Gaston Cromarchy

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I'm making a Hobgoblin Unchained Rogue for a new campaign, in a homebrew setting. The build I'm using is Two-Weapon Fighting with whips. The character has high DEX, but otherwise fairly low ability scores. Using whips and TWF uses up quite a few feats, so I'll be fairly feat starved.

I'm considering making intimidation a significant part of the character, and I'd like advice on a couple of options. Which archetype would you suggest, Rake or Thug?

If I use Rake, the Bravo's Blade ability becomes my method of getting intimidate rolls without wasting an action. That lets me deal lethal damage, slightly reduced, and trade dice of sneak attack for bonuses to my intimidate roll.

Rake:
Bravado’s Blade (Ex)

When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check.
This ability replaces trapfinding.

Rake’s Smile (Ex)

At 3rd level, a rake gains a +1 morale bonus on Bluff and Diplomacy checks. This bonus increases by +1 for every 3 levels beyond 3rd.
This ability replaces trap sense.
Enforcer

If I use Thug, I'll depend on Enforcer to get free intimidate checks. That's nonlethal damage, but longer duration, and at the cost of a feat. Also, I get to add Sickened on top of Shaken and Debilitating Injury.

Thug:
Frightening (Ex)

Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
This ability replaces trapfinding.

Brutal Beating (Ex)

At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies.
This ability replaces trap sense.


I know there are some feats that will allow a spellcaster to learn spells that aren't usually on their class's spell list, but is there one that would allow a druid to do so?

I really want to make a druid for an upcoming campaign, but I'll be the only divine caster in the party and I'd really like to get Breath of Life eventually. I love that spell:)


If my character has Greater Trip, when I trip an opponent, do I get to take an attack of opportunity against them?

I recently heard it argued that the tripper is not eligible for an extra attack, only his allies are.


If a character has claws, and is wielding a Lucerne Hammer, can he make attacks of opportunity at 5' range with his claws?

I wasn't able to find a clear answer, but if you can, I'm just as happy with a link as with an answer. I'm asking about attacks with claws on his hands, not foot-claws, not armor spikes. In other threads I've found, the issue always seems to get muddied. I think the answer hinges on whether or not one can use a free action to release the shaft of a weapon with one hand during another character's turn rather than only during one's own turn.


I have a barbarian with Unexpected Strike. He frequently wields a lucerne hammer, which has the brace property. If I'm raging, wielding the lucerne hammer, and someone charges me, should that qualify as bracing?
(I know it doesn't by RAW.)

I have a second Unexpected Strike question. If I ready an attack, can I take my readied attack and my Unexpected Strike attack?


A common tactic for rage cycling is Flawed Scarlet and Green Cabochon plus Internal Fortitude.

How it usually works: When you're done raging, you are left fatigued, and you can't enter rage while fatigued. The Ioun Stone changes all fatigued conditions into sickened instead. Internal Fortitude makes you immune to sickened while raging. Therefore, you can start and stop rages with no ill effects.

My question: Is Internal Fortitude necessary? As far as I can tell, being sickened doesn't prevent one from entering rage. If one is willing to accept being sickened in order to reset one's rage abilities, couldn't that one magic item allow cycling?


This is a level 8 Fighter with Dervish Dance & Crane Style. I'm interested in your opinions, critiques, or suggestions.

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Stat Block, with typical combat options active:
Dervish Dance Fighter
Male Hobgoblin Fighter (Free Hand Fighter) 8
NG Medium Humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.
--------------------
Defense
--------------------
AC 28, touch 21, flat-footed 18 (+6 armor, +6 Dex, +1 natural, +1 deflection, +4 dodge)
hp 92 (8d10+40)
Fort +12, Ref +10, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 Scimitar +14/+9 (1d6+15/15-20/x2)
Unarmed strike +12/+7 (1d3+8/x2)
Ranged +1 Darkwood Composite longbow (Str +1) +15/+10 (1d8+2/x3)
Special Attacks singleton +1
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 18, Int 11, Wis 10, Cha 7
Base Atk +8; CMB +9 (+11 Disarming); CMD 30 (32 vs. Disarm)
Feats Crane Riposte, Crane Style, Crane Wing, Dervish Dance, Dodge, Improved Critical (Scimitar), Improved Unarmed Strike, Power Attack -3/+6, Weapon Finesse
Skills Bluff -2 (+0 to feint or create a diversion to hide), Climb +6, Perform (dance) +0, Ride +10, Stealth +21, Survival +4, Swim +6; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ deceptive strike +2, elusive +2
Combat Gear Oil of bless weapon, Potion of cure light wounds, Potion of cure moderate wounds, Potion of invisibility, Potion of protection from evil, Potion of remove fear, Potion of remove paralysis, Potion of restoration, lesser, Quick runner's shirt (1/day); Other Gear +2 Mithral Chain shirt, +1 Darkwood Composite longbow (Str +1), +2 Scimitar, Amulet of natural armor +1, Belt of incredible dexterity +2, Cloak of resistance +2, Elixir of hiding, Feather step slippers, Ioun torch, Ring of protection +1, 230 GP
--------------------
Special Abilities
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Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deceptive Strike +2 (Ex) +2 to Disarm CMB/CMD, Bluff checks to feint or create a diversion to hide.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Elusive +2 (Ex) +2 Dodge AC
Feather step slippers Ignore difficult terrain as though affected by feather step.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Singleton +1 (Ex) +1 to hit and damage when wielding a one-handed melee weapon.


I'm joining a campaign, and I'd like to find a fitting miniature for my new character. I prefer prepainted (plastic) but I'm willing to paint a metal mini if I need to. He is human, Mwangi, barbarian with a greatsword or polearm. I'd love any suggestions you can offer.

Browsing online for an image, I like the look of Ukafa, Bob Sapp's character from Conan the Barbarian.
pic 1, pic 2, pic 3


Currently on the front page of the rules forum there are three conversations about wielding oversize weapons, and that's not unusual. There seem to be a significant number of players with a strong desire to swing enormous weapons.

Why do so many people want oversize weapons so badly?

More words:

Understanding
There are lots of other recurring questions along the lines of "How can I make this work?" or "I wish this worked better." For most of them, even if I don't happen to want the same thing, I understand the motivation. (e.g. sword and shield fighters, direct damage casters, heal/buff pacifists, agility based combatants, throwing experts, etc.) The oversize weapon chasers, however, I don't understand.

Realism
A historical greatsword is a really big weapon! Up to six feet in length and made of solid steel. Likewise various polearms, axes, and clubs that appear in the Pathfinder weapons list are modeled after big real-world weapons that push the envelope of human ability to wield. It doesn't seem plausible that a character, especially a first level character, would wield a weapon larger than thousands of years of human history have produced.

Weapons of the gods?
There are myths and legends about weapons too big and heavy for mortals to wield, Thor's hammer Mjölnir is perhaps the most well known example, but even Mjölnir had the ability to change size and become "so small that it could be carried inside his tunic." If requests for oversize weapons were linked with high level characters, possibly as capstone (20th level) abilities for melee character of godlike power, perhaps I would understand. But, typically, requests for oversize weapons are for first level characters.


I just played my first local PFS game, and I'm trying to decide what to make for my new 1st level character. I have a few ideas, and one character I thought could be fun is a dazing cleric (Thanks to Akal and his guide for input.) I have three questions, especially for those who know something about PFS: Does this build look legal? Does this build look useful? What suggestions do you have?

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Cleric of Abadar
Aasimar Cleric 1
LN Medium Outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash -4 (1d4/x2) and
. . Cestus +0 (1d4/19-20/x2) and
. . Longspear +0 (1d8/x3) and
. . Morningstar +0 (1d8/x2)
Ranged Light crossbow +0 (1d8/19-20/x2)
Special Attacks agile feet (6/day)
Spell-Like Abilities Daylight (1/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Bless, Abadar's Truthtelling, Magic Weapon
0 (at will) Stabilize, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 14, Int 10, Wis 16, Cha 18
Base Atk +0; CMB +0; CMD 10
Feats Selective Channeling
Traits Eyes and Ears of the City, Sacred Conduit
Skills Diplomacy +10, Perception +10
Languages Celestial, Common
SQ aura, cleric channel negative energy 1d6 (7/day) (dc 15), domains (leadership, travel), inspiring command (1 allies), spontaneous casting, variant channeling (rulership variant channeling [±1 profane])
Other Gear Scale mail, Heavy wooden shield, Cestus, Light crossbow, Longspear, Morningstar, Backpack (18 @ 1.5 lbs), Bedroll, Chalk, Flint and steel, Grappling bolt, Abadar, Abadar, Ink, black, Inkpen, Parchment (10), Torch, Vial (2), Weapon cord, 21 GP, 6 SP, 8 CP
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Negative Energy 1d6 (7/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Leadership) Associated Domain: Nobility
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Damage Resistance, Acid, Cold, Electricity (5)
Darkvision (60 feet)
Inspiring Command (1 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Rulership Variant Channeling (±1 Profane) Diplomacy bonus/dazed
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.


Link to one-frame gamer comic.


When I look at a suggested character build, my first thought is usually, "Will this character be able to do what the player wants it to." My next thoughts, lately, tend to be, "Would I want this character in my party?" and "If this character were in my party, how would my character interact with it?"

This got me started thinking of builds along the lines of being selfish (I do TONS of damage, just so long as someone keeps the enemies away from me, and I get this buff from a cleric, and this buff from a wizard, and my allies delay for me to go first, and, and, and...) or generous (This buff helps my damage and everyone else's too, this spell lets the rogue get sneak attack, etc.)

Do others of you assess characters this way?
What classes, builds, or abilities do you think are generous or selfish?


Do levels of Rage Prophet count as Barbarian levels for the purpose of qualifying for rage powers?

I'm playing with the idea of Rage Prophet build combining Dual Cursed Oracle (Lame/Haunted) with the Spirit Totem rage powers. Unfortunately, Spirit Totem and Greater Spirit Totem have prerequisite barbarian levels of 6 and 10.


I can make a trip attack with a non-trip melee weapon.
Bolas are a ranged trip weapon.

Can I make a trip maneuver with a non-trip ranged weapon?


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

If a cleric with Variant Channeling uses Channel Smite, may she apply her variant effect to the target?


If a character has the feat Improved Bull Rush and uses the Hydrolic Push to perform a bull rush maneuver, does he get the +2 CMB?

Is there a general rule to cover such spell/feat combinations?


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This is an oracle build I threw together last night and asked for advice on. I've incorporated a number of very good suggestions, and I'm coming back for another round of comment. Version 1.1 does less damage, but is tougher and has more battlefield control.

Suggestions are welcome!

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A few features to note:

  • Level 11, 20 point-buy, standard wealth. (I usually build at level 10 for testing, but quite a few things happen at 11 for an Oracle, and I wanted to explore those elements.)
  • Standard method for fighting spellcasters is to cast silence on his own equipment and Surprising Charge the caster. This was my original inspiration for a deaf battle oracle.
  • 3d20 initiative gives an average of 23.5 with a 90% chance to act on 18 or higher.
  • Weak magic weapons and armor are meant to be boosted with Magic Vestment and Greater Magic Weapon, possibly extended.
  • Both melee weapons are Spell-Storing and would normally contain Bestow Curse, Blindness, or Searing Light at the beginning of combat. Bestow Curse & Blindness are the only spells an enemy should receive saves against, and Misfortune will make them roll twice.

"Suaf" Shut Up and Fight!
Male Human Oracle (Dual-Cursed Deaf/Haunted Oracle) 11
CG Medium Humanoid (human)
Init +8; Senses scent; Perception +10
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Defense
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AC 24, touch 13, flat-footed 22 (+10 armor, +2 Dex, +1 natural, +1 deflection)
hp 85 (11d8+22)
Fort +8, Ref +8, Will +9
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Offense
--------------------
Speed 30 ft.
Melee +1 Spell Storing Horsechopper +17/+12 (1d10+10/19-20/x3)
Melee +1 Spell Storing Armor spikes +15/+10 (1d6+7/x2) and
Ranged +1 Composite longbow (Adaptive) +11/+6 (1d8+7/x3)
Oracle (Dual-Cursed Oracle) Spells Known (CL 11):
5 (4/day) Breath of Life, Cure Light Wounds, Mass, Righteous Might, Summon Monster V, Telekinesis, (Quickened Silence)
4 (6/day) Blessing of Fervor, Restoration, Cure Critical Wounds, Wall of Fire, Summon Monster IV, Air Walk, Magic Weapon, Greater
3 (7/day) Magic Vestment, Cure Serious Wounds, Invisibility Purge, Dispel Magic, Bestow Curse (DC 16), Blindness/Deafness (DC 16), Searing Light, Communal Resist Energy
2 (7/day) Oracle's Burden (DC 15), Restoration, Lesser, Remove Paralysis, Silence (DC 15), Cure Moderate Wounds, Align Weapon, Minor Image (DC 15), Bear's Endurance, Levitate, Grace, Staggering Fall (DC 15)
1 (7/day) Ill Omen, Divine Favor, Protection from Evil, Cure Light Wounds, Air Bubble, Liberating Command, Stone Shield
0 (at will) Stabilize, Create Water, Purify Food and Drink, Detect Poison, Read Magic, Ghost Sound, Detect Magic, Mage Hand, Mending, Light, Spark
--------------------
Statistics
--------------------
Str 23, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +8; CMB +14 (+21 Tripping); CMD 27 (29 vs. Trip)
Feats Combat Reflexes (3 AoO/round), Extra Revelation, Extra Revelation, Furious Focus, Greater Trip, Greater Weapon Focus (Horsechopper), Improved Critical (Horsechopper), Improved Initiative, Improved Trip, Power Attack -3/+6, Quicken Spell, Silent Spell, Weapon Focus (Horsechopper)
Traits Magical Lineage (Silence), Reactionary
Skills Acrobatics +4, Climb +3, Diplomacy +7, Escape Artist -1, Fly -1, Heal +7, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +1, Perception +10 (+13 on checks that do not rely on hearing), Ride +0, Sense Motive +3, Spellcraft +14, Stealth +10, Survival +4, Swim +3
Languages Common, Sign
SQ heart of the wilderness +5, mysteries (battle), oracle's curses (deaf, haunted), revelations (iron skin [1/day], maneuver mastery - trip +3, misfortune, skill at arms, surprising charge [2/day], war sight, weapon mastery), spell storing
Combat Gear Extend metamagic rod (lesser) (3/day); Other Gear +1 Armor spikes (magical) Mithral Full plate, +1 Composite longbow (Str +0), +1 Spell Storing Horsechopper, Amulet of natural armor +1, Belt of giant strength +4, Boots of striding and springing, Cloak of resistance +3, Headband of alluring charisma +2, Ring of protection +1
--------------------
Special Abilities
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Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Heart of the Wilderness +5 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Improved Trip You don't provoke attacks of opportunity when tripping.
Iron Skin (1/day) (Su) DR 10/Adamantine
Magical Lineage (Silence) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Maneuver Mastery - Trip +3 (Ex) Selected maneuver uses your oracle level in place of BAB.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Storing Store a spell of up to 3rd level in weapon.
Surprising Charge (2/day) (Ex) Move your speed as an immediate action.
War Sight (Su) Take your choice of 3 initiative rolls. Always act in the surprise round.


I've been working on a build, and I'd like your advice and input.

Currently incomplete guide.
Here's the build at level 10, 20 point buy, standard wealth.
(DPR 38 with power attack, DPR 50 with Enlarge Person.)

Suaf
Male Human Oracle 10
CG Medium Humanoid (human)
Init +6; Senses oracle's curses (deaf), scent; Perception +12
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Defense
--------------------
AC 24, touch 11, flat-footed 24 (+12 armor, +1 natural, +1 deflection)
hp 73 (10d8+10)
Fort +7, Ref +6, Will +9; +2 trait bonus vs. charm and compulsion
--------------------
Offense
--------------------
Speed 30 ft., revelations (battlefield clarity [2/day], skill at arms, surprising charge [2/day], war sight, weapon mastery)
Melee +3 Greatsword +18/+13 (2d6+13/17-20/x2)
Melee +3 Greatsword +18/+11 (2d6+19/17-20/x2) (power attack)
Melee +3 Greatsword +18/+11 (3d6+21/17-20/x2) (power attack + enlarge person)
Oracle Spells Known (CL 10):
5 (3/day) Breath of Life, Mass Cure Light Wounds, Righteous Might, (Quickened Enlarge Person)
4 (5/day) Blessing of Fervor (DC 17), Cure Critical Wounds, Wall of Fire, Forceful Strike (DC 17)
3 (7/day) Magic Vestment, Cure Serious Wounds, Invisibility Purge, Dispel Magic, Deadly Juggernaut
2 (7/day) Restoration, Lesser, Silence, Cure Moderate Wounds, Fog Cloud, Grace, Martyr's Bargain
1 (7/day) Divine Favor, Shield of Faith, Remove Fear, Enlarge Person, Cure Light Wounds, Liberating Command, Stone Shield
0 (at will) Stabilize, Create Water, Purify Food and Drink, Detect Poison, Read Magic, Detect Magic, Mending, Light, Spark
--------------------
Statistics
--------------------
Str 24, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Base Atk +7; CMB +14; CMD 25
Feats Extra Revelation, Extra Revelation, Furious Focus, Improved Critical (Greatsword), Improved Initiative, Power Attack -2/+4, Quicken Spell, Silent Spell, Weapon Focus (Greatsword)
Traits Birthmark, Reactionary
Skills Climb +2, Diplomacy +7, Escape Artist -5, Fly -5, Heal +7, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +1, Perception +12 (+15 on checks that do not rely on hearing), Ride -1, Spellcraft +13, Stealth +5, Survival +4, Swim +2
Languages Common, Sign
SQ heart of the wilderness +5, mysteries (battle)
Other Gear +3 Full plate, +3 Greatsword, Amulet of natural armor +1, Belt of giant strength +4, Boots of striding and springing, Cloak of resistance +3, Ring of protection +1
--------------------
Special Abilities
--------------------
Battlefield Clarity (2/day) (Ex) Reroll failed saves against many conditions with a bonus.
Birthmark +2 save vs. charm & compulsion
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Heart of the Wilderness +5 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Silent Spell Cast all spells with no verbal components.
Surprising Charge (2/day) (Ex) Move your speed as an immediate action.
War Sight (Su) Take your choice of 2 initiative rolls. Always act in the surprise round.


Are there any rules that make it easier for come critters to fit into small spaces?

For example, a large snake takes up 4 squares (10' x 10'). If that snake goes down a 5' hallway, it moves at half speed and takes penalties to AC. This makes sense for a large ogre, but seems silly for a snake.

Squeezing:

In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.

When a Large creature (which normally takes up 4 squares) squeezes into a space that's 1 square wide, the creature's miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past a creature while moving but it can't end its movement in an occupied square.

To squeeze through or into a space less than half your space's width, you must use the Escape Artist skill. You can't attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC.


The alchemist archetyple Plague Bringer has the ability Plague Vial. The relevant portion reads:
As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison.

What diseases are available?
Does it mimic the Contagion spell, having an immediate onset? Or use the original disease onsets? (Those are mostly measured in days.)


I'm GMing for a group that includes a Monk of the Four Winds. I'm considering adding the following feats to the monk bonus feats list:

level 1: Djinni Spirit, Efreeti Stance, Marid Spirit, Shaitan Skin
level 6: Djinni Style, Efreeti Style, Marid Style, Shaitan Style
level 10: Djinni Spin, Efreeti Touch, Marid Coldsnap, Shaitan Earthblast

What do you think of allowing this?


4 people marked this as a favorite.

Labeled Map of The Shackles "a huge PDF map of the Shackles featuring tags for all of the locations heretofore mentioned in Pathfinder products."

It's associated with the Pathfinder Campaign Setting: Isles of the Shackles.

So, yeah, I started running Skull & Shackles a few weeks ago, and we're about two game sessions from really needing to have something like this around. I don't really have anything to discuss about it, but if this is how you discover the map and decide to download it - post a bump.


Are there any dragons in Skull & Shackles? If so, what books are they in?


I'm currently running The Wormwood Mutiny and I want to make sure my players have an enjoyable and interesting crew for their new ship once the mutiny takes place. I've decided to keep a few NPCs who will level up with the group, staying 2 levels below the PCs as if they were cohorts.

I'm going to use Ambrose "Fishguts" Kroop and Sandra Quinn as two, since they're both fully written NPCs who are friendly to the PCs and are written into a role like this already. I'm also choosing Rosie Cusswell because I have a halfling Bard in the party who's sweet on her, and she seems like a good follower to have around. I have a party of 5 PCs, so ideally I'd like to choose two more followers to level up.

The hostile NPCs won't be sticking around in this capacity, and I'm intentionally ditching Conchobhar Turlach Shortstone because he's an arrogant prick who the PCs don't really like. (I like to give each of the NPCs a little personality, with a mix of positive and negative aspects.) Also, as I mentioned before, we already have a bard PC who is quite similar to him.

So, which of the remaining NPCs seem like good pseudo-cohorts?

  • "Badger" Medlar
  • "Ratline" Rattsberger
  • Barefoot Samus Toppin
  • Crimson Cogward
  • Giffer Tibbs
  • Jack Scrimshaw
  • Owlbear Hartshorn
  • Shivikah
  • Tilly Brackett


Warning: Very general spoilers ahead.

.

.

I'm currently running (1)The Wormwood Mutiny, preparing for (2)Raiders of the Fever Sea. My players will be attacking various ships which they may want to sink, sell, or keep. Should the PCs be building a fleet? If you've run or played Skull & Shackles, what are your thoughts on dealing with defeated ships?


A definition:
DMPC = Dungeon Master Player Character, is a character, played by the DM, who is a member of the adventuring party.

A question:
Is there ever a circumstance in which the DM should have a character in the party? If so, when is it appropriate?

My opinion:
I don't think it's ever good to have a DMPC. In my experience, at best it disrupts positive party dynamics and divides the attention of the DM. At worst, it robs the players of the spotlight and much of their volition.


I'm helping one of my players build a Gunslinger(Buccaneer) character for our new Skull & Shackles campaign. I'm looking for advice on how to make that character as effective as possible. The party is fairly well rounded, but decidedly not optimized, so this character doesn't need to be "Tier 1", but I'm worried that a Buccaneer is crippled by losing Gun Training until 13th level.

.

Elements that are already set:

  • Campaign: Skull & Shackles
  • Firearms in the campaign: Emerging Guns (A fair amount of black powder will available as loot.)
  • Other party members are: Monk, Bard, Magus, Inquisitor
  • Level: 1
  • Class: Gunslinger
  • Archetype: Buccaneer
  • Race: Human
  • Attributes: Array [18, 16, 14, 12, 10, 8]

I'm thinking that his early feats will be:

  • 1st Point Blank Shot
  • 1st Rapid Reload (Pistol)
  • 3rd Rapid Shot

A few questions off the top of my head:

  • Does loading a firearm provoke an attack of opportunity even it's done as a free action?
  • Will Quick Draw ever be worth using? (Perhaps with a rapier and Weapon Finesse once he gets Sword and Pistol for free at level 9?)
  • Without Gun Training, is there a way to get DEX added to damage with a pistol?

What build advice can you give me? Any help is appreciated.


I'm working on a build for a grappling specialist, Monk with the Tetori archetype. Have you seen or played a build like this? Understanding that I don't expect this character to keep up with Falchion Fred or a God Wizard, is it a viable strategy?

Thanks for any input!

Some handy links: Monk, Tetori Archetype, Grapple


I'm sure this has been addressed before, but my search-fu seem to be weak today. Links to existing answers are welcome. Any advice is appreciated.

I'm considering running the Skull & Shackles adventure path for my regular group. While I generally prefer not to have guns in fantasy, they fit much better in a game about pirates than a game about paladins, so I'd like to change our groups "No Guns" rule for purposes of this campaign.

Guns cost 11gp per shot. That seems to change the economics of the game significantly, especially at lower levels. Am I seeing a problem where there isn't one? Is there a generally accepted solution?


Are there any feats that can make a wolf better at tripping? I hadn't realized that my wolf companion would be unable to take Combat Expertise, the prerequisite for all of the [i]trip[i] feats (Improved Trip, Greater Trip, Fury's Fall). Is there a way for a wolf companion to qualify for Improved Trip and Greater Trip without having a 13 INT?


I like the Variant Channeling rules, but many of the options seem underpowerd, especially the "Heal" effects. Have you had any experience with these? How did they work out for you?

Are there any that are particularly worth using?


In the SRD I was able to find the Widen Spell metamagic feat and the list of metamagic rods, but not a Metamagic Rod of Widen.

Is there such an item?
If it exists, where can I find it?
If it doesn't exist, is there a reason why?


Does a Silver Smite Bracelet grant additional uses of Smite Evil per day, or only add damage?


I'm playing Kingmaker, 9th level Paladin, approaching the end of "Varnhold Vanishing". We're getting close to the level at which many parties start trying to gain flight, and I'm trying to figure out the best way to do that. Magic items? A wand or potion? Spellcasting? Mount?

What have you tried and what do you think is best?

The Party:
  • Human Paladin (my character)
    - Position: General
    - Deity: Sarenrae
    - Divine Bond: Mount (wolf)
    - Battle Tactic: Falchion (power attack/mounted combat)

  • Human Oracle of Lore
    - Position: Ruler
    - Mystery: Lore
    - Curse: Tongues
    - Battle Tactic: Fauchard(reach/trip), or spells

  • Half-Orc Rogue
    - Position: Royal Assasin
    - ACF: Scout
    - Battle Tactic: Two-Weapon Fighting

  • Elven Witch
    - Position: Spymaster
    - Patron: Elements
    - Battle Tactic: Hexes and/or blast spells

  • Sorcerer (A new player joining at the beginning of the next book.)
    - Position: ???
    - Battle Tactic: ???

Magic Items that grant flight:


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I'm playing a Paladin with a bonded mount, and trying to decide what feats are best for the mount to take. I thought of a few possible plans so far, but what ideas you might have used, seen, or played with?

Useful Links: Animal Companions, Feats, Feat Tree


  • The mount gets a feat at Paladin levels 1, 2, 5, 8, 10, 13, 16, 18.
  • Since a Paladin doesn't get a mount until level 5, the first three feats all arrive together.
  • I suspect that the mount never gets particularly good at fighting, so I'm more concerned with mobility, survivability, or tricks than with trying to output damage directly from the mount.


I've been reviewing some roleplaying theory recently, and I'd like to get the community's views on GNS Theory. Feel free to comment as you like, but if you prefer a little structure, try to answer some of these questions. (Formatted for easy replies)

.

Gamist, Narrativist, or Simulationist

  • My Style - What is your primary play style?

  • My Group - What is your group's primary play style?

  • Pathfinder - What style is best reflected by Pathfinder's game design?


When a medium creature is mounted on a large creature (Let's stipulate a Knight on a Horse, for conversation's sake.) and wielding a non-reach weapon (Sword) the knight occupies 4 squares and can attack one square away from his four.

K=Knight
A=Attack squares

Figure #1 - Knight with Sword

A A A A
A K K A
A K K A
A A A A

What if the Knight is wielding a reach weapon? Does that range of attack stay the same, or grow?

Figure #2 - Knight with Reach?

A A A A A A
A A A A A A
A A K K A A
A A K K A A
A A A A A A
A A A A A A

If the area grows, does the "dead zone" of the reach weapon grow with it?

Figure #3 - Knight with Reach?

A A A A A A
A _ _ _ _ A
A _ K K _ A
A _ K K _ A
A _ _ _ _ A
A A A A A A

For the mounted Knight in these diagrams, which represents the area he can attack with a reach weapon, Figure #1, #2, or #3?


I was recently working on a character build with an animal companion, and found the listings difficult to compare. I've entered them all into a spreadsheet and shared it. I'd appreciate some proof reading, since I've probably entered at least a couple things incorrectly. Also, any other feedback would be great. Is there a key column I could add? What would be most helpful?

Thanks for your help!

Link to Pathfinder Animal Companions Spreadsheet


I'm working on a build for a Gnome Cavalier with the Beast Rider archetype. I haven't used an animal companion yet in Pathfinder, and I'm having trouble deciding what mount might be best. What do you suggest?

.

.
A small Beast Rider may select from the following mounts:

  • At 1st level - pony or wolf (I'd go with wolf.)

  • At 4th level - allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus

  • At 7th level - he can also choose a velociraptor


There are a number of feats like Cornugon Smash, Dreadful Carnage, and Intimidating Prowess that help a character make Intimidate checks to demoralize opponents. This causes them to become Shaken.

"A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks."

.

How useful is it to make an enemy shaken?
Is -2 on all rolls worth investing feats in?
Does the utility change at low, mid, or high levels?
If you've played a character who uses intimidate to demoralize, what was your impression?


I'm in a campaign with an Oracle who uses charisma rather than dexterity to calculate AC, and I recently read the Empyreal Sorcerer bloodline, which reads, "You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells." There's also the ever popular Weapon Finesse (DEX for STR on attack rolls), and Dervish Dance (DEX for STR on damage rolls with Scimitar).

What other options exist for substituting one ability score for another?


The Wealth by Level table tells how much equipment a character started above 1st level should begin with. But, if a character begins at level one and adventures through 10th level, they've certainly spend gold on things they no longer have around (e.g. bribes, potions, wands, ammunition, healing, and gear that's been bought and subsequently sold off for less than the purchase price).

How much treasure should have gone through a character's hands by a given level?


Are there specific roles that must be filled to make an effective party, and if so, what roles?

I'm not going to attempt a complete answer to this question in my original post. If I had a complete answer, I'd be publishing an article, not asking in a forum:) I am going to throw out a few ideas to get the ball rolling.

Many games have had quite similar sets of roles over the years. They change based on game system and genre, but always seem to be present. Sticking with the fantasy genre, here are a few examples:

  • The traditional roles - Fighter, Cleric, Wizard, Thief
  • The OGL roles - Melee Attacker, Divine Caster, Arcane Caster, Rogue
  • The 4th ed roles - Defender, Leader, Controller, Striker
  • The MMORPG roles - Tank, Healer, Damage Dealer (DPS/DPR)

Some reasons why I think roles exist, and why they frequently get consideration in party building:

  • Specialization - Specializing in a single task (or type of task) enables a character to be outstanding at one task, rather than being merely OK at everything.
  • Uniqueness - It's more fun to play a character who's abilities are different from your party members' than one who has the same abilities.
  • Competition - If two characters have very similar abilities, it's likely that one will be better than the other, which is usually no fun for the weaker competitor. This closely correlates with uniqueness.
  • Tradition - Many games over the years have been designed with the intent or assumption that characters will fill certain roles (e.g. treasure placement, monster types). Because games are designed that way, especially published adventures, filling the expected roles can be useful.


My group is starting Kingmaker next week, and I get the 'tank' role. I've decided that I will probably make a Paladin, and my first inclination is to make a human paladin of Erastil. (The Kingmaker Player's Guide practically tells you to chose Erastil, so I imagine he must be involved in the plot in interesting ways.) I tried to look up some Kingmaker advice, but those forums are heavily labeled for spoilers and, while I don't mind vague spoilers (There's a lot of outdoor adventuring, you'll probably be building a kingdom, etc.) I don't really want the plots spoiled for me.

Useful information:

  • GM is allowing all Pathfinder material, and no 3rd party material.
  • We have four players, and the others are making an Elf Witch, Half-orc Rogue, and an Oracle of Wind.
  • We are using an attribute array [18,16,14,12,10,8] and allowing one point move (max 18, min 8 before racial modifiers are applied), so it's possible to start with two 18's and lower another attribute by 2.
  • We're all getting mounts. We'll start with horses, upgrade to warhorses, then all get Leadership at level 7 with the requirement that we choose a mount as a cohort. So I'll be choosing "Bonded Weapon" since I'll get a good mount anyway.

I'm open to any advice, even if it contradicts the choices I've already made. I'm mostly looking for advice on feat selection, fighting style (weapon & shield, two-handed weapon, mounted combat), weapon choice, and alternate class features (Shining Knight seems decent, Warrior of the Holy Light seems good.)