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Hey, all!

I am a huge fan of EH, but I feel that often the pay-off is not so great considering the investment.

In my houserules, I'm looking to change the following about EH:

1. Skill Focus (X) is no longer required for EH. Instead, a character must have taken one of the listed bonus feats from the bloodline they wish to choose for EH. Ex, if someone wanted to take the Orc Bloodline, they would have to have one of the following feats to qualify: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, or Widen Spell.

2. Improved EH can be taken at level 5. This grants the player the 3rd level power of their chosen bloodline. That said, I'm also thinking about some other benefit they could gain. Perhaps they could instead choose one of the bonus feats given by the bloodline as well as Skill Focus (X), where X is the associated skill with the bloodline (so essentially a feat for two specific feats).

3. Greater EH can be taken at level 11. This grants the player the 9th level power of their bloodline OR the arcana of their bloodline.

Most of my games don't go past level 14, so this would allow my players to enjoy EH a bit more (and make it something worth going).

That said, what are your thoughts? Is this too powerful? Has anyone else done something similar?


Hey, all!

I'll be playing a Kensai/Card Caster Magus and am inventing a weapon that will allow me to take full advantage of the ranged spellstrike ability with thrown weapons as well as the bonuses for my selected weapon. Below are the stats for the weapon using the weapon creation options:

Exotic, One-Handed Melee Weapon That Can Be Thrown:
  • Aerodynamic (1 WP)
  • Expanded Range Increment (2 WP)
  • Improved Crit Threat Range (7 WP)
  • Lesser Damage (-1 WP)
  • Weapon Feature [Deadly] (1 WP)

This all results in a 1d2 (M), 18-20/x2, 30 ft. thrown range, deadly, piercing (or slashing or bludgeoning) weapon. And I have no idea what it looks like or what to call it.

What would this thing look like to you? What would you call it? I need your help, fellow pathfinders! All suggestions are welcome. Also, if I made a mistake in my weapon-crafting, please let me know!


Hey, all!

My group is looking to do a new campaign and were quite enthralled with the idea of shipwreck-survival. We came across the first adventure path for Serpent's Skull, and it looks great...save they want to do characters starting from level 4 and on.

I'm looking at doing basic things like changing the final beast to a dragon of some sort and leveling up the denizens of the island, but what other suggestions would you have to keep the environment challenging?

Also, I have to keep in mind that they won't really have a chance to upgrade their gear with magic so easily (no shops to buy from, no places to properly craft), so normal power level encounters which take into account wealth will have to be downsized or reworked.

Any and all help is appreciated!


(Name still pending)

I admit it: I have a soft spot for the underdog. The idea of playing a short, scruffy adventurer just sings to me. It's no wonder, then, that I enjoy making pint-sized Pathfinders with titanic hearts. And no race profile fits my liking better than the Halfling.

However, I am often at ends with how to make them play on the same level with the 'big' kids. I feel that Halflings are often (unfairly) thrown into the 'sneaky, sneaky thief' category, and I wonder if they can do so much more.

So I got to thinking: how can I make this half-sized humanoid larger than life? Well, so far the only thing I know I want are the following things:

1. He must be a Halfling. No cutting corners, and no prancing about the issue ('cause Hestvon doesn't have time for that). I originally put Aasimar here, but I feel we owe Halflings a bit more respect than just a 'reskinning'.

2. Big sword and UNREASONABLE Strength. I want this guy to be out-armwrestling the burliest of Half-Orcs and bringing down a sword that defies realistic effectiveness in combat. So far, I'm looking at Ex Wpn Prof (Bastard Sword) for two-handing a Medium-sized BS in battle, but perhaps there is something better.

3. Out of combat usefulness/fun. Fighting is great (and Hestvon will be amazing at it), but roleplaying is the heart of the game for me. We have a +2 CHA from Angel-blooded, so let's use it! Also open to any suggestions for non-CHA related, non-combat fun (we have feats, skills, and traits to burn, after all!)

So what do you guys think? Let's assume only Paizo material, 20 pt. buy, two starting traits, and up to level 14 play (my group doesn't tend to go any higher than this)

EDIT: Race changed to ONLY Halfling in response to Secane's post below


So, looking to stat out a 4th-level Mystic Theurge. Currently looking at a Halfling Demondand-Spawn Tiefling (+2 CON, +2 WIS, -2 CHA, bear's endurance, and small size due to Halfling being the base race) with one level of Cleric, one level of Sorceror (Empyreal), one level of Monk, and then entering the Mystic Theurge class at 4th level (though the three base classes will not be taken necessarily in that order).

Now, for this to work, I am under the assumption that bear's endurance counts as both a 2nd-level arcane AND divine spell due to the errata regarding SLAs qualifying as PrC prereqs (found here), and therefore meets the Mystic Theurge PrC entrance prereqs (assuming I take Kn[Arcane] and Kn[Religion]). If I am incorrect, please let me know (and perhaps suggest a way for this to work).

If everything is good, then any suggestions on stats (point-buy, 20 pts) and class choices would be helpful.

NOTE: Also, I don't think the campaign I will play this character in will go longer than level 14, but, should it, any suggestions on what to go into after Mystic Theurge is up would be appreciated.


Currently working on a 20-pt buy character that would be akin to a properly trained soldier. In essence, this character would be relatively self-sufficient and very well-rounded in battlefield capabilities (as well as some social).

The bare-bones build that I would like to build off is as follows:

Human, Fighter (Tactician)

STR - 14
DEX - 16 (+2 race bonus included here)
CON - 14
INT - 10
WIS - 12
CHA - 13

His stats are pretty average, but that's mainly because I want to avoid the stereotypical Fighter with min-maxed phys stats (not that there is anything wrong with that, I just don't want that for this character). I also want a 13 in CHA so I can pick up Eldritch Heritage later on.

What I am having issues with are questions like: what feats would be good for him? What traits would be fun (looking at Dangerously Curious for wand-using action later on)? I want to take a Monk dip for IUS and Imp Grapple (since I feel most properly trained soldiers can scrap with their fists if need be), but what archetypes and how many levels should I dip? What EH bloodlines do you suggest?

I want to avoid the TWF or THW Fighter who focuses everything on a single weapon or weapon group...let's shoot for variety for this guy! So throw me your fun/crazy ideas: any suggestion is welcome!


Looking toward the future with my level 1 Monk right now, and I'm kind of stuck on what feats I want to take from 5th level on. I'm playing a Dwarven Sensei/Ki Mystic/Qinggong Monk, and here are the stats I've got:

STR - 10
DEX - 14
CON - 16
INT - 10
WIS - 19
CHA - 10

I currently have Improved Grapple for my bonus Monk feat and Steel Soul for capping off my saves for my 1st level feat.

Because of the Sensei's Insightful Strike and Mystic Advice abilities, I lose all but my 1st and 10th level Monk, bonus feats (DM said to swap out the 14th level feat instead of the 10th due to a 12th bonus level feat not existing).

I'm going to be grabbing Mantis Style at 3rd level to boost my SF DC and am looking at Medusa's Wrath for my bonus 10th level feat (though that isn't set in stone...haha). But from 5th on, I'm not sure what to take or look at. Perhaps Combat Style Master? Try for the Dimensional Agility feat chain later? I am completely at a loss.

Note: due to having lost FoB and not having much of a STR to boost my damage, I'm not really focusing on a damage out-put build (I'll let the rest of my party handle that). In addition, the only books allowed are the CRB, APG, U Com, U Mag, and U Camp.

Does anyone have any suggestions?


6 people marked this as FAQ candidate.

Hey, all!

Sorry to bother the thread with this questions (since it has been asked many times), but I was wondering if the issue regarding the stacking of a Core Monk's Ki Pool and Ki Mystic's Ki Mystic ability ever got answered. According to this thread, it should appear in the FAQ. However, I can't seem to find it.

Anyone able to point me in the direction of an answer or a post where this is explained?

Many thanks!


This is less about the mechanic of how to go about doing this and more about the idea of doing it at all. Does anyone here happen to have experience running/fighting against a mythic monster with multiple templates? If so, what was the experience like (fun, annoying, etc.), and what did you do to help balance out the encounter?


Just looking over the ARG and noticed the Fearless Curiosity feat and it's subsequent, save-stacking feats (Intimidating Confidence and Dauntless Destiny). They seem interesting and useful, but that would be dependent upon how many emotion-effecting spells you are subject to, I suppose.

Still the other benefits aren't horrible. What are your thoughts?

As an aside: What about your feelings on the Surge of Success feat?


Basically what the title says: I'm theory-crafting a possible future character that will be a Small-template Aasimar with Divine Hunter Paladin 2/Sorcerer 3, followed by the PrC Dragon Disciple. And this guy wants to wreck people with his claws.

My issue, however, are the limited rounds I get with my claws power (3 + CHA mod). I figure that if I go Cross-blooded with Dragon/Abyssal, this could help a bit by effectively doubling my uses per day, but that's still only 14 rounds per day (with an assumed 18 in CHA).

Essentially, what would you suggest to either give me more uses of claws per day or make such effects permanent? I have thought of just grabbing IUS to use when I am not clawing eyes out (since I'll have an AoMF anyhow), but maybe you've all seen something I haven't.

Also: in before recommendation of WF/Agile. I'm planning on using those bonuses to STR (mainly for the hilarity of being a super built small dude).


The title basically says it all, but I was hoping to get some advice on a possible build with a Greatsword-wielding cleric/monk. I want to use the Crusader's Flurry feat in tandem with the Ironskin Monk archetype and a Crusader Cleric who reveres Gorum.

My group generally favors high point-buy systems, so let's assume a 25 point build (which is good, seeing as how I can see this being a bit MAD).

Hob Gnobler the Hobgoblin
Hobgoblin Crusader Cleric 1/Ironskin Monk 4

STR - 17
DEX - 14 (+2 racial included)
CON - 14 (+2 racial included)
INT - 12
WIS - 14
CHA - 10

The stats are open for fluctuation as you see fit, but would prefer that none go below 10 (I have a bit of an aversion to negative stats...even 'dump' ones).

Feat progression would go thusly:

Level 1 Feat - Improved Initiative (feel free to change this)
Free Cleric Feat - Weapon Focus (Greatsword)
1st Monk Feat - Power Attack
Level 3 Feat - Crusader's Flurry
2nd Monk Feat - Improved Grapple (again, feel free to change this one)
Level 5 Feat - Improved Sunder

Domain/subdomain choices would most likely be Chaos or Tactics. I plan on possibly getting Conductive on my weapon to channel the Chaos power as well as Ki Focus for Stunning Fist, etc (but the re-rolling of initiative for allies is not a bad option). Also, since I would be able to wear armor (though only up to light so that I can make use of Resilience and Evasion), what would you suggest in terms of that? Something like Mithral Kikko armor?

Now, overall, there are a few things I want to accomplish with this build: good DPS (via flurrying with a greatsword), ability to sunder, and decent survivability (via saves and armor). Do you think this does an okay job accomplishing these goals?

In addition, I would like some opinions regarding comparison of this build to something like a Sohei who has a similar ability. Basically, is this more/less viable than a variety of similar builds?

So lay it on me. What do you think/what would you change?

EDIT: Noticed that Crusader Clerics only get ONE Domain. Though that also brings up another question: would you suggest a different deity that you think has a better weapon choice/domain option?


So I was designing a Half-Elf character and noticed the Half-Drow Paragon feat:

Half-Drow Paragon:

Prereqs: Drow-blooded and drow magic racial traits, half-elf

You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by the drow magic racial trait count as drow spell-like abilities for the purposes of qualifying for feats.

Does this mean that a Half-elf who takes this feat can qualify for the Drow Nobility chain? I only ask since the Drow Nobility chain all require the character to have the prereq of 'drow'.

I suppose the question to ask really is: are feats considered effects in relation to races? Because, if not, I see no reason to take the Half-Drow Paragon Feat as it appears to have no real value as there aren't any other feats that have the prereq 'drow spell-like ability'.

Can anyone give me a quick ruling (preferably with a source)?


When someone, say an alchemist, makes a tanglefoot bag or an alchemist fire, is the DC to escape/break the bag or put out the fire increased or does it stay static? If static, are there any non-third party feats that one can take to increase the usefulness of these items into later game?


1 person marked this as FAQ candidate.

Hey, all. I'm having a hard time understanding a couple of things about this specific monk archetype and was hoping you could answer them for me.

First, Flurry of Maneuvers replaces Flurry of Blows, but does that mean that an armored monk could use Flurry of Maneuvers? If not, following the logic of FoM replacing FoB in printed areas, could a MM monk then say he qualifies for Monastic Legacy (which requires the Still Mind class feature) even if it is replaced by another feature?

Second, Flurry of Maneuvers reads as thus with attention to the bolded sectioin:

Flurry of Maneuvers wrote:
At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the Classes bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

Because a monk retains his Combat Maneuver Training class ability, I'm confused as to what the point of this is. Could someone clarify this for me?

EDIT: Also, does this mean that the monk can only make ONE normally standard action maneuver as part of the flurry, are can his previous attack/maneuvers also be normally standard action maneuvers?


I asked this as part of another post in the Suggestions thread, but I feel it belongs here.

Basically, I want to know what the attack penalties for a gun-wielding character who is also fighting with a melee weapon and has the Deadly Aim and Combat Expertise feats.

Deadly Aim states

Deadly Aim wrote:
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls

and Combat Expertise states

Combat Expertise wrote:
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class

From the way they are written, it would seem that there is no issue and the -1 to Combat Expertise and -1 to Deadly Aim would not stack for both weapons (giving a -1 to the gun, and a -1 to the melee weapon).

But I also want to confirm that this part of CE which states

CE wrote:
You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon

will allow for a range/melee attacker to actually use the feat if they are not full-attacking with only the melee weapon.

Many thanks!


Hey, all. A buddy of mine will be dm'ing a campaign in the near future and I decided to start thinking up some characters. One idea that I am currently fixated on is a melee-range, gun-slinging inquisitor. I want to do this for a few reasons: 1) guns are fun, 2) I have yet to play an Inquisitor and want to give it a shot, and 3) most of my friends tend to red mage their stuff a bit too much, so I like to balance it out with a little fun.

Here is a rough idea of what I've thought of so far:

Character Idea:

Half-Elf
Master of Many Styles Monk 2, Inquisitor 3
*(I expect to start at level 5 in the campaign)

STR 10
DEX 17 --> 20 (+2 race, +1 at 4th level)
CON 10
INT 12
WIS 16
CHA 10
*With 25 point buy system

Level 1 - Monk 1
-Monk Feat: Crane Style
-1st Lvl: Point Blank Shot
-Imp. Unarmed Strike
-Stunning Fist
-Half-Elf Ancestral Weapons Trait: EWP (One-handed Firearms)
Level 2 - Monk 2
-Monk Feat: Kirin Style OR Panther Style
Level 3 - Inquisitor 1
-3rd Lvl: Precise Shot
Level 4 - Inquisitor 2
Level 5 - Inquisitor 3
-Teamwork Feat: ?
-5th Lvl: Rapid Reload

As you can see, I don't mind multi-classing to get fun stuff. I also haven't purchased items as my friend usually tells us how much gold we have depending on the campaign.

Also, let me say that, yes, I am aware that firing a ranged weapon in melee or reloading a firearm in melee provokes an AoO...but that's kind of the fun in it, right?

So what are your thoughts/opinions/changes? I don't really care about the race, stats, or class (though Inquisitor sounds fun), so change what you think is best to make what you think works well...well, work well! Just try to keep the battle mechanic the same: firing a pistol in melee.