DirkSJ's page

Organized Play Member. 103 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




So we weren't entirely sure how stat stones worked and I wanted to get clarification.

Lets say you have these stats:
Constitution (d6)
Fortitude +2
Wisdom (d12) +3 (skill feats)

And you have a Pearl of Wisdom in your hand and are faced with a "Constitution or Fortitude 7 check".

If you play your pearl is this a 1d12+5 or 1d12+3 now?

The card says to "roll your wisdom die instead of the normal die". In general the text "wisdom die" would translate to 1d12+3. But it's still a fortitude check so I think you still get the +2. Thus I believe it's 1d12+5.

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Now let's make it more complicated: How do blessings interact?

What if you play a 2 dice on Constitution checks blessing? The card text does not change what the check is against it just lets you roll a different die. And cards do not do what they don't say they do. So it's still a "Constitution or Fortitude 7" check even though you are now rolling 1d12+3. So a Constitution blessing now gives you 3d12+5 and Int blessing would only give 1 die and thus 2d12+5.

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Is this all correct?


9 people marked this as FAQ candidate.

So...uh...the last sentence of the item description.

Quote:
If a swashbuckler wearing the cloak of feinting performs the superior feint deed or uses this cape’s ability, the opponent is also dazed until the start of the swashbuckler’s next turn.

So a 7th level Swashbuckler can keep a target dazed forever by using their standard action? The deed only requires possessing a panache point, not using one, and the cape adds daze to using the deed. There is no attack roll or save. Single targets just stand there and the rest of the party wails on them while the Swashy swirls his cape.


So monks are MAD, like way too MAD. Has anyone looked into using Finesse/Slashing Grace to remove STR from the equation? Or is the hit from going to light weapons too much?

I don't think there is any reasonable way to argue that Slashing Grace applies to unarmed strike so you are likely stuck with using a light monk weapon...unless there is some way I don't know about.


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So at first when I read the new Inner Sea Gods Evangelist PrC I thought, wow, a PrC that doesn't completely suck! Do those even exist?!? And then I got to thinking about it...and how the pre-reqs use "or" and in that "or" list they have 3rd level spells which means every base aasimar with daylight.

I thought, wait, oh no, you can get into this at level 2. Turns out, no, you can't get in until level 4 due to the feat having 3 skill ranks as a pre-req but this may be our first contender for "SLA's grant PrC access" being overpowered.

You can get a 3rd level SLA from a lot of sources:
- Any aasimar (dailight)
- Any svirfniblin (nondetection or stoneshape)
- Wizard (scryer school)
- Any drow w/ feat (deeper darkness)
(credit goes to google doc that I cant link due to forum rules)

So...the question then is this: Is it ok to get into this class at 4 instead of 6? The answer may actually still be yes.

First off you take a 1 level hit to your progression in the prior class since Aligned Class doesn't click in until PrC lvl 2. Also a full melee char isn't likely going to want to take the BAB hit.

Others may fall foul of the way Aligned Class is worded...it says it stacks for determining what class features you gain but it does NOT say your effective level in your prior class adds your PrC levels and does NOT say that level based class features you already have access to continue to advance based on your PrC level.

Let's take an example:

Aligned Class:
Quote:
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.

Sneak Attack:
Quote:

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Aligned Class appears to not give you any extra sneak attack dice at all as sneak attack dice are computed based on your rogue level alone and Aligned Class does not increase your rogue level with respect to class features you already have...it just increases it for class features you would gain.

Conversely:

Hex:
Quote:

Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

You do get extra hexes as the PrC levels determine what class features you gain but the save DC does not go up as your effective witch level is unaffected by the PrC levels.

TL;DR - Aligned Class is a poorly worded, confusing, potentially broken class feature. But I think because of that early access to PrC through SLA is still ok.


If you have a quadruped Eidolon (or aquatic) without anything extra they have a 1.5x str bite due to only having one attack.

The improved "extra point" bite evolution also says 1.5x str.

Do these stack to 2x str? Or is the improved bite useless until you have more than one attack?


4 people marked this as FAQ candidate.

There is designer commentary here: http://paizo.com/threads/rzs2l7ns&page=530?Ask-James-Jacobs-ALL-your-Qu estions-Here#26466

The above says you can use Blood Money to do things such as Raise Dead. I recognize that as a designer he doesn't have official rules power, (especially for PFS).

RAW it all comes down to an unanswered question about spellcasting in general: Does a spell component get consumed at start or end of cast? If at start, Blood Money works with all spells. If at end Blood Money only works with standard action spells.

The spell system seems to suggest that you use the component at the start since you lose all components if you fail a concentration check at any point in the spell. "You lose the spell as if it had been cast to no effect" regardless of what point in the casting of a long cast time spell you were when interrupted by the check...so it must have been used in the first instant.


Hey, hoping for some advice as to how I should tweak this build. Very rough outline here.

The general concept is that my AC is a Celestial Stegosaurus. I'm also a Celestial Stegosaurus. We have Tandem Trip and Vital Strike and we do hilarious things.

Race: Aasimar (Angel Blooded)
Class: Saurian Shaman Druid
Alternately: Standard Druid

Class choice depends on if I want to do cool things at 4 and awesome things at 8...or be boring 1-5 and do awesome things at 6 and have standard action summons.

Stats at level 1:
STR 16+2=18
DEX 14
CON 12
INT 10
WIS 14
CHA 8+2=10

A +2 headband later on will cover all the wisdom I need for spells as druid caps out at level 6 spells in PFS.

Stat bumps go into STR at 4/8.

Favored class bonus, 1 HP every time.

Skills:
1 in a Day Job maybe, free money
K(Planes) to 5
K(Nature) (max)
Perception (max)
Handle Animal (until I don't need any more)
A social skill of some sort since it's PFS

Not sure what else on skills...probably spread stuff around. I'm considering tanking CHA for 2 more int, then I can afford a social skill every level for sure.

Feats (me):
1 - Celestial Servant
3 - Tandem Trip
5 - Natural Spell
7 - Planar Wild Shape
9 - Vital Strike
11 - ??

Feats (AC):
1 - Armor Prof (light)
2 - ???
5 - Tandem Trip
8 - Power Attack
10 - Vital Strike

At level 2 I would really like to take power attack but Stego starts with 10 str. Not sure what to take there really. I guess weapon focus or dodge or toughness? Maybe medium armor?

I would really like to get improved natural attack as well but it would cost 2 levels in ranger and make wild shape/AC fall behind. Since wild shape is already ahead I suppose it's not that bad as long as I wait for after level 6 druid. Then boon companion can make up for the lost levels. It means no silly vital striking until level 11 though :(.

The main reason for wanting Imp Nat Atk is how amazing it gets with Strong Jaw. Huge Stego is a 4d6 tail, strong jaw goes 4d6->6d6->8d6. Then Imp Nat Attack jumps 8d6->12d6.

That is a bit of a question though. Do those stack? Also Strong Jaw has a different progression chart than Imp Nat Atk. It says a huge tail should only be 2d6 to start? Hard to reconcile...

I don't have powerful shape but with rolling twice on trips I shouldn't need that +2 CMB. That could be the level 11 feat too.


So an AC Stegosaurus has a base STR of 10 and then grows large and gets +8 STR at level 7. So at level 1 if you choose a Stego you can't take the Power Attack feat as you do not meet the STR req.

At level 7 can you send your favorite long time Stego AC away and call a new one and then give it Power Attack at level 1 since this new Stego has 18 STR?

Rather inconvenient for PFS play as you then lose most of your traits if the above works. I assume you still have to apply the feats/ability increases in order at least so your first two feats must be monster feats.