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GHOSTBUSTERS - Official Trailer (HD) I'm... cautiously optimistic.
Hamatulatsu is a thematic and well balanced feat for monks from the ISWG. It is currently illegal either for thematic reason with being associated with the Sisterhood of the Golden Erinyes, or possibly a legacy of the old version that was poorly written and had issues with ajudication. In argument for inclusion for balance reasons, the current version of the feat is quite limited. It allows unarmed strikes to do piercing damage which is matched by several legal feats: Snake Style, Boar Ferocity, and Weapon Versatility. It's critical hit rider is sickened for one round, which is quite low for a weapon like an unarmed strike with such a low critical profile, and 1/10th the duration of sickening critical. In argument for inclusion for thematic reasons, the Hamatulatsu Master monk archetype from Inner Sea Combat is legal and represents a much deeper connection to the Sisterhood of the Golden Erinyes than a lone feat. This feat would give options for piercing damage without taking a style feat for unarmed strike users, especially monks, brawlers, and swashbucklers.
The sling, sling staff, and blowgun are projectile weapons that are the Thrown Weapon fighter group. The fact that they are in the weapon group makes them a valid choice for Startoss Style, which only requires a weapon in the thrown group. However, Startoss Comet allows an additional attack against a second opponent, but it specifies thrown weapons. As projectile weapons, slings seem to be disallowed from making this special attack. Does "thrown weapon attack" in Startoss Comet mean a weapon that is thrown, or does it include all weapons in the thrown fighter weapon group? Startoss Style:
Your thrown weapons become more deadly. Prerequisites: Dex 13, Point-Blank Shot, Weapon Focus with the chosen weapon. Benefit: Choose one weapon from the thrown fighter weapon group. While using this style and the chosen weapon, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage). You cannot use this ability if you are carrying a weapon or a shield in your off hand (except for a buckler). Special: In addition to the chosen weapon, a character with this feat and the weapon training (thrown) class feature can use Startoss Style with any thrown weapons that she wields in one hand. Startoss Comet (Combat): You can aim a thrown weapon so it strikes two foes. Prerequisites: Dex 13, Point-Blank Shot, Startoss Style, Weapon Focus with the chosen weapon. Benefit: As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the f irst target’s space instead of your space. You can make only one additional attack per round with this feat. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not the second attack).
If the spell is one that cannot be dispelled by dispel magic or stone to flesh, break enchantment works only if that spell is 5th level or lower. Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.
So Break Enchantment says it will remove any enchantment of 5th level or lower, which Feeblemind is. However, Feeblemind states it can only be removed by a heal, limited wish, miracle, or wish. Specific trumps General, so this seems to state that Break Enchantment will not remove Feeblemind. Is this correct?
New Star Trek Series Premieres January 2017 It's about time!
So I was looking through my copy of Distant Shores, and I saw this lovely trait on pg. 23: Pact Servant (Faith):
The faith of Holomog focuses on
finding the good in unusual places and appreciating the nuances of virtue in the world. You may treat Asmodeus as if he were a lawful neutral deity for the purposes of determining your own alignment as a cleric, inquisitor, or other divine spellcaster. You may not select the evil domain unless your own alignment also contains an evil aspect. Paladins are divine spellcasters, so this seems legit. What can we do to make use of this?
Gather Power wrote:
Supercharge wrote: Supercharge (Su): At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2. Does the Kineticist's Supercharge have the same limitations as Gather Power? Gather power is limited to blast wild talents only. Supercharge does not share the blast limiter on the wild talents it can reduce. Can you use supercharge to reduce the burn cost of utility wild talents?
Feral Combat Training and Unarmed Strike Damage: Does this allow me to use my monk unarmed damage with the selected natural attack after the 3rd printing errata?
Yes. The feat says you can apply "effects that augment an unarmed strike," and the monk's increased unarmed damage counts as such. Post errata, the line "effects that augment an unarmed strike" has been removed from the feat. Does this mean that the existing FAQ is no longer valid?
Psychic Pool (Su):
A mindblade gains a psychic pool,
similar to a normal magus’s arcane pool. At 1st level, a mindblade can expend 1 point from her psychic pool as a standard action to manifest a light melee weapon of her choice, formed from psychic energy. By spending 2 points, the mindblade can manifest a one-handed melee weapon, and by spending 3 points, she can manifest a two-handed melee weapon (but not a double weapon). This psychic weapon can last indef initely, but it vanishes if it leaves the mindblade’s hand. The mindblade can dismiss a held psychic weapon as a free action. When a psychic weapon vanishes, the mindblade regains the psychic energy used to create it. She can maintain only one weapon at a time. At 1st level, a psychic weapon counts as a magic weapon of whatever type the mindblade selected, with a +1 enhancement bonus. At 3rd level and every 3 levels thereafter, the weapon’s enhancement bonus increases by 1, up to maximum of +5 at 12th level. Starting at 5th level, the mindblade can add any of the weapon special abilities listed in the arcane pool class feature in place of these bonuses, although the weapon must maintain at least a +1 bonus to benefit from any weapon special abilities. At 15th and 18th levels, the weapon gains an additional +1 enhancement bonus, which the mindblade can spend only on weapon special abilities. This ability replaces arcane pool, and counts as arcane pool for the purpose of feats, abilities, and class features. A psycic can manifest a melee weapon at first level. Shields (and Klars and Madu) are weapons and are therefore valid to manifest. If you create a psychic shield, does it provide a shield bonus as a normal shield of it's type?
My other half Beth and I just finished playing two brand new level one vigilantes in Quest For Perfection part 1. I was playing a level 1 halfling stalker, Beth was playing a level 1 human zealot with a longbow and precise/point blank shot, and the other players were playing a level 2 elf ranger/rogue multiclass, and level one Oloch pregen. In the first encounter, we used Social Personas to meet with the guides, and my Stalker was the the only one that spoke Tien, so I acted as interpreter. When we reached the campsite, our guides started gathering firewood leaving us to investigate the huts. A good perception check revealed the presence of something in the hut, and we used a minute to quietly change into vigilante persona. My halfling stealthily looked at the back of the hut, and found a way to sneak in a hold in the back wall. I was able to make the stealth check to gain a surprise round, and rolled a crit with a d8 hidden strike, seriously injuring the Snow Leopard. I shouted for the rest of the party to come in the front door, and the leopard leaped at the door, provoking an AoO from me, which dropped it. The guides left in the morning, and thanks to some good diplomacy rolls, gifted us with some cold weather gear. We ascended the mountain towards the monastery. Second encounter, we discovered the cave fisher before we started climbing, and we managed to dispatch it without harm using ranged weapons. Unfortunately, when it died, it landed on Oloch and injured him, causing the Ranger to use some CLW wand charges. Third encounter, we encountered two Ghouls. In this encounter we were surprised, and I got hit flatfooted by a ghoul. Fortunately, I made both fort saves thanks to my halfling luck, and we then engaged in combat. In this combat, I felt like a rogue with a d4 sneak attack using flanking, and between the Archer Zealot, the warpriest's greatsword, and the elf's curve blade, the ghouls fell quickly. We then reached the monastery, and encountered some yetis. Again no surprise for use, so by hidden strikes were d4s. We managed to drop both yetis quickly, with the Zealot casting divine favor for the final yeti. The combats in this scenario were very easy, thanks to good tactics all around and playing tier 1-2. Other than soloing the first encounter I felt like playing a Rogue without trapfinding, and the Zealot felt like an inquisitor without judgements. This will be better at second level once we pick up talents, but the Zealot in particular felt like she would have been better off playing an inquisitor. Overall, I was pleased with the Stalker, and am looking forward to playing it again. Beth is considering using the free level one rebuilds to change to an inquisitor. The dual identities don't add much to PFS play, and the abilities of the Zealot do not appear to be worth the power difference of an inquisitor and the lack of spellcasting growth is concerning.
The Stalker, Warlock, and Zealot have too much tied to 4th level talents. Like the Investigator with Studied Combat, these classes need the signature abilities that are unlocked at 4th much sooner than then. Stalker has to choose between the critical Up Close and Personal, the very thematic Mockingbird and Throat Jab, or a rogue talent. Warlock has to choose between Mystic Bolts and Arcane Training. Zealot has to choose between Divine Training, Empower Symbol, and Life Bond. Avenger on the other hand is not locked out of their thematic choices by a level gate at 4. We really need to put more though into the talents as a whole and allow some of these at 2, never mind the whole spells as talents debate.
I am taking a one level dip in crusader cleric of Zon-Kuthon for my half-orc unchained rogue x / unchained monk 1. The cleric dip will allow me to take crusaders flurry with the spiked chain for Dex to Damage. I am having trouble deciding between the Darkness Domain and the Conversion Inquisition. Darkness gives free blind-fight which will mesh well with keen scent, as well as 1/day obscuring mist. But the conversion Inquisition will let me use wis for social skills, and I dumped CHA.
A quarterstaff is a double weapon. As a double weapon, you have the option of wielding it as a two-handed weapon, or a one-handed weapon and a light weapon. Can you wield a quarterstaff or other double weapon as a one-handed and light weapon without using two-weapon fighting, just to wield one end as a light weapon for finesse? As a follow up, can one end of quarterstaff be enchanted with the Agile enchantment?
So I want to make a quarter staff user for my next PFS character and I'm having difficulty choosing a class. I am thinking of brawler, weapon adept monk, hexcrafter+staff magus, hunter, Druid, wood oracle, or warpriest. Help me narrow it down. Brawler: pros: I've never played one, brawlers flurry, close weapon mastery. Cons: no spells, bad will save. Monk: pros: flurry, good saves, perfect strike helps with crits. Cons: I've played a lot of monks, and perfect strike is limited. Magus: pros: good action economy, spells, hexes, free quarter staff master, spell combat, spell strike. cons: takes a while to get all abilities going. Hunter: pros: best animal companion class in the game. Access to Druid and ranger spells, including shillelagh. Cons: it's More about the AC than Your staff. Druid:pros: shillelagh, nature fang or urban Druid archetypes are staff friendly. Very few cons. Oracle: almost the same as the Druid, exct you have access to both divine favor and shillelagh. Cons, I have a reach wood oracle already. warpriest: pros fervor, sacred weapon. Cons skills, have a great sword wariest already. So far Im torn between the magus and the Druid.
There is a new Dice Kickstarter for two-tone dice. The dice are dual-colored and feature one color on one half, and another color on the other half, with a smooth blend where the colors meet. The look really nifty, and the pricing is great. Just thought I would share. Disclaimer: I am not affiliated in any way with this kickstater, but I did back it.
The magic domain power Hand of the Acolyte (and the Hand of the Apprentice school ability) allows you to make a ranged attack with any weapon. However, a shield is considered strapped to your arm by the rules. Would this prevent the shield from being thrown or returning? Spoiler: Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
This is a question that comes up somewhat frequently, and there is contradictory rules text. In the Advanced Players Guide the example reads: Quote: For example, a dwarf with rogue as his favored class adds +1/2 to his trap sense ability regarding stone traps each time he selects the alternate rogue favored class benefit; though this means the net effect is +0 after selecting it once (because +1/2 rounds down to +0), after 20 levels this benefit gives the dwarf a +10 bonus to his trap sense (in addition to the base value from being a 20th-level rogue). This is a dwarf taking 20 levels of a FCB that alters a class feature not gained until 3rd level. Likewise, in the Advanced Race Guide the example reads: Quote: For example, a half-orc with gunslinger as her favored class adds a +1/4 bonus on attack rolls and a +1/2 bonus on damage rolls when using the pistol whip deed each time she selects that favored class bonus, though this means the net effect is +0 on each after selecting it once (because both +1/4 and +1/2 rounds down to 0). After 20 levels, this benefit gives the half-orc a +5 bonus on attack rolls and a +10 bonus on damage rolls when using the pistol whip deed (in addition to the base value from being a 20th-level gunslinger). This is a half-orc taking 20 levels of a FCB that alters a class feature not gained until 3rd level. However, there is an official post that contradicts these examples here: Related Point: Can I apply the aasimar or elf oracle's favored class bonus to a revelation I do not yet have? Can I do so for the aasimar bard’s favored class bonus?
This isn’t actually a new rule. It’s just a clarification that I confirmed with the design team because it seemed that some folks were assuming otherwise. This response is normally taken to mean that you cannot take a FCB that modifies a class feature before you have it, but that conflicts with both given examples printed in two separate rulebooks.
So if the Underground Chemist takes the Bomber rogue talent in the Ranged Tactics Toolbox, can they apply Sneak Attack Damage on Bombs since the bombs use Sneak Attack damage? Here are the relevant rules:
Underground Chemist wrote: Precise Splash Weapons (Ex): At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level. Bomber wrote: Bomber (Su): A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs (Pathfinder RPG Advanced Player’s Guide 28), except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).
I'm playing a martial artist (another monk, shocking I know), and was thinking about adding Improved Sunder to take advantage of ignoring hardness with sense weakness. The only problem is Monks don't get improved sunder as a bonus feat. I really don't want to take power attack as I hate the accuracy loss on monks and I don't have the room to fit it in as well as weapon specialization. Are there any class archetypes that grant Improved Sunder as a bonus feat for a dip?
How does the Evangelist's Aligned Class work with the Monk's Flurry of blows class feature? Per the Flurry Faq "A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total." However, The Aligned Class feature states: "Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class." This means at Monk 10/Evangelist 10, a Monk has a Flurry BAB of 19. However, using the FAQ, you still have +7 BAB from the Evangelist class that is BAB from another source than Monk, suggesting a Flurry BAB of 26. Obviously, this isn't something that should be possible, but RAW, that's the interpretation I'm seeing.
The Contemplative's Awaken Divinity ability allows it to be used on yourself as a swift action, but if you do so, it is impossible to expend the temporary Ki point, as the Ki point expires at the beginning of the Contemplative's next turn, and expending a Ki point requires a swift action. Here is the rules text for reference: d20pfsrd.com wrote:
If a Warpriest takes a Heavy Shield as their sacred weapon, how does the Bashing enchantment interact with the sacred weapon damage? Quote:
If a first level warpriest were to somehow obtain and use a bashing shield does the shield do 1d8 damage (1d4>1d6>1d8, which is greater than the 1d6 for a 1st level Warpriest sacred weapon damage), or does it do 2d6? (1d6>1d8>2d6 as taking a Warpriest sacred weapon damage and counting it as two sizes larger)
Quote:
So, the Skirnir has the option to use spell combat using his bonded shield to cast at 8th level at the cost of loosing the Shield AC unless it is a buckler. If a Skinir was only wielding a Shield with the Improved Shield Bash feat, could he use Spell combat to cast with his free hand and then attack with a shield bash while retaining the Shield Bonus to AC? Since he is not using the shield hand for the somatic components, it seems like the loss to AC would not apply.
The entry for Wushu Darts show them listed as Wushu Dart(5) indicating it would be treated as ammunition like Shuriken or normal Darts, but they can be used as melee weapons too which are never treated as ammunition. I'm am considering making a Brawler fighter who specializes in them, but it makes a big difference in how they can be enchanted and how they interact with items like a blinkback belt.
So I had a crazy idea to make a small Dex-Based Tetori for PFS. This means Gnome or Halfling. (Grippli or goblin would be better, but I don't have a boon.)Im leaning toward Halfling for the dex bonus, but gnome would open up arcane strike. I don't have a lot of experience with PFS, so I thought I would get some feedback here. First off in home games, Weapon Finesse applies to grapples, but there is the Agile Maneuvers feat and Grapple isn't one of the "Weapon Based" Maneuvers. Is Agile Maneuvers needed for PFS? I'm considering a two level dip into white haired witch for early access to constrict and final embrace. But reading the WHW description, the constrict ability takes a swift action instead of the free action it normally would be. Is it even worth taking constrict as a small grappler since you can only use constrict on creatures of your size with Final Embrace? Any additional thought would be appreciated.
It has been argued by myself and MANY others that the real culprit behind Crane Wing was that the feat could be taken at level 1 or 2 by a dip into Master of Many Styles. The problem was not due to the feat, because if it used at mid to high levels where it was designed to be used, then it is balanced. If you bypass the per-requisites, then it becomes horribly unbalanced. Crane Style was the worst offender, but other style feats can become problematic at low levels due to Master of Many Styles. Snake Fang, Tiger Pounce, Dragon Ferocity, all have the assumption that they can be taken only after level five. By Bypassing the level requirement, Master of Many Styles is used as a two level dip to gain style feats that are then used by non unarmed builds. I am asking that we close the loophole in Master of Many styles and only allow the bonus feats at level one and two to be used for the first style feat in a chain only. Later style feats in the chain can be taken from level 6 onward. This is already done for the Unarmed Fighter and his bonus feat. Lets just do the same thing for the Master of Many Styles.
So with the last blog entry there has been discussion on how whose of us that are not going to be playing a class represented at the beginning of EE are going to be behind those that are. The purpose of this thread is to brainstorm ways to create the characters we want to play using what is available using the four core skills. Monk will the hardest to implement, but we can learn fighter bludgeoning and two handed abilities to become adept at using a Quarterstaff (Traditional monk weapon) even if there isn't an option to learn an unarmed strike. We can add in Rogue abilities for being stealthy or acrobatic, and we add Mage Armor and some touch attack spells to simulate being unarmored and unarmed ki damage. Druid shares a lot in common with the cleric, so we can simply build a cleric of a nature deity. There is no animal companion or wild shape, but you can change spell selection and maybe add some wizard lightning spells and have 80% of the mechanics of the class. The rest is just role play. Bard is a generalist class as it is, but If you begin with Rogue, and add some light clerical buffing and healing, and some wizardly enchantment and charm, and your are pretty close to the feel of the class. That's a jumping off point, what other combinations can you think of to try to cram our square peg character concepts into while waiting for a non-round hole to be released?
We know from Murder by numbers, that attackers use the Low/Medium/High result of 3d200 based on what tier of gear they are using. What determines the Tier of an Unarmed Strike? Is it tied to a "Ki Strike" skill that a monk learns as a class skill or is it linked to a Ki Focus item that the monk must have equipped?
I just mentioned this in the Monk thread but I though it was important enough to merit it's own thread. I would love for Pathfinder Online to implemnt grappling rules in it's combat engine. I know there are several technical hurdles to overcome in terms of collicsion control, animations, and so forth, and no other game I can think of has even tried to make it work. I'd like to start a discussion on the pros and cons of a full grappling system to enhance unarmed combat, complete with holds, pins and so forth. To start off it is a great way for a character to quickly neutralize an enemy spellcaster due to disrupting somatic (hand waving) components. Thoughts? Current Campaign
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