind a Wizard of the same character level. - Inspired Blade archetype: Add INT modifier to Panache pool, and gain Weapon Focus (Rapier). A strong option for an already INT-based character, and easier access to Fencing Grace (Dex to damage AND +2 CMD vs Disarm). - Mysterious Avenger archetype: An extra class skill (Disguise), proficiency with Whip, and use Whip with Weapon Finesse. Not as strong of an option as Inspired Blade, but a fun alternative. With the right feats, I could be disarming/tripping foes from 15 feet away. - Fencing Grace OR Slashing Grace feat: Dex to damage with a rapier OR light or one-handed weapon. Small bonuses with Fencing Grace if I have a Panache pool. Arcanist Specific Options: Dimensional Slide exploit: This is a no-brainer for my concept. Move action teleportation for 10 feet/arcanist level, and still cast a spell or get an attack. Could (theoretically) be used in conjunction with Dimensional Steps and/or Slide (Teleportation school abilities), or with any other spell and Slide. - School Savant Archetype: Specialize in the aforementioned Teleportation School for some Nightcrawler-esque shenanigans. - School Understanding (Teleportation): Alternate option to School Savant archetype. Not as cool, as any effective Slide will cost an Arcane Reservoir point, but only costs one Exploit instead of 3, and gives me earlier access to the Extra Exploit feat. -- Dimensional Agility feat chain: See the previous Nightcrawler statement. - Blade Adept archetype: Get a cool Black Blade (rapier) and access to some Magus abilities at the cost of 3 exploits. I'm not sure if this is a good option or not, as "fencing" is intended to be an occasional thing, rather than a staple of my build. Doesn't stack with School Savant, so School Understanding (Teleportation) would become a necessity to my concept. - Magus VMC: The variant multiclass bonuses gained from the Magus give me access to an actual Arcane Pool, potentially ALL Magus Arcana, and Spellstrike. The cost of (potentially) 5 feats over the course of my career, however, makes this option iffy, as swordplay is intended to be a secondary option. - Eldritch Knight: 1d10 hp/level, full BAB, strong Fort saves, bonus combat feats, and 9/10 CL increase. This option makes swordplay a legitimate option. The downfall is losing yet another level of caster level and spell progression. Other things to know: - The game starts at 4th level, so Archetypes that lose level 1 and 3 exploits aren't going to hurt as much. I can pick up an exploit (and take the Extra Exploit feat) at level 5... UNLESS, I dip a level in Swash, then I would have to wait til 6 for the class feature and 7 for the feat. - Rapier is my melee weapon of choice. Melee damage is not really my focus, rather I'm more interested in flair... combat maneuvers such as dirty trick, disarm, and trip. - I'm really, REALLY interested in the shenanigans I could pull with the Dimensional Agility feat chain. I also have a related question: the Dimensional Slide exploit does not call out any restrictions on teleportation in regards to teleporting creatures/allies WITH the arcanist. Can an arcanist Dimensional Slide with an ally or enemy? If no, is there a source on this information? Thanks in advance for any help/advice! ![]()
![]() So, I am trying to find any spells or magic items which will allow the caster/user to assume Swarm Form, similar to that of a Nosferatu vampire variant. I need by-the-rules methods of emulating the supernatural powers of a nosferatu, namely their Telekinesis and Swarm Form powers. Now, while it is expensive, the nosferatu's Telekinesis can be replicated with a scroll or (better) Ring of Telekinesis. I was hoping for a wand, but Wands are limited to spells of 4th level or below. Scrolls work, but are FAR more difficult (realistically) to use in conjunction with Sleight of Hand. This limitation makes the ring the best method (unless someone has a cheaper, concealable suggestion... something with limited per-day usage? The swarm form supernatural ability, however, is proving to be quite problematic. My villain is a stock vampire who is trying to convincingly conceal his nature as that of a nosferatu, while simultaneously shifting suspicion of his nefarious exploits toward an actual nosferatu. A little magic to change his appearance is easily attained. Simulating telekinesis during his encounter with the PCs is expensive, but plausible. Using swarm form as his method of escape, instead of the stock Change Shape or Gaseous Form of a traditional vampire, is proving to be quite the tricky wicket. I tried homebrewing spells, but ended up crafting spells which broke Pathfinder/d20 System rules, which I would prefer not to do. Spells such as Beast Shape come close (Common Bat is listed as an animal, not vermin), but don't provide the swarm option. I'm pulling my hair out here! I've already allowed the villain to perform these feats during his staged encounter with the PCs, as I must have misinterpreted the Undead Anatomy spell... I thought I had discovered a spell which allowed an undead to assume the form of another undead, but I was wrong! Now... I suppose I could create a Lesser Ring of Telekinesis... something that has a per-day limit (3/day, perhaps). That would work, and wouldn't be too out of the question, though again, I'd prefer an actual Pathfinder item. I could say he used a Wand of Summon Swarm with sleight of hand to fake the swarm form ability. I would have Quickened the wand, but Quicken Spell is a +4 level spell level adjustment, making the wand illegal (assuming it would even be legal to quicken a spell completion item). Even if I could quicken a summon swarm spell (villain is a rogue, so it needs to be an item), I'm not sure how to justify the vampire himself becoming a bat in the swarm... vampires can use their change shape ability to become a Dire Bat, which is a large animal. I would want him to become a common bat, which is a diminutive animal. Beast Shape III allows transformation into a diminutive animal, but now we're combining two spells simultaneously. One of them has to be quickened. I can't justify giving the villain the equivalent of a 9th level spell (Beast Shape III + Quicken). Thoughts on how I can make this all Pathfinder legal? I'm down to this: 1) Telekinesis through a spell completion item or other magic item.
How can I do this (or Swarm Form) with a wealthy 12th level vampire rogue? ![]()
![]() So... I hate when I do this. I'm running Ashes at Dawn and chose to tweak the module to fit a more, ahem, intrigue-oriented play style. In the process, I managed to give the villain access to a spell which... apparently doesn't exist! WHOOPS! Now, I could default to the rule of cool, or "because I'm the GM and I said so", but that's not how I roll. To make up for this blunder, I've decided to develop a few spells which do what this non-existent spell should have done, with progressive degrees of effectiveness. The intent of these spells (specifically the lowest level version) is to allow a creature to masquerade as another creature of its creature type, as a temporary transformation which removes all of their initial abilities and replaces them with those of the new form. So, without further ado, I present:
Viscera Vicissitude:
School: Transmutation (polymorph) Level: Alchemist (3), Bard (3), Magus (3), Sorcerer/Wizard (3), Witch (3) Casting Time: 1 standard action Components: V, S, M (a piece of the creature whose form you plan to assume) Range: personal Target: you Duration: special (D) (see text) Fully transform yourself into another form of your base type. When you cast this spell, you completely alter your form, assuming another form within your creature type. All racial traits (inleveluding Ability Score Racial Traits) and abilities attributed to your natural form are lost, being replaced by all racial traits and abilities attributed to your newly adopted form. Your new form must be of the same Type (Dragon, Humanoid, Outsider, Undead, etc) as your natural form. This spell cannot be used, for example, to change a human into an aasimar, because humans are humanoids (human subtype) and aasimar are outsiders (native subtype). This spell could, however, allow a vampire (undead, enhanced subtype) to assume the form of a spectre (undead, incorporeal subtype). Your features in the new form resemble those of your natural form as levelosely as is reasonably possible, but a drastic form change (such as from elf to ratfolk) may grant up to a +10 disguise bonus, at the GM’s discretion. This bonus is not cumulative with disguise bonuses gained from other sources, such as the Disguise Self spell. In such cases, only apply the highest bonus. Exceptions:
The following table illustrates the duration of the spell based on factors of the new form as the compare to the base form: Spell Duration | Subtype | Size | CR Adjustment
If the base form and the new form do not share the same corporeality, the spell duration decreases by 2 categories (from 24 hours to 10 min/level, from 1 hour/level to 1 min/level, from 10 min/level or less to Invalid). Additionally, if the base form and new form do not share the same corporeality, the spell is not dismissible. The caster may, instead, define the duration (up to maximum possible) at the time of casting, but then must allow the spell to run its full (pre-determined) duration. The predetermined duration must be defined by the duration increments -- 10 minute or 1 minute increments, as applicable. This could potentially make this spell quite a gamble for a creature which is naturally incorporeal! With the above exception, forms which do not have a subtype (ex, Zombie is type undead with no subtype) count as “same as base form” when calculating spell duration. Aside from the “Invalid Combo” listing, this spell cannot be employed if it would alter the caster’s size by more than one category, or if it has a CR adjustment more than 2 greater than the caster’s base form. Choosing a form with a CR adjustment below your own does not offset any of the other spell duration factors. For example, a Dread Wraith Sovereign (CR Adjustment +4, undead with incorporeal subtype) employing this spell to take on the form of a standard zombie (CR Adjustment +0, corporeal undead with no subtype) would have a (maximum) spell duration of 10 minutes/level. Any form adopted must be basically the same shape as the caster’s base form. Employing this spell does not change any of the caster’s class-based abilities or racial hit dice (as applicable), unless ability score adjustment serve to disqualify the caster from using said abilities. The caster’s alignment does not change, even if the new form has a form-specific alignment. This spell does not work in conjunction with other polymorph spells. Thus, a humanoid caster could not employ an Undead Anatomy spell to change their type to undead, and then employ Viscera Vicissitude to augment or alter this temporary undead form. Viscera Vicissitude would essentially “see through” the other spell, allowing the caster to become a different type of humanoid. Finally, Viscera Vicissitude may not be used to stack templates on the new form. An undead caster could become a zombie, but not a fast zombie, for example. I need serious help with brevity, here! Whenever I write stuff like this, I get very long winded. UGH!!! Anyway, moving onward, next up is:
Viscera Vicissitude, Improved:
School: Transmutation (polymorph) Level: Alchemist (6), Bard (6), Magus (6), Sorcerer/Wizard (6), Witch (6) Components: V, S, M (A vial of blood of the caster’s creature type mixed with black and white pearl dust worth at least 500 gp) Duration: 4 hours (D) (see text) This spell functions as Viscera Vicissitude, except the duration is always 4 hours, regardless of subtype, size, and CR adjustment differential combinations. Casters may select forms with a CR Adjustment up to +3 greater and/or up to two size categories larger or smaller than their base form. Casters may also apply any templates available to this new form (even if said template would change their creature type, such as with Celestial and Infernal), provided they don’t increase the new form’s CR Adjustment above +3 greater than that of their base form. Swarm, horde, and similar templates which would cause the caster to assume the form of multiple creatures are prohibited. Finally, the caster may change their form, within the constraints of this spell as it applies against their base form, up to once every 10 minutes as a full-round action which provokes attacks of opportunity. Changing form in this manner reduces the duration of this spell by 10 minutes. The caster can choose to return to their base form (unenhanced) as a free action which does not provoke attacks of opportunity, while still maintaining the spell. Changing to base form does not reduce the duration of the spell, but changing from base form to another again functions as previously described. Note: It is theoretically possible to adopt the form of a creature not normally of the caster’s creature type, provided templates are available which could alter the creature’s base type to that of the caster. GM’s are encouraged to exercise discretion when employing or allowing players to employ this spell. ... and finally:
Viscera Vicissitude, Greater:
School: Transmutation (polymorph) Level: Alchemist (8), Bard (8), Magus (8), Sorcerer/Wizard (8), Witch (8) Components: V, S, M (A flask of the caster’s blood mixed with sapphire (caster good), emerald (caster neutral), or ruby (caster evil) dust worth at least 1,000 gp) Duration: 10 minutes/level (D) This spell functions as Viscera Vicissitude, Improved, except as follows: the duration is always 10 minutes/level, casters may select forms up to +4 CR Adjustment and/or up to 3 size categories larger or smaller than their base form, newly adopted forms can be of any shape (not restricted to the caster’s general shape, as described in Viscera Vicissitude), there are no prohibited templates, the caster may change form up to once per round as a swift action that does not provoke attacks of opportunity, and changing forms does not reduce the duration of this spell. Any input is appreciated. Are they too powerful? Too weak? Too weird? Too confusing? Is there some loophole I missed which could put these over the top? Did I make this available to too many spell caster lists, or not enough, or to the wrong combination? Do you have suggestions to make them (especially the first) more concise and less wordy? Any help/input/feedback would be greatly appreciated. I want to make these available to my players, but I don't want to break Pathfinder. Hahaha! Thanks in advance! ![]()
![]() What is the name of the spell which allows an undead to assume the form of another type of undead? I'm not referring to the Undead Anatomy spells. I've been running an altered version (intrigue heavy) of the Carrion Crown: Ashes at Dawn adventure, and whilst doing research, I stumbled across a spell which specifically stated it allowed an undead to assume the form of another type of undead. Running with that (but forgetting to write down the name and info of the darned spell), I've been using an assortment of magic tricks to keep the vampires safe from scrutiny, and to keep the killer a step or two ahead of the PCs. Spoiler:
In my version, the players encounter most of the vampires above ground, having attracted their attention by investigating the murders. Lady Evgenya is portrayed as an eccentric, lustful noble. She throws a party at her manor, and invites the PCs. They loved her! Ramoska was portrayed as the super-creepy mortician who works for the Caliphas constabulary. He does not become suspect as the murderer until later, when the real killer, who has been spying on the party, disguises himself as Ramoska using a combination of illusions and this spell I'm searching for. Merrik plays the role of the reclusive druid. She avoids talking to the party, and will only talk with their resident elven ranger (who happens to be under the effects of the Psychosis insanity... BONUS!) Her main concern is her grove, and she will not attack the PCs unless they harm her precious plants. (Since the PCs do not know she's a vampire, they are respectful and avoid this at all costs.) The constable is under the influence of the vampires, so is mind-controlled to believe (no matter how much evidence is presented) there are no vampires in Caliphas. Radvir is encountered at the Nobleman's Stitch (I renamed it "Giovanni's"), and is renowned as the best tailor in Ustalov. I made him very likable, and was actually never a suspect until the clues made him impossible to ignore. I don't like doing anything that isn't in the rules, if possible, so I can back up my subterfuge with actual Pathfinder materials, if questioned. The party is now at the point where they are about to defeat the killer, so I want him to have a couple of scrolls on hand (or a caster of sufficient level as an ally, if the spell is too high for a scroll) that the PCs find after his defeat. Does anyone know what the name of this spell is? As I recall it, this was a spell specifically designed to allow an undead to take on the form of another type of undead, complete with abilities, weaknesses, etc. My searches have not yielded the spell I'm looking for, and I don't want to fudge the rules and make up a home-made spell. :P ![]()
![]() So, as I've mentioned on other threads, I'm about to run Part 5 of the Carrion Crown adventure path, Ashes at Dawn. I plan to modify the approach of the story, choosing to deceive the players into thinking they're just helping "eccentric nobles" root out a killer who has been killing key members of the upper echelons. Eventually, they will stumble upon the truth, but I see no reason why vampires who've managed to live virtually undetected amongst the living for several centuries would so easily drop that illusion for a bunch of out-of-towners! Anyway, in order to propagate the illusion of them being "merely eccentric nobles", and not vampires, I am looking for a reliable method for concealing their undead nature. Undetectable Alignment will work perfectly for concealing their EVIL nature, but I can't find a spell that will throw off Detect Undead. I thought I ran across something like this while researching Necromancer Builds; a spell which would grant undead (primarily used for zombies, in that case) the appearance of being alive, while disguising them from Detect Undead, but I can't seem to locate it. Can anyone advise me on a magical method for a vampire (or any undead) to hide their undead nature from the Detect Undead spell? Even better if it's low enough level to be potion-able! Most of the time, Detect Undead seems like a worthless spell... until it's not. In this case, it's a seemingly insurmountable obstacle (for me, as GM). I don't want to house rule something in, because that always feels cheap and underhanded. But if there is something in the rules I can use... fantastic. Of course, a simple Hide from Undead would also be a (ahem) dead... giveaway. But I don't anticipate my party running around Caliphas proper with Hide from Undead in constant effect... especially since they've never used the spell in prior chapters. ![]()
![]() So, I'm about to run a modified Carrion Crown pt. 5, Ashes at Dawn. The PCs are a bit OP and there are 8 of them, and I want to offer a challenge. I plan to tweak the encounter with the Dullahan. Instead of the flail with reach, I plan to add a fighter level and give him a scorpion whip with all the whip mastery feats (changing a number of the default feats). The plan is to move in, initiate a ranged grapple (against the cleric, hehehe), and use the flight movement of the Nightmare to drop him on his righteous bum from high up. The grapple rules state you can movewith a grappled foe up to half your movement speed. But the nightmare isn't involved in the grapple. Using Ride-By Attack, can the Dullahan theoretically fly in, initiate the grapple, and take to the sky (so long as the total movement doesn't exceed 180 ft.)? Or does the grapple somehow limit the movement of the mount? ![]()
![]() So, this is a real issue for me. Never mind the fact that, for many characters, Combat Expertise is nothing more than a feat tax for those wanting access to an assortment of Improved and Greater maneuver feats. However, the Int 13 requirement is also restrictive to certain build CONCEPTS. Allow me to expound: I'm creating an Ogrekin (Human) Mad Dog Barbarian. His back story (taking the animal companion out of the equation, for the meat of this) is that he was discovered by some unsavory circus folk. By day, he was the feature attraction in their sideshow/freak show. But by night, he was forced into more brutal forms of entertainment, as an underground fighter. Threats to his pet "Kitty" were his only real motivation for such participation. He's the gentle (but simple-minded) giant concept. Surely, he's strong, powerful, and knows how to handle himself, but he prefers not to hurt people, when he can avoid it. I wanted to shift him in the direction of battlefield controller. Feats like Combat Reflexes, Improved/Greater Trip, Improved Unarmed Strike, and Vicious Stomp were examples of the direction I want to go with him. Herein lies the problem. He's simple but (supposed to be) well trained. He has a whopping 5 intelligence! How the heck can I get my hands on ANY combat feat, such as Improved Trip/Dirty Trick/etc, when the rules say he's not smart enough to learn how to do these things? Main Question:
And this also brings another point. I don't mind not having those feats, and only performing those maneuvers with Attacks of Opportunity. So... Related Question:
Certain actions make sense as incurring AoOs from all adjacent, such as firing a ranged weapon, reloading a crossbow/firearm, and casting spells. Combat maneuvers, however, seem a tricky wicket to me, as I would logically think they should only incur AoO from the target of the maneuver, and not the bystanders. Also, I feel it wouldn't make any sense to incur an AoO from the target while performing an AoO against them, as this could lead to a potentially ridiculous loop: A: I punch B (don't have IUS).
The cycle isn't endless, but hypothetically, if you have two fighters with Combat Reflexes and a 30 Dexterity, they could each pull of 11 attacks of opportunity against one-another from one simple unarmed strike, turning into a fast-paced slap fight on one character's initiative (whoever incurred the first AoO). TL/DR Is there a reasonable way to get Improved Dirty Trick/Trip/Steal/etc without either A) Int 13+ OR (better) B) Int 13+ and Combat Expertise. Can you incur an AoO from a target by performing an AoO against them with an untrained combat maneuver? Who ever takes Combat Expertise for any reason other than as a feat tax with which to qualify for other feats in the tree? ![]()
![]() So, as implied in the title, I'm playing a Ratfolk Gulch Gunner (Gunslinger). The game is an "evil" game, and we are a 5th level party. Our group currently consists of: Goblin Ranger 5 (NE); Goblin Fire Bomber 5 (NE); Human Drunken Monk 5 (LN); Human 2-H Fighter 5 (N), Kobold Sorcerer 5 (NE); Ratfolk Rogue 5 (NE); and (me) Ratfolk Gulch Gunner 5 (CE). Yes, we have a large party of mostly evil freaks. Hahaha! Anyway, I strongly suspect the GM is building this group up for a confrontation with our other group of (not-so-evil) PCs when we hit level 10(ish). They are level 10, and are a fairly balanced mix, as well. Their strongest threats are the Zen Archer Monk (with 1 or 2 levels sorcerer - seems to rapid-fire tree trunks out of her bow), a Beguiler/Mindbender (retro'd from 3.5... wicked sick mind controller), a 3.5 Psychic Warrior (short range teleports FTW), and a 3.5 Psion (brain melter). There are also two fighters and a ranger/cleric. This group is majorly TRICKED OUT, gear-wise. I've searched and searched... and searched some more. I just can't find any good guides on optimizing a Gulch Gunner, and they are a special breed of Gunslinger. Also, no real good guides on optimal 'slinger gear. So.... Things to know about our game. We're liberal with "cool factor" vs. rules (ex. my gunslinger can benefit from the Swarming racial trait with his guns in melee range.) We don't allow 3rd party materials (official Paizo published products ONLY - not even the Paizo endorsed materials are allowed), but we can use ANY Paizo Pathfinder rules we can dig up. No advanced guns (no revolvers, etc.) We roll our stats, no point buys. Here's my current build: Ratfolk Gulch Gunner 5
Current Feats: Point Blank Shot; Rapid Reload; Deadly Aim; Toughness (I think - I have a lot of hit points, as the GG shoots in melee range.) We JUST hit 5th level, which means I can choose my one Gun Training now. I believe my best option is the Double-Barreled Pistol, though we're still all in the process of leveling up from 4 to 5... so nothing is set in stone, yet. My 5th level feat is Deadly Aim. I'm looking for advice on advancing up to 10th level, including feats, multi-classing options, and GEAR! My thoughts are (beginning at 6th): Take 3 more levels of Gulch Gunner, and 2 levels of Fighter Lore Warden (for feats, mostly, plus I like skill points.) Over 5 levels that will give me 6 feats (2 for general advancement, 1 from Gunslinger, 2 from Fighter, and Combat Expertise from Lore Warden = 6.) The feats I'm looking at are: Weapon Focus (gun of choice - prereq for...), Snap Shot, Combat Reflexes, Improved Critical (gun of choice), and Improved Snap Shot. I considered 4 or 5 levels of Lore Warden for Weapon Specialization, but I kinda want the Gunslinger's 7th level Target Shot Deed. For my gun, I'm considering the Breaking or (better) Shattering weapon enchantments, to make quick work of my enemies' gear. Other gear options I'm considering: Boots of Teleportation, a Ring of Invisibility, Ring of Evasion, Cloak of Minor Displacement, Belt (+6 Con and Dex), and Helm (+6 Int and Wis). I'm not sure what enchants to go with, armor-wise, but probably some heavily enchanted Elven Chainmail and buckler combo. Pretend that the sky is the limit, as far as resources go to buy/build gear, and "the world is with you" when it comes to loose interpretation of rules (we house rule a lot). Hahaha! So, there ya go. Advice on a RIDICULOUSLY OPTIMIZED level 10 Ralfolk Gulch Gunner (and maybe Fighter/Lore Warden combo). Please help! ![]()
![]() I just had a thought that boggled my mind. If I'm playing a Flowing Monk and I perform an action that incurs an Attack of Opportunity against me, provided I haven't used the ability on the given round, could I use my Redirection ability to respond to the "Attack" of opportunity? Redirection (Ex) - Flowing Monk:
At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces Stunning Fist. If so, and if I have either Greater Trip or Vicious Stomp (or both!), would I resolve those Attacks of Opportunity before or after the attack which triggered the scenario? Greater Trip (Combat): You can make free attacks on foes that you knock down.
Prerequisites: Combat Expertise, Improved Trip, base attack bonus +6, Int 13. Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity. Normal: Creatures do not provoke attacks of opportunity from being tripped. Vicious Stomp (Ex):
You take advantage of the moment to brutally kick an enemy when he is down.
Prerequisite: Combat Reflexes, Improved Unarmed Strike. Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike. And if all of that is resolved before the initiating attack is resolved, and something causes the target to acquire a condition which would prevent it from taking an attack action, such as stunned, would the attack roll for the initiating Attack of Opportunity be unable to be resolved and, thus, forfeit? ![]()
![]() Okay, so after pouring over a multitude of discussions on the subject, I have come to the conclusion that the feat Fury's Fall from Pathfinder Companion: Cheliax, Empire of Devils is badly in need of an FAQ/Errata update. Currently, the feat reads as follows: Fury's Fall (Combat): - - - - - - - - - -
You can use strength and agility to send foes crashing to the ground.
Prerequisites: Improved Trip. Benefit: When making a trip attack, add your Dexterity bonus to your CMB. The descriptive text makes the intent of this feat fairly obvious, but the benefits as written have led many to infer that certain builds would allow them to double-dip Dex on a trip. I was one of those people! However, looking at the descriptive text, I would like to request the feat be FAQ'd/Errata'd as follows: Fury's Fall (Combat) - Suggested Errata Version: - - - - - - - - - -
You can use strength and agility to send foes crashing to the ground.
Prerequisites: Improved Trip. Benefit: When making trip attacks, you may calculate your CMB using both your Strength and Dexterity bonuses. Characters with the Weapon Finesse and/or Agile Maneuvers feats may use Fury's Fall to add their Strength bonus to their otherwise DEX-based trip CMB total, while all other characters may add their Dexterity bonus to their otherwise STR-based CMB total. This edited version forces the feat to function as intended, with no questions to be asked. It also servers the function of allowing DEX-based trip builds to potentially gain the same benefit from this feat that STR-based trip builds get. Everybody wins, and there is no confusion. Thank you for taking the time to read my suggestion. ![]()
![]() I am making a Flowing Monk. At this point he will have the following special ability and feat combination: Redirection (attack triggers option of Immediate Action to Trip and/or Reposition, depending on Monk level. Also might add Sicken condition; Save for half duration.)
Later I'm also planning on taking:
So here's the deal: If I successfully Trip a target on a Redirect when they attack, do they resolve their attack immediately after the Redirect, or do I get my Vicious Stomp AoO (and later Greater Trip AoO) before they get to resolve their attack? If I resolve my Vicious stomp FIRST and the effect from my Unbalancing Counter successfully renders them flat-footed, do they get to resolve their attack(s) while flat-footed? Lastly, if I have Greater Trip AND Vicious Stomp, and I trip a target hit them with the AoO from Greater Trip and THAT AoO renders them flat-footed, if I had Sneak Attack damage (from levels in Ninja or Rogue) would I get to apply my Sneak Attack to the Vicious Stomp AoO when they fall prone? (Call this last one a bonus question, haha!) ![]()
![]() Greetings all, I'm looking for some advice. I've done a lot of searching on this and need some help rounding out this character. I'm joining a new game and decided on a Flowing Monk; I like the concept. I don't want my character to be Conan the pacifist. I want to make an effective "warrior" that doesn't have hulking muscles! Here's what I've got so far: Human, Flowing Monk - 4
I've considered taking a 1-level dip in Magus (Kensai) for three reasons. 1) The KENSAI version of Magus would get Weapon Focus with "chosen weapon" (Unarmed). 2) The Kensai gets Canny Defense when wielding their chosen weapon. 3) The Magus gets access to the Growth spell. I could even make it a 4-level dip over the course of a 20 level career and not loose much from monk, only lose one BAB from Flurry, and get access to the Kensai's Perfect Strike, as well as a few other cool Magus features. Alternatively I could take a 1-level dip in Wizard or Witch for the Growth spell.... these are just thoughts. Here's the deal. I kinda want to make a "cloth tank".... a character who tanks by not getting hit and by manipulating his enemies (throwing them to the ground, making fighting back a pain in the butt). I know there are a plethora of feats that are good for different trip-based builds, which is kinda what I'm going for here. Lots of tripping, lots of AOO capitalizing. Combat Reflexes and Greater Trip are a must here. I also like the Crane, Panther, and Snake Style feat arrays. I'm also looking for anything that might allow me to use either my Wisdom or Dexterity as a bonus to damage, if any such feats exist! The character is still under construction and nothing is set in stone yet, but I'd rather not have to be musclebound to deal some kind of decent damage. Any suggestions people have would be appreciated. Again.... dodge-based tank, trip-focused, AOO capitalist, non-strenght based damage... oh, and I'd prefer to stick to unarmed attacks, if possible (Though I might carry a long-spear just for looks and occasional reach trips... I know it's not an ideal trip weapon, but that's okay.) Please help! :) ![]()
![]() I was recently considering a couple levels of Dirge Bard for my Inquisitor build. While this was primarily about trying to get more out of certain spell abilities, I can easily work this into my character's back story (which I've been slowly fleshing out). Question: Would the "Secrets of the Grave" Dirge Bard ability carry over to impact mind-affecting spells from another class? As a general rule, I'm well aware that most class abilities which affects spells usually DO NOT affect spells outside of the class in question which grants said ability, so my assumption is that this would also be true of this particular ability. However, the text for this particular power reads as follows: Secrets of the Grave (Ex) - Pathfinder: Ultimate Magic:
At 2nd level, a dirge bard gains a bonus equal to half his bard level on Knowledge (religion) checks made to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, he may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance. For information on this Bard Archetype, click here: Dirge Bard My thought was that I might grab two levels of Dirge Bard, which would mesh well with my general character concept AND my primary character class, the Inquisitor. While I realize that any dipping is often not optimal for any class with spellcasting ability or level-based special abilities (of which the Inquisitor possesses both), and will restrict a character from access to the highest level, and often most powerful, abilities available to their class, our games have NEVER made it to level 20. On the off chance that this game does get there, I guess that's a decision I will just have to live with, hoping that the utility of the abilities gained from my dip is enough of a counter-balance to the loss of: one extra Judgement/day, two 6th level spells/day, and True Judgment's Death Strike-like ability. Getting an extra +4 on saves against fear, energy drain, death effects, and necromantic effects, and the potential ability to use mind-affecting spells on Undead are both pretty boss! Plus the 1st level Bard stuff, and a few arcane utility spells never hurt anybody. Side Note:
Now I want to make a Dirge Bard with ranks in Perform (Sing) and Perform (Dance), and get him up to level 10 so I can get the Dance of the Dead performance, and pull off a Thriller scene. XD If you're interested in my character concept/background, feel free to read the following. The story of Solraen 'the Wraith' Auvryghym: Born into House Auvryghym, young Solraen was a child prodigy. His natural talent and charm had him performing masterful ballads at an early age, and it was anticipated that he would be one of the finest musicians and performers in Drow society for many generations to come. Complimentary to this was the fact that he was a natural magical talent, and a genetic paragon amongst dark elves. Everything he put his mind to seemed to come as naturally as breathing. His family was of great wealth and influence, and he was schooled at the finest academies found in the Underdark.
But unforeseen circumstance were to change the course of a young man's life. The careless exploration of dark magicks by overzealous clergymen, acolytes and other religious extremists brought a horrid plague upon the city in which our hero's studies had taken him. Rampant outbreaks of an unidentifiable and powerful unholy disease was killing residents, causing them to rise again as horrible, flesh-eating rage monsters. (This hearkens to the current concept of plague-infected zombies.) Few, it seemed, would escape the wrath of this terrible curse, and our young prodigy was not to be an exception. The city council put a hasty quarantine into effect, and couriers were sent in all directions to major outlying communities. "We have brought upon ourselves the wrath of our gods. No cure can be found for this accursed plague. We must raze the city, decimate the populous. None may survive this cleansing." But those of power have eyes and ears everywhere. House Auvryghym was not so fortunate as to save their son from the plague, but his corpse was recovered before it could be consumed by the unholy flames. Money was no object for these wealthy nobles. Complex ritual were performed and dark pacts were made. The horrid curse infesting Solraen's body was expunged, and his life was renewed. The process of the eradication process was not kind to our hero, however. He became hideously scarred and disfigured, half his face being all but burnt off by holy water. (Yes, HOLY water. Extreme circumstances require extreme methods, even using powers normally not akin to your beliefs.) Most of the damage was repaired, but Solraen was left bearing a monstrous visage. Angered by the carelessness of his people, and vowing to protect others from such atrocities, young Solraen was granted a moment of clarity, and found himself blessed by a vision from a "heretical" source. He was to be a champion for the people; a force of good and righteousness; a protector of the innocent and defenseless; a cunning, unseen hand of holy retribution against the evils that plague the world. And so it was that our hero gathered his possessions, outfitted himself with implements designed to eradicate the creatures of darkness, funded by his family's stipend through the use of trickery and deception, and then fled the lands of his people in search of more holy teachings. He abandoned his past, his family, his people, and even his name which he associated with the very dark powers that made him into the monster he now appeared to be. Taking up the mantle of "the Wraith" -- an ironic title representing his hideous, death-like appearance, as well as the creatures he sought to destroy -- our hero clad himself in all white, wearing a mask to protect others from his nauseating countenance, and set out to extinguish evil, fighting from the shadows with holy fervency. (I tried to avoid using specific names of locations, deities, etc in order to be able to more easily incorporate my character and concept into the game world. Those specific details I will flesh out once I have more information about the game itself. ;) ) ![]()
![]() Hey there everyone, this is my first post on the paizo forums, and I'm still fairly new to Pathfinder (though I've been playing D&D and other RPG's since the mid 80's). I need a little advice. Our group has recently decided to jump the D&D ship and climb aboard Pathfinder full-force. I'm all for it, but even though the system is extremely similar, leaving 3.5 means leaving behind a lot of things that haven't made it into PF, and we tend to be a group who restricts ourselves to "only official materials" -- meaning those published by the game designer (Paizo, in this case)-- and the occasional home-brew rule/spell/feat/PrC. So, the campaign we're about to start is oriented toward a "classic/gothic horror" style -- zombies, vampires, werewolves... that sort of deal -- with a side of dark, political intrigue. I decided to play an Inquisitor. The dark weapon that protects the innocent, hunts down aberrations, brings heretics and heathens to justice, and generally does all of the seedy, dirty deeds that are unfortunately necessary, for the good of the light, as it were. We're starting at 1st level. This is not a PFS game. The only homebrew element we're carrying over from our 3/3.5e games is our homebrew religions. My character worships a NG deity whose favored weapon is the Bastard Sword, and her portfolio includes the Community, Good, Healing, Knowledge, Protection, Sun and Travel domains, and the Love, Family, Honor, Restoration and Exploration sub-domains. At this point, this is of little importance as I'm considering being a Sin Eater, but if I change my mind on that, then it could be valuable information. My character will be a Drow Noble, by the Bestiary 1 rules. I did a LOT of research on this race option after my initial selection, presented my group with all the information I could gather (such as opinions on it being OP, alternate options available in other books, such as Advance Races, etc) and they all told me to go ahead with the RAW in the Bestiary 1. I'm not prone to "munchkining", so they aren't worried about this decision/selection. PLEASE NOTE: I'm not all about having an "optimal" build. I like characters who have, ahem, character! I like flavor. My concept is pretty much a Monster Hunter... for lack of a better example, something like Van Helsing (though I've never actually seen the movie *gasp*). He would be a "loner" slayer who just happens to find himself in a group of misfit heroes/adventurers. As such, he tends to be the type who is very self-sufficient, and does not care for relying on others (not distrustful, just the way he likes to roll). I know that optimally I should choose a style of combat to go with, but again, I'm not here to "optimize". I want a good BALANCED build. Yes, very much striker/damage-oriented, but an Inquisitor who is decent at range AND in melee (though not the "best" at either). Also, against popular consensus of these here internets, I want to dual-wield. That's what I want. I gave up on dual-wielding repeating crossbows (which is what I REALLY wanted), but will not give up on dual-wielding in melee. Also, my group has okayed the use of the Wild Cohort feat from the WotC website, in conjunction with the Boon Companion feat, so I'm strongly considering picking those up at some point down the road... just food for thought. Also, I took the Rich Parents trait (justifying that I'm a Drow "NOBLE"), so that gives me an initial stipend of 900gp to work with. So, here's my character so far (parenthetical attributes represent my dice rolls... I rolled VERY well): Inquisitor - 1 ; Align - NG ; Race - Drow Noble STR - 15/+2
HP - 10 ; AC - 18 (Studded Leather + DEX mod... any other option was lower AC) Ranked Skills: (12 total - spent my favored class option on extra skill)
Equipment (thus far):
Racial Abilities:
Spells:
Feat:
So, here's where I need help. I'm not sure what would be a decent combination of feats to take over the course of 20 levels which would allow me to be fairly balanced between melee and ranged combat. Here's what I came up with based on a 20 level/10 feat build. These are in no particular order: * Point Blank Shot - +1 to hit/dmg w/in 30'.
I'm not sure if those are decent choices or not, nor what order I should select them in as I advance. The following feats were on my list of "desirable", but didn't make the cut: * Deadly Aim - Power attack for ranged weapons
And these last ones were considered, but at the bottom of my barrel: * Eschew Material Components - Self-Explanatory.
So, this is what I'm going off of. I want a balanced build designed around a self-preservation/lone hunter concept. Don't worry about Teamwork Feats, I've seen plenty of good advice on those. I like the idea of a Wild Cohort, because that extends my solo survival ability. I like the idea of Sin Eater... mostly because it sounded wicked, and I wanted my character to have a bit of a macabre feel to him (though it would be a purely symbolic act, with an effect that looked similar to a soul-stealing concept). Neither of these options is set in stone, but I'm favorable toward them. Two-Weapon Fighting is staying. I'm fighting at range with a Heavy Repeating Crossbow for flavor, and that's staying. I prefer not to take Weapon Focus, because I don't want to be tied down to any one trade tool. Using this as a guideline, I'm open to suggestions. ... Additionally, I've recently introduced a new player to gaming (and a female at that... can never get enough of them among our ranks!) She has chosen to play a Gnome Witch (so I won't be going "Witch Hunter" with my Inquisitor anytime soon, LOL, though I did like the concept). This is her character. Any suggestions would be helpful, as this class is also completely new to me: Witch - 1 ; Align - N ; Race - Gnome STR - 10/+0 (12)
HP - 9 ; AC 13 (no armor. +2 for DEX, +1 for size) Ranked Skills:
(Have not decided whether to spend the favored class bonus on HP or an extra skill. Suggestion?) Equipment:
Racial Abilities:
Spells:
Feat:
Hexes:
As she is completely new to the game, I would like to help her make this witch a viable, useful member of the group. Any suggestions for her advancement, or changes we might wish to make to her character before play begins? Sorry for the long post. Any suggestions will be much appreciated! :) |