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Displeased Asmodeus's page
1 post. Alias of Avalon9902.
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"(Bounty Hunter) Dirty Trick (Ex)
At 2nd level, anytime a bounty hunter is able to deal sneak attack damage to a studied target, he can instead attempt to hamper the target. The bounty hunter must declare that he’s using this ability before the attack roll is made. If the attack hits, it deals damage normally, but instead of rolling sneak attack damage, the bounty hunter can attempt a dirty trick combat maneuver against the studied target as a free action, adding 1 to the combat maneuver check for each die of the bounty hunter’s sneak attack damage. This combat maneuver does not provoke attacks of opportunity.
This ability replaces the slayer talent gained at 2nd level."
So as I read this, is it my understanding that I need to make a normal attack after declaring my intention to Dirty Trick, then IF I hit I get to make the Dirty Trick Combat Maneuver check? or do I use the Dirty Trick check?
So in that regard, anytime I go to make Dirty Trick check I need to hit with a normal attack first? or is it just in this instance (Bounty Hunter Ability?)
Im not seeing the benefit to using this? Can someone help me out?
Build for reference.
Elf
Weapon: Elven Branched Spear
Traits: Adopted (Halfling) (Social), Intrepid Volunteer (Race), Heirloom Weapon (Elven Branched Spear, +2 CMB with Dirty Trick) (Equipment)
Feats and Rogue Talents
Slayer 1: Studied Target, Track, Martial Weapon Proficiency, Feat: Phalanx Fighter
Rogue 1: Finesse Training, Sneak Attack 1d6, Trapfinding
Rogue 2: Evasion, Rogue Talent: Minor Magic – Detect Magic, Feat: Combat Expertise
Rogue 3: Danger Sense +1, Finesse Training, Sneak Attack 2d6
Rogue 4: Debilitating Injury, Rogue Talent: Major Magic – Vanish, Feat: Gang Up
Rogue 5: Rogue’s Edge (Stealth), Sneak Attack 3d6
Rogue 6: Danger Sense +2, Rogue Talent: Underhanded Trick, Feat: Quick Dirty Trick
Slayer 2: Dirty Trick
Rogue 7: Sneak Attack 4d6, Feat: Greater Dirty Trick
Rogue 8: Skirmisher, Rogue Talent: Combat Trick: Dirty Fighting
Rogue 9: Danger Sense +3, Sneak Attack 5d6, Feat: Surprise Maneuver
What's the value of dipping into level 2 Armored Hulk barb? Dwarf speed isn't modified and they don't lose speed for wearing heavy armor. Just trying to figure it out

Just need some help :)
Feats and Rogue Talents
Slayer 1: Studied Target, Track, Martial Weapon Proficiency, Feat: Phalanx Fighter
Rogue 1: Finesse Training, Sneak Attack 1d6, Trapfinding
Rogue 2: Evasion, Rogue Talent: Minor Magic – Detect Magic, Feat: Combat Expertise
Rogue 3: Danger Sense +1, Finesse Training, Sneak Attack 2d6
Rogue 4: Debilitating Injury, Rogue Talent: Major Magic – Vanish, Feat: Gang Up
Rogue 5: Rogue’s Edge (Stealth), Sneak Attack 3d6
Rogue 6: Danger Sense +2, Rogue Talent: Underhanded Trick, Feat: Quick Dirty Trick
Slayer 2: Dirty Trick
Rogue 7: Sneak Attack 4d6, Feat: Greater Dirty Trick
Rogue 8: Skirmisher, Rogue Talent: Combat Trick: Dirty Fighting
Rogue 9: Danger Sense +3, Sneak Attack 5d6, Feat: Surprise Maneuver
Using a Elven Branched Spear and going the whole Dirty Trick route.
So I'm trying to decide what Advanced Rogue talent to take at level 10. Was looking at a few choices.
- Double Debilitation - Seems decent.
- Familiar -
- Opportunist - Seems amazing if you have Combat Reflexes, sadly I didnt seem to find a way to fit that in here.
- Hide in Plain Sight - Obvious reasoning.
- Turnabout - Seems amazing, but then at closer inspection only on attacks and spellcasting
- Up Close and Personal - Can this even be used with a reach weapon? If it can this seems like a solid choice.

"Shield Brace (Combat, Shield Mastery)
Source Armor Master's Handbook pg. 19
You’ve mastered the art of balancing a polearm’s weight against a shield’s stability.
Prerequisites: Shield Focus; base attack bonus +3 or fighter level 1st; proficiency with light shields, heavy shields, or tower shields.
Benefit: You can use a two-handed weapon sized appropriately for you from the polearm or spears weapon group while also using a light, heavy, or tower shield with which you are proficient. The shield’s armor check penalty (if any) applies to attacks made with the weapon"
Does this allow one to wield a 2 handed weapon and a shield, and still garner the AC bonus? it is not clear. I have 2 players arguing in a game as in no way does it specifically say that he gets the bonus to his AC, it was assumed that if a player uses an arm for attack with which the shield is strapped to, he loses the AC that shield provides for the round in which the attack was made. Does this still hold true with Shield Brace and a No-dachi?
Player A - Believes it lets him ignores the rule in which he can use a shield with a 2 handed weapon, and still get the AC bonus when attacking for the round.
Player B - Believes that if he attacks, he loses the AC that shield provides for till the start of his next turn, or at least the remainder of the round.

So to preface the following build is not my design but some one else's, though I have some questions regarding it...
Build source: https://docs.google.com/document/d/1zLDFgiwZt_vPVlOcgR7QDAvskcH34uG1FuKPXTn puEg/view
Tactics: Charging, Blinding, Flanking, Invisibility
Stats: Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 7
Racial Traits: Darkvision, Silent Hunter, Elven Immunities, Keen Senses, Weapon Familiarity
Favored Class Bonus: +1/2 Major Magic Use/Day, +HP
Weapon: Elven Branched Spear
Traits: Adopted (Halfling) (Social), Intrepid Volunteer (Race), Heirloom Weapon (Elven Branched Spear, +2 CMB with Dirty Trick) (Equipment)
Feats and Rogue Talents
Slayer 1: Studied Target, Track, Martial Weapon Proficiency, Feat: Phalanx Formation
Rogue 1: Finesse Training, Sneak Attack 1d6, Trapfinding
Rogue 2: Evasion, Rogue Talent: Minor Magic – Detect Magic, Feat: Combat Expertise
Rogue 3: Danger Sense +1, Finesse Training, Sneak Attack 2d6
Rogue 4: Debilitating Injury, Rogue Talent: Major Magic – Vanish, Feat: Gang Up
Rogue 5: Rogue’s Edge (Stealth), Sneak Attack 3d6
Rogue 6: Danger Sense +2, Rogue Talent: Underhanded Trick, Feat: Quick Dirty Trick
Slayer 2: Dirty Trick
Rogue 7: Sneak Attack 4d6, Feat: Greater Dirty Trick
Rogue 8: Skirmisher, Rogue Talent: Combat Trick: Dirty Fighting
Rogue 9: Danger Sense +3, Sneak Attack 5d6, Feat: Surprise Maneuver
He opens with a charge and takes advantage of Gang Up or ordinary flanking when his comrades’ tactics make them possible. When he is unable to charge, he will use his move action to study his target and his standard action to turn invisible before unleashing his attack the next round. At level 9 the blinding path is in full gear. He opens combat by studying and blinding opponents and then sneak attacking, re-applying blindness as a swift action or through Quick Dirty Trick as needed.
My initial question was why take Combat Expertise AND Dirty Fighting, but then I stupidly realized that CE is needed for Gang Up which Dirty Fighting does not work for.
I am intending to play this for a level 10 game where im coing in at book 4 of CotCT (no spoilers please, was asked to make something that could deal with traps as apparently they are coming up and party lacked sorely in that department) im considering dropping Dirty Fighting for Trap Spotter though I havent decided yet.
Thanks for your time in looking it over.
So I've come across an issue that needs clarification for myself and my DM.
I started as a Slayer (Bounty Hunter) for first level and then multiclassed into Unchained Rogue then back to slayer for the 2nd level, then the rest is planned to be Rogue.
He's (The DM stated) saying that Hybrid classes and parent classes cannot multiclass, I did some digging myself found the ruling under Hybrid classes but I wanted more clarification as I couldn't find anything saying they can't combine.
Thanks for your time

First a little backdrop.
I play the Head of a local noble house in a Kingdom, another house has launched an attack against my house when the party and I were away on an adventure.
They assaulted my house guards and servants, causing heavy property damage and killing a few people, but most importantly they killed my characters younger brother.
It has been 3 weeks since the attack, we JUST got back into town last night with a mourning flag flying next to our house banner (denoting the death of an Heir), and many town watchmen patrolling the area.
My step mother has shipping business interests and has pulled her mercenaries from guarding those to guard the house.
The king has decreed a cease and desist order for both sides, in order to stem the issue, an order that my character outwardly plans to follow, but in the shadows is flagrantly disregarding (He is not Lawful)
I request from you good gents and ladies, multiple ways I can get back at this rival house without disrupting or at least making my house look like its involved remotely.
I fully intend to kill or have the head of the rival house embarrassed and killed in the end, but I want schemes and plans to take them apart piece by piece, they already think were weak because we havent retaliated and thus are becoming complacent.
I will answer any questions for pertinent information.
My character is NOT Evil, but Justice/Vengeance needs to be served
I cannot go to the King about this, and the less he knows the better.
Our GM has come up with a game where we are playing an intrigue city and kingdom style of game and we are scions/nobles of a great house.
Given this game is more intrigue based what ideas would people have to play? As far as I know we are simply members of a great house, the GM wants it Game of Thrones style but set in Faerun near Damara.
Im leaning to a rogue, but other ideas I havent considered are welcome.
Wife is starting a RotRL game tomorrow, we have the following classes already
Level 2 Halfling Nature Oracle
Level 2 Tiefling Tetori Monk
Level 2 Human Paladin (sword and board style)
level 2 Elven Archer Ranger
level 2 Dwarven Cleric (NPC Healer)
I was considering a Kitsune Sorcerer focusing on enchantment, but was wondering what people thought of the group composition and what is needed to shore up the group? any suggestions will be considered, the more detail the better.
Thank you in advance for your time and effort.
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So Ive decided to play a Life Oracle in my wifes upcoming campaign, but shes decided to use point buy, which I am familiar with to a degree, what would be an ideal array using 25 point buy for an Aasimar Life Oracle? No variant racial traits.
So my roomate has decided to run a Pathfinder game in the Forgotten Realms world, his specific plan is using the city of Phlan on the Moonsea back when it was overrun by undead and other things.
One of the players is making a Rogue/Fighter type, my wife is playing a dwarf warrior-cleric type (possibly), what would you run?

Okay, so let me preface this with I am currently playing in a friend's Kingmaker AP game, we are level 7, the DM gave us 2 extra feats at first level and this array 18,16,15,14,13 and 12.
Now, as I usually optimize; I wasn't sure how optimized the party itself was, as it stood there is a Ranger (Skirmisher) archer, a Rogue (Scout)daggers (apparently all about charge sneak attacks), a Fighter (two weapon) and a Bard/Cleric.
I decided on making a Magus, we did a few sessions and it seemed like when it came to combats; myself and the Ranger were dominating handidly, and on such a scale where I could tell the other players were not having fun. So I suggested a character change to the DM, the other course of action was to make the monsters tougher (which in my opinion would not be fair to the other members).
I am deciding on what to "morph" my character into, I am thinking something more support-ish and battlefield control-ly. As much as I like the Magus, The rogue outright complained that the Magus's spellcombat and use of shocking grasp and other touch spells through weapon attacks was broken and not working right, even though I explained it to him. So I decided to hold the magus for a more optimized game in terms of players.
Now I am not going to go back and tell the rogue and fighter to stuff it, I want them to have fun as much as I am, so I am willing to sit back and let them be the stars this time around.
So being that I can explain a class/race change via a Hat of Disguise and a clever use of plot in conjunction with the DM. Ive decided that it needs to be a caster obviously, preferably arcane in some fashion. I was strongly considering a Wizard or a Summoner, I like the idea of Summoning, not so much the Eidolon, so probably a Master Summoner or a Conjurist Wizard.
If anyone has a build they can share, or a level breakdown of how you would build YOUR Wizard or Summoner, that would be ideal and greatly appreciated.
Game is on Sunday. We have been on a month long hiatus due to RL.
My issue lies with what direction to go...

So I have been invited to a friends one shot to rescue an all powerful NPC who was placed into a coma by Pandorym (3.5 Elder Evil).
We have been told to make a level 20 character using both 3.5/Pathfinder rules. Now to be clear; he uses the rules VERY loosely and never uses minis or battlemap combat.
Its less about the crunch and more about the fluff and story, so I guess I am more looking for a concept that can work with others but also stand on its own.
The other players are playing a Wizard/Abjurant Champion/IotSV combo (very defensive oriented) the other player (Wife of the first) is playing a Sorceror/Force Missile Mage/Incantatrix (lots of metamagic cheese with magic missile) the other player is going with a Factotum (but really rules are thrown out here with him, he cant/doesnt do combatbut apparently "knows" practically everything, its weird. I cant even explain it other than hes alot like the Dos Equis Guy, likes to call himself the most interesting man in the multiverse.
The ultimate goal of the game is going into the comatose characters "psyche" magically to defeat the forces that are keeping him down, think Innerspace but more magic. In the end his safe return to the awake and living is whats wanted, but if we win, then we return "psionics" to the planes, as they went dead when Pandorym was stopped.
So fluff and ideas?

So I have recently been invited to play in a Pathfinder homegame. The level is 6th, I am allowed to play one of two things, either a Farmer turned into a class that hasnt had extensive training, like a Wizard or Cleric. I have to be a base race from the Core Rulebook, it may seem like a bit of a contradiction, but the players dont tend to optimize and I think the DM might be being cautious with me as I have a history of optimization. Im not planning on wrecking any ones day or fun here, so I want something that would fit.
My first thoughts, just off the top of my head would be a skill monkey and/or utility type caster. As hes also said there hasnt been alot of combat as of yet.
Guidlines
lvl6
Pure Pathfinder (no 3.5 Splat)
Core Rulebook for Races
No classes that require extensive training/schooling, or would basically work with a farmer/townsfolk type of character, (Not the NPC base classes)
OR there is an established character who serves on a airship, he is the first mate of the ship and is a changleing, according to the GM the character hasnt been crunched yet but hes very "Swashbuckly type of character" I dont know if there is a swashbukler in Pathfinder.
So far there is a...
Half- Elf Cleric of a (homebrew god)
Efreeti Sorceror
???(homebrew race) Alchemist
???(homebrew race)Cleric of another god (homebrew)
???(homebrew race) Fighter (apparently is a Lumberjack and focuses THF)
Any thoughts, suggestions are appreciated and weclomed.
Thanks
Hey Pathfinders! I am a relatively newbie to running/organizing a Pathfinder Society Game, and Ive recently taken an interest in running a regular game for my area as its sparse in terms of gaming. I'd like to invite anyone in the area who is interested in playing to come out!
Below is the link to my event, its basic at the moment but as I get some interest I can bang out the details and work with people as to what we would all like!
Thanks for your time!
http://paizo.com/pathfinderSociety/events/v5748mkg0a3yd
and the store info
http://www.facebook.com/pages/Sector-2814-Comics-Toys/146957801992121?filte r=2
So I have decided to run a Pathfinder Society game out of my local gamestore as there is NOTHING in the Lower Mainland of BC, Vancouver area.
I find that I cannot seem to find a lot of the resources required for running this, or they seem to be all over the place. Is there a way to be linked to a vast area where all I need is there? Ive read the recent player's guide to society play, its alot to digest, even after just playing a home game of Pathfinder.
Questions arose with my players who expressed interest. Where are the Advanced Players guide Pre-gens? The Ultimate Magic Pregen? Why did they skip those books? Are those books allowed for making a character? The guidelines arent so clear to me.
Also any tips for a new GM to Society Play?
What animal companions does a 1st level Saurian Shaman get access to? it says they MUST be a dinosaur, and the Deinochlyus (sp?) is available at 4th, would it only be the Compsothagnus? seems weak for a animal companion at first level.
Could anyone point me in the right direction, trying to help out my friend for a character in Carrion Crown, hes playing an out of area druid who is coming for the funeral.
One of the party members has expressed interest in making a Druid (Wildshape) with animal companion to be in combat, and I am wondering if there is anything new to help optimize one beyond Treantmonk's guide, has anything good come out for Druids that I should direct him to look at?
I looked over what the CC: players guide suggests and he has no interest in the Blight Druid or Urban Druid since neither do what he wants to do, which is focus on Wildshape and Animal Companion.
Any insight or suggestions would be appreciated. For now he is considering the Wolf Druid archtype, as it is one of the listed animals that are suggested in the player's guide and he likes the idea of the wolf.
Thanks
So my wife has decided to run the Carrion Crown line, we have 5 players including myself. These are what is already being played.
Druid (Plains Archtype)Half Elf - Leopard companion, going for shapeshifting and being in melee eventually.
Alchemist (no idea on race) - Planning on throwing bombs at range
Witch (Dhampir) - New player, not an optimizer. Wanted to play a vampire, my wife steered her to the Dhampir which was accepted by the player.
Gunslinger (Musket Master) - Another player, doesnt know how to optimize; but has expressed needing help on that front.
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Now from what I can tell it seems we are in sore need of a melee / tanky type character, my first thought is a Barbarian (CaGM style eventually) but I wanted to see what advice others had to round out this group? Any thoughts are welcome.
I have heard of it, but my Pathfinder OGC-fu is low today, or rather unskilled. I've heard about it mentioned in various threads, if I could be directed to it that would be greatly appreciated.

Recently in our gaming group myself and one other PC seem to be doing all the "legwork" now normally I dont mind shining but I feel I need to make a change.
I was playing a level 6 Magus, I felt over powered in the last few sessions, it became fairly apparent that me and other PC Human Ranger (Archer) were just demolishing standard encounters (We are playing through the Kingmaker path, on the second near the end) He did close to 115 damage one round and I pulled nearly 70 at one point on a Empowered Shocking Grasp crit with the scimitar.
The DM has NOT asked us to change and is considering 'beefing' the monsters up, I kind of feel its unfair to beef them up where the other players who arent doing nearly as much as me and the other PC are concerned. Its not fair to them, the only really fair option is to bring us down/play something less 'flashy/omgdestructive'.
Now I dont know the ins and outs of the Ranger character, nor do I know his math or how hes calculated. But from what I 'know' of Archer Rangers it seems legit.
So we discussed at the end of the recent session about how to handle this situation. Do we bring ourselves down to the level of percieved power of the other players. Do we help them 'optimize' and bring them up? Do we just let the DM 'beef' the ecounters up?
TL;DR - I have decided to bite the bullet and change up MY PC for the sake of the other groups fun. My request to those interested is to help me build a decent "ARCANE" caster (They have none, only a multiclass bard) that can get decent bang for its buck and help the party at large to the point of being indispensable, I am the Magister for the Kingdom.
Now; I have been looking at the Witch, Sorceror and of course the Wizard. I am not sure which to go with, any help on level by level breakdown of builds up to 7, beyond for extra credit would be wonderful. I am normally decent at figuring these things out. I have looked through the various guides and have a general "gist" of how to work it but I wanted to see what you all thought.
Party consists of Ranger7 (Archer) Human, Rogue7 Human, Bard5/Oracle2Elf(? Though shes been shapechanged into a DM snake-like humanoid creation)
Fighter (TWF) 7 Human.
Also DM/Group doesnt use AOOs at all. Which is why im leaning to a caster.
Thanks for your time and effort, should you choose to help a brother out.

Intensified Spell (Metamagic)
Your spells can go beyond several normal limitations.
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.
Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.)
Okay here is my issue. Lets say I have a level 7 Sorceror with Spell Specialization (Fireball) Metamagicked with Intensify spell and the Magical Lineage (Fireball) trait.
I am casting the spell as though it was level 3 slot, and its doing 7D6 BASE + 2 (Spell Spec) + 5 Intensify Spell for a total = 14D6? Where does "You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat." come into it? can someone tighten my comprehension up for me?
Or does it mean I only get the extra +5 Dice when im 15th level?
As title says, but more indepth explanation is warranted, I play with a group that does not "believe/use" AoO's of any type should exist, they cannot understand why a creature/npc/pc gets a free attack and feel strongly that they should only have attacks on their respective turns, this is a PURE PF game, no 3.5 splat of anykind.
What are some good combos to perhaps exploit this and show them the error of their ways? I have had conversations/heated arguments on why removal of them hurts certain classes and concepts and makes others FAR stronger. They simply dismiss it entirely.
Thanks.
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Ive been reading/hearing about the Bladebound Kensai archtypes cropping up as a good combo, as I dont have my books readily available here at work, can someone enlighten me as to why they are so good together?
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