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Organized Play Member. 605 posts (607 including aliases). 1 review. No lists. 1 wishlist. 5 Organized Play characters.



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The Exchange

Hello, is there any way to make yourself frightened for a long duration?

I'm not allowed to put links in my first post, sorry.

I have a strange build that uses swallow your fear.

If the subject is frightened, he remains in place and gains the confused condition for the remainder of the fear effect, except he treats all results of “attack self ” as “do nothing” and treats “attack nearest creature” as “act normally.”

Since this build is already confused, this confusion effect is a buff. However I need to remain frightened in order to keep the buff. My current approach is to have two fear effects which each shake, so they combine together to frighten.

Fear wrote:
Fear effects are cumulative. A shaken character who is made shaken again becomes frightened

However, if I get a single effect that frightens, then I can cure the shaken while keeping the frightened, and then I don't suffer from the -2 penalty.

Fear wrote:
Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can.

Here is the investigation I've already done

The Exchange

If a character have two effects that force them to act a certain way, then how do they actually act?

"A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight."

"Roll on the following table at the beginning of each confused subject's turn each round to see what the subject does in that round. A confused creature who can't carry out the indicated action does nothing but babble incoherently."

You can read the text of conditions here. There are many other effects that compel action in similar ways.

The Exchange

Which modifiers would apply to skill checks rolled when attempting combat maneuvers?

Flanking
High Ground
Improved [maneuver] feat
Weapon Focus feat
Heroism
nonproficiency with armor (penalty)
Dazzled
A penalty on attack rolls from any unique ability.

Dance of Disorienting Shadows: A rogue with this talent can attempt a Perform (dance) check in place of a combat maneuver check when attempting a reposition combat maneuver.

Weapon Snatcher: A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.

The Exchange

I am writing a build guide for the Elemental Commixture teamwork feat.

I am looking into having a Valet Familiar cast the secondary spell. I know this would work with the metamagic Familiar Spell but this is not worth doing. Instead I want to have the familiar cast the secondary spell from a wand or scroll. I'm not sure whether that would be allowed for Elemental Commixture.

When I cast from a wand or a scroll, am I casting the spell or is the item casting the spell?

You and an ally within 30 feet who shares this feat can cast your spells together to create a more powerful, hybrid effect. ... When the spells to be commixed are cast, one is designated as the primary spell (typically the higherlevel spell), while the other is the secondary spell. The primary spell must be an offensive spell that targets an area or one or more creatures. The secondary spell can be any spell with an appropriate descriptor. Neither spell can take more than a standard action to cast.

Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that’s left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can’t already cast the spell, there’s a chance he’ll make a mistake. Activating a spell completion item is a standard action (or the spell’s casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does.

Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

Wands wrote:
Wands use the spell trigger activation method.

The Exchange

This long metal staff has reservoirs for lamp oil, and a lantern-like structure at its head. The lantern staff is fueled as and provides light as a hooded lantern. While lit, attacks with the lantern staff deal 1 point of fire damage in addition to the normal damage. Any effects that apply to a quarterstaff, except those that require it be used as a double weapon, also apply to a lantern staff.
A lantern of hidden light can be an invaluable tool for one who wishes to see in darkened areas without being revealed to those accustomed to the darkness. This magical lantern can be activated with a touch to one of its crystal panes, and functions as a hooded lantern, save that this light (and what it illuminates) is visible only to the character who holds the lantern in one hand. To other observers, the lantern always appears unlit, and does not appear to be shedding any light at all.

I was originally going to just cast dancing lantern on it, but that doesn't count as held, unfortunately.

You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person.

It's really good for other magic lanterns though, especially the Ghostlight Lantern (no-save faerie fire).

The Exchange

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Hello!
I'm intending to VMC Aberrant Sorcerer but want to replace the 1st level bloodline power with a familiar.

Bloodline: At 1st level, she must select a sorcerer bloodline. She treats her character level as her effective sorcerer level for all bloodline powers.

Bloodline Power: At 3rd level, she gains her bloodline’s 1st-level bloodline power.

At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline.

This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.

The Exchange

If I am blind, but allies are not, is there a good way for them to share what they can see?

Alternatively, I can see, but there are invisible opponents, and my ally has scent, blindsense, or blindsight.

I was looking at the teamwork feats, and One Mind seems to work.

If could find a Share Senses ability, like the eidolon special, that would be better.

The Exchange

Stone Magic is a great feat, but restricted to the stone giant elder (age 700 years or older).

Shabti (13 RP) are immortal and have the Facsimile alternate racial trait, which allows them to count as Human.
You can be a 700+ year old Facsimile Shabti, take Racial Heritage (Stone Giant), and then Stone Magic at level 3.

Is there any way to get it at level 1?

If anyone comes upon this thread months later, the answer will lie in this text file.

The Exchange

This makes consumable use a little more intuitive, and gives a good reason to not drop Strength, even if you find the carrying capacity rules unfun or boring.

Here's the system on reddit.. What do you think?

The Exchange

With Greater feint, the duration of the denied-dex effect lasts until the end of your next turn. Is there any way to improve that?

You don't need to read the rest of the post unless it's interesting to you.

I'm thinking about a build which uses the Seduction Inquisition (quite overpowered)

Disarming Flirtation (Sp): You can attempt a Charisma check to entice a target that could be sexually attracted to you into letting you speak for up to 1 minute when it would otherwise be unwilling to consider your words. The DC of this Charisma check is equal to 10 + the target’s Wisdom modifier. If successfully used in combat, this ability instead functions as a successful feint and the target cannot take any actions that would attack you as long as it is denied its Dexterity bonus against you.

And combines that with movement-preventing (Stand Still and similar) to be a CC martial.

I'm compiling Feint abilities in this document

The Exchange

I'm playing a Puppetmaster Magus. They have a special ability to cast one spell, and then if their opponent fails the save against that spell, charmstrike a first-level enchantment spell on top.

I've been trying this with spells that reduce saving throws, but I came up with a better combo:

Force the opponent's next action to be dumb, and then charmstrike Deja Vu.

Currently the only spell I have used for that is Beguiling Gift, which I used pretty well by passing my opponent two 'potion vials' that contain alchemist's fire.

Unnatural Lust could be good as well.

Any other good spells for this?

The Exchange

I was thinking about a Sunder build, and I wanted to have a way to restore magic items.

I was thinking of taking the traits and feats that increase the caster level of a single spell, and just casting that spell specifically.

The Exchange

Welcome, welcome, to the expedited cavalier training school!

You all came here because you want to ride an animal, but don't have time to devote all your experience into it.

This school will teach you how to train a mount alongside you for your entire career, with only four character levels and one feat!

The gates are open...

The Exchange

Essentially I want to get an Endless Ammunition projectile weapon that generates Crystal Chakrams for me.

We have the Amentum, which uses spear-type ammunition, but we don't have the same for disk-type ammunition.

The Exchange

On the Inqusitions page, it says that anyone who can pick a domain can choose an inquisition instead. This means Cleric, Druid, and Inquisitor.

There are two other ways of getting a domain without class levels that I know of:
Believer's Boon, which only works for powers usable 3+wis per day (which inquisitions are not)
Cleric Variant Multiclass, which only gives the first-level granted power. Most inquisitions only grant abilities at first level and have no progression, so that doesn't really make sense.

The Exchange

I can just make an attack with the tekko-kagi as a weapon, but it has to be a shield bash for feat interaction reasons.

The limiting rule is the 'can be used defensively' line in Tekko-Kagi. Shield bashing is obviously not a defensive use.

Corrollary question is could I use this with Weapon Trick: Sword and Shield?

Buckler Bash (Ex): At 2nd level, a buckler duelist can perform a shield bash with a buckler (use the same damage and critical modifier as for a light shield). This ability replaces bravery.
Weapon and Shield Tricks: You can use these tricks only while wielding a shield and a weapon you can wield in one hand.
It can be used as an offensive weapon or defensively like a buckler

The Exchange

They cannot see you specifically because you made a stealth check to hide.

Feint on the pfsrd

It's for a blistering feint + stealth build.

The Exchange

So it’s pretty clear that when a sorcerer casts a spell that deals damage, and then uses the Bloodline Arcana on the spell, then it gains the Acid, Cold, Electric, or Fire descriptors.
But if the original spell had the Water Descriptor in addition to the Cold descriptor, would the new spell have the Earth descriptor in addition to Acid, or the Air descriptor in addition to Electric?

(FYI there is no ‘natural’ equivalent of the Fire descriptor)

Elemental Bloodline

The Exchange

I'm thinking of making a caster (or team) whose specialty is creating situations where it is difficult to cast (ideally in advance, as a trap)
This caster would set up the situation, and then laugh with their far-superior concentration check modifier.
There are many situations that require a concentration check, but not many of them are possible to control by PCs.

Quote:

Spell

If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you’re casting.
If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC + the level of the spell you’re casting. For a spell with no saving throw, it’s the DC that the spell’s saving throw would have if a save were allowed (10 + spell level + caster’s ability score).

This should be fairly exploitable, just apply a spell that has a duration, then push the DC or the Ongoing Damage really high. Magi have a couple Arcana for this.

Quote:

Motion

DC 10 + Spell Level: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion.
DC 15 + Spell Level: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion.
DC 20 + Spell Level: If the motion is extremely violent, such as that caused by an earthquake.

There aren't many universal ways to do this, but one that comes to mind is:

Reposition (combat maneuver or spell) the caster onto a moving cart; The cart has a Bear Trap on it or something similar, so that the caster cannot just hop off the cart. (or maybe accelerate the cart to high speeds so the caster cannot jump off without risk to life and limb)
As for situational ways, you can use Soften Earth and Stone to cause mudslides.

Quote:

Violent Weather

DC 5 + Spell Level: If you are in a high wind carrying blinding rain or sleet.
DC 10 + Spell Level: If you are in wind-driven hail, dust, or debris.
In either case, you lose the spell if you fail the concentration check. If the weather is caused by a spell, use the rules as described in the spell’s description.

To satisfy the Bad Weather requirements, you need (1) a source of wind or other rushing fluid, and (2) battering objects.

There are many spells to create wind, you just need to cast them in a sandy or rainy situation. You could also summon your own rain/sand/hail, though I haven't looked into spells that do that.

Conditions
If you can't perform the somatic or verbal component of a spell, you can't cast. There are some things that get in the way otherwise: Entangled and Grappled apply concentration check. Deaf and others apply 20% spell failure.

The Exchange

I'm making a Battle Poi Ifrit, who uses feints and fire damage. Any way to combine these two feats?
Fire makes light, which ruins darkness-based concealment...

Lower-levels build. I'd rather not do goz mask BS, but I haven't really chosen a class so maybe this would be cool with a smoke bomb vivisectionist or something.

You strike through the shadows so quickly that your opponent can barely react to your attacks.

Prerequisite: Int 13, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Bluff 6 ranks, darkvision or low-light vision racial trait.

Benefit: Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.

Your foes flinch from the heat of your weapon, giving you an opportunity to slip past their defenses.

Prerequisites: Combat Expertise, Improved Feint, Ifrit.
Benefit: You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy.

The Exchange

I'd like to find a list of feats that probably never come up very often, but give you a unique ability.

Anyone got some cool ones?

Babble-Peddler allows a Bluff check to trade your thing for their thing.
Feign Curse causes a target to doubt itself as they wonder what kind of curse you just played on them.
Bewildering Koan lets a Gnome spend a Ki point as a swift action to block an enemy's next turn.
Well-Prepared and Shared Ownership let halflings non-magically pull items out of thin air. Only in RP games!
Umbral Shift gives Tieflings the ability to teleport swap places with one another as a swift action.

It's a spell, not a feat, but Opportunistic Loyalty lets you steal group buffs as they're being cast.

The Exchange

Vanilla Magus, no archetypes. Using a unique magic shield and a Glaive.

So we start with Bladed Brush, which allows us to count our off-hand as free for the purpose of Spell Combat. We're still wielding a two-handed weapon, though, and that means we don't have a hand free to cast spells.

You know how to balance a polearm perfectly, striking with artful, yet deadly precision.

Prerequisite(s): Weapon Focus (glaive), must be a worshiper of the associated deity.
Benefit(s): You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a glaive sized for you, even though it isn’t a light weapon. When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike).
As a move action, you can shorten your grip on the glaive, treating it as though it lacked the reach weapon property. You can adjust your grip to grant the weapon the reach property as a move action.

Now, with this feat we can wield the two handed weapon and still wear a shield. Right now, that doesn't help us.

You’ve mastered the art of balancing a polearm’s weight against a shield’s stability.

Prerequisite(s): Shield Focus; base attack bonus +3 or fighter level 1st; proficiency with light shields, heavy shields, or tower shields.
Benefit(s): You can use a two-handed weapon sized appropriately for you from the polearm or spears weapon group while also using a light, heavy, or tower shield with which you are proficient. The shield’s armor check penalty (if any) applies to attacks made with the weapon.

But with the Clawhand Shield, this allows us to cast spells even though our hand is occupied!

Aura moderate necromancy CL 9th

Slot shield; Price 8,158 gp; Weight 8 lbs.
Description
This shield is made of bone and ivory, but has been imbued with magic to function as a +2 mithral heavy steel shield (though it is not considered to be made of metal). The shield has stylized animal claws encircling its outer rim. If the wearer is grappled, pinned, or swallowed whole, as a standard action he can cause the claws to animate and make a single melee attack dealing 1d8 points of damage + the wielder’s Strength modifier (1d6 + his Strength modifier for a Small wielder) without requiring a successful combat maneuver check to do so. This is considered a weapon attack with a one-handed weapon the wielder is proficient with, not a shield bash.
Additionally, the claws can animate to perform the somatic components of a spell as long as the arm holding the shield would be able to provide these components if it weren’t carrying a shield. As a result, the shield has no arcane spell failure chance.
Construction Requirements Craft Magic Arms and Armor, summon nature's ally I; Price 4,158 gp

The Exchange

I'd like to combine Magic Missile with Kirin Strike. is that permissible?

The Exchange

When you are crafting a magic item, your allies can provide the 'required components', per magic item creation rules in Core Rulebook. Does this option extend to scrolls (and wands/potions too I guess).

Can an ally provide the 'required component' of the prepared spell when crafting a Spell Completion or Spell Trigger item? Can you use this to (a) scribe any spell on your list even if you don't know it or (b) scribe spells that aren't even on your class' spell list?

The Exchange

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I've spent a year or so playing other games, but I used to be obsessed with pathfinder and I'm here to share a couple of my ridiculous builds (not over-optimized builds, just silly and not intended). A couple of these draw from other people's ideas, but it's been too long for me to remember who to credit.

Grapple and Dirty Trick while dealing next to no damage
It's a great tank/ally to have in an all-caster party. Applies debuffs out the wazoo.
grappled, dirty trick effects, entangled, and more!
Weak at first, combo comes online at lvl4, and dirty tricks come in soon after

U!Rogue who casts a lot with Bookish Rogue
The unchained rogue Minor/Major Magic scales with uses/day.
The Bookish Rogue feat lets you 'study your spellbook' for 10 minutes to change your chosen spell.
The spell Recharge Innate Magic restores all your spell-likes granted a racial trait.
Either kitsune (for the archetype and Kitsune Star Gems), or Half-Elf (for Psychic Sensitivity bonus feat, and the elf favoured class bonus for Rogue: increase uses/day of Minor/Major Magic.)

Movement and Readied Action focused, gaining ridiculous action economy
Charging Hurler make a ranged attack with a charge instead of a melee attack
Rhino Charge ready an action to charge
Overwatch Style ready multiple ranged attacks per round
Oracle Curse: Cold-blooded (Lizardfolk) move half speed as part of a readied action.
All together, you can ready multiple charge-throw actions in a single round. (you'll need Quick Draw or some similar ability, of course) and before or after the charge, you can move half your speed.

Defiant Rogue who never dies
This requires some advanced talents, so it's good at level 10.
Escapologist lets me roll Escape Artist to escape A failed will save vs mind-affecting, multiple times. I can also roll vs a failed reflex save, or as AC against an attack that hit, but this use makes me staggered.
Rogue Talents:
Resiliency adds temp HP when I would get knocked out, once per day.
Multitalented lets me use Resiliency more times per day.
Defensive Roll lets me roll a reflex save to avoid an attack after it hits.
Finally, the feat Twist Away lets me roll a reflex save in place of a fortitude save, but this makes me staggered.
If you're a goblin, you can also take the famous and hated feat Roll With It for additional protection against melee attacks.
There is no penalty for becoming staggered twice, so this could be combined with barbarian to get pounce, or just deal with being staggered and focus on things that aren't full attacks.
If you really need to avoid being staggered, once per day you can prevent it with a ring. You could buy more than one of these and switch them out after use.

Str-based TWFing
Artful Dodge lets you use Int instead of Dex to qualify for feats.
If you're a STR-based and dip Swashbuckler, you can also use Cha in the place of Int.

Seven-Branched Sword with Sneak Attack
Trip as a standard action which, if you have enough Intimidate, could give you two sneak attacks.
Half-Elf Swashbuckler 3 / Ninja 4 / Brawler 2 (snakebite striker)
Ancestral Arms: Seven-Branched Sword
Power Attack
Hurtful
Improved Trip
Greater Trip
Cornugon Smash
You could also drop the swashbuckler levels and just go Str/Cha ninja/brawler

Spirit of the Corps exponential doubling
A cavalier grants this teamwork feat to a whole bunch of level 1 spell casters. They line up, cast Moment of Greatness on themselves, and ready an action to fulfill your oath from the previous guy. You cast Bloodsworn Retribution (this works with other morale bonuses, but this is the best one), and take an action to fulfill your oath (followed by all the casters with moment of greatness). The morale bonus is exponentially doubled for every person in the chain, and the last person in the chain gets a ridiculous morale bonus on their roll.

Cyclopean Seer Oracle
The cyclopean seer gets the Cyclops' ability to choose the result of any roll. This works for:
Rod of Wonder
Deck of Many Things
Reincarnate
Augury
Vorpal
Strange Fluids (ridiculous!)
permanent Chon Chon beast shape

Barbarian heals way too much
Barbarian takes Celestial Totem rage power (add caster level to all healing) and Fast Healer (add Con mod to all healing).
Barbarian also takes the Drunken Brawler feat
A Druid casts Goodberry, and the Barbarian crushes each berry into a tankard of beer.
When he drinks it, he heals HP = druid's caster level + barbarian's constitution + 1 and gains temporary HP = barbarian's level

Damage Reduction
Halfling Fighter (Armor Master) 5
Use a Madu (decreases penalty for FD to -2 and reduces CE penalty by 1 (minimum 1) if proficient)
Use a cracked opalescent white pyramid Ioun stone to get proficiency in the Madu for 1500gp.
Adamantine heavy armor of any kind.
Trait: Threatening Defender (reduce CE penalty by 1)
or Aldori Caution (+1 AC while fighting defensively)
1 Endurance
1b Diehard
2b Combat Expertise
3 Cautious Fighter
4b Stalwart
5 Bolstered Resilience
with first trait: CE (-0, +2 DR/- or AC) FD (-2, +5 DR/- or AC)
with second trait: CE (-1, +2 DR/- or AC) FD (-2, +5 DR/- or +6 AC)
the maximum DR from stalwart is 5, so if you want that max then you lose out on 1 potential AC.
You have flexibility based on situation though.
3 DR/adamantine from armour, +3 DR/- from Armour Master
Later in the build, you can take a whole lot more feats to grant people AC, listed at the start of this document

Childlike Sap Master Halfling
This little guy can walk up to anyone without notice, while pretending to be a child, then smack them for 1d4 + [dex bonus] + 6d6 + 12 nonlethal sneak attack damage. After the attack, he can make two bluff checks: the first is made as if it were intimidate to demoralize, and the second is made to convince the enemy that the attack was an accident.

14-20 crit range
Falling Water Gambit is for the Aldori Dueling Sword.
Fighters have two different abilities which let them expand the use of these feats to all within the weapon group.
18-20 weapons in Heavy Blades: (martial) falchion, katana, nodachi, scimitar, (exotic) elven curve blade, estoc
interestingly, Chakram (throwable) is also in this category.
Improved Critical or Keen doubles the crit range.
Falling Water Gambit adds 1 to the crit range.
I don’t know which order that would apply in, probably the less advantageous.

Alchemist with Syringe Spear
stab your allies with buffs and your enemies with debuffs
Here's a list of all the debuff potions

Evocation Wordcaster with Mirrors
All ranged wordcasting spells that deal damage are rays.
Buy a bunch of Floating Mirror animated objects to bounce rays off of. (only legal with a lenient DM)

There are many more builds, such as gaining four animal companions, or an AC bonus that scales at level*1.5, a sorcerer with 19 AC at fourth level and melee capabilities, etc. but they are too complicated to include here. If you really want, ask for it. Here's a grapple wizard that I did for fun. It's really weak.

The Exchange

I think that taking a feat to be able to bounce rays would be really fun. You could shoot spells around corners and you could make attacks without revealing your hiding spot.

There aren't that many ray spells, so I don't think this would be overpowered.

The Exchange

I want to make a list of builds that are able to (relatively safely) have a very low or even dumped CON.

The two important considerations are HP and FORT. HP is not much of a problem if you have a lot of healing; but you must make sure to resist crits; with some ability such as Misfortune, the Jingasa of the Fortunate Soldier, or something similar.

The first one I came up with is, unsurprisingly, a Barbarian. The Celestial Totem adds half their level to any HP healed by magical means. This has a very efficient combo with the Goodberry spell, and he would probably have to take the Accelerated Drinker trait. I would make this guy a semi-ranged combatant anyway, just to be safe.

The second is an Unchained Rogue (Escapologist); with Resiliency, Multitalented, Defensive Roll, and Twist Away. Roll With It is also hoped for, as it is extremely good here too (although Goblin only).

The Exchange

A net normally deals no damage, but [url=http://www.archivesofnethys.com/MagicWeaponsDisplay.aspx?ItemName=Shrinking] makes it do 1d4 damage. Now that it deals damage, you are able to add your strength modifier to the damage, and a Warpriest (or fighter, with the new feats) can replace that 1d4 dice with his higher dice.

The net suddenly becomes an awesome weapon! What do you think of this build?

The Exchange

1 person marked this as FAQ candidate.

I have absolutely no idea how this spell works, nor how it was intended to work
At first it seems to make a lot of sense, until you re-read it a few times. I know that "the rope attacks anything in [the area]," but I don't know how often it attacks, how many creatures it initially attacks, and whether it takes opportunity attacks.

My interpretation is that it threatens its area and makes one attack per round on the caster's turn, but I can't be sure. What do you guys think?

Tripvine wrote:

Range touch

Target 10-foot-long rope or vine
Duration 10 minutes/level
Saving Throw Reflex negates; Spell Resistance no

You animate a rope, vine, or similar object so that it attempts to trip any creature that comes near. The rope attacks anything in a 10-foot-square area you designate.

The rope does not provoke an attack of opportunity. Its CMB is equal to your caster level +2. A tripped target that was running, jumping, or charging takes 1d6 points of nonlethal damage. Creatures aware of the tripvine gain a +4 bonus to their CMD against it.

The Exchange

I'm looking into combining a half BAB class with Evangelist in order to gain the best benefit from Evangelist's 1d8 HD, but I also want it to use weapons a lot. I will be taking Improved Familiar for a Raktvarna, which will transform into whatever weapons, and I am reducing the penalty for using a weapon I'm not proficient with to 0. Therefore, I can use any weapon ever, on command. In order to do this (and other unimportant things too), I must spend all my feats (except bonus feats if any) and I must be a Half-Elf.

What class would be good for this? I'm looking primarily at the spell list and how it relates to individual martial prowess.

The Exchange

What I'm interested in is abilities that synergize with being at low HP all the time, or allow me to sacrifice HP for boons. For example, the first ability of the Martyred bloodline lets me sacrifice 1 HP as an immediate action to gain +1 on a save/skill check.

I'm making a PFS unchained rogue (escapologist). It's designed to be as wacky as possible. You can skip past this list if you want.

  • Half Elf
  • Racial Heritage: Kitsune
  • Fox Shape feat lets me turn into a fox at will
  • Weapon Prof: Elven Branched Spear is a reach finessable weapon that I can add Dex to DMG with.
  • Minor/Major Magic Talent with Elven FCB gives many uses per day, and Kitsune Star Gems are 750 gp recharges (Pearl of Power for Spell-Like Abilities)
  • Bookish Rogue feat lets me spend 10 min to change the spell associated the the Magic talents
  • Takes levels in the Evangelist prestige class
  • Has a Climb speed and a Swim speed
And finally, I have a plan for level 11. I become VERY hard to kill through damage.
I take these talents:
  • Resiliency (1/day gain 2xlevel temp hp when I would be KO'd)
  • Multitalented (use Resiliency 2 more times per day)
  • Defensive Roll (make a reflex save to halve damage anytime I would be KO'd)
  • In addition, the Escapologist ability lets me become Staggered to roll an Escape Artist check in place of a Reflex save or an attack vs my AC, after the original defence has failed.

The Exchange

A Half-elf can get +10 to any skill that they have no ranks in, if they take Evangelist prestige class (which still advances your regular class) and 3 feats (4, I guess, because you're replacing the Adaptability trait).

Now, what build synergies can we come up with that would be good for this combo?
First, look at the Evangelist chassis. It's got d8 HD. This means you should choose a base class which has d6 HD, in order to get the best benefit from Evangelist. However, the Evangelist only starts progressing its aligned class at level 2, so you shouldn't be someone entirely reliant on your full casting (as you'll be one level behind, which full casters absolutely dread)
Secondly, this combo completely removes any need for Intelligence in this character, allowing you to dump it to hell.Additionally, our class should have 2+int skill ranks, since we're no using skill ranks much.
Thirdly, we will need a build with no or few required feats, since 3 are being spent on the combo.

  • A Half Elf can take the Reflexive Improvisation racial trait, which grants +2 on untrained skill checks.
  • The feats Improvisation and Improved Improvisation grant +2 each on untrained skill checks.
  • The Evangelist (read: Aligned Class, Multitude of Talents) grants +4 on untrained skill checks.

The Exchange

I'm making a Rogue who casts melee touch SLAs and then makes touch attacks with Deliquescent Gloves to gain Sneak Attack. I was planning to go for Feint, but it appears that won't work.

Feint makes the target lose Dex to AC. Casting Spells provokes AoOs. I thought Feint made them Flat-Footed, but apparently not.

Is there any way of casting these Spell-like Abilities without provoking?

One way I thought of is to somehow cast in the middle of my movement, and use Canny Tumble to gain SA. If that's somehow possible, tell me please!

Slow Reactions could work if I attack normally first, then cast afterwards. That isn't preferable; I would rather do the opposite.

The Exchange

TL;DR which builds would CE actually be useful in if you didn't need it for certain Combat Maneuvers?

With the creation of Dirty Fighting, and before that people saying that they wish their Brawlers could Martial Versatility into trip/dirty trick without having to take Combat Expertise, I believe that we could fix combat expertise, instead of creating workarounds.

A good fix that I've seen is by Dreamscarred Press. Instead of granting +1 AC, it grants 2 Temporary Hit Points that last 1 round. Also it's like Power Attack for shields, in that it grants +3 temp HP if you are wielding a shield.
Another fix I've seen proposed is that it directly grants a Miss Chance instead of a bonus to AC.

However I think we can salvage the original feat by changing when it applies. So the first step is to determine which types of builds would actually like to use Combat Expertise.

The first build that comes to mind is Grappling. Once you've succeeded at the first grapple, you get +5 to maintain it. This means you'll probably succeed at maintaining. However, you take a -2 penalty to AC (which also applies to CMD) and a -4 to Dexterity (which applies a -2 to CMD). This makes it quite easy for anyone competent to escape a grapple. Now, if I had Combat Expertise, I could increase my AC (which also increases CMD) and decrease my Attack Rolls (which will almost always succeed).

Are there any other builds you would like Combat Expertise in?

The Exchange

Which one is better (for a rogue of course)?

Feint

  • Bluff check against a DC of 10+their Sense Motive (or BAB+Wisdom if untrained).
  • There is no penalties for failing.
  • Requires only one (worse) prerequisite feat.

Canny Tumble
  • Acrobatics against their CMD.
  • If you fail, you provoke an Attack of Opportunity (but get +4 AC from Mobility).
  • You get to move half your speed.
  • If you have Concealment, you may make a Stealth check.
  • You get an additional +2 to attack rolls
  • Requires two prerequisite feats, which are both decent.

The Exchange

I'm making a character who is all about dem debuffs, and he has a lot of debuffs trigger when he makes a sneak attack. He also doesn't make melee attack rolls, but rather makes combat maneuver checks and ranged attacks with a Net. His problem is that he achieves this with Grapple, so when they are immune to grapple he can't do a thing.

I want ways for him to deal any amount of damage on a combat maneuver check, so that it triggers sneak attack.
The ways I know of are as follows

  • Grapple to deal damage (Strangler Brawler)
  • several Barbarian Rage Powers, such as Savage Dirty Trick and Knockdown
  • I'm pretty sure there's some Net feats abilities.

The Exchange

Through countless hours studying vast libraries of arcane power, you have learned how to cause greater damage to your foes.

Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.

The Exchange

I wanted to make an Eidolon with the Furious Finish feat, and my friend wanted to make a Cannon Golem with same. Is there any way for either of these to get Furious Finish?

The only way I know is Variant Multiclassing, but even this might be limited to characters with class levels.

The Exchange

I'm not absolutely sure if I'm correct, but here's my argument for why it does, and why it doesn't.

Why doesn't deal damage: the damage category has no dice to roll. It might be that Str mod damage is only added to 'damage rolls' but that doesn't make much sense because weapons with 1d2 damage become - damage when they are tiny-sized.

Why it does deal Str mod damage wrote:
Daggers, darts, javelins, throwing axes, light hammers, and nets are examples of thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons).

So which is correct? I'm making a net-wielder for a PFS core game, and this will inform his class choice.

The Exchange

I am specifically thinking of making a Mystic Theurge / Evangelist.

So your Mystic Theurge levels would increase with Evangelist levels?

The Exchange

Is it it within RAW to bounce rays off of mirrors to hit foes?

If so, could you cast animate object on a mirror and use it to shoot around corners?

The Exchange

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Hi guys, I'm always thinking about how to reduce spell caster power a little, and increase the power of the lesser-used martial combat styles.

So I had a revelation today. It makes wizards a little less powerful. It's really simple to implement too.

Wizards don't get Arcane Bond. Universalist Wizards do get Arcane Bond, in addition to their normal school abilities.

This even makes more sense than the regular system. Specialized wizards can have their normal +1 spell of each level, but that spell has to be specific to their school. Now universalists also get +1 spell per day, but only one spell instead of one spell each level. In return, they can cast that extra spell from any school, and they don't have to prepare it.

If you think this will make wizards weak, then you could remove barred schools.

The Exchange

Loremaster requirements wrote:

Skills: Knowledge (any two) 7 ranks in each.

Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).

Spells: Able to cast seven different divination spells, one of which must be 3rd level or higher.

So as long as you have 7 divination spells as spell-like abilities (one 3rd level or higher) that qualifies you for the PrC because of the weird wording.

Is it actually possible, I'd like to know, to have 7 unique divination spell-likes? Anything in the Pathfinder universe, they can be a monster who gains class levels, whatever.

The answer is probably going to be a custom Unfettered Eidolon, lol.

The Exchange

You just gotta be a level 6 monk, with a caster ally. You can do it earlier but it's much less effective before level 5
You also should convince your DM to let you take Glide as a Qinggong Ki Power, which is perfectly reasonable. Otherwise you must Wand it.

So you get the caster to cast Jump (level 1 spell), and you cast Glide. Then, you spend 1 ki point on increasing your jump check by +20.

Here's your total acrobatics bonus:
+2 14 Dex
+8 having a 50ft base speed
+6 add your monk level to Acrobatics
+6 ranks
+3 class skill
+20 ki point
+20 Jump spell at CL 6
=65 TOTAL BONUS
you could get another +3 from items, at 250 gp for a mwk tool and a cracked ioun stone.

The DC of a high jump is the number of feet jumped times 4. With an average check of 75, you can jump 25 feet in the air!
So you jump in the air in front of where you want to go, then travel towards the thing at a speed of 60ft per round
You could also VMC rogue to get double your level to acrobatics, so that's cool.

Glide wrote:
You take no damage from falls (as if from feather fall). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The spell ends as soon as your feet touch the ground regardless of its remaining duration. If the spell expires while you are still in the air you fall the remaining distance as normal.
Jump wrote:
The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

The Exchange

I'm making an unchained rogue who uses the Magic talents all the time.

I'm planning to buy Deliquescent Gloves to deal 1d6 acid damage on touch attacks, which will proc sneak attack

I want to add DEX to damage, or STR to damage (which I will convert to DEX via U-Rogue's ability)

PLEASE PLEASE PLEASE help me with any way at all to do this.

If anyone can come up with a good string search keywords then that would be great too because I can't think of how to avoid melee feats when searching.

The Exchange

You find inspiration in your fellow soldiers, trusting that your shared training and dedication will bring you victory on the battlefield.

Benefit: Whenever you are within 10 feet of an ally benefiting from a spell or effect that grants a morale bonus on a particular type of roll, once during that effect's duration, you can apply that morale bonus on a roll you make of that type. For instance, if an ally with this feat is benefiting from heroism, once during the duration of the spell you could gain a +2 morale bonus on one saving throw, attack roll, or skill check. You can use this feat only once per round, and only once per spell or effect.

This feat is RIDICULOUS so I thought we should come up with ideas to break it.

First, Moment of Greatness doubles a morale bonus but only for one roll so that's amazing.

What ways can we get huge morale bonuses that you can renew easily?
The only one I can think of is Rage Cycling but I think we can do better with the combined might of the Paizo forums!

The Exchange

You are practiced at avoiding attacks when outnumbered.

Prerequisite: Int 13.
Benefit: If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent.
Special: The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge.
You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite.

At first glance, the last line of this feat just lets you bypass Dexterity prerequisites with your Intelligence, but looking closer it says "use Intelligence [...] for feats with a minimum Dexterity prerequisite" when it should say "use intelligence to meet minimum Dexterity prerequisites for feats" to mean that.

So I'm asking, does this feat
(1) allow you to use intelligence to meet minimum Dexterity prerequisites for feats, or
(2) does it allow you to replace the word "Dexterity" with the word "Intelligence" in any feat, so long as that feat has a minimum Dexterity prerequisite?

The Exchange

I'm a Halfling Vigilante. My vigilante identity is a Bellflower Tiller. I want my social identity to be a child, but I'm not sure if that's legal or not.