Ahhh... Why would a coin do the same damage as a shuriken when it weighs 1/5th the weight and isn't sharp? It's like giving a kitchen knife longsword damage...
Kitchen Knife = 1d4 = Knife = 1d4
@ IQuqrent: I agree realistically it wouldn't work. I agree that its up GM discretion on what can be used generally as an improvised weapon but anything not specifically crafted for normal warfare is fair game.
I can certainly use a coin as an improvised melee weapon, by pushing it through the goblin/kobold/duregar/drow/etc's eye. Normally I could just use my thumb for the exact same purpose but by doing it this way I am using a non-conventional weapon to harm another. Absolute minimum for such a weapon is 1, add the strength score of say 20, maybe throw in power attack, and you get 1+6 or 7 bludgeoning damage.
Short List of Improvise Weapons:
The entire world is filled with Improvised Weapons.
Improvised Weapons are NEVER conventional weapons.
Improvised Weapons are NOT specifically crafted to be used as weapons.
A Chair Leg
After the short list, I still just find it strange that a coin cannot be used as a ranged improvised weapon.
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
For the coin its damage is 1d2 if you would treat it as medium size weapon and range 10 feet, or just 1d1 if a small weapon with a range of 10 feet. Either way it would be using the coin as an improvised weapon since coins are not crafted to be used as weapons. More power to you if you got some 20 strength hulking character that tosses a coin for an easy 1+7 damage at first level with point blank shot. I admit its weird to think of a pc tossing his money at enemies to hurt them, but that is pretty much the point of the Catch Off-Guard / Throw Anything feats; being inventive with whatever you can find to use as a weapon.
That is funny TriOmegaZero. That is pretty much the same as what my DM said. :)
I do agree Drachasor, though I haven't really made a complaint to my DM about being blind.
Currently the party composition is:
Level 5 Male Half-Elf Swashbuckler [Blind Swordsman]
Level 5 Female Dwarf Bard (Dervish of Dawn) ["Spinning Top"]
Level 5 Female Human Fighter (Cad) [Toreador aka Bull Fighter]
() = Archetype
Tremor Boots are 10k and give you Tremorsense out to 30 feet.
Tremorsense is always nice to have. I will defiantly try to make room for them. Just looked at them, sadly 20 feet, but that is still very good for only 10k.
The Bottle of Eversmoking seems like a nice trick to use. Though I do agree the smoke might prove troublesome to the rest of the party.
It would be nice to start the game at level 11 with the tremor boots, heartseeker sword, and the improved blind-fight feat. However if I wanted to start from square 1, level 1, I would defiantly want to think of a build that could at least work to help move the character forward and progressively become better at being a Blind Swordsman. It would be a challenge not just roleplaying, but in combat and map awareness as well. Such a simple thing that gets used often to help paint a portrait to the party of what the world is and where the exact positions are of enemies. To not meta-game it and take advantage of that map awareness. Nobody said playing a blind swordsman would be easy at all. As at 1st level as a swashbuckler your some dude who can fight somewhat good with a blindfold on and can occasionally parry attacks while blindfolded like its a magic trick. I don't mind the challenge being more difficult than normal when I play my swordsman compared to several other characters I have played in the past, from rangers with eyes like a hawk with a telescope to oracles with cataracts who can only see anything within 30 feet.
EDIT: Well I am off to bed to catch a few winks. You all have a good one. :)
Answering in reverse order.
I will get back to you on swordmaster's blindfold when I can get 80k in gold.
A combat maneuver could be good, perhaps a small dip into Monk for the Maneuver Master archetype.
I was thinking about power attack. I could easily snatch it and furious focus up at 8 and 9 respectively. 7 for Extra Grit. I guess for Extra Grit I can do like you said by taking it once and then taking something like a headband of charisma +2 or +4.
As much as I would enjoy having double damage from Precise Strike, that would require sight and that means the Blind Swordsman concept becomes invalid in favor of more damage. If the ACG came out with Swashbuckler having an archetype that made playing a blind swordsman that much easier I would certainly go for it myself.
I would personally myself hope for a Swashbuckler equivalent of Signature Deed feat so it is "as long as you have have 1 panache point" to Parry & Riposte all day.
So far, thank you guys for the advice. It is greatly helping me mold my blind swordsman better and is very much appreciated.
In review, The Blind Swordsman should:
Take a 2-Level dip in Barbarian (Urban Rager) for the flexible +4 morale bonus to STR/DEX/or CON.
Take a 2-level dip into Monk (Maneuver Master) for a combat maneuver like Disarm to be more useful to the party.
Buy a headband of Charisma +2 or +4.
Take the Power Attack, Furious Focus, and Extra Grit feats.
I agree Sarrah, tis a shame. The Blind Swordsman would just have to be careful until L11 when he picks up Improved Blind-Fight. If he manages to pull through to L15 he can pick up Greater Blind-Fight to almost entirely remove the threat of ranged attackers.
I am aware Rynjiin. The best I could find to remedy that problem with Heartseeker was to use the Equipment Trick "Find the Hidden" to help turn that weakness into a strength. As for Precise Strike, I haven't bothered with it as I have found I needed my Panache Points for Opportune Parry & Riposte. I have been contemplating on taking the Extra Grit twice to remedy having a low Panache pool seeing as how the playtest stated that Grit and Panache points were interchangeable and could be combined to make a larger pool.
A bit of the character backstory:
Early on he lost his eye sight in his left eye at the age of 7 due to a stray arrow that cut open his eye from the side. The arrow came from a band of raiders who raided the small rural village he lived in. He was very lucky to survive the brutal encounter. He scrambled into the woods to hide, the sounds of screams from the townsfolk filled the air. When he emerged as it all became dead silent he found that most either died or were taken by the raiders. It filled him with great sadness.
However the events left him mentally scarred as he wanted to forget what the atrocities that he saw had happened, things that haunted him in his dreams. So he practiced being blind so the images would slowly erode away until he could barely see them. To be expected it was difficult in the first few months to practice being blind, until he could walk at a normal pace and become more aware of his surroundings while blind-folded. Before leaving his home at age 11, he buried each of the townsfolk to give them a proper burial, task that took him three days and three nights straight. He took his father's bastard sword, certainly to large for someone of his size, but the only reminder of his family he could find amongst the pillaged ruins.
Thirteen winters passed and he grew and grew to be 24 winters old. News and stories spread like wildfire of a blind swordsman who wandered across the countryside of Golarion. He doesn't mind not being able to see the beauty of the world as long as he never has to bear witness again to the atrocities that shaped his childhood. He is very merciful and his victims will find they were sparred, some call him a wandering saint for his benevolence. However it is because he fights against becoming what the raiders were that he views as his "personal demons". These "personal demons" of his that urge him at times to kill others to ultimately keep peace and that not killing others is only to delay that peace and prolong the suffering of others. He is aware of the phrase "Stare into the abyss and it will stare back" where it will slowly mutate him mentally into becoming a monster if he gives in to his "personal demons".
Urban Barbarian wouldn't be a bad idea at all for this character. As for being flatfooted, that is exactly what the blind-fight feat is for in melee combat situations. However it is true that I am always losing my DEX bonus to AC if my opponents fight with ranged weaponry. Which is still a weakness for this character if a commoner can throws rocks at him from somewhere he cannot reach.
Captain Wacky wrote:
I hear you. I miss the more deadly traps myself. I've noticed in the past few years that unless the party is paranoid, the guy with the most HPs walks forward, triggers the trap, gets healed, party precedes onward. Unless the trap automatically resets, it makes the rogues job less useful.
Reason for thread:
Just looking for some advice to make my swashbuckler better at being a blind-fighter.
Half-Elf Swashbuckler 5
STR: 14 (13 + 1 at 4th Level)
HP: 39 (5d10 + 0 + 5)
Favored Class Bonus: +1 HP (x5)
Traits: Blade of Mercy, Spirit Sense
Feats: Exotic Weapon Proficiency (Bastard Sword), Blind-Fight, Slashing Grace (Bastard Sword), Combat Reflexes, Equipment Trick (Heavy Blade Scabbard)
Gear: +1 Heartseeker Bastard Sword, +1 Studded Leather Armor, Blindfold
Skills: Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +13, Sense Motive +9, Stealth +13, Swim +6
Equipment Trick (Heavy Blade Scabbard):
Find the Hidden (Blind-Fight): You can use your scabbard to probe for hidden dangers. As a move action, you may sweep your scabbard through an adjacent square where you suspect there is an invisible creature; make a touch attack and roll the miss chance normally. If it hits and you have an available attack, you may attack that target once with a –2 penalty and no miss chance for invisibility. All other attacks you make against that creature (whether in that round or otherwise) do not gain this benefit (though you can sweep again on your next turn).
Notable Swashbuckler Deeds for this concept:
Opportune Parry & Riposte: At 1st level, when an
opponent makes a melee attack against the swashbuckler,
she can spend 1 panache point and can expend a use of an
attack of opportunity to attempt to parry that attack. The
swashbuckler makes an attack roll as if she were making
an attack of opportunity. If her attack roll is greater than
the roll of the attacking creature, the attack automatically
misses. For each size category the attacking creature is
larger than the swashbuckler, the swashbuckler takes
a –2 penalty on her attack roll. The swashbuckler must
declare the use of this ability after the creature’s attack is announced,
but before that attack roll is made. Immediately
after a swashbuckler performs a successful parry, as long
as she has 1 panache point she can make an attack as an
immediate action against the creature whose attack she
blocked, provided that creature is within her reach.
Are Sacred Keepsakes legal for PFS usage?
Sacred Keepsakes come from the player companion Halflings of Golarion. Each keepsake is effectively a badge of honor for a deed that they did before they join the game, something tied to their backstory. Most keepsakes alter a 1st-level divine spell to do something different, but the change is very minor and very balanced. In the spoiler below the rules for them are very clear.
Among halflings, tradition demands that young people must perform a noteworthy task before they can cross the threshold into adulthood. As a sign of their success, most earn or claim some minor token or memento. Though these keepsakes rarely have much value, halflings tend to cherish them and often carry them to their graves. However, for those few who hear the call of the gods, these tokens sometimes prove far more useful.
The sacred keepsakes detailed below give halflings new options when casting a particular 1st-level divine spell (sacred keepsakes have no effect on arcane spells). When used as an additional divine focus for the spell, a keepsake gives the caster the option to make that spell more effective or simply different. Each keepsake earned at the end of a halfling’s coming of age task is unique and usually irreplaceable. However, a halfling who loses his keepsake might, if especially devoted, gain a nearly identical copy as a reward for completing a particularly important quest or assignment that directly benefits his faith.
Many halflings who are divine spellcasters attach their keepsakes to their holy symbols to prevent loss and to keep the keepsakes handy for casting spells. If the keepsake is too large or unsuitable for attaching to a holy symbol (such as the half-deck or game piece), it is worn on a strap around the neck or wherever the holy symbol is worn. If the keepsake is near the holy symbol, a halfling can grab them both at the same time with one hand and cast the spell as normal. If the keepsake is hidden away, the halfling must spend a move action to retrieve it before casting the spell.
Only the halfling who earned the keepsake can use it for the following purposes. These keepsakes are not magic items and do not radiate magic. Since they only offer the chance to cast a variation of one specific 1st-level spell, these keepsakes have little real impact upon a particular character. GMs who wish to make a keepsake more powerful, perhaps by offering up variant spells for each spell level, should probably require that the character spend a feat to balance out the advantage gained.
Black Bead: Usually a trophy seized from a foe, this bead often commemorates tasks involving defeating a threat through manipulation or deception rather than direct action. A halfling who uses the bead while casting Cause Fear can target multiple creatures within range of the spell so long as their total Hit Dice does not exceed 5. A creature that fails its saving throw becomes shaken for 1d4 rounds; a successful save means that the spell has no effect.
Blessed Button: This brass button often commemorates tasks requiring the youth to destroy or drive of a threat to the community without directly engaging it in hand-to-hand combat. A halfling who uses it while casting Bless Weapon on a sling enables the sling to confer the spell’s benefits to the ammunition it fires.
Constable’s Nail: This bent iron nail is often given to young halflings to commemorate tasks involving capturing a criminal or another outlaw and bringing her safely to trial. A halfling who uses it while casting Magic Weapon may have the spell give the weapon the merciful ability instead of an enhancement bonus. In the hands of anyone but the caster, the weapon loses the merciful ability and reverts to the normal effect of magic weapon.
Decisive Game Piece: This object, gathered from a larger set of game pieces, often commemorates tasks involving gaining a strategic advantage over a more powerful foe. A halfling who uses it while casting bane may give opponents who fail their saves a –2 penalty to CMD instead of the normal spell effect.
Half-Deck: This partially intact deck of cards often commemorates tasks in which the young halfling must successfully take calculated risks in order to achieve a noteworthy goal. A halfling who uses it while casting Divine Favor gains a luck bonus on all skill and ability checks instead of on attack and damage rolls.
Harvester’s Pouch: This simple leather pouch, designed to dangle from a belt so the wearer could easily drop freshly picked fruits or vegetables into it, often commemorates tasks in which the halfling provided food for the elderly or infirm. A halfling who uses it while casting Goodberry can focus all of the spell’s magic into a single berry. If eaten, this berry cures 1 point of ability damage. A creature can only benefit from this version of the spell once during any given 24-hour period.
Jagged Dice: This pair of ruined dice is often given to young halflings to commemorate tasks that involve coordinating a group in order to accomplish something that benefits the community as a whole. A halfling who uses it while casting Deathwatch can, instead of learning about the injuries of nearby creatures, gain a rough understanding of their relative power. The GM should offer a ranking of creatures by their CR (without stating their actual CR) from most powerful to least.
Knotted Strap: This coarse bit of leather, drawn into a tight loop, often commemorates tasks involving defending a wild place from encroaching civilization. A halfling who uses it while casting Shillelagh can cast the spell on a sling to give it the abilities of a +1 sling. Ammunition launched from this sling deals damage as if fired by a Large creature (bullets 1d6, stones 1d4) regardless of the halfling’s current size. If not wielded by the caster, the weapon behaves as if unaffected by this spell.
Midnight Bandana: This dark bit of cloth often commemorates tasks involving eliminating a threat to the community by stealth or sabotage. A halfling who wears it while casting Sanctuary on herself can cause the spell to affect only one creature instead of all opponents within range. This creature gets a saving throw as normal to resist the effects of the spell. If it fails this saving throw, the halfling can attack it without automatically ending the spell. Each round in which the halfling makes an attack against the target, regardless of the number of attacks or whether or not any actually succeed, the target may make another saving throw in order to overcome the spell and retaliate. Whenever the halfling successfully strikes the target, she reduces the remaining duration of the spell by 1 round. For instance, if the spell had 5 rounds remaining and the halfling struck the target three times in a single round, the spell has only 2 rounds left on its duration.
Noble Needle: This sharp, sturdy needle often commemorates tasks that involve great risks or sacrifices. A halfling who uses it while casting Cure Light Wounds can deal up to 1 hit point of damage/level (maximum 5) to herself and then add this amount to the number of hit points recovered by the target of the spell.
Persuasive Arrowhead: This arrow fragment often commemorates tasks involving protecting a specific animal from hunters or other threats. A halfling who uses it while casting Charm Animal gains a +10 bonus on Handle Animal checks regarding the charmed animal.
Resilient Spring: This tightly wound spring often commemorates tasks that involve great physical prowess. A halfling who uses it while casting Jump can, as a swift action, choose to sacrifice some or all of the spell’s bonus on Acrobatics checks (up to a maximum of her caster level) for the remaining duration of the spell in order to gain an equal bonus on any one skill or ability check that turn relating to Strength, Dexterity, or Constitution.
Trainer’s Whistle: This simple whistle often commemorates tasks in which the halfling finds ways to eliminate the threat posed by particular sorts of animals without actually killing them. A halfling can, when first gaining this keepsake, designate one specific kind of animal (bears, wolves, cats, and so on) for which she has a particular affinity. When she uses the keepsake while casting Calm Animals, she can affect her chosen animal kind plus one other kind of animal (instead of the spell’s normal limitation of affecting only one kind of animal). Alternatively, she can only affect her chosen kind of animal, and then adds her caster level to the number of HD of animals affected (this is in addition to the normal 2d4 + caster level worth of HD affected).
Vital Cup: This battered clay cup often commemorates tasks involving making the community a safer and more wholesome place. A halfling who uses this cup while casting Bless Water can pour the resulting water on one weapon or piece of ammunition to imbue it with the power of the holy water. The first creature the halfling strikes with this weapon during the next 24 hours takes additional damage as if it had been struck by a flask of holy water (assuming the creature is harmed by holy water).
Whirling Earring: Usually fashioned from a broken shield or armor, this bent earring often commemorates tasks involving daring risks which paid off not so much through skill or cunning but rather by sheer luck. A halfling who uses the earring to cast Entropic Shield can, as an immediate action, end the spell to make a ranged attack against her automatically miss. She must make this decision before the attacker actually makes the attack roll.
The return? I'm not sure this was ever a thing, was it? As a subscriber, pretty much everything I buy is a preorder, and I don't remember it.
The Aasimar race from the Blood of Angels book.
Michael Brock wrote:
And people who own Orcs of Golarion and the Advanced Race Guide aren't allowed to play their favorite race. And the people who will own Kobolds of Golarion and the Advanced Race Guide won't be allowed to play their favorite race. And whenever there is a gnoll, drow, duergar, or any other evil race, those people won't be able to play their favorite race. They won't ever be open for everyone to play.
Some just like to go Commando.
Bards, they can get laid whenever they want provided the charisma is along with the right spells and the words are chosen carefully. Then again this can be done with anything that the bard feels like "talking" about.
Step 1) Round 1: Fascinate.
Step 2) ???
Step 3) Profit!
Cap. Darling wrote:
Baba Yaga. Published by Paizo for Reign of Winter Adventure Path. Warning Contains spoilers for Reign of Winter Adventure Path. That is the example of a epic pathfinder character.
Its not a house rule, its epic levels. Baba Yaga for instance is a fully stated out Level 30 character, 20th Level Witch with 10 Tiers in Archmage whose familiar is her nigh-indestructible Chicken-Legged mobile Hut. This thing about levels past 20 has existed before Pathfinder came up with it. It came with several less bells and whistles that people are familiar with for mythic tiers.
The tables may stop at level 20 for all classes, but 21-30 were considered the epic levels, always have been from my memory of 3rd edition.
The concept alone of a 48 or 51 (Boon Companion) level horse just tromping around is humorous as it is equally inanely silly and ridiculous. If the Epic Tiers were applied here the effective druid level to determine the horses' level would easily be 68 or 71 (With Boon Companion)
I doubt the eldritch heritage bit as although it has some of the similar wording as animal ally, it lacks the part where it stacks if you later on get a class feature.
Here is a build that has no multiclassing and has a high level mount.
Class: Oracle 20
Favored Class Option: Oracle = Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation. (Bonded Mount) Which is effectively +10 levels onto one revelation.
Effective Druid Level for Horse: 51 (48 w/o Boon Companion)
Important Note: You are stuck with no horse until level 5, in which you get a 2nd level horse (Level - 3). At 7th you get your true horse and it will be 15th level. From here you focus as a support role by buffing and healing the horse.
The common high level in society is level 12 in Pathfinder. Reason being that is the retirement level however if your lucky to reach that high their are scenarios/modules/adventure paths that go beyond that and you can apply it to your level 12+ character. Which means you only need 16 Charisma for Level 6 spells which is the common peak of spell casting, so starting with 14 Charisma and boosting it by 1 at levels 8 and 12 will easily put you within normal reach of spellcasting. You will not hit 9th level spells until Level 18.
From my experience as a dungeon master: control, flexibility, fairness, and honesty with your friends are the virtues and vices for all dungeon masters. Yet they all require balance to harmoniously work together. If one of these things are lacking or overshadowing, it can turn a pleasant and fun night of role-playing into a less enjoyable experience. It may take some time to adjust but in the long run it will make dming into less of a handful when dming for friends and more of a enjoyable experience with your friends. :)
One of three things can happen here.
I would personally go with #2. I often play Summoner myself, evident by the fact that one of my summoners has a Mothman eidolon and a refluffed brownie that looks more like a Hopkinsville Goblin. I can tell you that for all the personality and quirks of the eidolon, its still just a battle tool when all the fluff is torn away, no different than a barbarian and his sword or a druid and his animal companion. It wouldn't make much sense if I could do that as the party would always split up to try and rake in more xp in this fashion.
For example, a Wizard, a Paladin, a Summoner, and a Ranger are in one group. The other group is the Familiar, the Mount, the Eidolon, and the Animal Companion. The Familiar and/or Eidolon are fairly smart critters and could be the brains that lead the other two in order to clear a dungeon. If that actually happened, the entire party would basically get double xp and always make a habit of this.
Basically, its a bad loop hole waiting to happen.
I believe they get early access to it at least one-two weeks in advance.
I can't blame the townsfolk for being a bit superstitious about magic. Magic is equally beneficial as it is harmful. For every cure light wounds or purify food and drink spell, there is a inflict light wounds and putrefy food and drink spell. Then you get the madmen and madwomen who are making deals with beings from different planes of existence that are not nice or peaceful. A good deal of the threats that adventurers must face were made by various wizards like the Bulette or Land Shark as it is also known as.
No shirts, no dice, no service.
Sphinx-Blooded: "Alright alright I know your about to hit me with those very nice and beautiful flails you have, but could you grant me one last request before my untimely demise by someone as magnificent as you?"Ettin: "Sure, what be it?"
Sphinx-Blooded: "You see I been having trouble with this question that was asked of me and it would bring solace to my mind if I could be given an answer. What came first, the dragon or the egg?"
*The Ettin sits down on a nearby rock and ponders deeply and argues with himself to choose an answer between the two, dragon or egg. The Sphinx-Blooded sneaks off relatively unscanthed by the encounter.*
Will be interesting to see what the bloodline for Sorcerer will be, we already got Imperial and Destined. If its not about being a descendant of sphinx or pharaohs or mummies, I would bet that the archetype is Sandborn.
I guess like the others the cavalier order may pretain to the Risen Guard or the Desert Knight sort.
As for Oracle, a new archetype possibly could mean a new curse which is always welcome. Perhaps an age curse that as you level up makes you more powerful the older you get as you eventually have no penalties to your age, however you start at middle age.
Bloodrager of Abadar:
"Your in luck scoundrel! Abadar wishes for me to be charitable, so I will be donating this crossbow to your face!"
Feats: Catch-Off Guard, Power Attack, Furious Focus, Eschew Materials, Weapon Focus (Light Crossbow), Cleave
Don't mind me, just having fun making silly character concepts over here.
True its one roll still gonna hurt though for receiver.Little nuggets of strong potential like the aasimar for bards tend to slip through the cracks. Not that their cannot be a good option, just some are stronger than intended for a favored bonus. Perhaps the original intent for that was that since aasimar was a boon-only race, it would be more acceptable as not everyone would have one that is until suddenly aasimars, thousands of them.
Curious to what favored bonuses they will give since most class abilities deal with Raging Song and Rage Powers.
Okie dokie and I agree. If it were possible, just cast Moment of Greatness to all willing allies to give them +8 STR and +8 CON at 6th level.
Alexander Augunas wrote:
Congratulations! Your fire elemental evolved into a fire rabbit!
I really love this class a lot and think the combinations with the bloodrager bloodlines and the eldritch heritage bloodlines can make for some great character concepts.