Caïen's page

Organized Play Member. 79 posts. 1 review. No lists. No wishlists. 14 Organized Play characters.


1 to 50 of 79 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

♩It takes a lot to make a campaign
A pinch of plot and laughter too
A scoop of PCs to add the spice
A dash of 20's to make it nice
And you've got...

Too many storylines...♩


cartmanbeck wrote:

Hi Broken Z!

Here's a new one that probably should go in the Guide to the Builds. It's about making a Con-based caster using the Fighter and the new Item Mastery feats from Weapon Master's Handbook.
Cartmanbeck's Guide to the Iron Caster

I believe you are mistaken when you say that SLAs do not provoke AOO. It is when you are using the SLAs of only the Item Mastery feats. This is a specific case of these feats, not a general rule since SLAs act like spells in regard to provoking AOOs.


Your EDV is as thought you had a x3 multiplier on your greatsword.


Put simply, it's mediocrity in action...


Ragoz wrote:

To create an aasimar, you must have a Chronicle sheet that opens the race as a legal option at character creation in PFS.

Reading is a great skill to have. The character is a human with the Celestial bloodline.


1 person marked this as a favorite.

Time for them to reveal their bankai to their wielder? ;P


The Occultist with the Abjuration and Transmutation implement schools can be a sort of Artificer.


1 person marked this as a favorite.

With a good DM, you could also add modifications to your homonculus since it is a construct, usine the rules of Craft Construct.


Isn't it a form of blindsight?


The Signs in the Witcher are at-will abilities. It is near impossible to have magical at-will abilities in Pathfinder, with the Kineticist as an exception. However, its magical abilities cannot mimic perfectly the Signs.

Other game systems are way better to create a Geralt.


Darkvision: Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Since it is only black-and-white, does that mean than someone wearing black cannot be seen in darkness by someone with darkvision?


Is the Leadership feat needed to be the leader of an organisation or group?

I believe it is not the case, but at what point should one consider a group so important in size and structure that the leader needs the Leadership feat?


God, that's good.


With Greater Combat Inspiration and Amazing Inspiration, you'll have +10+2d8 bonus to hit by level 20.


False Opening does not trigger Medusa's Wrath:

Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.

False Opening does not give one of these conditions to the opponent. Remember: Dex-deprived does not equal to the flat-footed condition per RAW.


Sorry, my Sarcasm-o-meter isn't well functionning in english.


For God's sake, DO NOT render useless a creative thinking by invoking the existence of a feat that does something similar ONLY in fluff. This only result in playing a soulless game with cold mechanics similar to a poorly done video game rpg...


There should be a 'Forgetting a Feat' time. Essentially, if you do not practice something learned, you tend to forget it. That is what is missing in the retraining rules IMHO. There should be a Time to forget 'something' and Time to learn 'something else'.

Money cost comes in the latter.


It can be done, you just need to keep the track of the two separate pools of round.

But you are going to end up Exhausted at the end of the two "rages", since the two Fatigue conditions stack into Exhausted condition.


How are bonuses added to the damage? What bonuses are added to the damage?


So, weapon enchantements only trigger once?


Given that someone has Pummeling Style, Dragon Ferocity and confirms a critical hit:

Pummeling Style:

«As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. You can only use Pummeling Style with unarmed strikes (see errata at right).»

Dragon Style:

«When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.»

And Fear effects stack:

Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.»

Does each attack roll of a Pummeling Style attack triggers the shaken effect, and, given that fear effects stack and escalate, makes this the most frightful attack ever? Or the Pummeling Style attack only makes the target shaken, because, supposely, it counts as one attack, thus one critical hit?


Let's suppose I use the retraining option to add Quinggong Monk as one of my archetypes.

I am a lvl 14 monk.

Can I swap, let's say, Slow Fall, for Blood Crow Strike (lvl 14 Quinggong Monk ability)?

Quinggong Monk only says that the Blood Crow Strike has a level requirement of level 14, which I meet. It does not say that I must swap Quivering Palm (level 15 monk ability) for BCS.

Is it RAW?


2 people marked this as FAQ candidate.

''Your link with your companion creature allows you to share your magic with it.

Prerequisite(s): Ability to acquire an animal companion, eidolon, familiar, or special mount.

Benefit: When you are adjacent to or sharing a square with your companion creature and that companion creature has this feat, you can cast a spell on yourself and divide the duration evenly between yourself and the companion creature. You can use this feat only on spells with a duration of at least 2 rounds. For example, you could cast bull's strength on yourself, and instead of the spell lasting 1 minute per level on yourself, it lasts 5 rounds per level on yourself and 5 rounds per level on your companion.

Once the spell is cast, you and the companion creature can move farther apart without ending the effect.''

Do I read that the companion must have this feat to be in effect? Since an animal companion, an eidolon, a familier or a special mount cannot acquire an ..., this means this teamwork feat is useless except for the Hunter.

Am I right?


Two Questions:

1) Can Telekinetic Blast be used with Alchemist Fire or Acid, which break on contact and deals their damage?

2)Can Kineticists use this feat?


Let's say that I can only cast level 1 spells. I have the heighten spell metamagic feat and the trait Magical Lineage, which reduces the level of the spell splot used by a metamagic by one.

I prepare a level one spell with heighened spell to make it a second level spell. Since I have Magical lineage, I can cast it in a first level spell slot. I am allowed to cast a spell that is considered a second level spell while I cannot normally cast a second level spell, even though I use a first level slot for all technicalities?


There is also a trait quite useful:

Champions of Balance wrote:

Amiable Blunder

Your easygoing demeanor allows you to sometimes recover from potentially awkward social situations or even condemnatory faux pas.

Benefit(s): Once per day when you fail a Diplomacy check by 5 or more and would cause an NPC's attitude toward you to worsen, you can immediately attempt another Diplomacy check against the same DC as a free action. If you succeed at this second Diplomacy check, the character's attitude doesn't change, as though you had failed the original check by 4 or less.


Eltacolibre wrote:
claudekennilol wrote:

Ok thanks. I misread that, I thought the DC to go from Indifferent to Friendly was 15 + cha + 5, since beating the DC by 5 or more would increase the attitude.

Are you allowed more than one check? Could it go from indifferent to friendly and then friendly to helpful? Or can attitude only be changed once?

can only change one step no matter how high you roll per day.

Not true.

PRD wrote:
You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step. A creature's attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character's attitude toward you is unchanged. If you fail by 5 or more, the character's attitude toward you is decreased by one step.

A human with the Silver Tongued alternate racial trait can shift by 3 attitudes.

Advanced Race Guide wrote:
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

If you meant that you can only attempt one Diplomacy roll per NPC per day, then you're right. However, Half-Elves can do it twice per day if the fail by 5 or more.

Advanced Race Guide wrote:
Sociable: Half-elves are skilled at charming others and recovering from faux pas. If half-elves with this racial trait attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces the adaptability racial trait.


It's even better with this:

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


1 person marked this as a favorite.

Because Snake Fang is so much better:

Snake Fang (Combat)
You can unleash attacks against an opponent that has dropped its guard.

Prerequisite: Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.

Benefit: While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.


I believe Rhatahema thought of Dragon Ferocity that makes you add two times you strenght mod to your unarmed strike damaged.

Still, the specific trumphes the general in this game, and Backswing seems pretty much the most specific of these abilities.

For me, it's pretty clear that Backswing applies on the FoB if I wield a two-handed weapon such as a sansetsukon (a monk two-handed weapon). For the first strike, I'd still have a 1x Strength mod, but on the other ones I'd have a x2 mod.

This is what I believe is RAW. Heck, a legalese reading would mean that I add twice my Strength on top of my 1.5 modifier, since it does not call out that it replaces the 1.5 modifier.


Hi everyone! This is a rule question and I need a confident answer so that I'll be PFS legal.

In regard to Strenght bonus added to damage, does the Two-Handed Fighter's Backswing ability trump the Flurry of Blow limitation?

The Backswing ability says:

''Backswing (Ex)

At 7th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.
This ability replaces Armor Training 2.''

The FoB says:

''A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.''

Please be polite if you disagree.


Try Scion of Humanity for the Aasimar, it,s an alternate racial trait. Spend a feat for Racial Heritage: Orc or Half-Orc. Or be a Orc.

Have a friend raging with you:

Or have you friend killed/unconscious/or even yourself in the negative since you count as your own ally:

You could add +6 Strength and Constitution.


All hails the flying barbarians (rage cycling needed)!

Raging Flier (Su): Once per rage, the character can f ly up
to her base speed as a move action. If she uses the charge
action, she can use this f light as part of her movement
during the charge. A character must be at least 6th level and
have the raging leaper rage power to select this rage power.


Oui, il y a encore des parties PFS à l'uLaval. Justement, on organise une genre de mini-convention la fin de semaine du 30 août. On a un groupe PFS Québec si ça t'intéresse.


So awesome O.o

But it gets really hard when you add level to the spell.

And it encourages to do your math homeworks :)


Oh god, Elemental Kin Barbarians with shocking grasp potions...

... that worship Urgathoa for the Potion Glutton feat from Inner Sea Gods.


I would say yes because I'm a kind GM.


That caping ability is meant to be able to sneak attack on a non-attack spell that deals damage like magic missile or an AoE spell like fireball. You can sneak attack with a ray spell (which is a ranged touch attack.), provided that your target is denied its Dex bonus to AC.


A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.'

If you casted Daze on the bandit before he would act, that means he would still be flat-footed until he acts. So, that is a good use of that spell.

Yes, you would have another round of sneak attack.


Calel101 wrote:
Just found Shadow Dodge This now gives our super speed build a stupid high AC if I am understanding the feat correctly.

It has an errata in Inner Sea Gods:


A Sohei can flurry in light armor, but does not keep his monk AC bonus:


Oh, nice catch for the totem aspect! Still, I'm not sure if I want to trade my unarmed strikes for talons... Well, I could trade stalwart level for 2 alchemist levels for vestigial arms.

As for the retraining issue, I've shown that I take the prerequisites in the build progression before retraining.


In addition, taking the archetype Urban Barbarian and two levels of the PrC Stalwart Defender to obtain a slam attack. We would look at something like this:

Claws x2 (Ranger)
Bite x1 (Trait Tusked)
Gore x1 (Barb)
Wings x2 (Feat)
Hair x1 (White-Haired Witch)
Tail or Spine or Sting x1 (Object)
Slam x1 (Stalwart Defender, needs stance)

White-Haired Witch 1/Ranger 3/Barbarian 4/Stalwart Defender 2

Feats: 1) Dodge 3)Toughness, Ranger: Aspect of the Beast 4)Ranger: Endurance 5) Angel Blood 7) Angelic Flesh (Steel) 9->10 (Retraining) Angel Wings 11) Metallic Wings

But I believe the slam attack is not worth it and those feats could be more useful for Power Attack and Arcane Strike.


Hmmm, not sure for the underwater thing. There is a paragraph between the salty water thing and the tail attack. Furthermore, you have no arms when you are in a manta ray form, so this part makes no sense at all.

On the other hand, there is compensation in the findind of this Tentacle Cloak: e%20Cloak


Retraining does wonders :) Good finding on the Cloak of Manta Ray and the Fleshwarped Scorpion's Tail! However, I would not use the Eagle Totem Transformation, since I lose my bite, wings and claw attacks because it is a polymorph effect.

Furthermore, I forgot to take the alternate race trait Scion of Humanity, then Racial heritage (kobold) to take the feat Kobold Terror.

However, I don't think we could combine Spine, Sting and Tail attacks since it comes from the same limb.

So, it tops at 8 natural attacks:

Claws x2
Bite x1
Gore x1
Wings x2
Hair x1
Tail or Spine or Sting x1

Here for the polymorph:


With an aasimar White-Haire Witch 1/Ranger 2/Barbarian 8, I can achieve

Claw x 2
Gore x 1
Bite x 1
Wings x 2 (from a feat, Metallic Wings)
Hair x 1 (Dmg comes from Int, but screw it, because Power Attack!)

For a total of 7 natural attacks, 2 being secondary (wings). Trying a «super attacking barbarian»? Now we can theorically achieve 11 attacks by level 12, it goes like this:

3 Unarmed Strikes with legs
+1 Unarmed Strike Off-Hand from Greater Brawler, with legs
Claw x 2
Gore x 1
Bite x 1
Wings x 2
Hair x 1

If you don't want to give Pounce, say bye bye to the gore attack and get out the two levels of ranger. Now, you can pounce with 10 attacks. Now that is a profitable way to use that Amulet of Mighty Fists.


So... This has become a thread about natural attacks rather than the hair of the white-haired witch.


I believe it's possible to still have the iterative attacks when using natural weapons.


I got into an argument with a guy that says that the hair of a White-Haired Witch, despite the text saying ' This functions as a primary natural attack with a reach of 5 feet. ', that her hair is not a natural weapon, and that I could not use with iterative attacks as a natural secondary weapon (what the Natural Attacks rule says). He claims that the phrase 'fonctions as' doesn't mean that the hair is a natural weapon.

1 to 50 of 79 << first < prev | 1 | 2 | next > last >>