Durinor's page

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Very quick question, is there currently a way for Oracles to use Wisdom as their primary stat, in the way Empyreal Sorcerers use wisdom instead of charisma?


In the Pathfinder setting, I believe it is the case that there is a single Prime Material Plane, containing many different life-bearing worlds, seperated by space - the great beyond.

Does this mean that 'alternative' worlds are not possible in this setting, i.e other dimensions with slight (or major) differences?

Also, as far as I know published pathfinder material places humans on two separate worlds - Golarion and Earth. Are humans everywhere throughput the universe, and if so, how did they get there?

Finally, since early 20th century Earth exists in the setting, does this mean that there is no world where Earth is in its 16th century? Or 21st?


The text of an efficient quiver reads:

This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible.

The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.

So my question is, what weapons would you consider to be the same general size and shape as arrows, javelins, spears, staves and bows?

Is a dagger the same general size and shape as an arrow? Is a rapier the same general size and shape as a javelin? A longsword a spear?

Would axes be ruled out because of the broad head?

Might it be easier to establish what weapons can't be stored in this very efficient quiver?


Simple enough question, is Detect Magic a personal spell or can it be cast on someone else or made into a potion?


Now that the caster level of spell-like abilities can meet the prerequisites for item creation feats, I have decided to take Craft wondrous Items (5th level) and Craft Arms and Armour (7th level) for my Zen Archer/Qinggong Monk.

I will of course be creating the usual Christmas tree items, but I am also concerned about what my archer will do when, inevitably, I find it impossible to use my bow.

Can anyone suggest a wondrous item that would grant an offensive ability usable against, for example, a creature protected by Fickle Winds? Or maybe underwater?

Many thanks for your help.


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Dear Paizo

Please publish an ‘Extra Ki Power’ feat that would allow a Qinggong Monk to select an extra Ki power for which he or she qualifies.
I would also be grateful if you could do this before my Zen Archer/Qinggong reaches 5th level.

Thank you in anticipation.

Durinor


See below the Celestial sorcerer bloodline power:

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Is the name 'fire' simply flavour, or can I use this fire to set alight to unattended objects?


Say I have a multiclass Zen Archer/Magus.

He carries a longbow in one hand, his other hand is free.

Can he use spell combat to cast a spell with his free hand and then deliver an unarmed strike with a kick?


The Cavalier’s challenge ability reads as follows:

Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

The Order of the Seal order effect reads:

Challenge: An order of the seal cavalier can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge. This free combat maneuver does not provoke an attack of opportunity.

My question is, can the cavalier use this free bull rush or trip with a ranged weapon?


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Just thinking about the relative power and utility of full casters, I was wondering how far they would have to be nerfed before people thought they became too bad to play.

What if Wizards and clerics had a spellcasting progression like the Magus, gaining a new spellcasting level every 3 levels, would they still be 'tier 1'?

Partial casters would of course be berfed as well, in proportion.


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Can a Zen Archer threaten with his unarmed strike in a round in which he attacks with his bow?

Apologies if this question has been answered recently, but there are a lot of posts on the new FAQ on the use of armour spikes and two-handed weapons and I can't find anything specific.


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I'm aware most of the applications of Prestidigitation are at the GMs discretion, but I wanted to know if there were any rules covering these questions:

Can Prestidigitation create noise of any kind?

What type of action is it to activate it after it has been cast and during the hour of it's duration?

Many thanks


Hi all

I’m creating a character for an upcoming Legacy of Fire campaign (no spoilers please!), and I’ve settled on a Zen Archer. His role will be to deal damage in combat and scout out of combat.

Below is my first level build (20 point stat buy, Paizo only material) and at the end is how I plan to advance him to level 10. My concern is that it will be level 3 before the build really gets going. He’ll have decent enough defences before that but pretty weak offense.

I’d welcome some suggestions on how I might survive and contribute in those perilous first two levels – and indeed comments on the build as a whole. My only caveat is that I have a miniature painted and ready to go, so he needs to be a medium sized and human-shaped creature (ie not a dwarf, which I know are great zen archers).

Thank you for your time!

Middle-aged half-orc Zen Archer 1

Strength: 12 (+1)
Dexterity: 13 (+1)
Constitution: 12 (+1)
Intelligence: 8 (-1)
Wisdom: 21 (+5)
Charisma: 8 (-1)

Hit points: 12
Initiative: +1
Armour class: 16 (16 touch/15 flatfooted)
Fortitude: +3
Reflex: +3
Will: +7
Speed: 30
CM bonus: +1
CM defence: 17

Attacks:
Temple sword: +1 1d8+1 [19-20/x2]
Unarmed: +1 1d6+1 [x2]
Dagger: +1 1d4+1 [19-20/x2]
Longbow: +1 1d8 (100’) [x3]
Longbow flurry +0/+0 1d8 (100') [x3]

Feats/class abilities:
Precise Shot
Toughness
Improved Unarmed Strike
Perfect Strike (bows) 1/day
Flurry of Blows (bows)
AC Bonus: 5

Skills:
Perception: 1 (+9)
Stealth: 1 (+9)
Acrobatics: 1 (+6)
Diplomacy: 1 (+4)
Survival: 1 (+6)
Sense Motive: 0 (+5)
Climb: 0 (+2)
Knowledge (local): 0 (+1)

Racial traits:
City-Raised (Weapon familiarity longsword/whip, +2 Knowledge (local)
Acute Darkvision (90’)
Rock climber (+1 Acrobatics/Climb)
Skilled (+1 skill point/level)

Traits:
World Traveller (Class skill: Diplomacy, +1 bonus)
Wisdom in the Flesh (Stealth)

Planned level advancement (attack/damage assumes masterwork composite longbow [+1 strength], a range of 30’ or less and no buffs or magic)

2 Weapon Focus: Longbow/Point Blank Shot +4/+4 d8+2
3 Deadly Aim/Point Blank Master/Zen Archery +8/+8 d8+4
4 +1 Wisdom +9/+9 d8+6
5 Snake Style +10/+10 d8+6
6 Improved Precise Shot/Weapon Specialisation +11/+11/+6 d8+8
7 Combat Reflexes +12/+12/+7 d8+8
8 +1 Wisdom +12/+12/+7/+7 d8+10
9 Clustered Shots/Reflexive Shot +13/+13/+8/+8 d8+10
10 Improved Critical +14/+14/+9/+9 d8+10


The Wisdom in the Flesh trait allows you to use Wisdom for one Strength/Dexterity/Constitution based skill, I was wondering if anyone knew of a trait (or indeed ability) that would allow me to use Wisdom for a Charisma skill – specifically Use Magic Device?

Many thanks!


If one were to change all sorcerer spells into spell like abilities (but keep the number known and how often they could be cast), would the game break? How badly?

Just out of interest!


Hello all

I know the Rogue talent Trap Spotter allows passive detection of traps, and I know Archaelogist bards can take rogue talents.

Dwarves can spot traps in stonework, and the Cleric spell Find Traps gives a check.

Are there any other feats, archetypes or prestige classes that offer this ability, or indeed give rogue talents?

Mnay thanks!


Hi all

I’d like to see opinions on this.

A character:
Is carrying a bardiche in two hands
Has a quickdraw shield stowed
Has the Quickdraw, Combat Reflexes and Shield Slam (from Ranger style) feats.

An enemy moves into melee (provoking an attack of opportunity) and takes its attack.

The character releases one hand from his bardiche (Free Action)

Draws Quickdraw shield (Free Action)

Attacks with shield, getting a free bullrush and pushing the enemy back 5 feet

Takes 5’ step back

Stows quickdraw shield (Free action)

Regrips bardiche in two-hands (Free action)

There is now 10’ between the combatants and the enemy will get another AoO moving in.

I guess it looks legal to me, but whether or not a DM will allow 4 free actions is the killer. GM discretion is always thorny!


The D&D 3.0 campaign I have been playing in for the last 10 years is very likely to end on our next session. We are level 19, and we are fully buffed and standing outside the BBEG's chamber. One way or another, it will end...

During these ten years the group (of players) has seen two marriages, 4 births and one near-fatal stroke. We are all considerably fatter and greyer then we were when we started, and we now drink tea while we play instead of beer.

Anyway, once we finish we are going to start a Pathfinder game! I have been playing a wizard (with a cleric henchman) and I am absolutely sick of all the paperwork. I have decided to play a martial character of some sort, and after much deliberation I think I'm starting to settle on a Ranger switch-hitter.

I'd like a bit of advice on my build (to 6th, although we will be starting at 1st), and any suggestions would be welcome. I've also laid out how I think combat will go and I'd be grateful if any glaring errors could be highlighted...

Human Ranger
Str: 18
Dex: 15
Con: 12
Int: 10
Wis: 14
Cha: 7

Feats:
1: Combat Reflexes/Quick Draw
2: Rapid Shot
3: Power Attack
4: +1 Dex
5: Deadly Aim
6: Manyshot

He will be carrying a bucketload of weapons:

A bardiche (normally carried in hand)
A lucern hammer
A mighty long composite bow
Spiked armour
4 chakrams
A greatsword

So an encounter begins, with the following possible scenarios:

1) I win initiative, enemy is at long range (unlikely to reach me this turn). In this situation I would:
drop the bardiche (free action)
draw longbow (free action)
make full round ranged attack
The enemy moves up in its turn, possibly casting/using ranged attacks. In my next turn:
If an enemy seems to be moving towards melee with me, I take a full round ranged attack
Drop the longbow (free action)
Draw lucerne hammer to get AoO on the enemy as it closes.

2) I lose initiative. Enemy engages me in melee.
I take AoOs as enemy closes
On my turn I either take a 5' step to full attack with lucerne hammer, or if not possible drop lucerne hammer (free action), draw greatsword (free action) and make a full attack.

3) I win initiative, enemy is at close range.
Release one hand from holding bardiche (Free action)
Make full round ranged attack with chakrams (drawing each is free action)
re-grip bardiche in two-hands to get AoOs as enemy closes.

Is that all about right?

Many thanks in advance!