Bumbo

Corel the Clever's page

4 posts. Alias of Glade.




So, here we go again - a little bit of non-sensical and certainly not practical theorycrafting for a wizard who can toss magic missiles all day long.

The Rocketman is a Lvl 17 evocation wizard with bond conservation and superior bond. He also has a MC dedication in Sorcerer to grap Dangerous Sorcery for that sweet extra damage. For a particularly grueling day in the field where he has been told that he will be placed in a protected location to be the support artillery.

Rocketman has memorized (heightened) magic missiles in 1st, 3rd, 5th, 7th and 9th lvl slots. As the battle begins he then proceeds to cast them all over the course of 5 rounds using all 3 actions to cast:

Round 1: 3 action lvl 9 magic missile (Damage: 15d4+15+9)
Round 2: 3 action lvl 7 magic missile (Damage: 12d4+12+7)
Round 3: 3 action lvl 5 magic missile (Damage: 9d4+9+5)
Round 4: 3 action lvl 3 magic missile (Damage: 6d4+6+3)
Round 5: 3 action lvl 1 magic missile (Damage: 3d4+3+1)

After round 5 Rocketman sighs deeply and uses Drain bonded item as a free action before he continues to cast magic missiles:

Round 6: Drain bonded item => 3 action lvl 9 magic missile (Damage: 15d4+15+9)

He then uses 1 action per round to maintain the feat bond conservation and can therefore only cast progressively weaker magic missiles, and only with 2 actions:

Round 7: Bond conservation 1 action => Drain bonded item => 2 action lvl 7 magic missile (Damage: 8d4+8+7)
Round 8: Bond conservation 1 action => Drain bonded item => 2 action lvl 5 magic missile (Damage: 6d4+6+5)
Round 9: Bond conservation 1 action => Drain bonded item => 2 action lvl 3 magic missile (Damage: 4d4+4+3)
Round 10: Bond conservation 1 action => Drain bonded item => 2 action lvl 1 magic missile (Damage: 2d4+2+1)

Wiping his brow of sweat Rocketman uses the superior bond feat to drain the bonded item for a second time that day, this time for a max level 7 spell:

Round 11: Superior bond => Drain bonded item => 3 action lvl 7 magic missile (Damage: 12d4+12+7)

Then he's back to using 1 action per round to maintain the feat bond conservation and casting progressively weaker magic missiles using 2 actions:

Round 12: Bond conservation 1 action => Drain bonded item => 2 action lvl 5 magic missile (Damage: 6d4+6+5)
Round 13: Bond conservation 1 action => Drain bonded item => 2 action lvl 3 magic missile (Damage: 4d4+4+3)
Round 14: Bond conservation 1 action => Drain bonded item => 2 action lvl 1 magic missile (Damage: 2d4+2+1)

At the end of 14 rounds the Rocketman has spent 5 spell slots and dished out 104d4+170 damage (avg 430 total, or 30.7 dmg pr round).

Now, I do realize that this type of scenario will never happen in actual play, but I am somewhat curious to see if this is in fact the way these feats work. Does this seem correct to you guys?


Right, so I'm wondering, what do we really know about the Starfinder organization as it is at the start of season 1 (i.e. before the Scoured Stars Invasion)?

Obviously we know something about the three pillars of leadership:

* First Seeker: Luwazi Elsebo
* Guidance
* The Forum.

We also know of two members of the Forum: Chiskisk and Royo.
It was mentioned that the forum also consists of venture captains and faction leaders.
Do we know how many members are in the Forum? And who the other members are?

As for venture captains, do we know how many there are?
Or an estimate for the total number of Starfinders in total?
How many Starfinder recruits would be inducted each year? (Immediatly after the Scoured Star incident)

Trying to get a grasp of scale here, any help would be welcome.


For the first time in many years I'll be playing a rogue in a 2e campaign. I've gone back to the roots and based the character on an old-school classic 'halfling thief' concept:

Ancestry: Gutsy halfling
Background: Sailor
Class: Rogue, thief racket

Str 8
Dex 18
Con 14
Int 14
Wis 12
Cha 12

My initial plan is to go MC alchemist for healing, poison, utility and elemental sneak attack via bombs. Doesn't come online until the mid levels, but thematically fun.

Any advice on which skills to increase and which feats to take at each level? Not necessarily looking for an 'optimized' build, but a build to fit the concept and be a valuable team member. (This character would never consider doing solo missions.) Any traps to be aware of? The campaign will most likely take us to lvl 20, so I'm trying to plan as far ahead as that.


How are people handling starships in terms of flavor?

Are there other often used sci-fi tropes that are not mentioned by the rules, or perhaps magic items that are being incorporated in starships in your games?

For instance in your games are typical starships fitted with stuff like

- Inertial dampeners (so that high g maneuvers can be executed without crash couches, injected "juice" etc.)
- Artificial gravity
- Cybernetical links to allow 'jacking-in' to the ship
- Magical amenities based on low level spells/items (e.g. an item which can cast predestigitation may replace a shower with water, the galley may be equipped with an item casting create water for obvious reasons, etc etc)


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Hi all,

Note that this is intended for GM reading and advice. Minor spoilers ahead, so if you intend to be a player you are hereby warned.

Show:

TLDR: What are your suggestions for good news bulletins to present to the players?

I'll be kicking off a campaign in a while and thought it would be a good idea to post ASN24: ABSOLAM STATION NEWSFEED 24 bulletin updates between sessions.

Building on the excellent start by Black Dow in this thread I thought it would be fun to expand. It's just a brilliant mechanic to drip feed the setting, locations, organisations etc to the players.

The way it's presented to the players is that among the massive flux of media and thousands of news cases these are a few of the tidbits that the characters for some reason picked up on, perhaps 3-5 of these bulletins will be presented for each session.

These can be real news events, gossip, unsubstantiated rumors, fake news etc etc. Some of these will be completely untrue. In between some foreshadowing of future events will also be available for the observant player. Timing is naturally essential when it comes to the foreshadowing bullets. Also, bullets will be made for when the players have done something that will become public knowledge (E.g. resolving the Drift Rock situation)

So far what I've come up with is:

ASN24: YOUR STATION. YOUR NEWS

Foreshadowing:

• Starfinder society confirm ongoing recruitment drive in wake of scoured stars incident, which saw 80% of personnel numbers lost.
• Acting First Seeker Luwazi Elsebo enlists mercenaries to assist Starfinder operations. Critics claim Starfinder integrity jeopardized by dubious sponsors. (The first mandate)
• Quarantined Derelict tug - the Acreon claimed by both astral extractions & hardscrabble collective. Ship’s Missing crew still unaccounted for. (AP#1)
• Streetgang shootout in Drifter’s end. Level 21 Crew and the Downside Kings implicated. One innocent bystander killed, three more wounded. (AP#1)
• Exploration rights for Salvations End awarded the Starfinder Society. (Claim to Salvation)
• Thasteron prices continue to plummet, Maro economists fear worst recession since the Gap. (Red fugitive)
• Tune in to the ever popular Scrap Battle contest tonight. Proudly sponsored by the Salvage Union. (The commencement)
• Sugar-pop sensation Strawberry Machine Cake set to release latest album StarSugarHeartlove!!!
• Master of Stars still undergoing repairs. Foreman quoted saying working conditions appalling.
• Spike deaths suspected Xill infestation. ABSEC requests any citizen with information step forward.
• Qubarat University professor defends genocide on formians in public lecture. Formains in uproar, professor suspended.

Locations:

• Investigation into series of gruesome murders in the Eye halted by red-tape. Foul play by Palisaders claimed by official.
• Cornucopia building in Parkside under pressure – real-estate investors is allegedly willing to invest several tens of million credits to develop luxury accommodation.
• Star player Fidera Nook of the Absalom Assailants found guilty in cheating. He is fined and quarantined for the next five games. The talented Brutaris player will miss the finals. Fans in uproar, demand Fidera be spaced.
• Swordlight Cathredal to host the Veskarium contigent of faithful pilgrims. Knigh-General Halaina Lymikin appointed chief-host, representing the Church and the Knights of Golarion simultaneously.
• Castrovel’s lashuntas and formians celebrate 30 years since the landmark peace deal, ending millennia of conflict.
• No progess has been made in cleansing The Bureaucratic Subroutine from Station 01 orbiting Aballon. Persisten rumors that the Aballon government hinders efforts in finding a cure.
• Misguided Atheist attack on the Gathering of Vessels. Perpetrator yelled “There are no gods, the gods are delusions!” repeatedly while shooting a laser pistol wildly. Security footage shows his head suddenly caving in on itself, incapacitating the shooter. He was declared dead on the scene.
• Speculation are ripe that a security breach has been found in the Golden Vault. AdbarCorp officials deny this claim, though the corporation has been hiring an increased number of security experts.
• A particularly dense outing of the Six Tip Gang decided to pick a fight in the SecRes Pavillion. All 13 gang members hospitalized. Turns out hyperleaf laced with a hallucinogen does not enhance combat capabilities.
• New bill proposed to the Syndicsguild to fund a cleansing of the Ghost Levels. Noted experts at the Arcanium argue against, noting that the ecosystem may contain the key to the stations function or destiny.
• Station Brown-out due to Starstone attemptee. Starstone Defenders regretfully admits security breach as infamous cat-burglar Jua Heistu was killed when attempting to reach the Starstone. Defender spokesperson dissuades anyone from attempting – “No-one has successfully reached the Starstone since the end of the Gap, it is suicide”.
• Technomancers for the Astral Extractions mining company have discovered new magical uses for corpsicum, vast influx of credits for Candares
• Life Innovations sign deal with Lausill civ for body augmentation tech.
• Castrovelian Xenowardens foil megafauna poachers. Rumors that the poachers were sentenced to hard labor in formian factories have as yet not been confirmed.
• Fullbright sun-farm sacked in raid on Verces. Stewards reportedly tracked down the perps in the Outlaw Kingdoms.
• Scientists alarmed as Nisis, the largest asteroid in the Diaspora, seems to grow. Measurements confirm growth by several centimeters annually since 314 AG. Sufficient data collected to discount statistical variance. Scientific community baffled.
• The River Between turned dark, attackes reported by sailors plying the special waterway. Traffic declined since the coming of the ‘Diaspora Wyrms’.
• Recent Dreamer prophetic song does not predict degeneration of stars. Barathu famed interpreter claims meaning is: terrible calamity avoided.
• Shipment of thaumogen from Liavara intercepted by ABSEC. Sophomore Arcanamirium student implicated, faces expulsion and harsh sentence, claims personal use only.
• Tens of Thousands of Shirren today participated in a tribute to the Mortal Incarnation of Hylax on Nchak. Tourist businesses thrive and report massive earnings.
• Maraquoi mass exodus continues as throngs of natives seek opportunities throughout the Pact Worlds. Traditionalists and activits warn that the Maraquoi are endangering their culture and fundamental right to advance at their own pace.
• Pact Worlds colony ship “Eternal Bliss” Bound for Arquand set for departure within the month of Gozran. Organizers defy warnings from previous settlers about colonizing the planet thought to be self-aware.
• Refugee Neskinti report brutal quelling of rebellion on Gjor III. The Azlanti Star Empire has not issued an official statement, but denies that a rebellion has taken place at all.
• Most secure prison in the galaxy not so secure after all? Rumor has it that a prisoner known only as the Wren has successfully escaped Daegox 4. A Deagox Corporation spokesperson vehemently denies this and claims wishful thinking conjured up by the criminal mind.
• Recent attacks by Colossi on Volkaian and Ykarthan settlements on Daimalko spur Daimalkans to cut any outsider contact. Claims a second Awakening sparked by outsider influence.
• New Horizons Luxury Retreats efforts on terraforming Jedarat progresses according to plan. Recently discovered ancient ruins increase interest in the planet as perfect resort world. New Horisons stock goes north.
• Scientists predict that Orikolai will collapse inward onto itself within centuries. The toroid shaped worlds artificial stabilization processes experience gradual decay. Urgency is required to discover secrets of the Creators.
• A powerful solar flare has yet again caused planet wide disaster on Kasath. The Great Families oversee salvage operations. Pact World offers of assistance rejected.

Organisations:

• New creedence to the conspiracy theory that rogue elements within the Xenowardens were responsible for the Stardust Plauge as data cache is retrieved from derelict Greenguard bio-fighter.
• Omenbringer battlegroup suspected part of the Corpse Fleet observed near Bretheda. Caution is advised.
• Refugist faction have begun construction of ‘Homeworld’ in the Diaspora. Already several asteroids have been pulled together by tractor beam and gravity gun. AAF encourages androids and sympathizers from across the Pact Worlds to contribute.
• Strong Absalom spokesperson Silek Odegard spouts claims that Aballonian-produced euphonics is a ploy to wage a cultural war. Denied by the Aballonian ambassodor.
• Reports that yet another NatuReal Compounds Ltd junglebox has gone silent are as yet unconfirmed.
• Sarenraite scholars hypothesis: the energy is so great at the center of the sun that time itself begins to warp, making the civilizations in the sun’s depths not representatives of the past but of the future
• Launch of the colony ship ”Unexpected Joy” sponsored by the Those Who Become faction on Aballon. Mineral rich planet in the Vast quoted as destination.
• Alleged AAF terrorist Green-23 resurfaces seeking arbitration by the Machine Court. Green-23 is wanted by the Stewards for the murder of 246 sentients in the Nisis incident. The Stewards have officially requested extradition of Green-23, however no reply has been forthcoming on this issue from the Aballonian government.

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I noticed a sentence in the CRB describing Apostae:

"This arch is similar to those that link many of the system’s worlds—and a functioning ring of such portals within the city provides access to most of the other Pact Worlds"

So I started wondering if there are any descriptions of these portals, how common they are and how available they are. Presumably these are the same type of magical portals as used by the elves of Castroval. If so,

- Which of the Pact Worlds have them?
- Does one (or more) exist on Absalom Station?
- How available are they? Can anyone use them (for a fee perhaps)?
- Would they be the preferred means of transportation for shorter missions where a starship is not required?
- Being instantaneous, would they have an effect on how information flows in the Pact Worlds (rather than dealing with the time-delay of the Drift (when travelling physically) or light speed (when broadcasting messages)?
- Are there other consequences will a network of portals have?


Is there such a thing as a Starfinder Academy where selected recruits receive training in the ways of the Starfinder Society in the official setting? I haven't been able to find a reference to something like that in the published material to date.

If there isn't, what are the Society's methods for finding and recruiting the new members it sorely needs after the scoured stars incident? If I were to homebrew an academy in my campaign what suggestions do you have for such an academy?


In the Starfinder organization there are obviously different ranks. Venture-captains, First seeker, Faction leaders etc.

But I haven't seen anything about how this applies to "ordinary" Starfinder members, other than the Field Agent title/rank. Is there a rank system within the Starfinder Society? If not, what would be your suggestion for including a semi-military rank structure?


How are you (as the GM) planning to deal with player deaths? As far as I can tell there are magical ways of resurrecting a dead character (Reincarnation, Raise dead and Miracle/Wish)

Further, the technology to bring a clinically dead character back to life could also be said to be present in Starfinder. Placing a mortally wounded/dead PC in suspended animation and bringing him to a well equipped medical facility could almost certainly keep the PC alive.

The biotech level to produce clones/androids is in place as well as being able to upload your personality. If so each PC could theoretically dowload themselves on a regular basis and upload to a new body if killed beyond all recovery.

SFS plot spoiler:
Guidance is made of uploaded distinguished starfinders, so uploading seems to be a thing.

So, dead may not need to dead-dead anymore. But if so, what are your plans to deal with this. A credit cost for the resurrection? An XP loss to reflect a non-perfect upload? An attribute penalty to reflect a less than perfect clone? All/none of the above? Something completely different? Or simply stating that dead is dead. Make a new PC?


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Have any build guides shown up yet? I'm thinking like the ones for PF where a massive amount of work has been done to write up some good guides with color coding and analyses, e.g. like these ones:

http://zenithgames.blogspot.no/2012/11/the-comprehensive-pathfinder-guides. html


Consider a monk with imp unarmed strike. Medium sized he has a reach of 5 ft as normal. If grappled he can fight effectively using imp unarmed strike.

Then he gulps down a potion of enlarge person, becomes large and now has a reach of 10 ft. If grappled he can still fight effectively using imp unarmed strike.

My question is, does the enlarged monk with 10ft reach still threaten at 5ft range? (A fighter using a 10 ft reach weapon wouldn't, but I wonder if a monk could simply strike with elbows, knees and headbutts at that range and still threaten?)


As in the subject.

Taking -4 to hit is less of a downside when targeting AC 10 to provide a successful Aid another action. Question is if the Aid Another is considered an attack (it is after all listed under the special attacks section) or if it is a standard action that is not considered an attack.

This subject has been discussed before, e.g. Here.

People seem to have differing opinions, however I couldn't find a definitive answer for this supported by devs or faqs. Is anyone able to provide some guidance please?

Oh, and apologies in advance if the answer is out there and my google-fu has proven insufficient.


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So I was reading some posts about the aid another action and possible uses of that... and the bug hit me again. So, I thought, let me see if I can stand on the shoulders of giants and come up with a build that could be interesting and viable to play.

All paizo books are allowed, no third party.

Now this guy very much lives up to the helpful halfling description: "You see nothing wrong with letting others achieve greatness so long as the job gets done" and feels very in tune with how halflings are described. Your front line fighters will love you and the amount of additional damage the party is able to dish out will likely increase quite a bit.

He is also fairly survivable with very good AC, very good saves easily hitting the blue category in this table and has a decent amount of hit points to boot.

He's a poor to mediocre hand to hand combatant by himself, but that's not really the focus of the build. What he does bring to the table is this: Increase Aid Another bonus to ridiculous levels and make it stick the whole round.

Move close to a frontline fighter and buff him for:
+15 to hit
+4 damage
+14 AC

AND
+14 to hit
+4 damage
+11 AC

for another frontline fighter.

Without casting a single spell (of which he has plenty)

Now, two things are somewhat unclear to me and may change the numbers slightly:

1) Can you fight defensively to use aid another? (-4 to hit isn't so daunting when you only need to hit AC 10)

2) Swift aid as it is worded is a less effective aid another action for a less effort (swift action) - +1 bonus vs. +2 bonus. In this build I have assumed that it is an aid another with a -1 modifier, so that all the other additives to aid another will work the same way (e.g. the helpful halfling trait with normal aid another gives a +4 bonus, with swift aid it gives a +3 bonus). Has anyone seen a clarification for this?

Please comment, critiqe and make suggestions to improvements, point out rules or errors etc.

Play example:

So how this may play out:
Round 1 - new encounter, roll initiative
Swift action: Start singing battle hymn (inspire confidence)
Standard action: Use Battlefield presence to give all party members the Harrying Parther teamwork feat
Move action: Move next to your frontline fighter
Free action: Offer your other frontline fighter to join you in the ranks (move adjacent to you)

You are now providing everyone in your party a +4 competence bonus to hit and damage. If someone moves to attack the ally next to you, you get to use an attack of opportunity to give them an extra +11 AC (Bodyguard) which will last until the beginning of my next turn (Harrying partners).

Round 2
Free action: Assign your shield enchantment bonus AC to fighter #1 for +3 AC (Guarding shield)
Free action: Activate combat expertise and fighting defensively
Swift action: Swift aid another (fighter #2)
Standard action: Aid another (fighter #1)

If you can attack and hit AC 10 (with -8 to hit for fighting defensively and combat expertise activated) you are now providing +15 to hit, +4 damage and +3 AC for fighter #1 AND +14 to hit, +4 damage for fighter #2.

With Harrying partners this means that fighter #1 and #2 will have this bonus not only for their next attack, but for all attacks until your next round. Which means that in all likelihood, all their attacks will hit, including later iterative ones. So even though you yourself do not inflict a single point of actual damage, the odds are that you will be the cause of the PARTY getting more hits in and not being hit as often in return. Being the halfling that you are you will be bobbing and weaving like crazy, trying not to get hit, all the while distracting your enemy and assisting your allies.

If anyone attacks fighter #1 or #2 you can use AOOs to provide them with an additional +11AC. (Or anyone else adjacent to you, you have 7 AOOS available to you every round, so you could potentially do this for a lot of allies.

Note that I haven't even mentioned spellcasting. You can of course also count on the normal bard buffing by haste, good hope, heroism etc etc as well as life savers like the "finale" spells when needed.

With some time to prepare, or a lull in the battle, you could also cast "Coordinated Effort" to give you and 3 allies the benefit of the Escape Route teamwork feat, making positioning easier.

Your party should love you.

Build:

Race:
Halfling

Attributes: (not super important, but the numbers below should be attainable with magic items)
Str 8
Dex 20
Con 18
Int 10
Wis 12
Cha 22

Alternate Racial Traits:
Fleet of Foot (base speed of 30 feet)

Traits:
Helpful halfling (+4 to Aid another)
Battlefield disciple (increase aid another by 1 on attack rolls)

Class levels (archetype):
Lvl 3 Paladin (Holy Tactician)
Lvl 12 Bard (Arcane Duelist)

Starting off at level 1 with Holy Tactician, alternating with Arcane Duelist until level 6. Then Arcane duelist all the way.

Feats:
Lvl 1 - Combat expertise
Lvl 2 - Arcane Strike (Bonus feat from AD)
Lvl 3 - Combat reflexes
Lvl 5 - Bodyguard
Lvl 5 - Escape route (Bonus feat from HT)
Lvl 7 - Harrying partners
Lvl 9 - Swift Aid
Lvl 9 - Disruptive (Bonus feat from AD)
Lvl 11 - Lingering performance
Lvl 13 - Extra performance
Lvl 13 - Spellbreaker (Bonus feat from AD)
Lvl 13 - Medium armor prof. (Bonus feat from AD)
Lvl 15 - Master performer

Skills:
Acrobatics 3 ranks (gain a +3 dodge bonus to AC when fighting defensively)
...the rest

Items: (Wealth by level - 240000 gp)
Gloves of arcane striking (5000)
short sword, Benevolent +2 (18000)
Mithral breastplate, benevolent +3 (20150)
Large shield, guarding +3 (16000)
Ring of tactical precision (11000)
Amulet of natural armor +3 (18000)
Ring of protection +3 (18000)
Belt of dexterity & con +4 (40000)
Headband of Charisma +6 (36000)
Metamagic rod of quickening, lesser (35000)
Cloak of resistance +4 (16000)

Other odds & ends (ca. 7000)

Saves:
Fort 4+4+3+6+4 = 21
Ref 5+8+1+6+4 = 24
Will 1+8+3+6+4 = 22

AC:
Base 10
Small 1
Dex 5
Armor 6
Ench. 3
Shield 2
Ench 3
NA 3
Deflect. 3
Combat expert. 4
Fight Def. 3
Total 43


So I was looking at this thread
Snake-Panther discussion
and thought "How would jabbing dancer combined with Circling Mongoose monk play out?" So here is my attempt at "thinking with my keyboard and at the same time hoping for comments/advice on legality and/or optimization tips. (Pathfinder only, no 3PP)


    Notable feats:
  • Combat style master
  • Panther style line
  • Jabbing style line
  • Circling Mongoose
  • Greater trip
  • Viscious stomp
  • + requisites to the above

So, as a high level monk, let's say lvl 15+, starting starting the round adjacent to the Big Bad Evil Guy (BBEG) the action sequence would be as follows:

1. Activate panther style (free action through combat style master)

2. Move 5 ft before iterative attack #1, accept the AOO from BBEG and award him with a panther claw "retaliatory strike" at full BAB before his attack hits. Latch a stunning fist attempt on to this attack - if it goes through the AOO will never happen and you will hit more easily with the remainder of your attacks due to -2 to AC (equivalent to +2 to hit for you) and potentially dropping his shield if he has one. (not included below to be conservative) + you count as flanking

3. Activate jabbing style (free action through combat style master)

4. Iterative attack #1, Full BAB (+2 if BBEG is stunned, +2 from flanking): Style strike: Leg sweep. If it hits, get a free trip attempt and move 5 ft (from jabbing dancer)

5. AOO from Greater trip. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.

6. AOO from Viscious stomp. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.

7. Flurry #1, Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.

8. Flurry #2, Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.

9. Ki flurry, Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike. (Spend one ki pt)

10. Style strike: Elbow smash. Full BAB-5 (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.

11. Iterative attack #2. Full BAB-5 (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.

12. Iterative attack #3. Full BAB-10 (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.

13. Medusa's wrath strike #1. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.

14. Medusa's wrath strike #1. Full BAB (+8 if BBEG is stunned and prone, flanking). Move 5 ft before and 5 ft after strike.

We're looking at 14 attacks in one round with significant to-hit boost and damage boost (from jabbing master), all the while running circles around the BBEG. Haste has not even been included here, nor Blood Crow strike shenanigans...

Now if this is all kosher, what level can we make this build come together on?


The errataed jabbing feat chain had a good feel to it I thought, and seems a nice way for a monk to add some sorely needed punching power - but is it too strong? My group thinks it's way too easy to get +4d6 damage, but it seems to me that will only come to fruition at very high levels, where other classes get their goodies as well... what do you think?


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I'm wondering if there are any restrictions on how the movement from flying kick is used.

There are no restrictions in the flying kick text along the lines of charge, which explicitly has strong restrictions (straight line, clear path etc). This leads me to think that you do not have to move in a straight line towards the target foe, i.e. you could move in a way that would avoid triggering Attacs of opportunities from other foes if you have the bonus move speed to do so. At lvl 16 a monk has +50ft move and could concievably take quite a detour if he wanted to.

What triggers my question though is the "leaps through the air" formulation which could indicate a charge-like movement restriction - unless it is merely fluff and has no bearing on rules as such?

What do you think?

Flying Kick:
The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.


My apologies in advance if this has been answered before, but I wasn't able to find a post dealing specifically with this:

Consider a 14th level monk taking the Qinggong Power Blood Crow Strike, gaining it as a SLA (at the cost of ki points). Casting time for Blood Crow Strike is one round - which means that it can be quickened by the Quicken SLA feat.

With the Quicken spell like ability feat, my question is:

Will the monk be able to flurry twice in one round, first as a swift action, then as a full-round action?

I'd prefer RAW interpretations and links to official rulings/FAQs/Dev comments if possible please (RAI discussions often tends to become very subjective)

Blood Crow Strike.

Quicken SLA.


Hi all,

In an upcoming Golarion campaign I am going to play a dwarven ranger and I'm considering taking a cleric dip at some stage, probably level 2 or 3.

My thought was being a Cleric (Separatist archetype) of Dranngvit to gain the Travel (Exploration) Domain power - and all the other niceties that comes along with a cleric dip.

My question is if it is kosher (RAW/RAI) to exchange the other domain with an inquisition? I would then end up with the Travel domain and the Anger Inquisition for my separatist cleric, which would be thematically sound for a Dranngvit cleric (vengance portfolio)

The way I read it it should work, but what do you guys think? Would you allow it as a GM?


So I've got the bug again and I'm thinking of making a character for an upcoming campaign. The GM has stated that all paizo books are on the table - no 3rd party allowed.

The basic concept is to make a very flexible character, having access to divine and arcane spells, a familiar and not one but TWO animal companions, one of which is better than a vanilla druid of equal level.

My question is - is this all legal? He seems to be too good to be true for some reason... All comments and critique are welcome, both from a RAW and RAI viewpoint. I would really appreciate input on this.

This is what he looks like at selected levels:

Race: Half-elf
Class (Archetype): Oracle (Spirit Guide)

Lvl 3:

Your typical oracle at lvl 3, but with a familiar (effective level 1). The “Bonded spirit” gives access to one hex/day and specifically by choosing “Lore” spirit and the “Arcane Enlightenment” you now have access to (CHA) wiz/sorc spells per day – which can be changed every day. Flexibility!

• Feats: Skill focus (racial bonus), Nature soul (lvl 1), Eldritch heritage (lvl 3)
• Revelation: Prophetic armor - make Dex your dump stat.
• Curse, Haunted: Add mage hand and ghost sound to your list of spells known - Nice
• Favored class choice: Hit points.

Lvl 6:

You have a wolf animal companion (effective druid level 3=3HD) as well as a familiar (effective level 4). With 3rd level spells Paragon Surge comes online – which basically means that with some preparation the entire cleric spell list is available by choosing the “Expanded Arcana” feat when casting. Levels 4-6 gives you extra known 1st and 2nd level spells, further increasing flexibility. Additionally the spells granted by whichever spirit you chose for the day becomes available.

• Feats: Animal Ally (lvl 5)
• Revelation: -
• Curse, Haunted: add levitate and minor image to your list of spells known - Nice
• Favored class choice: Extra spells.

Lvl 9:

The build is coming into its own. You have access to all 4th level arcane and divine spells (with some preparation) and a large number of spontaneously casteable spells through spirit selection and favored class selections.

You have two wolf animal companions, one medium and one large as a horse, (effective druid level 6=6HD and 11=9HD ) as well as a familiar (effective level 7). All of whom can share your buff-spells through improved share spells.

The spirit ability granted is also available and can be selected every day.

• Feats: Extra revelation (Primal companion) (lvl 7), Improved share spells
• Revelation: Primal companion
• Curse, Haunted: add levitate and minor image to your list of spells known - Nice
• Favored class choice: Extra spells.

Lvl 12:

You have access to all 6th level arcane and divine spells (with some preparation) and a large number of spontaneously casteable spells. You also get to select one arcane spell to your permanent known spells.

With form of the beast you can shapechange into animals and magical beasts as a druid, once/day. You have two large wolf animal companions (effective druid level 9=8HD and 17=13HD ) as well as a familiar (effective level 10). This is where the FAQ kicks in and limits the animal companion to your HD+1. Relevant FAQ .

• Feats: Improved Eldritch Heritage (lvl 11)
• Revelation: Form of the beast
• Curse, Haunted: add Telekinesis to your list of spells known - Nice
• Favored class choice: Extra spells.

Lvl 15:

Flexible like a yoga instructor:
You have access to all 7th level arcane and divine spells (with some preparation) and a large number of spontaneously casteable spells. You also get to select one additional arcane spell to your permanent known spells.

You have two large wolf animal companions (effective druid level 15=12HD and 23=16HD ) as well as a familiar (effective level 10).
With buffing the Bigger of the animal companions has the potential to become a combat monster – while you can ride the other (who has been bumped significantly in usefulness also through boon companion) for added mobility and deliver touch spells through your familiar.

Or – use polymorph spells on you and your familiar (e.g. Form of the Dragon) to add some melee capability to yourselves and go to town with your wolves as backup. Form of the beast now allows you to take the form of large magical beasts – alternatively Elemental form can give you some nice mobility options – or – or – or.... See where this is going?

...and with Cha being a prime stat you can hold you own in social interactions as well.

• Feats: Boon Companion (lvl 13)
• Revelation: Form of the beast
• Curse, Haunted: add reverse gravity to your list of spells known - Nice
• Favored class choice: Extra spells.

...let the comments commence :)

Grand Lodge

Inspired by the DPR olympics I had an idea for a primitive half-orc attacking woth tooth and claw, but thought it could be fun to see the creative minds at work given the following challenge: What would be the maximum number of attacks your character could bring to bear at lvl 10? (Meaning just the character, not potential animal companions, eidolons, summons etc.) Assume wealth by level (62k) and only buffs you can cast yourself with duration of 10 min/lvl or more.

I'll go first, though I'm slightly uncertain wether or not he really gets all his primary attacks:

I was contemplating a Half-Orc Ranger/Barbarian with multiple primary natural attacks. On a full attack action, he will get all his primary natural attacks at full BAB(?)

Consider:
Toothy trait: Primary bite attack
Ranger natural combat, Aspect of the beast: 2 Primary claw attacks
Lesser fiend Totem: Primary gore attack
Wild rager archetype, wild fighting: Extra attack
Boots of haste: Extra attack

A total of 5 attacks at low level (lvl 2/3 I think without having checked in detail) + haste attack when he can afford the boots.

Would he get his secondary attacks as well when he reaches lvl 6?

Any takers?

Grand Lodge

So, for arguments sake, I have a druid 12/monk 6 who is wildshaped into an earth elemental. Normally I get 2 slam attacks, but what if I want to use flurry of blows, would I then get the extra attack?

Does the (bas) attack bonus look right to you?
Druid BAB(+9/+4) + Monk FoB (+4/+4/-1)= +13/+13/+8

How about if wildshaped into a large cat, using 3 primary natural attacks, rake and flurry? Your take on this?

Grand Lodge

What is the maximum number of primary natural attacks you can have on a character, not counting companions/familiars/eidolons etc... Assume lvl 10 character with gear appropriate for level.

Ok, I'll go first:
Half-orc, Invulnerable rager barbarian
Toothy trait - Primary bite attack

Rage Powers:
Lesser Beast totem - 2 primary claw attacks
Lesser Fiend totam - Primary gore attack

Equipment:
Boots of haste
Amulet of mighty fists

Raging and hasted this should be 5 primary attacks at full BAB...

Anyone better? :)

Grand Lodge

So I'm thinking of making a mage slayer concept, primarily thinking fighter or barbarian (possibly paladin for the saves). A few feats lends themselves nicely to the concept of course, step up, step up and strike, disruptive etc. etc. are no-brainers, but how would you build your most effective mage slayer, lvls 1-20?

Special consideration on how to keep the mage close to whack him good, i.e. means to counter flying, dim door, teleport etc etc. (Ex abilities are good if you should be so lucky to get an antimagic field available at some point...)

Pathfinder core and APG only please.

Grand Lodge

I'm playing a caster druid and wondering how big I could get if I put my mind to it. (Not necessarily the best thing to do, but as a last ditch effort to cause some damage should I run out of spells...) So far I'm thinking Wild shape gets me to Huge size, Enlarge person should still work, pushing me to Gargantuan. Now, using the APG spell "Stron Jaw" which will cause me to deal damage as if two sizes larger, I should be able to deal 2x damage as if Colossal, IF I'm reading this right. Any way to actually get to Colossal size?

Any takers on the validity of this concept?

If so, what would you choose as form for the Wild shape in order to maximise damage? (Huge animal/Elemental perhaps?)

Also, what would be the value of using the Vital strike feat tree in you opinion?

Thanks for your 2-cents