Rukus Graul

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Organized Play Member. 49 posts. No reviews. No lists. No wishlists. 16 Organized Play characters.


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Lantern Lodge

Hello! I'm guessing a lot of us have seen plenty of examples of a paladin having to decide between obeying the law or doing good. For the sake of developing my own understanding of the subject of alignment, I want to look at the conflict at the opposite corner of the spectrum.
What would a moral dilemma between chaos and evil be like? What kind of situation would an anti-paladin have to be in that they would have to choose between acting chaotic or acting evil?

Lantern Lodge

Gary Bush wrote:

Try this link.

Note that it is not a fillable PDF.

Thanks! Between this one and the official one, I should be fine.

Lantern Lodge

Hello,

I recall seeing a customized inventory tracking sheet that devotes more space for multi-use consumable items. (wand charges, ammunition, etc) Apart from this change, it had the same style as the official one. I have lost track of it and can't recall where I found it. And my search-fu seems to be failing me.
I would appreciate any help in tracking it down.

Thanks in advance.

Lantern Lodge

Hello,
I'm looking to play a spiritualist for a jade regent campaign.
One of my doubts about the class is that something that only starts with light armor doesn't also have access to decent reach weapons and bows.
Though the class has an amazing spell list, the lack of slots and levels dissuaded me from focusing on that role.
One solution was to occasionally use a whip to control the battlefield which still seems like a good tactic while on foot.
Then I was inspired to trying out mounted combat. As soon as I thought of it, riding around wielding a scythe was too cool to pass up. I'm willing to give this build a try even if Phantom steed is a 3rd level spell for spiritualists instead of a 2nd level one.

How viable is mounted combat in Jade Regent?

Half-Orc Spiritualist

20 Points
Str: 17; Dex 14; Con 14; Int 10; Wis 15; Cha 7

Alternate Racial Traits:
Acute Darkvision, City Raised, Skilled.

Traits:
Militia Veteran[Ride], Seeker[Perception]

Advancement options
1: Medium armor proficiency (Retrain to mounted combat later)
3: Power Attack
4: +Str
5: Ride by attack
7: Toppling Spell/Emotional Conduit.
8: +Wis
9: Spirited Charge?
11:Improved Critical (Scythe)?

Thanks for your attention.

Lantern Lodge

Thanks for all the interest and input.

I have a specific setting in mind (Arthurian Dark Fantasy) and there are several other rules alterations I'll be implementing to run it. (Altered alignment, E6(?) Race/Class/Source Restrictions, New deities, Rich parents for free? Custom monsters) I was even considering a homebrew system but modifying pathfinder is a lot less work.

Rather than mounts, I was more interested in characters having class abilities that were tied to a code of conduct. Which means paladin would also be an option. I had initially considered giving all the players VMC cavalier abilities without the loss of feats instead but it felt like a case of too little too late.

Lantern Lodge

Hello,

I'm planning a campaign where the party is made up of questing knights. How badly would I break the game if I made all the PCs gestalt cavaliers?

Lantern Lodge

It may be a spoiler for those who plan on playing RotR, but I've decided on the following:

Spoiler:
Thassilonian ruins under Sandpoint have been discovered and are already being studied by the pathfinder society. The recent grisly murders that begin plaguing Sandpoint effectively halt all progress as the hired work crews become increasingly fearful. The players are sent by VC Sheila Heidmarch to provide aid for the agents already there.
Once in sandpoint the PCs meet with Sheriff Belor Hemlock and renowned pathfinder Koriah Azmeren. (Shattered Star) They brief the PCs on the progress of their investigation. They suspect the culprit is the person identifying himself as "Your Lordship". Hemlock comes to the conclusion that the murderer has taken up residence in Foxglove Manor. They place the PCs in charge of ending the threat as they continue to stand sentry over Sandpoint.
During her stay in Sandpoint to supervise the Thassilonian excavation, Koriah became the object of Aldern's obsession. His lordship's attention has greatly disturbed even this headstrong agent. While she is afraid to take part in bringing him to justice she hasn't shared her fears with anyone. Under scrutiny (Sense motive and diplomacy checks?) she shares the nature of her dread to the PCs and shows them the Skinsaw man's notes.

It's a little long and complex for a hook for a dungeon crawl, but I feel it will let me foreshadow the elements I want to present.

Lantern Lodge

Hello,

I know of the following ways to get extra rounds of rage per day:
Feat: Extra Rage
Feat: Raging Deathblow
Trait: Berserker of the Society
Item: Shoanti Barbarian Chew
Any: Con increase
What else is available? Is it PFS legal?

Thanks for reading.

Lantern Lodge

Hello.

I'll be running Foxglove Manor sometime and I'm looking for ways to tie it to the goals of the Pathfinder Society. I've played the AP before and I think it would be a shame for players to miss out on Aldern's obsession towards one of the PC's. A local VO has suggested that the PCs are sent by Major Colson Maldris to clear out the house.

Lantern Lodge

Hello,

I had an idea for a variant version of gestalt rules. I haven't looked closely at the math behind it yet, so I'm unsure exactly how this system will actually do for the power level of characters vs that of their challenges. At the very least, characters using this system should be less powerful than those using gestalt rules.

1st level characters are created with only one class and only one favored class. (not necessarily their first one)

Instead of leveling based on total experience accumulated, characters level up by spending an amount of xp roughly equivalent to the level in the class x 1000. (adjusted for xp track)

Character level is based on the highest level in a single class the character has achieved and this would affect his total hit die, feats, and ability score bonuses.

If a character multiclasses into a level of a class he doesn't already have he gains all of the abilities gained by that class at that level.

If the new level in this class would cause him to increase in character level, then all increase to Hit points, BAB, Saves, and skill ranks would be applied normally.

If not, then these bonuses would instead replace the bonuses gained from any other classes he possesses that are at that level.

Base caster level will have a maximum equal to his total hit dice. This may be affected by non-level dependent traits, feats or abilities that affect caster level.

Class features that stack with other class features in terms of class will not allow a character's effective level in that ability to exceed his hit dice total.

Examples and clarification to follow.

Lantern Lodge

Hello,

I'm playing a half-elf wild caller summoner in a reign of winter campaign. We are about to hit 3rd level and I realize I haven't planned out my eidolon's feats. I plan for the summoner to specialize in control conjuration spells, and for my quadruped eidolon to be large and then grab things and eat them. What would be some good feats?

Lantern Lodge

TobiasBlues wrote:
Also, did you mean the Gnome class bonus, since the halfling one has nothing to do with the arcane reservoir?

Yes I did. I can't seem to tell the short races apart.

Lantern Lodge

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

Hello,

What does the elven arcanist favored class bonus give a character? Does it give the arcanist +1 to maximum and strarting arcane reservoir? Or just to maximum?
If it is the former, then the halfing favored class bonus is utterly underwhelming by comparison.

Lantern Lodge

Simon Legrande wrote:

I actually did something like this not too long ago. I took all of the classes from the CRB and changed them into four. I created Strength Warrior, Agile Warrior, Holy Mage and Arcane Mage. I then took all of the class features available and separated them out over these four new classes. Any character can take one warrior class and multi-class it with one mage class (if they want). Anyway, long story short, we have a druid who channels for healing, a paladin with no channels and weapon training, a monk with some rogue talents, and a bard with draconic bloodline and evocation school.

We've played through two modules of Carrion Crown and have not come up against anything game breaking from the PC's perspective.

I am intrigued by this idea and would like to know specifics of how you applied it. I've entertained thoughts of taking something similar and combining it with E6 to turn pathfinder into something without classes and levels.

Lantern Lodge

Azaelas Fayth wrote:
Wait so 3.5 is available but not most of Paizo's stuff?

That is correct. The reasons as to why, and my thoughts on it are best left for a separate discussion.

Lantern Lodge

I wouldn't call myself seasoned but here's some advice.

Find out who else is playing in your area or get your current gaming group(s) on board with pathfinder. Then decide how much of your time/budget/creative energy you want to invest in the game.

Welcome aboard!

Lantern Lodge

Azaelas Fayth wrote:
Have you looked through the multitude of options at d20pfsrd.com?

I've been doing research limiting myself to what options pc's in the campaign is allowed access to. (CRB, APG, UM, UCom, UCam, UE, & various 3.5) The purpose of this post is to supplement my knowledge by crowdsourcing.

The final stat array will likely be:
Str: 17
Dex: 12
Con: 14
Int: 8
Wis: 10
Cha: 13

The key skills, in order of importance, are: Perception, Intimidate, UMD, Acrobatics, & Stealth.

I keep wondering wether or not it will be viable to use acrobatics to flank.

Lantern Lodge

Greetings,

I have questions about new retraining rules as they pertain to my pfs character.

Firstly, I want to retrain my character's archetype. I have gained 2 levels worth of gm credit since the last time I played this character. He would have gained an additional class feature to be replaced by the new archetype.

Can I retrain the archetype before or after I get my next chronicle sheet?

Can I note the changes on a chronicle sheet gained before the rules changes are official?

Lantern Lodge

Kazaan wrote:


Only if you fall prey to the stereotype that "Barbarian Rage" equates to slathering, animalistic "hulk smash" mode. While that is a valid view, it's only one possibility and "rage" can just as well be achieved by other descriptions of "battle trance" where people are on record as going above and beyond their normal limits in moments of stress. A mother lifting a heavy car off her child is experiencing "Barbarian Rage", sans flying spittle and howling for the blood of her enemies.

It's quite feasible and believable to have a Ninja/Barbarian experience a "rage" when in the midst of combat. It's praor mirage and are able to function in complete disregard of them in completely cold focus that transcends morality.

In other words, your opinion stems from a prejudice brought on by a mundane and shallow understanding of the real-life matters that the "Barbarian" class represents.

Byrdology wrote:

Conan Hyabusa?

I agree with Kazaan 100%. People get so caught up with the name of things that they miss out on the possibility of some great concepts. The ninja and samurai can be treated just like any other stealth or fighty type if you look at the mechanics instead of the names for those mechanics.

Beside that point, fantasy games (that may even have Asian influence), do not have to be historically accurate. Same thing with gunslingers... Just because they didn't exist in medieval periods that were the inspiration for many settings, doesn't mean that they cant exist thematically in that particular fantasy setting.

Thank you both for the insight. I like playing barbarians and I envision rage differently for each one I roll. I also have a dervish dancer/urbarb who I envision as a graceful whirlwind of death with a dance that emulates the fury of a sandstorm. Another barbarian's rage is like smouldering inexorable magma.

This one walks the balance of the aforementioned slathering savagery and calculating ruthlessness. He is a paragon of yin and yang.

I am likely to drop dex to 12 and raise wis and cha to 12 and 13 respectively.

Lantern Lodge

Kazaan wrote:
BrotherBen wrote:
... I can activate shatter defenses with shuriken...
Wow, that just gave me a laugh... "OMG HE HIT ME WITH A SHURIKEN!!! IT'S IN THE BONE!!! OMG IT'S IN THE BONE IT HURTS SO MUCH!!! *CRIES*"

My battle cry is "Sneak Attack!"

Lantern Lodge

Ssalarn wrote:
I have to ditto Azaelas... On both counts. Maybe Ninbarian or Ninjarian would have been a better way to go.....
Azaelas Fayth wrote:

Berserja... Wait that is a type of Dessert Soup...

My normal GM is still laughing hard... Gotta love the Mute Function on our video chat site. She isn't even the worst of the Perverted Chicks we got.

Thanks for your input, but I don't believe these options would work for me.

Kiinyan wrote:
I do not like the intimidating glare rage power for this. Thematically it's cool but it's such a weak RP. Also, look into the Cornugon Smash feat. It saves you action economy on not using Dazzling Display.

Sadly, I only have access to OGL material. Do you have any other suggestions for 2nd level rage powers?

But I have access to some 3.5

I am likely to take weapon focus for shuriken instead of scythes. I feel I am more likely to need the sneak dice at range, even shuriken range. But I can activate shatter defenses with shuriken and either full attack with shuriken next round or the round after.

Is there any gear that facilitates intimidation?

Lantern Lodge

blackbloodtroll wrote:

How will you deal with confusion?

With a charisma higher than your wisdom, this will happen often.

At earlier levels I plan on not raging until there's only one enemy left. The Save DC will top out at 14 at lvl 7 and my naked will save would be +7 by then.

Lantern Lodge

Would 2 level dip into ninja fit with this character? I imagine the extra attack from the ki pool will be handy. Also you can take a combat feat as a ninja trick.

Lantern Lodge

Greetings,
I am making a damage-dealing character that takes advantage of two separate gimmicks. This character will be using both wild-fighting/ki pool to gain up to 3 attacks by level 5 in a full attack. And taking advantage of shatter defenses to supplement my damage. I plan to switch between throwing shuriken and going into melee with a scythe.

Race: Half-Orc
Stats: 15 point buy
Str: 17
Dex: 14
Con: 14
Int: 7
Wis: 10
Cha: 12
Favored Class: Ninja
Class Archetypes: Wild Rager(Barbarian)

Traits: Scrapper/Indomitable Faith
Lvl 1: Barb 1; Feat: Power Attack
Lvl 2: Barb 2; Rage Power: Intimidating Glare
Lvl 3: Ninj 1; Feat: Iron Will
Lvl 4: Ninj 2; Ninja Trick: Weapon Focus (Scythe)
Lvl 5: Ninj 3; Feat: Dazzling Display
Lvl 6: Ninj 4; Ninja Trick: Shadow Clone
Lvl 7: Barb 3; Feat: Shatter Defenses
Lvl 8+: Ninj;

A cloak of resistance and a necklace of ki serenity are must haves for this character. Are there any other suggestions for gear?

A question about Shatter Defenses/Dazzling display: Do I have to use the weapon I have weapon focus in at any point? Would I have to use the focused weapon in conjuction with dazzling display? Would I have to use it to take advantage of shatter defenses? Can I make a display with a scythe then make sneak attacks with shuriken?

Lantern Lodge

Hello,

What options do melee characters have to counter-act flyers in terms of either equipment or consumable gear? What about in terms of weapons or tactics?

More specifically, I am playing a Cavalier 4/Bard1/Battle Herald and will have UMD at max ranks per level.

Lantern Lodge

Greetings,

By this line: "All battle heralds may use inspiring command to inspire courage (as the bardic performance ability); bard and battle herald levels stack to determine the bonuses provided by inspire courage." Does it mean that Battle heralds can use their inspiring command ability as a move action (or at later levels a swift or immediate action) to inspire courage?

Lantern Lodge

Yes, this is a death spiral mechanic. The uses of horror points will be almost identical to the uses of hero points in the APG.
Detriments could include penalities to saves vs specific traps, haunts, or certain monsters' special abilities/spells. For example if the party has accumulated 6 or more horror points they would suffer a -2 penalty to saves vs Monster X's cause fear special ability. Or monsters would gain special attacks or defenses if the party accumulates too many. Another example being if the party has 3 horror points Monster Y's attacks are poisoned, if the party has 9 horror points it also has DR 5/good.
A simple application would be to give villains the ability to spend the party's horror points for their own benefits. But that seems like a dm vs player mechanic.
I am thinking that certain conditions/effects would cause players to gain horror points outright. If they fail to save against certain traps/haunts or if they fail to accomplish their objectives. Similarly, accomplishing objectives will cause them to lose horror points. Or good roleplaying causes you to lose a horror point.

Lantern Lodge

Greetings,

I am planning to run a horror based game for Halloween and was thinking of using a mechanic that ensured that all players survived until the finale. But at the same time I want to avoid trivializing character death.
I immediately thought of giving the players a common pool hero points for this purpose. Then I thought about adapting the system to tie it closer to my intended horror theme. What I now have are "horror" points. Instead of having a pool of points to spend on benefits, players will gain points instead. Also, as points accumulate, certain challenges become more difficult or dangerous. This feature is the reverse of the Harrow points used in Carrion Crown or Curse of the Crimson Throne.
I enjoy the development of this idea but I have fundemental concerns.
Is it wrong to create a new set of rules where savvy gming can suffice? Is the hero point system balanced to begin with? Would the new system actually take away from the horror theme of the game session?
In addition to those concerns, I have other subjects related to its application: Should the pool be one that is shared by all players? Or should each player accumulate their own pool? Perhaps a hybrid? What hindrances should the horror points generate? One of my ideas is to give villains additional hp equal to the total horror points that the party has accumulated.
Have any of you designed or implemented something similar? I thank you in advance for your input.

Lantern Lodge

Greetings,

I would first like to thank Otersk for his guide to dragon disciples and for providing input on my other DD build.

I find I just haven't gotten tired of them so I'm rolling up another one for PFS. And I would like to see some input from the community.

Pitborn (Tiefling)

Starting Stats:
Str: 17; Dex: 14; Con: 14; Int 12; Wis 7; Cha; 14

Alternate Racial Traits:
Maw or Claw [Bite Attack]
Vestigial Wings

Favored Class: Paladin

Class Archetypes:
Divine Hunter (Paladin)
Crossblooded [Abyssal/Draconic(Gold)] (Sorceror)

Traits:
Magical Knack
Indomitable Faith (?)

lvl 1: Paladin 1; Feat: Power Attack; Favored Class Bonus: +1 to Lay on Hands
lvl 2: Paladin 2; Favored Class Bonus: +1 to Lay on Hands
lvl 3: Sorceror 1; Feat: Arcane Strike; Bloodline Power: Claws
lvl 4: Paladin 3; Favored Class Bonus: +1 to Lay on Hands
lvl 5: Sorceror 2; Feat: Arcane Bloodstrike
lvl 6: Dragon Disciple 1; Bloodline Power: Dragon Resistances

Apart from Perception & the requesite Knowledge(Arcana), what other skills are worth investing in? Would I be better served by having 10 int and 16 cha?

I also look forward to the roleplaying opportunities provided by a tiefling paladin worshiper of apsu.

Lantern Lodge

Thanks for the responses.

Lantern Lodge

Greetings,

I am preparing to run modules in my regular pfs nights. I would like to maintain the loose continuity offered by pfs. Even if it is "the society tells you to do stuff". A lot of the hooks offered by the modules assume motivations that are fine for a small independent group of adventurers but are beneath the attention of a large organization such as the pathfinder society.

If you've tackled this issue before, how have you done it in the past? If you're also thinking of running modules, how would you set the hook? Is there an easy answer that wouldn't break immersion?

The modules I'm running are:

Murder's Mark
Feast of Ravenmoor
The Midnight Mirror
Carrion Hill
From Shore to Sea
Realm of the Fellnight Queen
No Response from Deepmar
The Harrowing

Thanks for reading.

Lantern Lodge

Edmonton AB PFS is still active and on Facebook

https://www.facebook.com/groups/406938819354228/

Lantern Lodge

Ice Titan wrote:
Dimension Door and Teleport, just so it can always get away. That brings up why it hasn't teleported itself into a weapon shop, or dimension door crawled its way into civilization, where it can dominate people-- unless that's the plot line.

It's been trapped in a crypt that had dimensional anchor and somesuch.

Lantern Lodge

Would an intelligent weapon have it's own initiative turn and actions?

Lantern Lodge

Kimi wrote:
Why does it have to be cursed?

Mechanically the curse prevents the wielder from simply parting with the sword. It also saps the wielder's willpower making it even harder to resist the item's machinations. This effect is even worse for lawful good creatures. It wont' be a simple reverse alignment spell.

Thematically it's just cooler that way.

Lantern Lodge

Hello.
This may also fit in rules I suppose.
I am running an adventure for 5-7 lvl 5 characters. Near the end of this adventure they will encounter an npc possesed by a cursed sword. This will be the party's first encounter with the sword and unfortunate wielder as a recurring villain.
The sword will have abilities such as Dominate and Magic Jar. It will also have abilities such as dimension door or teleport to help it escape. The npc is a paladin of their level or not much higher. He will come back as an antipaladin later in the campaign.
For this introduction, would I even need to worry about cr to begin with. This is more of a cinematic rather than a proper encounter. But I want to be consistent when the villain loses the protection of gm fiat.

Feel free to ask for more specifics.

Lantern Lodge

I've only been gming for less than a year, and I've learned a few lessons in that time. My suggestion is to start with a one level module before you begin your campaign. You can figure out what your own strengths and weaknesses are before you start your AP. It will be a lot easier than making changes after the fact.

Lantern Lodge

My bardbarian is rather un-metal.
Urban Barbarian/Dervish Dancer.
He's a private dancer who dances for money.
He owns a theatre in Absolom called Club Grayskull.

Lantern Lodge

At some point in the future I may end up running a campaign for 2 groups. To complicate things I also prefer running homebrew campaigns and not mods. Instead of running a campaign for each of the groups I thought I'd write one set of material for both groups. I have issues concerning how the two groups could interact, but I'd rather examine them myself for now. The main issue with balance I have is that one group consists of 3-4 players and the other consists of 6-8. I could simply adjust the CR between groups, but I'm always looking for more creative solutions.

Since this won't happen for another year or so, I have plenty of time.

Lantern Lodge

Thanks for the reply and for your DD guide. I found it right after posting this.

1. I have not found definitive proof that Robes of Arcane Heritage counts towards powers granted by Eldricht Bloodline. I'll have to consult my GM, but I'll take it if it works.

2. Any suggestions for 3rd level spells? After reading blink more closely I'm not sure I like it as much.

3. On the subject of spells, I may end up going for utility/role-playing spells such as disguise.

4. I may not go for Cleave and Cleaving Finish but I'll be using lunge for this one-shot. I was originally thinking of taking Moment of Clarity as the extra rage power but

5. I should have said that the entire point of the mithril nodachi is that it is 4 pounds. That means I can use Mage Hand to pick it up. My pfs character is this build at 5th lvl and I find that I tend to drop or switch weapons a lot. If nothing else, picking it up that way is cool.

I'll be re-examining my item purchases. I'll likely make room for a furious amulet of mighty fists.

Lantern Lodge

I will be playing a one-shot module with this character. Character generation uses PFS rules. I do not know much about the other PC's. I shouldn't worry about teamwork as this character is pretty much just dropping into their adventure. There may be more powerful builds out there but I like this one because it is versatile. I also like the idea of playing as a flamboyant fop with 30 Strength.

Posting the build as a stat-block may or may not help in communicating what this character can do. I have not included all the class features in this post.

If you prefer role-playing and engaging narratives, then I'm sorry I'm ruining the game. I have a well-thought out backstory for this character, honest.

---

Bronan "The Bardbarian"

Half-Elf Dervish Dancer 5/Urban Barbarian 2/ Gold Dragon Disciple 4 (level 11)

*Stats do not reflect Rage

Init: +2, Perception +0 (Low-light vision)

---

HP 101(6d12 + 5d8 + 29), Movement: 30'
AC: 23, Touch: 12, Flat-footed: 21 (+8 Armor, +2 Dex, +3 Natural)
Fort: +12, Ref: +11, Wil: +10
Resistance: fire 5, Uncanny Dodge

---

Melee:
+1 Furious Mithril Nodachi +19/+14 (1d10+16, 18-20/x2)
or 2 claws +18 (1d4 +10), bite +18 (1d6 +16) 6 per day
or 2 claws +18 (1d6 +10) 6 per day
and gore +20 (1d8 +12) While Raging only
What is the crit range of natural weapons? Where in the many books is that piece of info available?

Range:
Masterwork Composite (Str +10) Longbow +19/+14 (1d8 +10, x3)

---

Bard Spells Per day (CL 8)
This is the section where I need the most advice. If possible, I'd like to avoid spending a lot of rounds buffing. Are heal spells still a good investment?

1st level: 5 per day, 5 Known, Save DC: 14
Vanish, Invigorate,

2nd level: 5 per day, 4 Known, Save DC: 15
Blur, Glitterdust, Allegro?

3rd Level: 3 per day, 3 Known, save DC: 16
Blink, Haste?

---

Statistics:
Str 30, Dex 14, Con 12, Int 10, Wis 07, Cha 17

Special Abilities:
Rage 16 rounds per day, Lesser Fiend Totem, Moment of Clarity (?), Battle Dance 15 rounds per day,

Feats:
Power Attack, Skill Focus[Knowledge(Planes)], Eldricht Bloodline(Abyssal Claws), Improved Eldricht Bloodline (Strength of the Abyss), Arcane Strike, Extra Rage, Extra Rage Power(?), Toughness, Iron Will,

Traits:
Berserker of the Society, Failed Apprentice

Combat Gear:
Belt of Mighty Strength +4, Periapt of Charisma +2, +4 Chain Shirt, Scabbard of Keen Edges, +1 Furious Mithril Nodachi, Masterwork Composite (+10 Str) Longbow, Cloak of Resistance +4
We have 82,000 gp with a max buy of 20,000. I don't have a lot left after this. What else could I consider?

---

Thanks for reading.

Lantern Lodge

Thanks for the reply.

I've known that multiple natural attacks come from multiple limbs capable of making it. I just didn't realize that this was the sentence that stated it. I misunderstood the sentence as having to do with high BAB in addition to multiple limbs.

Lantern Lodge

Hello,
I understand that having high BAB does not grant additional natural attacks. Would someone please explain what the bolded sentence means?

Quote:
Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet)... You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks)....

Does it mean I would get re-rolls, or does it just talk about iterative attacks with manufactured weapons the limb is holding?

Thanks for reading.

Lantern Lodge

Would it work with bardic performance?

Lantern Lodge

Since shuriken are treated as ammunition for drawing; Does one only need to have a free hand available to draw them as a free action and throw them? Or does one have to first equip a shuriken as a draw action similiar to how one equips a bow but is able to draw arrows as a free action?

Lantern Lodge

Castilliano wrote:
But with CR, many will be cut up coming in. (Again, a big bias of mine toward CR.)

If they charge they would not provoke AoO's, right?

Lantern Lodge

Castilliano wrote:
Not sure why you have Lunge w/o Combat Reflexes, which is important IMO. Lots of medium creatures to...

Thanks for the reply.

Lunge is something I'm trying out with my current pfs barb. It's based on a defense scheme relying on superior reach (pushing assault, lunge, reach weapons)instead of AC against opponents in melee. Also, lunge does not give you extra reach during other creature's turns.

Will I be able to cast spells or use bardic performance while under the Urban Barbarian's controlled rage?

The following build is pretty ridiculous.

Half Elf

str 19 (20 @ lvl 4, 22 @ lvl 7, 24 @ lvl 9, 26 @ lvl 11)
dex 10
con 12
int 10
wis 10
cha 14 (15 @ lvl 8)

lvl 1: Bab 1: Bard: Arcane Strike, Skill Focus[Knowledge(Planes)]
lvl 2: Bab 2: Fighter: Power Attack
lvl 3: Bab 2: Bard: Eldricht Heritage[Abyssal]
lvl 4: Bab 3: Bard:
lvl 5: Bab 4: Bard: Extra Performance
lvl 6: Bab 4: DD
lvl 7: Bab 5: DD: Bloodline Feat[Toughness],Pushing Assault
lvl 8: Bab 6: DD
lvl 9: Bab 7: DD: Lunge
lvl 10: Bab 8: Fighter: Improved Critical[Falchion]
lvl 11: Bab 9: Bard: Improved Eldricht Bloodline[Strength of the Abbyss]

Am I likely to be able to pick up a keen +1 weapon before I am eligible for Improved Critical? Having a large investment into knowledge arcana would benefit me most with which faction?

Lantern Lodge

Mergy wrote:

I don't think you need to worry about taking cure light wounds as a spell.

Do you mean to say you won't be full attacking ever, or that you'll rely on your claws and bite when you do full attack?

Apparently I've been playing this game all wrong and I haven't been gaining iterative attacks for multiclassed characters properly. I've never read the actual rules for BAB in the couple of years I've been playing d20.

El Baron de los Banditos wrote:
Side note: Magical Knack is not PFS-legal, fyi.

Thanks for the heads up.

I now have to re-think this character since he no longer needs Natural Weapons. I'm also looking at what I could do with this character if I took Bard 3/ Barbarian 2 or if I replaced Barbarian with Fighter.

Lantern Lodge

I am building a Bardbarian Dragon Disciple for use in organized play and I am unsure about some of my choices.

While this character will have high strength, he will never gain iterative attacks throughout his career. Though he will not specialize in natural weapons, he has those available when they would be more appropriate for the situation.

I could probably look at other builds that would do more damage, but I'm liking the idea of a versatile character that can cast minor spells, move fast, and hit hard at different rounds of an encounter.

By Level 5 he will have 15 rounds of Rage and 6 rounds of Dervish Dance. I don't see needing more resources in a PFS Module.

I'm not set on what feats I want to take at 3rd, 5th, and 7th level, nor have I looked at what gear to give him other than some sort of oversized greatsword dubbed "The Compensator". I have only briefly glanced at spells but I am likely to pick Cure Light, Ki Arrow, Vanish and Allegro to name a few.

Race: Toothy(?) Bestial Half-Orc

STR 19 (20 @ lvl 4, 22 @ lvl 7, 24 @ lvl 9)
DEX 12
CON 12 (14 @ lvl 11)
INT 10
WIS 10
CHA 13 (14 @ lvl 8)

These are the options I plan to take at each level. Options I'm not sure of are marked with a question mark or left blank.

Traits: Magical Knack[Bard], Reactionary/Storyteller/Deft-Dodger

Barbarian (Invulnerable Rager, Totem Warior) Favored Class Option: Extra Rage Rounds X4
Lvl 1: CL 0: Bab 1: Barb 1: Power Attack
Lvl 2: CL 0: Bab 2: Barb 2: Lesser Beast Totem
Lvl 3: CL 0: Bab 3: Barb 3: Pushing Assault(?)
Lvl 4: CL 0: Bab 4: Barb 4: Moment of Clarity
Bard (Dervish Dancer)
Lvl 5: CL 3: Bab 4: Bard 1: Arcane Strike, 2 spells @ 1st
Dragon Disciple
Lvl 6: CL 3: Bab 4: DD 1: 2 spells @ 1st
Lvl 7: CL 4: Bab 5: DD 2: Bloodline Feat[Toughness], Cleave(?) 3 spells @ 1st
Lvl 8: CL 5: Bab 6: DD 3: 4 spells @ 1st
Lvl 9: CL 6: Bab 7: DD 4: Vital Strike, 4 spells @ 1st, 1 spells @ 2nd
Lvl 10: CL 6: Bab 7: DD 5: Bloodline Feat[Improved Initiative(?)], 4 spells @ 1st, 1 spells @ 2nd
Lvl 11: CL 7: Bab 8: DD 6: Lunge, 5 spells @ 1st, 2 spells @ 2nd

Thanks for reading