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I am building a gestalt Magus/Ninja Suli that focuses on Lightning attacks and was wondering if there were any feats/magic items/spells/etc. that allowed you to hold a spell like a charge in your hand, and release it with your punch, preferably something viable in combat (so not a Spell-Storing amulet of mighty fists).

Example: Cast Chain Lightning with the first target being the guy I punch.

I already know about Close Range, which affects ranged touch attacks (rays), but what about AoE, Multi-target, and non-touch range spells?


So I have seen the argument for this and none of it adds up. Everybody states that either it's impossible because TWF requires a full-attack action, and Spell Combat uses up your full-round action, or you can't make attacks with your off-hand spell.

Both of these are wrong though, and it baffles me that it hasn't been pointed out before. Correct, normally under most circumstances Two Weapon Fighting cannot be used in conjunction with Spell Combat. There are, however, three exceptions to this:

1) Multiple Arms
2) Unarmed Strikes
3) Natural Attacks

Let me explain now...

Two Weapon Fighting (ruling) wrote:
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
Two Weapon Fighting (feat) wrote:

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Spell Combat wrote:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Full-Attack Action wrote:
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

Okay

Now that all of the pertaining rules are posted for ease of access. Let me begin my explanation. First of all the actual reason as to why TWF and Spell Combat usually won't work together. It's simply because you are only holding one weapon. In order to benefit from TWF, you have to have two weapons. Plain and simple. Now, there are some things that trump this though, and I will go over each one individually.

Note that no where under Two Weapon Fighting does it ever state "As a full-round action..." or "As a full-attack action...". This is because TWF does not require any action to do, it is simply a mechanic to replicate difficulty of wielding two weapons by applying a penalty to attack rolls in return for an extra attack per round. People often mistake this due to you needing to take a full-round action to make a full-attack in order to pull off TWF, but the same goes for iterative attacks and natural attacks.

Multiple Arms: The Spell Combat ability only states that you have at least one hand open and free, and the other[s] have a one-handed or light weapon. It is assumed that this class was not written with the idea of Kasathas in mind. If you have multiple arms you can wield two or more weapons while still meeting the prerequisites for Spell Combat. For 3 or more weapons, however, you will need Multi-weapon Fighting instead.

Unarmed Strikes: Unarmed strikes can be made with any part of the body, so it falls under a similar clause as Multiple Arms. However, there is also the fact that no where under Spell Combat does it state that you cannot strike with the casting off-hand, you only cannot hold anything in it. You may still make an unarmed strike, just like if you were making a melee touch attack without Spell Combat.

Natural Attacks: Natural Attacks have been explained through explaining everything previously, but for clarification purposes, I will go over it again. Natural Attacks are basically innate iterative attacks, unless you take a full-attack, you can only strike with your primary natural weapon (I think if its 2 claws, you can only attack with one claw, but don't quote me on that). If you do make a full-attack, then you make attack once with each of your natural weapons. Same reasoning: Iterative attacks, natural attacks, and two weapon fighting are all lumped up in the options available when you use a full-round action to make a full-attack. Again, spell combat does not say you cannot strike with the casting hand.

Lastly, errata has already ruled that Haste works with spell combat, even though it is not exactly stated as being a "Full-Attack Action".

Well, I think I have made myself clear. Basically Two Weapon Fighting and Spell Combat only work together when you are using multiple arms, unarmed strikes, or natural attacks.

Do you agree? Does this make sense? Did I overlook a small detail that caused me to completely waste 45 minutes of my life writing all of this? DISCUSS!


Hi, I am looking for some work throughout the next few months and wanted to just post on here so all could see. I would prefer $0.02 per edited word at least.
I have pretty extensive knowledge of the Pathfinder system and am willing to write just about anything. My specialties are smaller projects such as magic items, feats, class features, talents, etc. I can also manage short campaigns and classes (base, hybrid, alternate, etc.)

If you would like to recruit me for a project, please message me and I would be more than happy to prove my skills either with previous work or your own personal test.


I am building a gestalt Arcanist/Ninja that focuses on teleportation and illusion and was trying to come up with what feats he will be taking down the line. He will be dual wielding either daggers or kunai (haven't decided yet). Here is what I have so far:
Two Weapon Fighting
Improved Two Weapon Fighting
Greater Two Weapon Fighting
Dimensional Agility
Dimensional Assault
Dimensional Dervish
Dimensional Savant
Piranha Strike
Combat Casting
Improved Initiative
Combat Reflexes

Are there other feats that would compliment this build?


I had previously made a thread asking for advice and such for my own version of the Assassin PrC. I actually just recently was hired on as an intern for Rogue Robot Studios (fairly new 3PP) and they helped me out quite a bit, and I believe it is now complete and ready for playtesting and sharing.

Go ahead and give it a try in your home games and post on here telling me how you liked it. Thanks!

Assassin Prestige Class


So say I multiclass (or gestalted) a Magus/Cleric and I used the toppling spell metamagic feat on Magic Missile. Would I use Intelligence or Charisma for the trip maneuver check? I'm thinking it would be Intelligence since the spell was from the Magus spell slot, but I could see the argument for "whichever is higher" being made in this situation as well.


I am about to begin a game where I am playing a Necromancer who is a few crumbs short of a biscuit (if you know what I mean).

My question is, would freaking somebody out with random bipolar threatening/encouraging call for a Diplomacy check or an Intimidate check?

For a good representation, think of the Joker trying to to haggle.


Forgive me if this is the wrong place, I couldn't figure out where I should ask this, it seems like a rules-related question to me. If it doesn't belong here, please move it to the right spot.

Quick Scrounge wrote:


Benefit: The rogue can search a creature, object, or area in half as much time as normal. If her Perception check would normally require a full-round action or less, it becomes one step shorter along the following progression: full-round action, standard action, move action, swift action, immediate action.

This talent has no effect on Perception checks that are attempted as free actions or Perception checks that don't require an action.

What Perception checks take a full-round action? I can't find any rules on searching areas under the Perception skill.

This also brings to mind the mechanics of the Sift spell, what kind of check is it to do, mundanely, what the Sift spell does; what kind of action is it, and can I combine the Sift spell with the Quick Scrounge talent?


I am trying to make a character that specializes in fighting in darkness, and I am having a lot of trouble putting together the available abilities and feats to circumference this idea.

As for race I think I have narrowed it down to either Tiefling or Drow, for the Darkness SLA.

My biggest problem is that Darkvision is a terribly common ability, so casting darkness really is kind of pitiful, but the Tiefling has the nice feat Blinding Sneak Attack, which ignores whether they can see in darkness or not and blinds them, allowing me to sneak attack still. But the Tiefling has no way of getting Deeper Darkness, which the Drow does, but the Drow can't take Blinding Sneak Attack.

Is there some way for me to either gain Deeper Darkness SLA for a tiefling or find a workaround for darkvision as a Drow?

For other references, this is a Dual-Katana build, Slayer is mostly for the access to Two-Weapon ranger combat style, as well as other nice abilities such as Studied Target and Tracking as well as Full BAB. The ninja side is for Katana proficiency, nifty ninja tricks like Vanishing trick and smoke bomb, also will probably be using my unchained ninja class so that I can get shadow strike and some extra bonuses for being in darkness.


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So with the release of Pathfinder Unchained I have come to love the new additions to the Unchained Rogue, namely the finesse training, skill unlocks, and the tweaks to Minor/Major Magic talents. The more I look at it the more I notice that now the Unchained Rogue has pretty much overshadowed the Ninja, which was originally supposed to be equal in balance and ability to the rogue (though many would argue it was better, I see them as equal). So I have taken the liberty of devising my own version of a Unchained Ninja, to better balance it with the Unchained Rogue because I am a huge fan of the Ninja class and would hate to see it get stuffed underneath the bed and forgotten about.

Let me know what you think, and anybody is welcome to use this in their games, just okay it with your GM first.

Unchained Ninja wrote:


Note The unchained ninja is an alternate class for the unchained rogue class.
Alignment Any
Hit Die d8
Starting Wealth 4d6 x 10gp (average 140gp.) In addition, each character begins play with an outfit worth 10gp or less.
Class Skills The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level 8 + Int modifier
Weapon and Armor Proficiency
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Poison Use
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Ninja Training (Ex)
At 1st level, a ninja gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she selects any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers); she may also choose from the following: katana, kusarigama, or shuriken. Once this choice is made, it cannot be changed. Whenever she makes a successful attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the ninja from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The ninja can select a second weapon at 11th level and a third at 19th level.
Sneak Attack
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Ki Pool (Su)
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks:

As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.
Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

Acrobatic Master (Su): As a swift action, a ninja with this trick can spend 1 ki point to roll twice on her next Acrobatics skill check and take the higher result. She must make this check before the end of the round.
Bleeding Attack* (Ex): A ninja with this trick can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the ninja’s sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.
Blood Debt (Su): A ninja with this ability gains In Harm's Way as a bonus feat, even if she doesn't meet the prerequisites. When the ninja intercepts an attack using this feat, she can spend 1 ki point to impose a blood debt on the aided ally. The ninja's ki pool is reduced by 1 until she ends this effect, which she may do as an immediate action. If the ninja ends the blood debt in response to a successful attack against her by a creature the indebted ally threatens, the ally (who must be willing) takes full damage from that attack and any associated effects instead of the ninja. Source Champions of Balance
Choking Bomb (Ex): Whenever a ninja throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. The ninja can decide to create an ordinary smoke bomb or add poison to this smoke bomb as normal. The ninja must have the poison bomb ninja trick before selecting this trick.
Combat Trick: A ninja who selects this trick gains a bonus combat feat.
Darkvision (Su): This trick allows the ninja to use her ki to enhance her sight, granting darkvision out to a range of 60 feet. Using this trick is a standard action that costs 1 ki point. The enhanced senses last for 10 minutes per level.
Deadly Range (Ex): A ninja with this ninja trick increases the range at which she can deal sneak attack damage to 60 feet.
Deflect Arrows: A ninja who selects this ninja trick gains the Deflect Arrows feat as a bonus feat. The ninja must have the Improved Unarmed Strike combat feat before taking this trick.
Fast Stealth (Ex): A ninja with this trick can move at full speed using the Stealth skill without penalty.
Feather Fall (Su): As an immediate action, the ninja can slow her descent as if using feather fall. This ability uses her ninja level as the caster level. Each use of this ability uses up 1 ki point.
Flurry of Stars (Ex): A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of her shuriken attacks are made at a –2 penalty, including the two extra attacks.
Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.
Hidden Weapons (Ex): A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
High Jumper (Ex): When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent.
Kamikaze (Su) A ninja with this ability strikes without concern for her own well-being. The ninja can spend 1 point from her ki pool to give her unarmed strikes and any weapons she wields the vicious weapon special ability for 1 round per level. The ninja can spend 1 ki point to dismiss this effect. Source Champions of Balance
Kata Strike (Su): A ninja with this trick can spend 1 ki point as a swift action to make a ki strike (see Unchained Monk’s Ki Pool) as a monk of a level equal to her ninja level on her next melee attack. She may use this trick in between attacks during a full attack.
Ki Block* (Su): A ninja with this trick can prevent a creature from using its ki pool. Whenever the ninja deals sneak attack damage, the target must make a Will save or be unable to spend any points from its ki pool for a number of rounds equal to the ninja’s Charisma modifier. The DC of this save is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. The number of points in the target’s ki pool is unaffected, and abilities that do not require the subject to spend ki still function.
Ki Charge (Su): A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing 1d6 points of fire damage plus 1d6 points of fire damage for every four levels of the ninja above 2nd, to a maximum 4d6 at 18th level. Creatures caught in the blast receive a Reflex save to halve the damage. The DC of this save is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. If the thrown weapon hits a creature, that creature takes a –2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool.
Poison Bomb (Ex): Whenever the ninja throws a smoke bomb, she can decide to include 1 dose of any inhaled poison she possesses. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. She must pay for the poison normally. The ninja must have the smoke bomb ninja trick before selecting this trick.
Pressure Points* (Su): A ninja with this trick can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.
Redirect Force (Ex) If the ninja has a feat that allows her to attempt a combat maneuver without provoking attacks of opportunity, she can choose to provoke them anyway when she performs that maneuver. If she does so and takes damage from the attack of opportunity, the ninja adds the damage as a bonus on her attack roll instead of as a penalty. Source Champions of Balance
Shadow Clone (Su): The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Slow Metabolism (Ex): The ninja has a slower-than-normal metabolism. She can hold her breath for twice as long as normal before needing to make Constitution checks (four times her Constitution score). In addition, whenever the ninja is poisoned, the time between saving throws (the poison’s frequency) is doubled. Thus, a poison that has a frequency of “1/round for 6 rounds” would instead be “1/2 rounds for 12 rounds.”
Slow Reactions* (Ex): Opponents that are damaged by the ninja’s sneak attack can’t make attacks of opportunity for 1 round.
Smoke Bomb (Ex): This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point.
Snatch Arrows: A ninja who selects this ninja trick gains the Snatch Arrows feat as a bonus feat. The ninja must have the Improved Unarmed Strike feat and the Deflect Arrows feat before taking this trick.
Style Master: A ninja who selects this ninja trick gains a style feat that she qualifies for as a bonus feat.
Sudden Disguise (Su): As a swift action, a ninja can change her appearance for 1 minute per level. This ability functions as disguise self. Each use of this ability uses up 1 ki point.
Taijutsu Training (Ex): A ninja who selects this ninja trick gains Improved Unarmed Strike as a bonus feat.
Unchained Rogue Talent: The ninja can select an unchained rogue talent in place of a ninja trick. The ninja cannot select an unchained rogue talent that has the same name as a ninja trick, nor can she select an unchained rogue talent that alters an ability that she does not possess. The ninja can select this trick multiple times.
Undetected Sabotage (Ex): Whenever a ninja with this trick uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone who inspects the device does not notice the sabotage and assumes the object works unless he beats the ninja’s check with an opposed Perception skill check.
Vanishing Trick (Su): As a swift action, the ninja can cast vanish as per the spell. Using this ability uses up 1 ki point.
Ventriloquism (Su): As a swift action, the ninja can throw her voice as if using the spell ventriloquism. She can use this ability for 1 minute per ninja level. Each use of this ability uses up 1 ki point.
Wall Climber (Su): A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
Weapon Training: A ninja who selects this ninja trick gains Weapon Focus as a bonus feat.


No Trace (Ex)
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.
Master of Shadows (Ex)
At 4th level, the ninja becomes adept at concealing herself within the shadows. She gains a +5 competence bonus to Stealth checks when in an area of dim light. This bonus increases to +10 when she is in an area of darkness. She does not gain these bonuses against creatures with darkvision or the ability to see in darkness. Furthermore, she can use the Stealth skill even while being observed. As long as 1 point remains in her ki pool, if she is within 10 feet of some sort of shadow, a ninja can hide herself from view in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow.
Shadow Strike (Ex)
At 4th level, the ninja gains Shadow Strike as a bonus feat. Additionally, whenever the ninja deals sneak attack damage while in an area of dim light or darkness, she may add one penalty from the Unchained Rogue's Debilitating Injury class ability to her attack. The effects of this ability last for 1 round. These penalties do not stack with themselves, but additional attacks that fit the previously mentioned criteria extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex)
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Kawarimi (Su)
Starting at 5th level, once per day when a successful attack is made against the ninja, as an immediate action she can spend 1 ki point to attempt a Stealth check opposed by the attacker's Perception check. The ninja can attempt this check while being observed as long as she has cover or concealment (or an ability that allows her to attempt stealth checks without cover or concealment). If she's successful, the opponent's attack hits an inanimate object that the attacker mistook for the ninja, and the ninja may move into an adjacent square and is hidden from the attacker. She may use this ability an additional time per day at 10th and every 5 levels thereafter (to a maximum of 4 times per day at 20th).
Light Steps (Ex)
At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.
Improved Uncanny Dodge (Ex)
At 8th level, a ninja can no longer be flanked. This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum ninja (or rogue) level required to flank the character.
Master Tricks:

At 10th level, and every two levels thereafter, a ninja can select one of the following master tricks in place of a ninja trick.

Advanced Talents: The ninja can select an unchained rogue talent from the list of Advanced Talents in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick, nor can she select an unchained rogue talent that alters an ability that she does not possess. The ninja cannot select improved evasion unless she has evasion (either as a class feature or as a ninja master trick).
Assassinate (Ex): A ninja with this master trick can kill foes that are unable to defend themselves. To attempt to assassinate a target, the ninja must first study her target for 1 round as a standard action. On the following round, if the ninja makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the ninja as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that ninja’s assassinate ability for 1 day.
Blinding Bomb (Ex): Whenever the ninja throws a smoke bomb, all living creatures in the cloud must make a Fortitude save or be blinded by the black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. This trick cannot be combined with a choking bomb, but the ninja can combine a blinding bomb with a poison bomb. The ninja must have the choking bomb ninja trick before selecting this trick.
Clone Jutsu (Su): A ninja with this trick can create a clone of herself. This ability functions as Simulacrum, except that she can only create a duplicate of herself and the duplicate only lasts a number a rounds equal to 4 + her Charisma modifier. She may only have one clone active at a time; if she creates a new clone, the previous one melts away. Her caster level is equal to her ninja level for this ability. Each use of this ability costs 2 ki points.
Cloudvision (Su): A ninja with this trick can spend a swift action to focus her ki to enhance her vision, allowing her sight to pierce through thick fogs and smokescreens. Each use of this ability costs 1 ki point. This enhancement lasts 1 minute per level. The ninja must have the darkvision ninja trick before selecting this ninja trick.
Deadly Shuriken (Ex): As a full-round action, a ninja with this master trick can take careful aim and pool all of her attack potential into a single, deadly shuriken throw. When she does this, she throws a single shuriken at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the attack hits. For each additional successful attack roll beyond the first, the ninja increases the damage by 1d6. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this advanced talent. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0).
Evasion (Ex): A ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.
Feat: A ninja may gain any feat that she qualifies for in place of a ninja trick.
Ghost Step (Su): As a swift action, a ninja with this trick can pass through walls as if she were a ghost. Until the end of her turn, she can pass through a wall or other surface that is up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Each use of this ability uses up 1 ki point.
Transformation Jutsu (Su) As a swift action, a ninja with this trick can change her appearance for 1 minute per level. This ability functions as Polymorph except that she can only target herself, but she can change into specific individuals if she is familiar with them (see Disguised). Creatures that are familiar with the individual receive a Will saving throw to see through the illusion. The DC of this saving throw is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. This illusion also changes the ninja’s speech, if she has heard the individual talk and can speak his language. Each use of this ability costs 2 ki points. The ninja must have the sudden disguise ninja trick before selecting this trick.
Invisible Blade (Su): Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.
See the Unseen (Su): A ninja with this trick learns how to see that which cannot be seen. As a swift action, the ninja can cast see invisibility, using her level as the caster level. Each use of this ability uses up 1 ki point.
Shadow Split (Su): This trick allows the ninja to create an illusory double of herself that moves away from her, allowing the ninja to create a distraction. When she uses this ability, an illusory double appears and moves away from the ninja, heading in one direction. The double climbs walls, jumps pits, or simply passes through obstacles, moving at twice the ninja’s speed in the direction indicated by the ninja when the ability is used. Its course cannot be changed. The double persists for 1 round per level of the ninja. Those who interact with the double receive a Will saving throw to recognize that it is fake. The DC of this save is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. Each use of this ability uses up 1 ki point. The ninja must possess the shadow clone ninja trick before selecting this trick.
Taijutsu Mastery: A ninja who selects this trick deals damage with her unarmed strikes as if she were a monk of her ninja level –4. If the ninja has levels in monk, this ability stacks with monk levels to determine how much damage she can do with her unarmed strikes. A ninja must have the Improved Unarmed Strike feat before taking this trick.
Unbound Steps (Su): This trick allows a ninja to use her ki to walk through the air. Whenever the ninja uses the light steps class feature, she can walk on air, rising or descending as she desires. She must end her move on a solid surface. Each use of this ability uses up 1 ki point.


Hidden Master (Su)
At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.


6 people marked this as FAQ candidate.

Okay, so I saw only one other post about this and it was only 2 comments long...one guy asking and one guy saying no.

I wanted to look a bit further into it and was confused by both the logic presented in explaining why it wouldn't work, and the way extradimensional spaces are explained in the rules...

Called Weapon Property wrote:


A called weapon can be teleported to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A called weapon must be in a creature's possession for at least 24 hours for this ability to function.
Bag of Holding wrote:


This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions.

Regardless of what is put into the bag, it weighs a fixed Amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.

If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.

If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.

Extradimensional Spaces wrote:


A number of spells and magic items utilize extradimensional spaces, such as rope trick, a bag of holding, a handy haversack, and a portable hole. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do not function, however, inside another extradimensional space. If placed inside such a space, they cease to function until removed from the extradimensional space. For example, if a bag of holding is brought into a rope trick, the contents of the bag of holding become inaccessible until the bag of holding is taken outside the rope trick. The only exception to this is when a bag of holding and a portable hole interact, forming a rift to the Astral Plane, as noted in their descriptions.
Teleportation wrote:


a teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

I went ahead and bolded the important parts.

So what I am confused about is that the Bag of Holding is stated to have a nondimensional space, though is referenced as having an extradimensional space as well as a portable hole, which, when both interact with eachother creates a gate or rift (respectively) to/in the Astral Plane. The teleportation rules define teleporting as traveling through the Astral Plane, and the Called weapon property uses a limited form of the Teleport spell, so the weapon in question would be traveling through the astral plane when called.

Now here is the kicker, since both the Bag of Holding and Portable Hole, which are defined as "extradimensional spaces" unlock the Astral Plane when combined, does that mean that this extradimensional pocket is parallel with the Astral Plane? If so, then wouldn't that make the Called weapon already be in the Astral plane when it's in the bag of holding, meaning that it's basically already made half of the journey, so that when you call it it is just coming from the Astral plane that it was already in and going into your hand?

If I am way off, please explain. If I am on to something please support this and maybe FAQ for an official answer.


I just recently noticed this, but under the Sleight of Hand skill unlocks, which state you can use SoH as a move action at a -10 penalty, then as a swift at a -20, then as a move at no penalty and as a swift at -10. What about when you have quickdraw and are drawing a hidden weapon?

Sleight of Hand Unchained wrote:


With sufficient ranks in Sleight of Hand, you earn the following.

5 Ranks: When attempting a disarm or steal maneuver, a successful Sleight of Hand check against your target's CMD grants a +2 circumstance bonus on your combat maneuver check.

10 Ranks: The penalty for attempting a Sleight of Hand check (including drawing a hidden weapon) as a move action is reduced to –10.

15 Ranks: You can attempt a Sleight of Hand check (including drawing a hidden weapon) as a swift action at a –20 penalty.

20 Ranks: You take no penalty for using Sleight of Hand as a move action, and take only a –10 penalty when using it as a swift action.

Quick Draw wrote:


Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

I would think it would move the penalties up a step, so at 5 ranks it would be a move action at no penalty, 10 ranks can be swift at -20, 15 would be swift at -10, then maybe 20 is swift at no penalty?

Some clarification on this would be nice.


I want to make sure I am understanding the capabilities and limits of the Silent Image spell.

If I were gambling and playing cards, could I use Silent Image to alter the faces of the cards/dice (in other words cover up the actual result with the image of the result I wanted). Is this viable? Obviously I know you would need to be able to cast it without somatic or verbal components or it'd give away any attempt at cheating.


As the end of the day approaches, you all decide to head back to the Inn where you were approached by a showy wizard. The order in which you all arrive doesn't matter really

Once dusk sets in and the inn is filled with drunks and entertainers you catch sight of a blue-robed man entering the doorway. "Ladies and gentleman! The magician," He removes his hat and takes a bow, "has arrived..." He lifts his head with a cocky smile as he replaces his hat. The crowd inside the room begins applauding as the man's robe flies off of his back and floats over to the coat rack. He rolls his hat along his arms and shoulders in finesse, claps his hands together and out of nothing pulls out a cane. He flicks his fingers and produces sparkling lights and trumpeting sounds. The Inn becomes party central.

In your heads you each hear his whisper, "Enjoy the night, for this may be your last chance."

How are you going to party? ;)


Discuss away...


I just received the Heroes of the Wild book, the package is crescent shaped...
I am extremely nit-picky about the condition of all of my Pathfinder books, as well as all of my games, movies, basically anything I care about.
Can somebody please fix this?


So I am trying to build a Hunter or Druid (looking for full HD animal companion) with a Megalania animal companion and would like to use it as a mount. I was trying to search for rules on riding oversized mounts, such as being small riding a large mount, but couldn't find any.

Also, I was thinking of dual-wielding starknives. Though the hunter doesn't get access to the Rangers style feats, which makes that a pretty expensive feat investment. What is the best way negate the two-weapon penalties and have a full HD animal companion that is the least feat-taxing?

Back to the oversized mount question, if it is possible without penalty, I am probably going to do halfling or gnome, any recommendations? I could go dwarf as well.

EDIT: Also, I intend for this to be a PFS character, so no third-party.


I am wanting to make a gnome bard thief that eventually prestiges into Arcane Trickster.

What I would like to know is how many GMs would allow me to have both of these archetypes? Basically I simply wouldn't get any of the performances granted by the Prankster archetype given the fact that the Archaeologist does not gain Bardic Performance.

The main reason I even want the Prankster archetype is for the Swap (Ex) ability.

EDIT: I am trying not to turn this into an advice post, but If anybody would not allow it, could you please provide me with an alternate way to obtaining an ability or feat similar to Swap (Ex)?


2 people marked this as a favorite.

So, this would be my very first time GMing a PbP, I am unsure as to whether it will be easier or harder than real-life, I can see both sides being true, but I guess I'll find out.

I don't have a WHOLE lot of this campaign ironed out at the moment, but I have used this world in 2 other games I ran, I will be updating the Campaign Info within the next couple of weeks or so, but to start you off here is a short description:

The planet name is Archeon (pronounced Ar'kay'on).

Prologue-type thing:

Thousands of years ago struck the first war of the elements. Air and Earth collided amongst the material plane, waging war against one another. Water allied itself with Earth, Fire with Air. The battle lasted for decades. The land was in turmoil, many innocent lives taken from collateral damage. It was the most destructive battle ever fought on Archeon. Earth eventually triumphed and peace was once again restored. The people of Archeon prospered and returned to their normal lives throughout the years. Legends were told of the massive war, and scholars and explorers sought out to find answers about these elementals.

400 years passed before Air initiated yet another attack on Earth, provoking the Second Great Elemental War. This battle did not last as long, Air and Fire overpowered Earth, who at the time was unable to receive aid from Water. Though it was still very devastating, it did not leave as much destruction as the previous war. Even so, it still found its name in the historical archives of the world, and sparked even greater curiosity from humans and the like. Wizards finally found a means of bridging a connection between the planes and summoning elementals, though they could not get answers out of them. Some dedicated their lives to researching and understanding the elementals; some even allied themselves with the elementals, learning along side them and learning the powers of the elements.

It has been over 3000 years since the Second Great Elemental War, and prophets and oracles are beginning to foresee yet another war. Rumors are spreading that the time has come when the Elementals will once again walk the earth and create chaos across the land. Most of the world has near forgotten these legends and see them as just that, legends, but there are some who know what is to come. The elves prepare themselves, as do the druids of the forest, and the warriors of the churches. The end is near...

This is an epic tale, and you will be epic champions (whether heroic or villainous)

A couple of things about me:

  • I am an advocate of fairness and equality, but I also understand the importance of player-spotlight. This is an exciting and eventful journey for very important people, there is plenty of reason for every one of the party to survive and prosper and succeed in their journey. With that said, I will not continuously pull punches or stave off deaths. I am more than willing to fudge stupid and random rolls that could mean the end of your characters, unless you would like a different character, which I am okay with letting you make.
  • I strongly encourage roleplay, you are playing roles, not a video game. Combat is fun and it's exciting to use your abilities and feats that you have worked so hard to fit into your character concept, and you will believe me you will. I would very much like to see each character evolve into something more than they started off as. So play your character as you originally pictured it, and let the ideas and interactions from the other PCs influence yourself and get along, that is all I ask.
  • I love feats. I love them, I love them, I LOVE them! Feats are my all-time favorite aspect of any RPG, ever since I was a kind playing KOTOR, I have always enjoyed the addition of new abilities by choosing feats. Thus, I will be rewarding many many feats as the story progresses, no limitation beside what I feel may be too much (most likely something around 1 per level) I will also be rewarding other abilities such as Supernatural/Spell-like abilites, constant effects such as darkvision or arcane sight, templates, taints, evolutions, infections, etc. Play the story and aim for your character's improvements and they will most certainly get them, I like seeing my players fulfill their ideas and aspirations.
  • Be respectful please, I am laid-back and enjoy constructive criticism, but I am also biased toward Rule Zero, please don't argue with me. The more you player under me, the more you'll realize how lenient I am, I will mostly stick to the rules for consistency, but I will make a few alterations, I do not have a list of houserules but I will try my best to foreword them to you before they become an issue.

Now enough about me, on to you guys!

Character Creation:

Ability Scores: You will have a pool of 20d6, reroll 1s and 2s; assign 3 dice to each ability score and total them up. Use the remaining 2 to increase any of the following (only 1 dice per option): HP, Fort, Ref, Will, BAB, Skill Ranks, or gain spell slots per day of levels totaling up to your die result. (except 0-level)
Classes: Any Paizo, 3rd-party case-by-case. We will be using Gestalt rules as well.
Race: Any Paizo (If you choose a race above 15 RP only roll 18d6 for ability scores and knock off 1 gestalt level, and also run it by me first, I may change the penalty depending.)
Alignment: Any. NOTE: I will not tolerate Chaotic Stupid, if you want to play CE that is fine, but you will refrain from randomly killing/raping/pillaging or there will be major in-game consequences. Also I will not tolerate PvP (this includes harmful-yet-not-violent acts such as stealing or indirectly sabotaging.) You must be able to get along with the party and be a team player, if you cannot do this I will remove you from the game, I am dead serious on this issue. If you are gonna be a virus, I will be the vaccine.
Traits: Choose 2, drawback for third.
Hit Dice: Max first, roll after (reroll 1s and 2s)

You will start at level 1, max starting gold. Also, you will begin with one +1 regular material weapon.

Some other points:
Maps: I am most likely going to be using roll20 for maps.
Posting Habits: Any interested must be able to post at least thrice a day, I work 50+ hours a week and I can manage 5+ per day, most of you shouldn't have any excuse. I will usually only be able to post in the mornings and late at night.
Format: I don't particularly care about the format of your character sheet, as long as I can read and understand it and it is well organized is all I ask.

Welp, that's all folks! Sorry if this is a bit long, but I have high expectations about this game:
Deadline will be April 30th, so you have plenty of time to work out your character concepts, If I find enough people that really interest me I may begin earlier, but I will let you all know if I decide to do that.

BEGIN!


Okay, so I am so mixed up on the mechanics of Natural Attacks, namely the fact that (I think, based off the context I am hearing) you can make as many Natural Attacks as you have available (1 bite + 2 claws = 3 attacks) per round. Am I understanding this correctly? Also I cannot find the rules on this anywhere, only rules about primary vs secondary, damage, strength bonuses, and such, nothing about how many attacks you get per round. Can somebody direct me to the rulings on this? I'd like to read it myself to fully understand it.

Some other questions regarding natural attacks: Can I combine a natural attack with unarmed attacks? Would that allow me to add another attack like normal or would it impose the regular TWF penalties?

I believe unarmed strike does not count as natural attack, am I correct?


No matter what I searched the only threads I could find were about upgrading specific magic items, which I know you can't do at least by PFS rules. My question is this:

Can I upgrade a mundane or magic item into a named magic item?

For instance, if I have a +1 Mwk Starknife, could I pay a craftsman to enhance it into the Hunter's Starknife?

EDIT: Also, if yes, how much would it be, or better yet how would you calculate the cost of the upgrade?


I've had the idea for a class that focuses on Support in a nonmagical way for a long time now, and it has evolved since.
I chose to make it an Alternate class for the Barbarian since mechanically it was very similar, thematically it is practically opposite though.

I would like for anybody to playtest the character and let me know how it turns out, create some characters with this class and compare it to others, I would like to make sure everything balances out well enough.

I would also like any advice and constructive criticism you can offer on what to add, change, or clarify.

Because of my formatting it would look very weird on the forums so here is a link to the word document

Thanks in advance!


I was having a hard time finding a thread on this specifically.
Carry Companion turns a willing companion into a miniature statue made of stone. It also states that if it is damaged in any way, the creature is damaged accordingly when restored.

Mending and Make whole seem to be able to fix it, if I am reading them correctly, but just how much HP does the stone miniature that Carry Companion creates have? Does it count as a magic item?

I ask this because I am about to alter my character into a Slayer/Wizard gestalt with a Pseudodragon improved familiar and was wanting to use Carry Companion to keep him concealed while I was in town or around public. But I want to be able to fix him in case he ever gets dropped or damaged, I don't want him losing a wing.


Was wondering how many people would be interested in playing (or running) a game in a world that has emerging modernized weaponry. Nobody would be restricted to gungslinger, nor discouraged from other classes. But basically guns would be considered simple weapons, and there would be modern weapons, though rare, still available.

I would prefer to be a player in this game, but I might decide to run it depending on who is interested and if I can get the right inspiration for a campaign.
I was wanting to play a sniper, but what happens happens I guess.


Okay so after looking at some of the Arcane Exploits in the Arcanist class, I had the idea of making an arcanist that revolved around the damaging exploits, using consume spells and items to rejuvenate his reservoir.
By 19th he would have the following exploits:
Acid Jet
Consume Magic Items
Flame Arc
Ice Missiles
Lightning Lance
Swift Consume

and the following Greater Exploits:
Burning Flame
Dancing Electricity
Icy Tomb
Lingering Acid

Depending on whether it was roll or point-buy the ability scores would vary but this would be the list in Priority:
Cha; Int; Dex; Con; Wis; Str

The spells prepared would mostly by utility, such as scry, identify, mage armor, bear's endurance, etc.

What do you think of this build? Is it viable? what advice do you have to improve it? Thanks in advance!


Panther Parry (Combat) wrote:


Your vicious strikes impair your foe’s ability to attack you when you move.

Prerequisite: Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Claw, Panther Style.

Benefit: While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a –2 penalty on attack and damage rolls with the triggering attack of opportunity.

With panther claw, you are able to make as many attacks as your Wisdom Modifier, so if you make 3 attacks and they all hit and deal damage, then does your opponent suffer a -6 to his AoO? Or is it just a one-time penalty if any of your attacks hit?


Sorry if this has been posted already, but I neither could find it or knew exactly how to word it in the search bar.

What I want to know is if an Arcanist (Or magus) gets a familiar via Exploit or Arcana, does it count as having the familiar class feature for purposes of qualifying for feats such as Evolved Familiar.
I noticed the Improved Familiar feat requires the "Ability to gain a familiar" though Evolved Familiar requires "familiar class feature"


I have been getting the idea for a new class called Collector, as the name suggests: It is a class that specializes in summing the value of items. An excellent appraiser and marketer.
I can come up with most of the abilities myself, but what I am having trouble with is a way to implement this style of character into combat. I don't know whether it should be support or not, but either way how would I use this kind of skill set to aid other PCs in combat.
Perhaps something like using the Appraise skill in place of knowledge for determining weaknesses?
Or should I not even bother worrying about its usefulness in combat and focus on its abilities in the social aspect?


Wanted to see how many people would be interested in playing a game via d20pro, roll20 or someother program, and if there were any GMs willing to run it.

I really want to play a gestalt Monk//Ninja, but I feel his abilities would be portrayed rather insufficiently through PbP, and would rather be able to have a session where I can talk and explain what he is doing.

Anybody interested? Any AP or homebrew game would work, as long as you like the idea of a Martial Artist whooping ass every session :P


Hi, I have a few house rules I plan on using (maybe) and would like to hear from experience GMs and players alike what they think of them.
Here they are:

Ability Scores: For solo campaigns only. I am think of having a dice pool of 18d8, reroll 1's and 2's and divide the results among your stats (3 dice per stat)
The point of this is precisely to provide rather powerful results to make the PC more epic and heroic.

Campaign Milestones: This can possibly be used in group games as well, but may cause some issues depending on the situation. I know there are other GMs that do this, but not sure if they do it quite the same way.
So basically the idea of this houserule is that whenever the PC completes a certain part of the story, or achieves an important goal or challenge (such as slay the dragon that's been terrorizing his country for the past few centuries) I reward him with feats and abilities.
A few examples:

  • granting the PC the toughness feat after spending a year training with a martial arts master
  • Giving the PC the constant ability of true seeing after he inevitably dies and is resurrected by his deity (on purpose for story progression) and is given a gift to aid him in his journey
  • granting him the weapon focus feat after he spends a year's worth of disciplined training (preferably with a teacher of some kind)
  • giving him the keen senses trait after spending months on end deep in the wilderness, surviving or tracking something.

This is all I have for now, as I come up with more I will use this thread to post them.

What do you think? Do you like them? Would you use them? What would you change? Any specifications you would recommend?


Okay, so as the title states, Studied Target provides a bonus to the following skills: Bluff, Knowledge, Perception, Sense Motive, and Survival. Yet, the Slayer's Feint feat, which may require you to be a slayer (or have the acrobatic feat), replaces the Bluff check (Which you get a bonus on) for Acrobatics (Which you do not get a bonus on) when using the Feint Maneuver.

Why is this? I mean the feat has Slayer in it's name and also includes the class in its prerequisites, yet what reason would anybody playing a slayer have to get this feat?

Studied Target (Ex) wrote:

A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

Slayer's Feint (Combat) wrote:

You rely on your deceptive speed and agility instead of trickery to catch your opponents unprepared.

Prerequisite(s): Dex 15, Acrobatic or slayer level 1st, Combat Expertise, Acrobatics 1 rank.

Benefit: You can use Acrobatics instead of Bluff to feint in combat.


I am trying to understand this part of the gestalt building guide:

Gestalt Characters wrote:

Class Skills

Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid can purchase skills from both the barbarian and bard lists as class skills.

Why does it say "four times"? to my understanding a gestalt's level is still equivalent to its hit dice as well as any other character of that level, mean he would still start with (the higher of the two) ranks + his Int modifier. Am I missing something or is this a typo?


After reading some posts I've decided I wanted to make a revised version for the Assassin prestige class, this is for anybody to use in their homebrew, in fact I hope some Devs will see this and inspire some changes to be made to the published version.

Let me know what you think, too powerful? not enough? anything unclear?

Assassin:
Hit Die: d8.

Requirements
To qualify to become an assassin, a character must fulfill all the following criteria.
Skills: Disguise 2 ranks, Stealth 5 ranks*.
Special: The character must have fulfilled a contracted kill.

Class Skills
The assassin's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha),Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Linguistics (Int), Perception (Wis), Sense Motive(Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks at Each Level: 6 + Int modifier.

Table: Assassin
Lvl|BAB|Fort|Ref|Will|Special
1st|+1|+0|+1|+0|Sneak attack +1d6, assassinate, poison use
2nd|+2|+1|+1|+1|poison mastery +1, uncanny dodge
3rd|+3|+1|+2|+1|Sneak attack +2d6, shadow
4th|+4|+1|+2|+1|poison mastery +2, hidden weapons
5th|+5|+2|+3|+2|Improved uncanny dodge, sneak attack +3d6
6th|+6|+2|+3|+2|poison mastery +1, hide in plain sight
7th|+7|+2|+4|+2|Sneak attack +4d6, quiet death
8th|+8|+3|+4|+3|poison mastery +1, angel of death
9th|+9|+3|+5|+3|Sneak attack +5d6, deadly precision
10th|+10|+3|+5|+3|poison mastery +1, relentless assassin

Class Features
All of the following are class features of the assassin prestige class.

Weapon and Armor Proficiency Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.

Sneak Attack
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source, the bonuses on damage stack.

Assassinate (Ex)
An assassin is skilled in the art of silent killing. To attempt to assassinate a target, the assassin must first study his target for 1 round as a standard action. On the following round, if the assassin makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the assassin as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + the assassin’s level + the assassin’s Intelligence modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that assassin’s assassinate ability for 24 hours.

Poison Use
Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison).

Poison Mastery (Ex)
The assassin learns how to apply his poison in such a way as to maximize its potency. At 2nd level, the assassin gains a +1 to the DC of all of his applied poisons. This bonus increase by +1 every two levels.

Shadow (Ex)
The assassin learns how to shadow his targets. At 3nd level, the assassin can use his Stealth (Dex) bonus in place of Survival (Wis) checks made to follow tracks.

Uncanny Dodge (Ex)
At 2nd level, an assassin cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If an assassin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Hidden Weapons (Ex)
At 4th level, an assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.

Improved Uncanny Dodge (Ex)
At 5th level and higher, an assassin can no longer be flanked. This defense denies a rogue the ability to sneak attack the assassin by flanking him, unless the attacker has at least four more rogue levels than the target has assassin levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Hide in Plain Sight (Su)
At 6th level, an assassin can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Quiet Death (Ex)
At 7th level, whenever an assassin kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection.

Angel of Death (Su)
At 8th level, the assassin becomes a master of death. Once per day, when the assassin makes a successful death attack, he can cause the target's body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.

Deadly Precision (Ex)
At 9th level, an assassin can make a sneak attack against a foe who is normally immune to such attacks. The foe must still be considered flat-footed or lose his Dex bonus to AC. The foe is still immune to critical hits. The assassin can use this ability once per day for every 5 sneak attack dice he has (to a maximum of 4 times per day.) This includes other classes that grant him sneak attack dice.

Relentless Assassin (Ex)
At 10th level, the assassin completely loses his regard for the living. Once per day, the assassin can assassinate an enemy without studying beforehand and even while being detected. He must still make a successful sneak attack. The assassin must declare the use of this ability before the attack is made. If the attack misses or the target succeeds at its Fortitude save, the assassin may re-attempt each successive round, provided the conditions for a sneak attack are met; if the assassin is unable to sneak attack or chooses not to for any round following his previous attempt, this ability is wasted with no effect.


What are some good Adventure Paths to run for new players?

I'm looking for anything involving dragons, demons, vampires, etc. to keep the player's attention and make it easier for them to relate to.


So I am bringing my Nephew into the fray of Pathfinder, he's 17 and he is a fast learner so I'm not worried about his catching on.
I don't have a whole lot of free time to be designing worlds or revising the worlds I have already started, so I am probably going to run a module, but I have no idea which one.
Are there any recommendations? something that's easy to learn both for the GM and player. As well as anything that's really exciting and attention-grabbing, or something easy to relate to, like something involving demons or dragons.


I recently made a post asking about playing a character who was essentially evil, but not villainous.
You can read the description here
After reading more into the rules of PFS I decided he may not be entirely suited for society play.

A couple of things first:
1) He does not HAVE to be of the evil alignment, I can make him Neutral, but just know he will have tendencies that somewhat stretch the boundaries of a neutral character (pointless killing/theft, torture, rape, pillaging, or the like will NOT be among those, don't worry)
2) I would like for him to eventually gain a Wyvern or Dragon Horse as a cohort/mount via the Leadership feat. (He mostly will not be mounted during combat though)

Is there anybody willing to run an online campaign for this character?
I would rather it not by PbP, but via video chat through skype, oovoo, pen&papergames, etc.

Also it doesn't have to be anytime soon, If you are in the middle of a campaign or need time to prepare I can wait a few months or so if need be.

EDIT: also I might be willing to get d20pro


Hey I have never played PFS before and was thinking about starting sometime soon. I also have an idea for an Inquisitor who is particularly skilled at dragon slaying.
As for the nature of this Inquisitor, he is supposed to be Cold and Ruthless, as well as Bloodthirsty.
Now, he is NOT a villain, he has no reason to take over the world, or rule any kingdoms, he doesn't even share the same taste as slavers.

Would this kind of Evil character be frowned upon in Society play, or would most GMs accept him?

Let me try to break his personality down and explain what makes him evil and what sets him apart from crazed murderers and the type.
> He is a murderer: He is a cold-stone killer, enjoys dirtying his blade with the blood of his enemies; however, he prefers a challenge and is above the slaughter of peasants, helpless, and innocent (as he deems to be)
> He is selfish: He lacks the sense of aiding in any cause that doesn't benefit himself, whether through payment, alliance, or mutual understanding (obviously if he has a target that's in danger of being killed by somebody else, he will protect that target until he's ready to kill them)
> He is greedy: No, he is not a hoarder nor is he materialistic, but what's his is his and only his and he is also a strong believer of the "Finders Keepers" clause.

That said he does have some good qualities:
> He has a code: (He would be consider LE or NE) He does not pick fights unless there is a reward for the one he's fighting (going to kill) or it is dragon-blooded (though he does make exceptions as long as it's not a true dragon). He does not steal from the poor (unless they actually have something he needs, or just really really wants; though most of the time he will just bargain for it). Lastly, he does not steal gold, only material items (usually with magical properties) (this one is more of a self-limiter, so that he isn't tempted to steal his way into prison constantly)
> He does have a heart: It has yet to happen and probably won't, but he isn't heartless; he can find love, and he can have emotions for someone or something.
> He had a pretty bad upbringing: I haven't completely worked out his history, but I know it is going to be pretty harsh, he will have a reason for his attitude and personality. I am thinking of something having to do with slavery (obviously a dragon will effect him in some way as well.)


1 person marked this as a favorite.

Okay so this question is a 2-parter:

1) Can cohorts gain the Leadership feat?

2) If yes, than are their cohort/followers under my command/leadership?


So after looking at intelligent items a bit, I saw the transforming power. I am trying to make an artificer-type wizard with a construct mount. A horse that transforms into a giant eagle.
I began to think about homebrewing a complex construct modification that allows two or more separate forms to transform into. Based on your experience with custom weapons, armor, items, etc. What do you think a good additional cost would be. Here is the explanation of the modification:

Transform
Requirements: Craft Construct, Craft Magic Arms and Armor,???
CR increase: +2 ???
Cost: ???
This modification allows the construct to transform into another form. This form must be the same size category as the construct and both forms must have the same CR (excluding the increase from this modification.) Each form is treated as its own separate being with its own stats and abilities except for its Constitution ability score. Any damage the construct takes is retained in both forms, consequently any damage recovered is also recovered in both forms.
All construct modifications (except this one) are separate and can only be used while the construct is in the corresponding form.
All skills and feats are preserved in each form. The construct does not gain the benefits of any feats unless it's current form has said feats, and the construct is considered trained only in the skills that its current form has ranks in.

Also I'd appreciate any constructive criticism in the description. Thank you!


I tried to search this up, but just could not word it correctly enough to find the answer. So here it is.

I want to make a blacksmith/artificer/wizard that uses construct armor, but I don't want anybody to know that he's using construct armor. So I came up with the idea to have him act as if he were a "fighter" basically a soldier/merc, act proud, confident, noble, etc.

My question is this: What skill check would be used to act that way, and what opposed check would be used to see through it?
I was thinking either Bluff or Perform (Acting) vs either Perception or Sense Motive
? any ideas?


Okay so I am GMing and trying to make an NPC. Its a race I made called Vanaga'iiros, basically snake-like humanoids who resemble humans (actually resemble vampires more) and have very toxic blood.
The NPC I am making is a masochist who throws herself at the foes sword basically so that she can poison him, she also does things like cutting herself to put the blood on her blade (stabbing herself usually considering she wields a rapier) and etc.
My question is what are feats that would fit a character who loses a lot of HP in a battle, I know about the Diehard and Toughness feats
Perhaps anything that helps prevent crits, heals damage, and perhaps also anything that boost combat abilities while low on HP

Thanks in advanced.


Okay, so I want to make a Rogue who specializes in pouncing on unsuspecting foes for a buckets of sneak attack damage, and then jump back into the shadows, and repeat.
I am having some trouble scrounging up feats, traits, abilities to help make the acrobatics checks easier, or increasing my base speed so that I can jump farther.

Some things I have found:
Skill focus (acrobatics)
Acrobatic feat
traits with bonuses to acrobatics
Charger trait
Peerless Maneuver rogue talent
expert leaper rogue talent
Fast Stealth rogue talent
Fleet feat
Death from Above

Is there anything else that would aid in my constructing of this character?
Also what magical items would work well? I know of boots of striding and springing


Hi there, I created this race as an altered version on the published Centaur (28 RP) race with the intent of knocking down its RP value, in turn making it just a tad more balanced with the not-so-monstrous races. I plan to use this race in my campaign, and thought I'd post it here if anybody else felt they wanted to use it, or branch off of it into their own ideas. Feel free to do with this what you please, just keep in mind that its not your original idea, it isn't even mine (or anybody's for that matter.)

ENJOY!

Centaur (16 RP)
Ability Scores: Flexible (+2 Strength, +2 Wisdom) (2 RP)
Type: Humanoid (tauric) (0 RP)
Size: Medium (0 RP)
Base Speed: 30 ft (0 RP) (+10 ft. Quadruped)
Languages: Centaurs begin play knowing Common and Tauric. Centaurs with a high Intelligence score can choose from the following: Aklo, Celestial, Cyclops, Draconic, Elven, or Sylvan. (0 RP)
Defensive Racial Traits:
Fearless: Centaurs gain a +2 racial bonus on all saving throws against fear effects. (1 RP)
Natural Armor: Centaurs' tough hide grants them a +1 natural armor bonus to their AC. (2 RP)
Feat & Skill Racial Traits:
Skill Training: Centaurs gain Acrobatics and Perception as class skills. (1 RP)
Skilled: Centaurs gain one skill rank at 1st level and one additional rank every time they level up. (4 RP)
Movement Racial Traits:
Sprinter: Centaurs gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. (1 RP)
Offense Racial Traits:
Weapon Familiarity: Centaurs are proficient with spears, shortspears, longspears, and lances. (2 RP)
Senses Racial Traits:
Low-Light Vision: Centaurs can see twice as far as humans in conditions of dim light. (1 RP)
Other Racial Traits:
Quadruped: Centaurs possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. (2 RP)

Tauric Traits:
Tauric Traits:
> Tauric creatures are always considered mounted for the purpose of using attacks, actions, or feats.
> Whenever a tauric creature would make a Ride skill check, make an Acrobatics skill check instead.
> Tauric creatures may use their ranks in the Acrobatics skill instead of the Ride skill for the purpose of qualifying for feats.
> Any bonuses to the Ride skill from feats, features, abilities, or magical effects are instead granted to the Acrobatics skill.
> Tauric creatures breathe, eat, and sleep.


I would like to alter the racial traits of the Centaur to make it a little more balanced with the other races.

Centaur:
Centaur (28 RP)

Ability Score Racial Traits: Flexible +2 Str, +2 Wis) (2 RP)
Advanced Strength (+2) (4 RP)
Advanced Dexterity (+2) (4 RP)
Advanced Constitution (+2) (4 RP)
Type: Monstrous humanoid (2 RP)
Size: Large (7 RP)
Base Speed: Normal (0 RP) (plus Fast (+10 feet)
Languages: Standard (0 RP)
Defense Racial Traits

Natural Armor: Centaurs have tough skin, granting them a +2 natural armor bonus. (2 RP)
Movement Racial Traits

Fast (+10 feet) (1 RP)
Senses Racial Traits

Darkvision: Centaurs have darkvision and so can see perfectly in the dark up to 60 feet.
Other Racial Traits

Quadruped Centaurs have four legs (2 RP.)

Obviously I can't drop the size, type, or quadruped traits (and in essence can't drop darkvision)
I think they might have messed up by giving it both Quadruped and Fast traits, because Quadruped inherently grants +10ft. base speed. So Fast is unnecessary.
I was thinking of dropping the 3 advanced ability score traits and replacing the flexible AS trait with the Weakness trait (+2 CON, +2 WIS, -4 CHA) because Centaurs are very rare in my world and usually keep to themselves without ever really having much societal contact.
That would bring the RP down to 12...I can take off natural armor to bring it down to 10 RP.

Any ideas on how to lower the RP even more?

Another thing I wanted to bring up was whether I should give it a trait that allows centaurs to be treated as always mounted. or if I should just houserule it.

EDIT: what about making a trait that uses acrobatics in place of ride checks? cuz a centaur needing to know how to ride an animal is just silly...


First off this is not a question about RP, racial traits, or abilities I will be "configuring" the race to better fit my campaign, but I was just wondering:

Humanoids use armor suits, and horses use barding, would a Centaur need both? If not could they still use both for an added AC bonus? would the barding be included in the armor? would the armor be included in the barding?


If there is anything related to this already posted here I apologize, I just had no idea what to type in the search box.

I was wanting some ideas on what "tests" or "experiments" a doctor or scientist (or anybody curious to find out how a particular body or mind works) would run on somebody to identify hidden powers, strengths, weaknesses, blood-type, basically anything that will work towards identifying the genetic structure of a person or creature?

I know of some like:
Taking a blood sample
Taking an Xray (would have to be done magically so idk what spell to use for that)

There are others I can think of, but can't translate them into Fantasy-age-friendly versions: Catscan, Sleepstudy, Neuroscans, Physicals, etc.

Any ideas on what a doctor from the fantasy times would do to examine a live specimen (CANNOT KILL THEM SO GET THAT OUT OF YOUR HEADS)

THANKS! :)


I would like to make more potent poisons, and some other poisons that branch out further than the basic ones from the UE. Some questions I have regarding this issue:

Is there any kind of formula for figuring out the price of poisons?

What is the best way to balance the poisons (besides making them ridiculously expensive)?

IF YES TO Q1, How would you include effects like unconsciousness, death, or paralysis into the price?

Also, I wasn't sure if the best place to post this question was under Advice or Suggestions/Home Brew so if this isn't the right place just let me know.


The filter list for traits is screwy and I can't actually search for specific words and I'm not finding one with the way I am searching.

I was just wondering if there was anybody who happened to come across a trait like this during their personal research. Is there such a thing? I don't necessarily HAVE to have it but it'd be nice.

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