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Derek the Ferret's page
Organized Play Member. 75 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.
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@N. Jolly
What are your thoughts on the Unchained Barbarian (/are you going to add it to the guide)?
Link to the doc: here
I'm looking for suggestions on requirements (not terribly flavorful at the moment), if it should be a 5 or 10 level class, and suggestions for possible other abilities.
Feedback would also be appreciated.
Furious Finish doesn't make you fatigued if you're immune to fatigue. I read that somewhere. I can't seem to remember where I saw it or figure out how to find it again though.
Fox's Cunning also requires level 5 (despite the monk 1 prereq) because of skill ranks.
I really like the idea of the Fox's Cunning feat. Except, why does it require Str? Why do any of the feats require Str (besides the Finesse one) for that matter? Yes, the finesse one lets you substitute your Dex for Str, but that's ALL IT DOES. Not worth it. Plus the already insane feat tax on the Fox Style chain? Double not worth it. I don't see foxes as the strong and buff types.
Also, maybe have a feat where you use your Int on bluff checks? Or add that to an existing feat? With all those ranks in bluff, I'd rather not have be based in a frequent dump stat.

I don't know of any build that could benefit from these feats (all three at least). Monk doesn't need to be even more MAD (Str, Dex, Int, and Wis?)
Fox Cruelty is a whopping 10 feat tax (Unless you're a monk. in which case, refer to "Str, Dex, Int, and Wis?"). And a full +11 BAB (Medusa's Wrath) as well as 2 11 rank skills AND a higher Int than Str.
For example, Kirin Style is an Int based style with some fairly intensive skill requirements, but only requires a minimum of (wait for it) 13 Int. Yep, that's it. 13.
Hate to rain on your parade, but if I wanted all these feats on a character with no bonus feats whatsoever, I would have to use up every single one of my feats. Not happening. less feat tax plz. Will revolt and throw tea off of ships for fewer tax.
Also, wtf is "snagging"?
End: For a 10 feat tax you can pretty much treat it as a capstone ability. Go all out. Overboard. Atm it's where it should be -25 notches. At least.
P.S. usually (actually, always) style feats are unarmed exclusive (at least when they're offensive)
Eltacolibre wrote: Isn't there a feat in Advanced Class Origins to help with that? Fencing Grace which is rapier specific. sigh
Well, here's something more cheese:
2 characters who both have Butterfly's Sting and Seize the Moment and Combat Reflexes with a very high Dex score. One person crits and then (as long as they keep hitting) they hit the enemy many, many times for that one attack.
ex. Dex 20 (each) = 11 hits and one crit.

Chemlak wrote: 1) 5. Improved two-weapon fighting is for two weapons (the clue is in the name). By a strict reading of the rules, you don't even qualify for Improved two-weapon fighting, since if you have 3 or more arms, you can't take two-weapon fighting (since it is replaced by multiweapon fighting for creatures with 3 or more arms), and multiweapon fighting isn't a prerequisite for improved two-weapon fighting. Your GM might be nice, though. Personally, I wouldn't allow it. If he does, however, the answer is still 5, since you're not using two-weapons (and if you are, the answer is 4).
2) N/A.
3) Two-weapon fighting, since that's what the class feature gives. Your GM might be nice (I would be) and since two-weapon fighting is replaced by multiweapon fighting for your character, allow it to replace the benefits in the class feature. Still won't help with improved and greater two-weapon fighting, though.
Take a look at the Kasatha.
Here's Multiweapon Fighting:
Pathfinder RPG Bestiary wrote: Multiweapon Fighting
This multi-armed creature is skilled at making attacks with multiple weapons.
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.
Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.
To me, this reads as "This acts exactly like TWF (including as a prereq) and whenever you would get TWF you instead get this."
Is that a wrong interpretation?
Questions:
Q1: With the Multiweapon Fighting feat and the Improved Two-Weapon Fighting feat (assuming I have four arms, all wielding a weapon and a +6 BAB) how many attacks do I get? 6 (arm 1 + arm 1 iterative + arm 2 + arm 2 iterative +arm 3 + arm 4) or 8 (2 from each arm)?
Q2: If the answer is 6 attacks, then are there any reasonable rules for something like Improved Multiweapon Fighting and the like?
Q3: I am a four armed brawler (per se). Using brawler's flurry would I get Two-Weapon Fighting or Multiweapon Fighting?
Semi-Off Topic Q: Anyone got a "balanced" 4-armed race (homebrew or otherwise)?
Zautos' wrote: Lights benefit of having finesse from the start.
1h benefit of being able to be used in 1 or 2 hands.
2h benefit is that reach is cheaper for them.
And this is a whey to create new weapons not to replicate old ones.
There's a lot of exotic weapons that only costs 3 points and I cant balance around that.
You cant create range weapons yet only thrown. That follow the same rules as thrown weapons like daggers.
But the damages should have different costs depending on the size.
ex. light: chart you have shown
1h: 1d8 base
2h: 1d10 base
Also, being able to get reach cheaper isn't a benefit unless every 2h weapon was a reach weapon.
Edit:
Yeah that seems pretty reasonable.
DM Under The Bridge wrote: Avianfoo wrote: It is a really tough decision to not include diplomacy as a class skill. The idea here is that the puppeteer is the shadow leader, the guy that actually runs the party behind the scenes (like the puppets they are). To that end bluff is a much more manipulative skill for the puppeteer to have. Not including diplomacy also enhances the idea that while the puppeteer will have a decent charisma, he is not the face of the party (though can be if necessary).
But ultimately it's your character so picking up diplomacy as a class skill through a trait is an easy workaround. :) I agree with bluff over diplomacy. Why not both...?
Zautos' wrote: Create your own weapons Questions: What about size? Like light, 1h, 2h, and ranged? The base damage for those should be different.
And what about range increments for ranged weapons?
Also, with the damage table a Greatsword would have to be exotic (2d6 damage), but it's martial. How are you addressing this? Just call it an exception?
Edit:
Fragile: I don't want my magic weapon to have a 5% chance of breaking whenever I swing it. I really hate it when my sword breaks. Just don't allow the fragile quality. Or make it at least -2P. 5% chance of breaking is a lot.
Scythia wrote: CraziFuzzy wrote: I, personally, think someone without strength shouldn't be able to do as much damage as someone with it. The feat exists because in niche cases it might be possible - the feat is limited because it might be possible in niche cases. All is well in the world.
Conversely: I think there should be a feat that lets you use CHA to boost AC - because if you look really good, someone might be a bit distracted and miss easier... That is just as 'valid' an argument as universal Dex to Damage... Ability scores are all important, adn are the first thing to define a character - and should not be thrown aside so easily. I use the Cha to AC idea in my games (via particular archetypes) and would allow it as a feat alongside Dex to damage. Would the Cha to AC be in addition to or instead of the Dex bonus to AC?

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Darksol the Painbringer wrote: Aelryinth wrote: Keep in mind that Dex-based does not contribute well to damage, and shields are not inherently finessable. Given you're going to have a fine AC anyways (you're using a shield you're going to push to max enhancement, after all) AC isn't going to be a problem for you. I suggest you stay strength-based.
If you think you'll have the rage rounds, Furious and Courageous are indeed good choices. But remember that Furious increases your Weapon enhancement bonus, not your SHIELD enhancement bonus. Thus, using it with Defender grants you extra AC, not more th/dmg, unless you are NOT using Shield Master.
Enhancement bonuses from different sources don't stack unless they say so. Thus, enhancement from weapon and enhancement from armor are different sources, and don't stack, unless your DM house-rules otherwise. Allowing them to stack for purposes of weapon toughness/hit points really won't make much difference except come sunder time, and would fit thematically, but no, not by RAW.
Courageous on both shields is a waste. It increases morale bonuses you have...two Courageous shields will overlap, not stack, in their effect.
Furious won't stack with your Shield's Armor bonus being used by Shield Master. Unless you want it to boost defender, it'll also be wasted. You are better off with Defiant vs something...+2 to Shield AC, +2 TH/Dmg!
One of your better options might be Ghost Touch since it'll give you a Ghost Touch weapon AND defense. Combine with your other shield getting Ray Deflection or something, and you can start getting a really thorough defense.
But I'll reiterate that you probably don't need a Dex build to make this work. A 13 Starting Dex and a +6 booster at some point will get you all the Dex you need.
I'll also note the Guardian Weapon enhancement...same as defender, but SAVING THROWS. Also perfect for an Uber Shield, esp if your DM rules that Defender AC bonuses do not stack with themselves.
==Aelrynth It doesn't contribute as well as Strength since... Hey friendo, the Shield-Trained trait is amazing. It makes heavy shields light weapons (thus finesseable).
CraziFuzzy wrote: I, personally, think someone without strength shouldn't be able to do as much damage as someone with it. The feat exists because in niche cases it might be possible - the feat is limited because it might be possible in niche cases. All is well in the world.
Conversely: I think there should be a feat that lets you use CHA to boost AC - because if you look really good, someone might be a bit distracted and miss easier... That is just as 'valid' an argument as universal Dex to Damage... Ability scores are all important, adn are the first thing to define a character - and should not be thrown aside so easily.
Why are expecting this fantasy game to follow the rules of reality?
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Well, I'm fine now. I have weapon ribbons. The Ferret has been sated

Kudaku wrote: Slashing Grace is what happens when a design team that really really really didn't want to create a viable dexterity-to-damage alternative, are rushed when making a dexterity-to-damage alternative in order to make the swashbuckler benefit less from strength. The design team have previously stated that they thought dex-to-damage was too powerful for the Mythic rules, the same rules system that makes pre-nerf Paragon Surge a first tier ability. Clearly any kind of non-mythic dex-based option had to be riddled with requirements and limitations.
The feat as written enforces a hidden additional tax on top of the two feats it already requires, and heavily penalizes dexterity-based TWF. In order to make dexterity to hit and damage work with a single weapon you need either three feats for Weapon Finesse/Weapon Focus/Slashing Grace and one or more additional feats to gain proficiency with a one-handed weapon that you can use with weapon finesse (EWP: Aldori Dueling Sword, EWP: Whip&Whip Mastery etc), or three feats and a level of swashbuckler. If you want to make dex-based TWF work without the -4 penalty for two one-handed weapons you need to both spend four feats on slashing grace and Exotic Weapon Proficiency (Sawtooth Saber) AND take a level of swashbuckler.Effortless Lace sidesteps the mess by letting you treat a 1-handed weapon as light for weapon finesse, and was banned from PFS before the book was even released.
If you want to make dex-based combat more viable the best solution is one I normally don't give as advice in Pathfinder - look to houserules or 3rd party material. Dreamscarred Press released Deadly Agility, which is on the liberal side but solves the problem rather neatly. A houserule that's fairly popular is "Improved Weapon Finesse", which gives dex-to-damage either with a single weapon or with the weapons already covered by Weapon Finesse. Phrasing similar to Dervish Dance is optional, but welcome if...
I'm sorry, but who uses the mythic rules? Not me (and neither does PFS, for that matter).
@NikolaiJuno Thank you.
@chbgraphicarts I don't get why they ruled that it isn't but I guess I'll have to make an exception for making 100% PFS legal characters (oh no the butthurt is real)

chbgraphicarts wrote: Derek the Ferret wrote: Broadhand wrote: Ummm ... am I the only one who noticed "Weapon Finesse" is a requirement for "Slashing Grace," meaning that it's already preferential to add Dex to the attack over Str? You are not the only one who noticed that. BUUUUUT almost every weapon that Slashing Grace affects CANNOT BE FINESSED. Which means most weapons would get Str on attack rolls and Dex on damage rolls. Naturally? No.
But if you have that ribbon everyone keeps talking about that you apply to a one-handed weapon, and thereafter treat it as a Light Weapon?
Oh, hey, look - you just got Weapon Finesse'd dual-wielding Katanas that also do Dex to Damage!
I mean, you can keep complaining about how it's only usable by people who dip a single level into Swashbuckler if you want.
Or you can just accept that it's basically a dead feat for everyone but a small number of Classes, the same way Channel Smite or any other Channel feats are basically useless for anyone who doesn't Channel.
Or how other feats aren't applicable for anyone except a choice few races, like the myriad Orc Rage feats. The difference between channel feats and Slashing Grace is that people without Channel CANNOT take channel feats. On the other hand, Slashing grace can be taken by ANYONE. But it's useless. Also multiclassing in PF is an inferior option a lot of the time.
What is this ribbon you speak of? I really want to know about it.
So Proto, do you have any feat spreads for a Conqueror Ooze build? Also with level spreads? Cause you recommend a lot of feats for the Conqueror Ooze build.
Broadhand wrote: Ummm ... am I the only one who noticed "Weapon Finesse" is a requirement for "Slashing Grace," meaning that it's already preferential to add Dex to the attack over Str? You are not the only one who noticed that. BUUUUUT almost every weapon that Slashing Grace affects CANNOT BE FINESSED. Which means most weapons would get Str on attack rolls and Dex on damage rolls.
Queen Moragan wrote: Reread the previous bolded section, it's right there where it says 1 less...... I was talking about the last line (Your leadership score really only applies if it would result in a number that is less than your level -2), sorry for being ambiguous.
Queen Moragan wrote: This is the relevant sentence in Leadership;
If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level.
The maximum amount of xp that a cohort can earn places him 1 xp short of your level -1, or in other words your level -2.
Your leadership score really only applies if it would result in a number that is less than your level -2.
Explain the basis of this? Because using the text from the Leadership feat that is not RAW. Unless I'm missing something really obvious.

NikolaiJuno wrote: This one.Derek the Ferret wrote: chbgraphicarts wrote: Slashing Grace is designed for specifically 2 classes:
Swashbuckler and Daring Champion Cavalier.
Swashbuckler's Finesse from both of those classes acts as Weapon Finesse for fulfilling the requirements of this feat, and work in a reciprocal way to let you cause Dex to Attack and Damage with Slashing one-handed weapons, including the scimitar, dueling sword, sawtooth sabre, longsword, bastardsword, katana, rhoka, and falcata.
It's an odd feat, but one that works fine, honestly.
There are a lot of people who would disagree with you on that (including me).
The feat
A: has confusing wording (a bit)
and B: requires a feat that affects almost nothing that Slashing Grace affects itself.
It really should affect attack rolls as well as damage rolls. Plus that's how things generally go in PF: attack rolls, then damage rolls. ex. Weapon Focus and Weapon Specialization. Then Paizo should've just given it to those classes instead of making it a controversial feat... Therefore those points do indeed still stand. Sometimes what Paizo does is really dumb. Am I the only one that thinks that?
NikolaiJuno wrote: Derek the Ferret wrote: I was talking about people who didn't want to be a swashbuckler or swashbuckling cavalier. So my previous points of A and B still stand. For not the aforementioned classes. And the post you were responding to was about the feat being for Swashbucklers specifically. Color me confused. Which of my posts are you talking about?

Nuclearspatula wrote: In the CRB it never says that you Leadership Score has anything to do with your cohort gaining levels, it only states that it has to do with ATTRACTING a cohort.
Attracting a cohort means: finding and gaining a cohort, not keeping the cohort.
Quoting the SRD (bolding the relevant sections: Quote: Cohort Level: You can attract a cohort of up to this level. Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself. The cohort should be equipped with gear appropriate for its level (see Creating NPCs). A cohort can be of any race or class. The cohort's alignment may not be opposed to your alignment on either the law/chaos or good/evil axis, and you take a –1 penalty to your Leadership score if you recruit a cohort of an alignment different from your own.
A cohort does not count as a party member when determining the party's XP. Instead, divide the cohort's level by your level. Multiply this result by the total XP awarded to you, then add that number of experience points to the cohort's total.
If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level. This is the only section in the SRD about cohort level. It never says anywhere that your Leadership Score has anything to do with the level of the cohort after he joins the group. That is why I am wondering if the information in Ultimate Campaign should be considered optional.
This is probably Paizo's intent (like a 90%ish chance of it) because the leadership chart caps out at 17th level, which happens to be more than 2 levels lower than 20th. I'm pretty sure that you're supposed to be able to get an 18th level cohort.
NikolaiJuno wrote: chbgraphicarts wrote: A Swashbuckler can take Martial Versatility as their 4th level Bonus Feat and turn any and all One-Handed Slashing Weapons they hold into dex-to-attack-and-damage weapons. Not quite. You have to follow the rules for Martial Versatility, which applies it to everything that shares a Fighter weapon group with the chosen weapon.
It will not grant it to every weapon that you could have chosen for it.
Also Martial Versatility does not require that the other weapons be selectable for the ordinal feat. So you can actually take Slashing Grace for a whip and use Martial Versatility to gain its benefits with a Flail. That seems... a bit... out there. To say the least. I would say that the feat you chose with Martial Versatility would only apply to other weapons in the group IF they qualify for the feat in the first place. But it might go either way.

chbgraphicarts wrote: Derek the Ferret wrote:
There are a lot of people who would disagree with you on that (including me).
The feat
A: has confusing wording (a bit)
and B: requires a feat that affects almost nothing that Slashing Grace affects itself.
It really should affect attack rolls as well as damage rolls. Plus that's how things generally go in PF: attack rolls, then damage rolls. ex. Weapon Focus and Weapon Specialization. Swashbuckler's Finesse class feature wrote: At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. Slashing Grace feat wrote:
Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.
Swashbuckler's Finesse counts as Weapon Finesse to take Slashing Grace.
Slashing Grace turns a slashing weapon into a Slashing AND piercing weapon.
Swashbuckler's Finesse gives Dex to Attack with... I was talking about people who didn't want to be a swashbuckler or swashbuckling cavalier. So my previous points of A and B still stand. For not the aforementioned classes.
chbgraphicarts wrote: Slashing Grace is designed for specifically 2 classes:
Swashbuckler and Daring Champion Cavalier.
Swashbuckler's Finesse from both of those classes acts as Weapon Finesse for fulfilling the requirements of this feat, and work in a reciprocal way to let you cause Dex to Attack and Damage with Slashing one-handed weapons, including the scimitar, dueling sword, sawtooth sabre, longsword, bastardsword, katana, rhoka, and falcata.
It's an odd feat, but one that works fine, honestly.
There are a lot of people who would disagree with you on that (including me).
The feat
A: has confusing wording (a bit)
and B: requires a feat that affects almost nothing that Slashing Grace affects itself.
It really should affect attack rolls as well as damage rolls. Plus that's how things generally go in PF: attack rolls, then damage rolls. ex. Weapon Focus and Weapon Specialization.
dragonhunterq wrote: Derek the Ferret wrote: Well, what do you guys think of just house-ruling that Slashing Grace is available to all finesseable weapons (as well as one-handed slashers) and grants Dex to attack rolls? Is that fair(ish)? I've opened slashing grace up to allow you to select a 'light or one-handed slashing weapon'. after reading this and thinking about it I am seriously considering opening up fencing grace to light and one handed piercing weapons.
That leads me onto whether I need a third feat for light and one handed bludgeoning weapons...hmmm! <thinking as I type is never sensible> That seems much more reasonable. I should do that.
The Cube of Rubix wrote: Way to much to have for one feat. Honestly a one level dip and then deadly agility gives you dex to damage for virtually any weapon if you pick up Weapon Versatility Eventually it'll just be a million different feats to do the same godddamn thing. Also you have to be a human (or at least part of one) and a fighter (usually) to get Weapon Versatility. Besides, who uses two dozen different weapons?
Well, what do you guys think of just house-ruling that Slashing Grace is available to all finesseable weapons (as well as one-handed slashers) and grants Dex to attack rolls? Is that fair(ish)?

Here's Slashing Grace:
Slashing Grace wrote: Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.
Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.
Q: Why the hell doesn't it share the wording from Dervish Dance (you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls)?
Lots of people have said that the people from Paizo would have us believe that they didn't just make it a Swashbuckler class feature (which it might as well be) so that other classes can take this feat, although all it does is let you add your Dex to damage instead of your Str, but you still have to use your Str to hit (unless you're a Swashbuckler).
Rub-Eta wrote: Oh, sorry. Quick Draw wrote: You can draw a weapon as a free action I've never heard of alcoholic beverages being weapons. Though if you can convince your DM that a bottle containing alcohol counts as a weapon while a flask of acid doesn't, go ahead. Well, my GM rules that Quick Draw applies to things other than just weapons (which includes alcohol). I mentioned this in my first reply to you.
N. Jolly wrote: Superior Clutch (Tiefling) If you check the d100 list of tiefling bonuses, #16 lets you hold oversized weapons without penalty, which gives you +1 damage on your already oversized greatsword. Static bonuses to damage are ALWAYS something you want. What oversized greatsword are you talking about? All the #16 tiefling trait does is remove the -2 penalty, you still can't use a large 2-hander.
N. Jolly wrote: Mindlessly Cruel (Half Orc) Found here, this is the best damage boosting trait you could ask for, as when you’re raging is the best time to be more punishing. Raging gives you a morale bonus to strength, not attack rolls (though one may argue that it indirectly gives a morale bonus to attack rolls, it's a bit of a stretch).
Rub-Eta wrote: Quick Draw wrote: Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. And since you can't take two swift actions the same round you'll have to spend at least one move as well to drink. Are alcoholic beverages potions? No they aren't. I'm not looking to abuse potions here, just wanted some simple alcohol abuse.
thegreenteagamer wrote: Pledge a fraternity. Downing a tankard in under two seconds is par for the course on most campuses. Usually it's more like ten in under twenty seconds, but I'm pretty sure that's about a swift action a drink, if you break it down.
In my experience, most frats have being an uncivilized barbarian with rage issues as a prerequisite for entry, anyway, so the fluff text is already there.
snorts a laugh
Not sure how my GM would feel about that...
Avoron wrote: If you multiclass with Drunken Master Monk, you can take Fast Drinker. A: Monk and Barb alignment restictions don't allow them to multiclass (unless you have an obscure aasimar trait)
B: Multiclassing. Eh. The guy that I want to make most certainly does not have the patience to be a monk (also, see A)
C: The Fast Drinker feat requires 18 Con and should really be changed so that it works with the drunken brute barbarian anyways
Rub-Eta wrote: You're asking for a swift action to make you not expend rage rounds = You're asking too much. I would never allow that, as a DM.
Also, you'll have to retrieve the alcoholic drink. That's a normaly a standard action, move action with a Handy Haversack and a swift action with Spring Loaded Wrist Sheaths.
Retrieve as a swift + drinking as a move is well good enough.
Any other trait/feat making you able to drink as a move action is a waste, since you already get it from the archetype.
With Quick Draw (which many GMs rule that it covers more than just weapons) and Potion Glutton I could do exactly what you're saying with the big problems being:
I want to worship Cayden Cailean, not Urgathoa.
Getting infinite alcohol (which isn't terribly difficult because magic items exist).

Alright. I really want to make a drunken brute barbarian that worships Cayden Cailean work. They get this ability:
Raging Drunk:
While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does.
I'm not sure how "you may drink as a move action" feats/traits would interact with this ability (such as the aforementioned accelerated drinker trait). Any thoughts?
@Scott Wilhelm
I've looked at potion glutton and the flavor prereq kills me. Unless you can get a GM to understand that something similar should exist for Cayden Cailean (or change the prereq) this wouldn't work for me.
@Knight Magenta
The Sipping Jacket only works once (during combat at least), and I want to drink, drink, and drink some more during combat.
D4rtagnan wrote: There is a trait called accelerated drinker designed specifically for that purpose. Accelerated Drinker
Benefit:You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
A: It calls out potion (and nothing else, but that can be overruled)
B: It says move action not swift action. I was looking for swift action.
C: I want to be holding my two-handed weapon while doing this (gripping and regripping free actions)
Is there any way for a Barbarian to drink an alcoholic drink as a swift action? (While worshiping Cayden Cailean)
If not, then does anyone have house rules/homebrew magic items for it?
I have an idea for a blind monk archetype (which I have already constructed much of). For any of you who have played League of Legends: the archetype was inspired by Lee Sin. Here's a thread on it: Mystic of the Hidden Way
And here's the up to date doc for it (feel free to comment/suggest things): click
I am looking for feedback and suggestions for it, so if you have any input please share it.
Makeitstop wrote: Derek the Ferret wrote: I'm Hiding In Your Closet wrote: You sure it shouldn't be a Dwarf Gunslinger with a giant, prehensile moustache and Favored Enemy: Varmints?
While we're at it, we also need an Archetype called the "Gunswinger" - hehhehhehhehhehhehhehhehheh. Got any puns/references for a Lizardfolk Monk? This work for you? How bad is it that I have no idea who any of those are?
Just for the record: a swift action takes the same slot as an immediate action.
To quote the Core Rulebook (page 189):
Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn).
This was in reference to your (Walter's) comment on the critical strike arcana:
But there is a HUGE drawback to this arcana. It uses a swift action and not an immediate action.

So James, in a different (and much earlier) thread you said the following:
James Jacobs wrote: A touch spell won't negate the benefit of the feat, unless that touch spell specifically gives you a weaponlike attack, such as flame blade does. Furthermore, the flavor of Dervish Dance implies that you're simply attacking with one weapon. If you use a spell to try to trick the feat into letting you get away with using two weapons, the GM is well within his rights to say that the effects of Dervish Dance don't function as long as you're doing two-weapon fighting.
Dervish Dance isn't supposed to reward tricky-thinking two-weapon fighters, after all. It's supposed to make fighting with a single weapon more attractive, so as soon as you start trying to game the system to get an off-hand attack, you're breaking the spirit of Dervish Dance and the feat should stop working. You can certainly still cast spells with your off hand and make touch attacks, but making touch attacks with spells is generally not something you can do with two weapon fighting.
With the Advanced Class Guide release, the Magus gained access to the Swashbuckler's Precise Strike ability through the deed arcana. I was wondering about your interpretation of how this would interact with the spell combat ability. As in, would you be able to cast that spell in your off-hand while retaining precise strike's benefit? Or when using your off-hand to deliver touch spells? Or do you think I would only be able to do this when combined with the spellstrike ability (i.e. only for melee touch spells)?
I'm Hiding In Your Closet wrote: You sure it shouldn't be a Dwarf Gunslinger with a giant, prehensile moustache and Favored Enemy: Varmints?
While we're at it, we also need an Archetype called the "Gunswinger" - hehhehhehhehhehhehhehhehheh.
Got any puns/references for a Lizardfolk Monk?
Well, with this I was going for a more easily adaptable (and less work intensive) archetype, rather than a reworked class. I'm not a big fan of spellcasting in general (heresy, I know) because (especially for a class like monk) it sort of limits how far off the deep end you can go with other abilities.
Are you suggesting something with these monk splits, or are you just posting them to post them?
rainzax wrote: there is a guy who divided monk into 3 classes, one full martial, one with 4-level casting, and one with 6-level casting. I recommend checking those out. Do you have a link? I'll check them out, but I like how the monk is now (except the whole 3/4 BAB thing): martial mixed with supernatural (not spellcasting).
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