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![]() I realize its sub optimal, but I would like to try and make a Tolkein-esque Elven warrior (think around the time of the The Silmarillion / pre LotR) - and I think an Elven Paladin fits then idea pretty well. Assume a 25 point buy. I would take the Elven favored class bonus to Lay on Hands and Fey Foundling as a trait to mitigate the reduced Con and HPs. I would like to make a "switch hitter" utilizing archery for ranged attacks (very "Elven") and probably use the Elven Curve Blade in melee. As far as archetypes, I'm thinking the Oath of Vengeance Paladin, but open to mixing in or going with other archetypes as well. Anyway, I'm open to any feats, traits and any other ideas anyone would like to suggest. ![]()
![]() It appears that the FAQ made it clear that one cannot use Craft Magic Arms and Armor to increase a black blade's enhancement bonus or add weapon properties? FAQ:
No, nor can you use that feat to add other properties (such as flaming) to the black blade. You can use your arcane pool to temporarily add abilities to your black blade. —Pathfinder Design Team, 07/19/13 Since the FAQ is very specific about what cannot be upgraded on the black blade. It seems to leave some wiggle room for other means of upgrading the black blade. What about adding non-weapon abilities to the black blade? For example, could I enhance my black blade to have Telepathy? Extending the range of the black blade's senses to 120 feet? Giving it the ability to cast a 3rd level spell 3/day, etc.? All of this is under the Intelligent Items rules/guidelines. What's the general consensus, if any? I'm inclined to believe that there are no rules against it and it can be done. ![]()
![]() There are numerous spell-like abilities that do not duplicate a spell in way whatsoever. Can these spell-like abilities be quickened? I've searched, and I don't see that it's been answered definitively. For example, can a paladin take Quicken SLA with a divine bond? If this has been answered explicitly already (not extrapolated), please point me in the right direction, otherwise, please hit the FAQ. ![]()
![]() It looks like half elves can definitely do this with the Drow Magic alternate racial trait. The jury seems to be out whether Elves can use Dreamspeaker to qualify. Has this been definitively answered? If not, what is the consensus? Any other racial abilities using only core races to qualify for early entry to Mystic Theurge? ![]()
![]() My GM allows the crafting of unusal or unique items. At this point he has agreed to charge for these items using the formulas that are currently in the books. So, I have had our party crafter make a ring that provides the Shield spell 3/day with a CL1. The cost for this is 1x1x1800x3/5/2=540. Anyway the GM is OK with this cost, but the crafter feels it should be much more expensive since it provides a +4 shield bonus to AC and incorporeal attacks, as well as protection from magic missiles. He feels this item should cost almost as much as +4 armor. I feel that 540 gp is a fair cost for an item that activates a 1st level spell and must use a standard action to activate with a duration of 1 minute (10 rounds), which admittedly is plenty for one combat. How would others cost this item? ![]()
![]() I'm trying to upgrade my armor to "celestial" (this is obvioulsy not for PFS). Anyway, I just want to make sure I reverse engineered the costs correctly. Celestial Armor: 22,400
Does this look right? 5000 gold to make an armor "celestial" ![]()
![]() The Linebreaker spell from the ARG states that, "You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush or overrun." Questions: 1. Does the +20 ft bonus to base speed mean I am now gaining a +40 ft bonus on a charge? That wouldn't seem to be the intent, but not sure how to read it. 2. I assume this will stack with spells like Haste or Expeditious Retreat since it's an untyped bonus. Is this correct? ![]()
![]() My GM is not thrilled with how spell sunder works (truth be told, I have a hard time visualizing how it works, but it was very, very useful). Anyway, I need to select another feat or rage power to replace it with. I was thinking of the following: Flesh Wound - to potentially negate one attack every round and can be used against energy attacks. I see this as being useful in every combat situation. I also have not seen the damage scaling to such an extent that I could not make my save on most of the weaker attacks from creatures. the way I see it, if I negate 20HPs per round, then that's almost as good as fast healing 20, which is pretty darn good. Ghost Rager - for the superstition bonus to touch AC. Does not come up a lot, but when it does, it could be really useful, since the attacks could miss entirely and I would take no damage (or even works ability or energy drain) at all. Dazing Assault - I keep hearing how good this is with CaGM, but still not 100% convinced, since most of the creatures we face seem to have a pretty high Fort save. The ones that don't, I could most likely kill outright anyway. But it is a serious consideration, since most everyone on the boards seems to recommend it highly. ![]()
![]() I have a barbarian that just reached 12th level and took Come and Get Me. I was hesitant to take Dazing Assault at 11th level (taking Spell Sunder instead), but considering it for level 13. I just wonder just how good Dazing Assault (or Stunning Assault) really is. Most of the creatures we face seem to have pretty good Fort saves, so they would only fail on a pretty bad roll (which will of course happen). But if their Fort saves are not great, they are probably mooks anyway, and I figure my character can just flat out kill them anyway. I would like to hear other people's thoughts. ![]()
![]() Just wondering how people handle selling loot if a PC has Profession (Merchant)or some other applicable skill? Is it unreasonable to have the PC sell the item(s) at 100% of value? Maybe 75% of value if they have not set up shop? I'm not even sure what the DC of the roll should be to sell items for more than 50%, but I do think the PC should be rewarded for investing skill ranks into his profession. This is clearly not for PFS, and I am looking for advise, not rules (unless there are rules for handling this situation that I've overlooked). ![]()
![]() Is there a cost for multi-stone wayfinders? I'm not talking about something like an ebon wayfinder, rather a wayfinder that can hold multiple stones and grants resonant powers for each stone placed within the wayfinder. These multi-stone wayfinders are mentioned in the description under wayfinders, but there's no cost that I can find. If there is a cost, can someone point me in the right direction. Would it be reasonable to charge twice as much for a two stone wayfinder, three times as much for a three stone wayfinder, etc. Or is this cost too little? ![]()
![]() First, I'm uncertain if this should go under advise or rules. I'm open to hearing both an interpretation of the rules and/or advise on this topic. I have not seen anything on this, so here it goes...What happens if a non-spellcaster (let's call it a fighter) takes the Eldritch Heritage (Arcane) feat chain? For example, could he then enchant his arcane bonded item? More importantly, at 11th level the fighter could take Improved Eldritch Heritage (Arcane) and gain access to sorcerer spells. The feat says, "For purposes of using that power, treat your sorcerer level as equal to your character level – 2". So an 11th level fighter with Improved Eldritch Heritage (Arcane)would gain access to one spell as if he were a 9th level sorcerer (so he could have up to one 4th level spell). How many times a day can he cast this spell. I think it would be excessive if he could cast it as many times per day as a 9th level sorcerer. But that would seem to be the implication, if not the RAW. What happens if he picks a lower level spell, say 1st...Since a sorcerer can substitute a lower level spell for a higher level spell, does this mean the fighter with arcane heritage can cast his one 1st level spell at least 22 times a day (1st - 6, 2nd - 6, 3rd - 6, 4th - 4)? ![]()
![]() I am considering making a kensai magus, maybe bladebound kensai magus, and would like to take advantage of the ridiculous number of attacks of opportunity that a kensai eventually gets. Ideally, I would use a katana or scimitar (I can probably convince my GM to let me take an "improved weapon finesse" instead of dervish dance, or just pay for an agile weapon), but I'm not married to either weapon. I would also consider a fauchard, but don't think two-handed reach weapons would work well with a magus' spell combat and/or spellstrike. Any suggestions for how I can maximize my use of attacks of opportunity with a kensai? ![]()
![]() A couple of questions regarding weapon enhancements: 1. If I have a +1 weapon, however it has the equivalent to +4 bonus due to special abilities, does this weapon overcome DR as a +1 weapon or a +4 weapon? 2. Again, If I have a +4 equivalent weapon, with one of the special abilities being courageous, but still only +1 enhancement bonus, will this weapon provide a +1 or +2 morale bonus? I'm thinking Courageous might be good for a barbarian to have, along with Furious. Thank you. ![]()
![]() Not sure I understand the point of having quick draw as a feat when anyone can draw a weapon as a free action if they have a +1 BAB. What is the RAW for using quick draw and the ninja talent, hidden weapon in tandem? Can a hidden weapon be drawn as a free action? What about ammunition? Can hidden shuriken be drawn as free actions without the need for either hidden weapon or quick draw? ![]()
![]() Here's a PFS character concept I have in mind. Please provide your input. He will use a reach reach weapon (longspear or scorpion whip) to flank and sneak attack in melee, and will rely on snap shot and underhanded to throw hidden shurikens during the surprise round. Some of this will depend on whether or not I can draw hidden weapons as a free action if I have both the quick draw feat and the hidden weapon ninja talent. Don't know if I can do that in PFS or not - the rules are remarkably unclear, but it would certainly seem to make sense. I realize that having the 13 wisdom and keen scent feat is not optimized, but I think having the trifecta of acute darkvision, low-light vision and scent is pretty cool. I'm also considering adding lunge as a feat somewhere in this build as well (to increase his reach and keep him out of melee reach as much as possible). 20 point build:
Racial Traits - Acute Darkvision, City-Raised, Forest Walker, Scavenger, Orc Blood Traits - Reactionary, Deadeye L1 - Keen Scent
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![]() I'm making my first character for PFS (always played with just friends previously) and would appreciate any feedback/critique/suggestions. The character concept is an Elven Battle Oracle with the Ancient Lorekeeper archetype. I know elves don't make the best oracles, but I do feel this offers excellent flexibility in terms of having both divine and arcane spells and is a good second line/back-up fighter. I don't intend to be great at any one thing, but I suspect I can be very good at many things... Stats are as follows (Elf racial adjustments are already included): Str 14
I don't like to have any negative adjustments if at all possible, but if there is a compelling reason I should, I'm all ears. Elf Racial traits are: -Elven Immunities
Oracle Mystery: Most likely battle, but I am also considering ancestor or wood. Oracle Curse: Legalist (because I am never compelled to give my word to anyone - seems like a harmless enough curse) Spells:
Traits: Warrior of Old and either Storyteller (from Lantern Lodge), Eastern Mysteries (from Qadira) or Expert Duelist (from Taldor). Feats & Abilities:
I am envisioning him using a reach weapon to make trip attacks, so he should not be provoking AoO at the early levels. I have not given this too much thought beyond first level but would appreciate input and suggested builds to L12. ![]()
If I have an intelligent item, an intelligent Helm of Brilliance for example, can the intelligent helm activate the helm's powers on its own, or can it only cast/activate its intelligent item powers? The rules state, "Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from their owner." I think the statement, "intelligent items can activate their own powers..." is pretty self explanatory, but there is some disagreement in our group about the rules regarding this. My take is that, the item can use all of the helm's abilities in addition to any other specific spells the item may have. My friend thinks that the statement, "intelligent items can activate their own powers..." refers only to the spells / powers under the Intelligent Item Powers Table. It would be helpful to know what the general consensus is in this? ![]()
![]() I am having an intelligent magic item built, and want to make sure that the costs are appropriate. Here is what I have so far: Magic Ring or Amulet (+500gp for being an intelligent item)
Please let me know if this is priced correctly or not. Do I add 50% to the total cost for multiple different abilities? If I am missing anything, please let me know. Appreciate the input. ![]()
![]() Are the costs for intelligent magic items added to the base costs for an item or are the standard costs of the item assumed to be included in the costs of the intelligent item? For example, if I had an item that could cast a 1st level spell (CL 1) three times per day, the normal cost would be (1 x 1 x 1800) / 5/3 = 1080 gp. An intelligent item with this ability would be 1200 gp. Is the total cost 1200 gp or 2280 gp (1080 + 1200)? I know there are other costs involved (such as the 500 gp increase just for being an intelligent item). For this conversation, I am only concerned about the intelligent item power costs. ![]()
![]() I'm curious how someone would design a "jedi" or "sith" with Pathfinder in Golarion. It doesn't need to be a jedi exactly, but as close as it can get with Pathfinder rules. I was thinking Kensai Magus and / or Weapon Adept Monk, maybe a one level dip into Barbarian for rage (for those who like the dark side). Would welcome some thoughts on this. ![]()
![]() The Unarmed Fighter states the following: "At 1st level, a unarmed fighter gains the Improved Unarmed Strike feat and any single style feat as a bonus feat. The unarmed fighter need not meet all the prerequisites of the style feat he chooses, but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the unarmed fighter has that feat." Does this mean I can take ANY style feat at 1st level? For example, can I take Snake Fang at 1st, bypassing Snake Style and Snake Sidewind? The Master of Many Styles is a bit more explicit and clear in the description of what is meant by taking a style feat: "At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path." Just wondering if the same conditions apply to the unarmed fighter? Or can they simply take any style feat, whether it follows the feat path or not? Lastly, many of the styles stipulate that they must be used with an unarmed attack. Would a monk weapon qualify as an unarmed attack? ![]()
![]() I am currently playing an Invulnerable Rager Barbarian with an 18 Str, 18 Dex and 16 Con. I am absolutely planning on taking Combat Reflexes and Come and Get Me by 12th level, and would appreciate opinions / advise on whether it would be more advantageous to have a higher Dex or Str. The GM is a little cheap with the treasure and by extension what we can purchase at the local magic mart (which, from a roleplaying perspective suits my superstitious barbarian just fine), so I don't anticipate getting belts of physical perfection. My gut feeling is that it would be better to increase Dex and have more attacks, but would welcome other's opinions. ![]()
![]() I'm currently playing a barbarian and am intrigued by the feat. The description states: "While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using the weapon two-handed, instead add 1-1/2
Do I take this to mean that I add Con Bonus to damage for 1 turn only? Or for every turn while I am raging? ![]()
![]() First - I am very new to Pathfinder RPG, but not new to RPGs or the d20 system (although I have not played d20 in years). I am currently playing a barbarian, and was looking at the Chaos Totem powers. I was wondering if the DR from Chaos totem would stack with a barbarian's DR? I know the rules state, "If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation." So are the DR's from Chaos totem and and a barbarian's innate DR two different sources? Or are they really one source (barbarian class abilities)? For example, would a 10th level barbarian with Greater Chaos Totem have DR 12 vs everything but lawful, but if hit with a lawful weapon, would only have a DR 2? This would make logical sense to me. The other part of my question is what constitutes a different source for DR? Is this different types of DR? Or literally a different source? For example, would the DR from adamantine armor stack with a barbarian's DR, since they are the same type of DR, but clearly a different source? The rules could certainly be clearer about this... |