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Liberty's Edge

Can an Unchained Twinned Summoner's eidolon get the Claws evolution? The prerequisites states it requires certain subtypes and doesn't list Twinned as one of them :/

I suppose at least the chained version can?

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Is Alchemical Allocation allowed to be used in conjunction with Extracts?

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If a large creature used Monstrous Physique to become medium sized, what happens to his strength?

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Trying to give a wizard the Greater Magic Fang spell into his spellbook. Faith Magic discovery is one way, is there any other way?

I'm aware of samsaran and magaambyan arcanist, but samsaran and prcs aren't allowed. I'd rather be human if possible anyway. Is there a way to get it through another spell? Item? Feat? Something else?

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If a ratfolk had the Scurrying Swarmer feat, and then polymorphs to another small form (say, a halfling), would he still be able to benefit from the Scurrying Swarmer feat?

What if he polymorphs to a medium sized creature?

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If I have an invisible familiar that's flanking a creature with me, can I get the flanking bonus even if the enemy doesn't know it's being flanked by the invisible familiar? As in, can I just position my familiar there and basically just provide me with a flanking bonus?

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My quadruped synthesist is a catfolk with the claws alternate racial trait. If he wants to attack with his claws while fused, does he need to spend evolution points to get claws for his eidolon?

Is he able to cast spells using his normal clawed hands while fused in quadruped?

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I've read and re-read the Crafting Magic Items text, and I really just can't understand how crafting works when it comes to their interaction with extracts. I'm playing an alchemist//bard gestalt, so the character qualifies for Craft Wondrous Items. I've got the necessary Craft and Spellcraft skills maxed, as well as UMD if needed. Question is, if a required spell for an item is not on my bard's spell list, but my alchemist has it as a formula, can that be used to make the item?

And what about if the spell is on neither of their lists, am I allowed to make a UMD check to cast it from a scroll with a DC of 20+CL required to cast the spell?

Liberty's Edge

Can an alchemist using Fast Bombs make iterative attacks using something other than bombs? So, let's say he has 5 attacks, can he make the first 3 using bombs, and the last two using, say, throwing daggers?

Let's assume he has Quick Draw as well, if that helps.

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I'm trying to build an unarmed attacker, and I was wondering which one is better between Psychic Warrior (Meditant) or Soulknife (Deadly Fist). I'm looking for an unarmed attacker that can compete against fighters/barbarian/etc. in the damage department. I also want the character to be unarmored. The game starts at level 1.

Meditant is good, but accuracy might be an issue down the line. It has better powers, and gets Wis to AC.

Deadly Fist has better accuracy, can be SAD (though it means waiting until level 2 before my attacks are any good) because Wis can be used for atk/dmg, and can get powers by going Gifted Blade. Perhaps I could dip into monk later on for the Wis to AC.

If you guys have any experience with either of these classes, let me know.

Liberty's Edge

Is there a class that uses charisma for spellcasting, and uses the Druid spell list?

I'm looking for something similar to how a Sorcerer uses charisma and uses wizard spell list, and the Oracle uses charisma and uses the Cleric spell list.

Liberty's Edge

If a Bloodrager wears a mithral full plate, do they get affected arcane spell failure chance?

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Just doing some theorycrafting builds for TWF, and my search results basically noted that samurais make for great TWFers. I couldn't find any detailed builds, but I did find a couple possible gems (Chain Challenge feat, Order of the Flame).

Does anyone have a good specific build (level 13ish) that can be used as a starting point? While I definitely want as much damage as possible, I definitely don't want to make his AC completely crap. Decent saves is also always nice to have. I am looking for the extra damage to be applicable to all/most things, so I don't want to rely on things like Sneak Attack. Aside from that, I'm really open to anything.

I'm really just looking for stat allocations (let's say 20 point buy), must-have feats, items, etc. that are unique for a TWF samurai build.

Also, if you think another class is better suited for TWF, do chime in.

Liberty's Edge

How does the Bloodrager's level 11 ability Greater Bloodrage interact with its Arcane bloodline lvl 8 ability Greater Arcane Bloodrage? Do you get the benefits of both? Do you also get the benefit of the Arcane bloodline's lvl 4 ability Arcane Bloodrage?

Greater Bloodrage (Bloodrager lvl 11 ability):
At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Arcane Bloodrage (Arcane bloodline lvl 4 ability):
At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Arcane bloodline lvl 8 ability):
At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Liberty's Edge

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I've been working on building a Bloodrager, and with my limited Rage Powers that I can get, I'm wondering how useful some of these really well-known powers are. Specifically, I'm wondering about CAGM, Superstition, and the Beast Totem chain (as they relate to my character).

My character is going to be a typical beat stick, but I wanted him to be able to survive, and not just do insane amount of damage and gamble away the AC. To that end, I put a lot of effort into buffing his saves, AC, and HP. I don't put much stock into DR, just a personal preference. Here's what I got so far:

Human Bloodrager level 13 stats:

Str: 24 (16 +2 human +4 enhancement +2 lvl)
Dex: 16 (12 +4 enhancement)
Con: 14
Int: 10
Wis: 12
Cha: 14 (11 +2 enhancement +1 lvl)

Fort: +14 (+21 if Raging): 8 base +2 Con +4 enhancement +3 Con +4 Luck (Bloodline + Fate's Favored) in Rage])
Ref: +11 (+16 if Raging and Hasted): 4 base +3 Dex +4 enhancement +4 Luck (Bloodline + Fate's Favored) +1 Haste (Dodge) in Rage
Will: +14 (+21 if Raging): 4 base +1 Wis +2 Iron Will +4 enhancement +1 trait +2 Hedgehog +3 Morale +4 Luck (Bloodline + Fate's Favored) in Rage

HP: 115 (154) = 76 + 26 Con +13 Lvl-up (+39 Rage); Can share damage with familiar.
Initiative: +7 = +3 Dex +4 Improved Initiative
Speed: 35 ft = 30 ft mithral fullplate +5 Steelblood
Familiar: Hedgehog
Traits: Defender of Society, Carefully Hidden, Fate's Favored, Second Chance
Race: Human with Heart of the Fields variant
Bloodline: Destined

1: Power Attack, Additional Traits (human)
2:
3: Iron Will
4: Fated Bloodrager +1 (Bloodline), +1 Str
5: Cornugon Smash, Armor Training +1
6: Weapon Focus Greatsword (Bloodline)
7: Hurtful, Blood Deflection (Steelblood)
8: +1 Str, Lesser Beast Totem, Beast Totem (took 2 Rage Powers using Primalist archetype), Shield (Bloodline),
9: Combat Reflexes, Intimidating Prowess (Bloodline)
10:
11: ??? Feat, Blur (Bloodline)
12: +1 Cha, Greater Beast Totem, Come and Get Me (took 2 Rage Powers using Primalist archetype), Improved Initiative (Bloodline)
13: ??? Feat
Some feat possibilities: Arcane Strike, Blooded Arcane Strike, Riving Strike, Toughness, Improved Natural Armor, Improved Trip, Dazing Assault, Improved Familiar (see note 1 at bottom), Exotic Weapon Proficiency (see note 2 at bottom)

Spells Known:
1 (4/day): Enlarge Person, Thunderstomp, ???, ???, ???, ???, Shield (bonus)
2 (3/day): Mirror Image, Ablative Barrier, See Invisibility, Spider Climb, ???, Blur (bonus)
3 (1/day): Greater Magic Weapon, Fly, Channel Vigor (includes Haste), ???
4 (1/day): ???, ???

Equipment: (137.5k/140k)
+1 Furious Fortuitous Greatsword (18k)
+3 Mithral Fullplate (19.5k)
+4 Belt of Str (16k)
+4 Gloves of Dex (16k)
+2 Headband of Cha (4k)
+3 Ring of Protection (18k)
+3 Amulet of Natural Armor (18k)
+4 Cloak of Resistance (16k)
Boots of Speed (12k)

AC: 41 (45 if using Shield spell): 10 base +9 Fullplate +3 Dex +3 Enhancement +3 Deflection (Ring), +3 Natural Armor Enhancement (Amulet) +4 Natural Armor (Beast Totem) +1 Trait -2 Rage +4 Luck (Bloodline + Fate's Favored) +1 Haste (Dodge) +2 Aid Another (Familiar + Bodyguard) +4 Shield
DR: 0 (Steelblood gets no DR)
Attacks: +26/+26 (Boots)/+21/+16 = +13 BAB +10 Str (+7 base +3 Rage) +5 Enhancement (GMW + Furious) +1 Weapon Focus -4 Power Attack +1 Haste (Boots)
Damage: 2d6 + 32 = 2d6 +15 Str +5 Enhancement (GMW + Furious) +12 Power Attack

I definitely like getting Beast Totem because it provides the increasing Natural Armor bonus. I realize a lot of people don't care for AC, but I feel like a 41-45 AC at lvl 13 is really high, given the amount of damage I can do. So that's why I wonder, is CAGM worth the tradeoff of giving +4 to the enemy to attack me? Along with that, is pounce from Greater Beast Totem worth it? Or perhaps I should trade one for Superstition instead?

As you can see, there are quite a bit of question marks still, so feel free to chime in on those as well.

Note 1: I also thought it might be good to get Improved Familiar. Is there anything on the list that's worth it? Or is hedgehog good enough?

Note 2: Also thought about getting some sort of reach weapon, even if it's exotic. Maybe I can find something with 2d6 dmg, with reach, can trip, and has 18-20 crit range.

Liberty's Edge

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I haven't played PF for about 2 years now, so I'm behind on the latest best builds. Back then, the CaGM pouncing barbarian was a beast of a build due to high DPR, but my concern is that the lack of AC will pretty much kill him despite the DR.

I've just started looking around some new builds, and the Bloodrager seems like it could be a pretty great build, since it can get access to pounce, but I'm curious if it's even any good at DPR? A tank that can't damage the enemy worth a damn can just be ignored, so I'm curious to hear your thoughts.

So, which one makes for a better tank, the classic Barbarian, or the Bloodrager? (No Aberrant tumor Bloodrager please.) Perhaps my concern for the Barbarian's survivability is unwarranted. In any case, I'd love to hear your thoughts on these two types as it relates to tanking (specifically, which one is better at dishing out enough damage to be a threat worth dealing with + be able to survive).

Liberty's Edge

Can a shield be enchanted with a magic enchantment like the Called enchantment? Specifically, I'm wanting to combine Animated + Called.

Liberty's Edge

Does Freedom of Movement negate daze?

Liberty's Edge

What exactly is the Musketeer's "Gifted Firearm" ability talking about when it says "Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level."

What benefits is he gaining by "focusing" on himself? Is it saying that he gets the Improved Critical by spending a standard action?

Gifted Firearm:

At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier’s duty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat. Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level.

At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1, as with the reliable firearm special ability), and at 17th level, the musketeer can double the range increment of his weapon (as the distance special ability). These abilities do not stack with the magical weapon special abilities that they duplicate. Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack.

If the musketeer’s gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls.

Liberty's Edge

Say you have a pistol with the Greater Reliability enchantment, and you're a level 10 Gunslinger. If you roll a 1 on an attack, is it considered an automatic misfire? Or does it not misfire because the Greater Reliability enchantment gives it a misfire score of 0?

Liberty's Edge

Is the Restore Eidolon spell worthless for a synthesist? Or can the synthesist essentially treat it like he can cast Restoration?

Liberty's Edge

Is there a mundane way to create difficult terrain during combat? Basically a way to do it without relying on spells, or taking up anything longer than about a standard action, or even a full-round action.

Liberty's Edge

If my paladin takes the Unsanctioned Knowledge feat, can each spell be taken any of the listed classes (e.g. 1st lvl spell from cleric, but 2nd lvl spell from bard, etc.), or does he pick one of the classes listed and has to choose all the spells from that one class?

Liberty's Edge

I'm in an 11th lvl party without a full caster. What's a good way for me to be able to overcome things like invisible creatures, flying creatures, Deeper Darkness, etc.?

Liberty's Edge

The Sacred Servant archetype allows a paladin to cast spells at +X caster level. The Prayer Beads allow him to cast spells at +4 caster level. Both types of bonuses are untyped. Do they stack?

Liberty's Edge

If I have a +1 Flaming weapon, and then I cast Greater Magic Weapon to give it +2, does it become a +2 weapon, or does it become a +2 Flaming weapon?

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Full plate limits your Dex modifier to +1, but TWF requires Dex 15. Does that mean you can't TWF if using full plate?

Liberty's Edge

Are there any items or feats that would grant a paladin the ability to move at normal speed when using a full-plate armor?

Liberty's Edge

The Hospitaler gets Channel Energy, but at a level equivalent to a cleric -3. Is there a way to increase that through a feat or item or anything? I know the regular paladin gets it equal to his level, but he has to burn Lay on Hands, so I'm looking for a different way.

Liberty's Edge

Looking to see if there was a spell similar to Glibness, but instead of giving +20 to Bluff, I'm looking for +20 to Diplomacy.

Liberty's Edge

Is it legal for a synthesist to get the Large evolution (which gives +8 Str bonus, among other things), and then casting Reduce Person on himself (which only gives -2 to Str bonus), thus netting a +6 to str, and still staying at medium size so he can move around in tight areas just as well as other medium humanoids?

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Anyone know if there's a general best type of energy attack vs aquatic creatures? I can get acid, cold, electricity, or fire. I'm assuming it won't be fire, but not sure between the other three.

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Got a biped synthesist that I'm trying to outfit. This is a new character, so any item I swap is still at full price right now, since it's still in the character creation process.

Half-Elf Synthesist (Biped) level 7:

Str 24, Dex 15, Con 13, Int 14, Wis 14, Cha 21
Fort +7, Ref +7, Will +10

AC: 30
Attack +14/+14/+14/+14, 1d6+10

Currently have:
+2 Str belt (4k)
+2 Cha headband (4k)
+1 Amulet of Mighty Fists (4k)
+1 Cloak of Resist (1k)
Eidolon Anchoring Harness (6k)
Ring of Sustenance (2.5k)
Wand of Lesser Rejuvenate Eidolon x 2 (1.5k)
Total: 23,000 out of 23,500

So I'm wondering, should I trade in the Anchoring Harness (6k) and upgrade the Cloak to a +2 (+3k), and buy a Ring of Protection (2k)? I'm immune to sleep, but I'm pretty wary of banishment or dismissal, as well as just getting pounded in general, as the DM pits us against some really tough opponents. Is the Harness even worth it, or should I just rely on using Summon Eidolon if he gets dismissed? Another thing is that I'm a bit worried about being critted. With the Harness, it'd give me time to heal the eidolon before he goes away.

Any "must-have" items that you guys can think of for the near future would be appreciated as well. Synthesist doesn't seem to have much items to really shop for, which is great I guess.

Liberty's Edge

Is there any way for a synthesist to heal his eidolon other than using the Rejuvenate Eidolon spells? Do you pretty much just use wands of Lesser Rejuvenate Eidolon all the time outside combat?

Liberty's Edge

Just wondering if a synthesist can use an Eidolon Anchoring Harness?

Liberty's Edge

Since a synthesist's eidolon can't get feats, does that mean that the only way to increase its hp is by evolution pool and increasing its Constitution every five levels? Was playing around with a build, and only managed to get around 50 hp by level 7 (biped build). Is that okay...? Seems pretty low for a tank, since its Con score starts pretty low.

Liberty's Edge

I thought I remember reading somewhere that a synthesist's eidolon goes away if he goes to sleep, or something detrimental to that effect, but I can't seem to find the info now. Anyone have any idea if it's possible to sleep in an eidolon suit?

Liberty's Edge

Can an arcane caster use a Page of Spell Knowledge to learn a divine spell? Has this ever been ruled anywhere?

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If a Samsaran Inquisitor got Holy Sword as a spell through his racial trait, would it stack with his Bane ability?

Liberty's Edge

Anyone know of any 3rd party books that have archetypes or prestige classes for magus that uses a ranged weapon? Specifically thrown weapons, if that matters.

I know about the Myrmidarch, but since 3pp books are allowed, I figured I'd see what else is out there. Plus I don't like the Myrmidarch anyway.

Liberty's Edge

If I have a Magus, say at level 8, and he casts Greater Magic Weapon to give his weapon +2 enhancement, will that stack with Arcane Pool so that he'd have a +4 weapon if he wanted to?

Liberty's Edge

Is it possible for a human Inquisitor to qualify for Arcane Strike (and have it scale in damage) without dipping? I know there's the Trifler trait, but does that allow the feat's damage to continue scaling? Is there any other way?

Liberty's Edge

Is there a way for a TWF paladin to always be able to use Lay on Hands each round while still being able to full attack that round using both his weapons?

Liberty's Edge

I've got a tiefling paladin (oath of vengeance) who uses a nodachi, with Fey Foundling, Greater Mercy, and Power Attack feats. He fights 2-handed, and his favored class is spent on the LoH bonus. He wears full plate.

Stats are (without buffs/items):
Str 18, Dex 12, Con 10, Int 11, Wis 10, Cha 17

With that, which would be more beneficial, the Bracers of the Avenging Knight, or Bracers of the Merciful Knight?

Liberty's Edge

Is there a way for a Chevalier to get more smites?

Liberty's Edge

I've got a Paladin with Magical Knack trait so that I can get caster level at only -1. Is there any way I can get it so that the caster level is equal to the class level?

Liberty's Edge

I've got a paladin that's been traveling with a group of adventurers, and we stopped in a city that's under the rule of a king. In outward appearances he seems good, however, we find out that his imperial guards are evil, and yet they have a lot of powers. These guards intimidate the townsfolk, murder people, etc. Now we've been asked to overthrow the king, or at the very least put down the imperial guards.

Given that these guards are working within the confines of the city's law, how does a lawful paladin handle something like this?

Liberty's Edge

I'm looking to build a "rival" team to go against the PCs, and I'm building these guys exactly as if they were PCs (traits, character wealth, etc.), following all the same rules they do. How do I determine their CR? Should it be level = CR?

Liberty's Edge

I'm looking to build a lvl 7 samurai-ish type of character that doesn't wear armor, but can get high AC (or DR or negate attacks), but also do really good damage. 20 point buy, all Paizo books allowed, any races allowed.

I thought Kensai would be good, but their attacks are so low from what I could create, so I dunno...

Basically trying to create this guy: http://cghub.com/images/view/304651/ (the small human dude with the sword, NOT the big monster)