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I have a warpriest that just hit twelfth level and I'd like some feat advice for my new bonus feat. Some background for the character. I wield a scythe and if I have to move then I use Greater Weapon of the Chosen plus Improved Vital Strike to swing once and roll twice and take the better of the two rolls. I also play this character alongside my wife's character that wields Improved Crit Kukris and has Butterfly's Sting. So we abuse me having a x4 two handed weapon with high accuracy and her giving me free crits. My feats so far (these are a mix of normal odd level feats, warpriest bonus combat feats, favored class bonus combat feats, human starting feat, and warpriest free weapon training--there has also been some retraining along the way so if some of them look like I didn't meet the prerequisite when it's listed, it's because it was later retrained when I met the prereq for it). Wapriest bonus: Weapon Focus (Scythe)
I get two bonus feats at level twelve (one from favored class bonus and another from just being a level 12 warpriest)
So of those two, can anyone think of anything that would be better?
If you follow THIS link, you'll see there's what supposed to look like hyperlink text that is instead just plain text with no link to the chronicles for PFS.
My character's background is that they owned a teahouse but it got shut down. That's my reason for being at the rally at the start. Occultist seemed like a good tea-reader because their Object Reading ability. I decided on a silksworn because I normally play PFS and this will be outside of it so it's about the only chance I'd have to play one. I don't really know anything about occultists so I don't know what their strengths are or what implements to start off with. My ability score will be high int, above average charisma, and some dex from a 20 point buy. I was thinking Peri-blooded aasimar for +2 int/cha. (silksworn mental focus is based off int and cha instead of just int). Any input or thoughts on details about how to build out an occultist would be appreciated.
I very briefly glanced through the space combat section, and while I understand each individual role and the action they can take, and when they can take them, there's at least one thing that wasn't immediately obvious to me. I haven't been able to spend any more time looking through the rules as I've been very busy, but this has been rolling through my head so I was hoping someone could just chime in and address it. Long premise for just this but..what's "Push" for an action? Some actions are labeled that but I didn't see what it actually means.
I've got a rogue in my playgroup that wants to take at least a level in bard for RP reasons--I've told him that he can thematically get the same thing if he just takes some ranks in Perform (Oratory/Sing), but
I know I'm being melodramatic, but I'll just add in that I'm super not happy that my 9th level guy isn't allowed to be grandfathered in. The new archetype doesn't do it for me. I know it's similar, but it's different enough in exactly the wrong ways that it doesn't work for me anymore. I guess I'll just see what else I can rebuild it into at this point. He'll probably just sit on the shelf indefinitely. Signed ~unhappy customer.
In APs, is it expected that I create treasure for enemies that have nothing listed? Or do they merely have whatever equipment their bestiary stat block has and nothing more (i.e. I ignore the "Treasure" for any given encounter)? edit: Specifically I'm talking about encounters that don't include the stat block in the book--but those that just say "Monster Name (Pathfinder RPG Bestiary 4 192)"
I've seen the question/suggestion come up from time to time, but it doesn't look like it's ever gained any traction. Wayangs are definitely one of my favorite races. They're small with no Str penalty and have an Int boost. One of my favorite combinations (melee character that still has skills). But I always use goblin minis for them (which becomes confusing on the occasions we're actually fighting goblins). Are there any wayang minis out there? Are there any plans to make them? I don't care if it's from one of the pre-painted wizkids collections, or if I have to paint it, or if it's for some other wargame entirely.. I just really want a dedicated wayang mini..
About the survey on the blog post (found HERE for those that have missed it), I think an opportunity for "least favorite season" was missed. I can understand not wanting to be negative or maybe that's not the information you were looking for, but I still think that kind of feedback would have been useful. For instance, I probably would have picked 7 or 8 and the reasoning would have been "I really really don't like the recent trend for incredibly difficult/deadly scenarios that's been increasing over the last couple years".
I've been running through Rise of the Runelords, and when my players were nearing Magnimar, I pulled a lot of stuff out of Magnimar, City of Monuments. So there's this city with all this stuff in it. So that got me thinking... Specifically there are all of these "monument boons" (lasts 24 hours if you succeed at a check) that you can obtain from going to any one of these monuments spread thoughout the city and performing some task for a small bit of time. If I were running a scenario in Magnimar, would it be allowed to let a PC get a monument boon for stopping at a statue they would pass anyway, but isn't specifically described in the scenario? I mean, it definitely exists because it's all the same world. But if I have the book and the GM next to me doesn't, then my players would be getting a small boon that his players wouldn't. Is that enough to say no, even though it exists in the world and it's a small boon?
So an alchemist walks into a bar...and the bar hits him so hard he's now unconscious. He has an extract of cure light wounds on him. I know that so I pour it down his throat. It's inert while I'm interacting with it because I'm not him. Once I'm done pouring it down his throat what happens? Does it work? Does it not work?
Legendary Influence, d20pfsrd wrote:
PRD, Occult Adventures, Medium, Champion wrote: Legendary Champion (Supreme, Su): You gain two combat feats of your choice, and you can choose different feats each time you channel a champion spirit. You can treat your base attack bonus from your medium levels as equal to your medium level for the purposes of qualifying for combat feats and determining their effects, and you can count your medium levels as levels of one other class whose base attack bonus equals its class level (such as fighter, barbarian, or slayer) for the purpose of qualifying for the two new combat feats. So just to make sure I'm reading this right, when I take the Legendary Influence feat, it allows me to get the spirit's legendary ability, which is normally a 17th level ability, at first level? So I take it and choose a feat (for each spirit, but I'm just talking about Champion) that I then get and can use as prereqs for the two feats that I get from the champion's legendary ability?
[quote d20pfsrd, Elongated Cranium]
Specifically, I'm asking if this would apply to Will Saves. I know that will saves are a wisdom-based check, but it is not a wisdom check right? That would only be if the GM specifically says "roll a wisdom check". Likewise, if I had an int-based saving throw, I would not get a +2 to it, right?
So the haunts in the Manor only affect one person at a time. Do the other PCs see anything about them? Like, for the dagger/wood knife that attempts a coup de grace on self, do other PCs see that it's a dagger, or that the PC picked up a knife? For the scarf that attempts to strangle a PC, I'm supposing the other people would see the scarf, but not the ghostly image of Aldern. Likewise, I think this would be about the only haunt that could affect someone immune to fear, because this is a physical object doing the harm instead of something supernatural. Do all the PCs get a chance to see the scarf move, or just the PC affected by the haunt? The one via the piano..the other PCs would just see the person dancing by themselves as they can't see the haunt? I've got a cleric in the group. If he can't notice the haunt, then there's nothing he can do in the surprise round to affect it (accept for the one that would affect him, obviously). So even though he doesn't know what's going on, he could then just channel and as long as he's close enough to the source of the haunt (which is extremely likely given the size of the rooms), he could still damage it without knowing there's something there other than one of his party mates acting oddly?
Blood of the Night wrote:
So I'm making a ru-shi dhampir and was looking for a second trait when I found this. Now last week when I saw this I'd thought of the perfect combination for a once a day guaranteed 20.. But at this point I can't recall what it I was thinking. I'm sure there are other ways (in addition to the what I now can't remember) to use this to get a free twenty once a day.. What ways can you think of? *The only thing I can remember is that I'm pretty sure the way I was thinking involved forcing an 11 "to roll". And having your "gift" be an 11->20. At this point I just don't remember in what way I was thinking I could force the die to be an 11.
So, I shortly played an empiricist investigator and had a blast doing so. Normally I do melee characters or a couple times I've done melee/ranged characters with pets. I know magic is where all the power is, but that's never appealed to me as much. Anyways. I really want to make an investigator for PFS now that I've had a couple of chances to play one (just played through the first book of Hell's Rebels). I had a ton of fun with it. Anyways, I want to be effective at combat, but I don't want it to cost me too much investigator progression. The obvious choice is taking a level of Inspired Blade Swashbuckler and using a rapier, plus taking a fencing grace. That will let me use my melee abilities (studied combat/strike). Another interesting option I thought of was to take a level of witch and get the hair hex (int to hit and int to damage)...but that would only be good for one minute per day without taking more witch levels--which I don't really want to do. A different option would be to use my exceptional UMD and find something magical to do that would aid me. Or finding a way to make studied combat/strike work with ranged attacks. I want to be the best skill monkey I can be. To that end, this is what I've got planned so far. Wayang - ability scores (including racials) (20 pt buy)
Obviously I know this is a bit munchkin-y and I've got things to worry about (mummies and shadows), but those are risks I'm willing to take. I really just want to excel out of combat and be able to contribute in combat. For one trait I'm obviously taking Student of Philosophy. I also plan on spending 5 prestige to get the wayfinder that lets me cast Detect Magic at will instead of light (to be able to make use of my Knowledge: Arcana and Spellcraft. First level feat will be Ovoid Compression (+2 to int checks, -1 to cha/wis checks (yes, I know this will apply to Will saves)). The first talent I'll be taking is Expanded Inspiration (extra skills get free inspiration). Level three talent will probably be Extra Investigator Talent to take Underworld Inspiration. Anyways.. the biggest question is if there's something competent I can do in combat without dipping into other classes. (also thoughts on a second trait would be good)
This question isn't so much about organized play PFS as it is about the actual lore of PFS, so this question may not be best suited for this forum. But I figure the people most likely to know the answer would be here, and it technically is a Pathfinder Society question. Anyways, on to the actual question. To what lengths do Pathfinders care about outsiders (as in non-society members, not non-natives) having a wayfinder? Pathfinder Society Field Guide wrote: In some cases, however, certain magic items are so identified with the Pathfinders that when they fall into the hands of others, Pathfinders make efforts to reclaim them—certainly this is true of the distinctive wayfinders. Inner Sea World Guide wrote:
It's pretty plain that they're meant only for society agents. But I would like my PCs (non-agents) to be able to get resonant abilities of ioun stones in my Rise of the Runelords campaign. Pathfinder Society Field Guide wrote: Wayfinders are small magical devices patterned after ancient relics of the Azlanti. Are there any other items that grant resonant powers? This implies there should be something out there, after all, if wayfinders were patterned off of an ancient relic(s) then there's got to be more out there. What's an appropriate way to let my PCs have something that will resonate without them becoming pathfinder agents?
Quote: Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per page are halved If a find a spellbook laying about, and I want to copy the spells into my spellbook, does it count as "duplicating" or is that only if I'm duplicating my own spellbook? p.s. This is based on the assumption that I have to prepare spells from my own spellbook where I've filled in the spells myself, if I can prepare spells from any spellbook please correct me.
Is the armor check penalty defined by the ability score the skill uses or just the skill itself? For example, if I could turn Fly into an int-based skill, is there still an ACP? Likewise, if bluff were based off of dexterity, would it then have an armor check penalty. Specifically if Disable Device were based off of Int?
I'm thinking of having one of my villains have an ioun stone that grants Combat Reflexes. The intention being that my players will get to keep it later. The villain is a 6th level warpriest, the players will be level 4 when they're expected to defeat her. Red Spinel Marquise wrote:
The only similar ioun stone is the opalescent white pyramid. It grants a weapon proficiency, CL 12 to make, and costs 10,000. So I just increased those numbers slightly as this one, in my opinion, is better. I honestly don't expect my players to ever try and slot it into a wayfinder, but if they do I thought this was a cool ability. Thoughts?
So I just bought the syrinscape sound pack for Rise of the Runelords. Now that I've got all of these sounds themed specifically for RotRL, I could use any combination of them for really anything. I thought it'd be really cool to provide background for some PFS scenarios and wondered if anyone had any thoughts on scenarios that have similar encounters/setting that I could use some of the presets for? For those unfamiliar with syrinscape, it's an application that has looping sound tracks. Those individual tracks can be turned on/off and the volume can be turned up/down individually. And then from those individual tracks you can set presets so you can just hit "goblin battle in the caves" button or whatever and it'll add the sounds for cave background, goblin noises, clashing weapons, etc. (there's a free demo of it for pc/android/ios that includes two themes for free Bugbear Battle and Witchwood (scary woods background noise) if my description isn't sufficient). Anyways, I'd just like to make use of it outside of RotRL and I know I could go through all the different sound packs/presets they've set up for each part of the campaign and match it to a scenario myself, but I was wondering if anyone has done this already or has thoughts on scenarios that might already match.
My player's subdued Tsuto and will be charming him. So at this point he'll freely give info? But what should I give? I don't want to give my player's too much info. Specifically, all of Nualia's story is revealed once they find her journal at the end of book one. So thoughts on what specifically should/shouldn't be revealed?
I know this isn't on the list, this is more of petition to include it. I've got a Battle Foam Pathfinder branded bag. And it's awesome. I thought it would be useful when I bought it, but I had no idea how useful I'd find it until I started using it. The rerolls seem to be "support our products" so I don't know if this fits the bill (as in idk if you get a percentage of each sale or if they just gave you a lump sum up front (or some other option because I really have no idea what kind of things businesses do for this sort of thing)), but this bag is incredibly useful. I always get comments on it when I bring it to game days. I can fit all the minis I need in it. All my dice in one pocket. It's got sections for pens/highlighters. I can fit my scenario/combat pad, and gm screen in the large front pocket. I've got a little case I keep my combat pad magnets in, and there's a little section for that too. I've got two extra pockets--one of which I keep a small container for oft'-used minis and the other still has room for I-don't-know-what-yet. I can even leave out some of the foam and put multiples of the larger books in the bag for when I'm inclined to carry those around instead of specific pages printed out or a tablet (which is never, but it's still an option). There are messenger bags for options for rerolls, this is basically just a big bulky messenger bag, right?
Diehard seems like it make summons live another round (at least at low level), but there really don't seem to be that many additions to the list. To take the feat, I must have a good alignment, and most of the monsters on the list are already on the normal summon monster list. And since they're on the normal summon monster list and I'm good, they already have the celestial template. So basically it looks like a get a couple more summons per level, and everything on the Summon Good Monster List has Diehard. So is it worth the feat?
d20pfsrd wrote:
If I take this feat twice do I get two 1-point evolutions, or can I get 1 2-point evolution to a single summon?
Additional Resources, Weapon Master's Handbook wrote: The Molthuni Arsenal Chaplain does not qualify for the Advanced Weapon Training It seems to me that's the entire point of granting that archetype the class ability in the book that gives this feature. Why is it disallowed for PFS? ..this is supposed to be in the PFS forum.
d20pfsrd, Bless Weapon wrote:
d20pfsrd, Tripping Strike wrote: Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may knock your opponent prone as if from the trip combat maneuver. This does not provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped.Do these work together at all? I see a few ways that it could work.
Thoughts?
p.s. (pre-scriptum ;) ) This is for PFS. I've got a character that I want to focus on being a team player. He's very much all about cooperation and teamwork. Eventually, he'll be able to share 3 teamwork feats with the party at once. (the three teamwork feats being Paired Opportunists, Broken Wing Gambit, and Seize the Moment) So the goal is to share Attacks of Opportunity, I'll be providing them via trip/Vicious Stomp, causing them to provoke via Broken Wing Gambit, and crit'ing with Improved Crit/Seize the Moment. For my first three levels I'm taking cavalier for tactician with the constable archetype. So on to my actual question.. I've narrowed it down to two orders. Order of the Seal and Order of the Scales. Order of the Seals:
An order of the seal cavalier can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge. This free combat maneuver does not provoke an attack of opportunity.
Skills: An order of the seal cavalier adds Disable Device (Dex) and Linguistics (Int) to his list of class skills. Whenever the cavalier uses Bluff to conceal information about his sworn charge, he receives a competence bonus equal to 1/2 his cavalier level (minimum +1). At 2nd level, once per day the cavalier must select a location, or a secret that he has sworn to protect. If he chooses a location, he gains a +2 morale bonus on attack rolls when directly defending his charge. If he chooses a secret, he gains a +2 morale bonus on saving throws and opposed checks to resist revealing information about his charge. He gains these bonuses until he picks a new object, location, or secret to protect. Order of the Scales:
Challenge: Whenever an order of the scales cavalier issues a challenge, he receives a +1 morale bonus on combat maneuvers and attacks of opportunity made against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier possesses.
Skills: An order of the scales cavalier adds Knowledge (local) (Int) and Linguistics (Int) to his list of class skills. He gains a bonus equal to half his level (minimum +1) on Sense Motive checks to determine whether someone is bluffing and to determine whether a creature's behavior is being influenced by an enchantment. At 2nd level, the cavalier receives Step Up as a bonus feat. He can use this feat while mounted by succeeding at a DC 15 Ride check, directing his mount to move rather than himself. The cavalier gains a +1 bonus to his CMD against attempts to tumble through squares he threatens. At 6th level, and every 4 levels thereafter, this bonus increases by an additional +1. I can't imagine many PFS scenarios where the second level ability for Seal will be of any use. Order of the Scales's second level ability I can see being useful (no mount, but I still have the feat without the mount). The skills are pretty comparable, but even though I'll have bluff for BWG, I don't see seal's bluff bonus being useful as I'll eventually take levels in paladin. So Scales's has better skills, even though I don't see them being immensely useful. So far I'm leading towards Scales because it has a far better 2nd level ability and the skills are basically comparable. But the kicker comes in with the challenge. Order of the Seals allows me to get a free trip attempt with every full attack vs my target, which synergizes really well with my build (vicious stomp and sharing AoOs). But I know trips reliability falls behind the higher level you get. Scales also synergizes well, just not as well, giving me a +1 to CMB and AoOs vs my challenge. I'm still leaning towards Scales, because the challenge and the second level ability are useful vs Seal having just a very useful challenge. Thoughts?
PRD, Combat, Combat Maneuvers wrote: Determine Success: If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. PRD, Combat, Combat Maneuvers, Trip wrote: If your attack exceeds the target's CMD, the target is knocked prone. Trip specifically says "if your attack exceeds.." whereas the rest of the combat maneuvers just say "if your attack is successful." So is trip simply an exception where if the target's CMD is 23 and my trip check is a 23 I fail? It would make sense because specific overrides general, but it seems very odd that this specific combat maneuver specifically requires you to "exceed the DC" while none of the others do.
Quote:
However, listed in the guide itself used to be the wayfinder's statblock. I see that's missing from season 8. Is it intended that players must now have the Inner Sea World Guide or Seekers of Secrets to make use of a wayfinder? Or is having access to an older guide still sufficient?
I've got a game that should be starting in September. I've got four players. Three players have told me what they're playing. The fourth gets to fill in the gap. A lot of advice I've seen is RotR really expects a balanced party. The fourth player also has very little system mastery doesn't quite get what all of his options are. I'll probably end up building his character for him and keeping it up to date. If not that, I'll do enough of the work that the end result will probably be pretty much the same. So far my players have
So that leaves me needing someone for melee (and ideally can deal with traps). I don't want him to have to deal with magic.
Thoughts?
My monk is level 7 (bloodrager 1, maneuver master monk 6). Right now I've got the following.. (Focusing on Dirty Trick then Disarm, with Grapple as a backup (basically I just have Improved Grapple so that if something attempts to grab me it provokes via Maneuver Defense). I've got about 14,000 gold to spend Dusty Rose Prism Ioun Stone (+1 insight to AC, +2 insight to CMB/CMD when in a wayfinder)
My choices are pretty much as follows.
Something else I haven't considered. I'm definitely leaning towards the Dueling enhancement. Other things of note, I'm a qinggong monk with Barkskin as an SLA for a +3 and a wand of mage armor for +4. I generally walk around with AC 26, Touch 19, and Flat-footed 24. Which isn't ridiculously high, but if there are other bonuses out there (haste, shield, something with a deflection bonus higher than +1), then it goes up quickly. |
