Search Posts
I'm putting together a Tengu Rogue for Pathfinder Society play this afternoon. I selected Absalom Hotspur (+1 to initiative - regional trait) and Reactionary (+2 to initiative - combat trait) as my two traits. Herolab is not giving me a +3 to initiative, I'm only getting a +2. Is there a rule against stacking two bonuses from traits? If anyone knows, please respond. Thanks.
The subject line says it all - Do clerics get a free holy symbol (or in my case - an unholy symbol) at 1st level? I believe a wizard gets his first spellbook free and all characters get a free outfit, but I not certain how holy symbols are handled. As my cleric Duxim would say "please enlighten me."
I'm building my first summoner and have a eidolon with the Flight evolution. The Flight evolution includes language that "[t]he eidolon's fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spend." I can't find a one point evolution that adds 20 feet to fly speed. What am I missing?
I have a druid I was planning on using in PFS play. I had hoped that this character could use the Boon Companion feat. As I read the feat, the abilities of my companion would be calculated as though my class (druid) were four levels higher, with the bonus limited to my overall character level. As a result, I get (for a straight Druid): 1st level Druid - 2nd level Animal Companion
The GM who typically runs the PFS games I participate in has indicated that he feels (if I understand him correctly) that the Boon Companion feat is limited to Rangers, Clerics and any other classes that don't receive Animal Companions until fourth level. In other words, the Boon Companion feat lets Rangers and other similar classes have companions as powerful as Druids. He feels that Druids aren't allowed to use the feat to increase the power of their Companions. Has anyone run into this issue? Is there any "official" ruling as to how the Boon Companion feat applies to Druids in PFS play? Eric
A cleric of Ydersius can select Scalykind and Animal as it's two domains. Both domains give the cleric an animal companion. Would this cleric gain the use of both animal companions and, if human - with their bonus feat, be able to take boon companion twice to gain both animal companions at first level? This doesn't seem right, but I see no reason why I can't do this. Can anyone point to any reason why i can't do this or confirm that it is allowed? Thanks.
I'm building a Oracle that has the Bonded Mount revelation. The APG states that the bonded mount "functions as a druid's animal companion." Similar language would apply (1) if a cleric gains an animal companion with the Animal Domain; and (2) to a paladin's mount. The Animal Companion section of the druid entry in the Core Rulebook includes a number of provisions that apply more to the druid than to the animal companion. For example, the druid receives a +4 to handle animal checks regarding his animal companion. The druid also can share spells with his animal companion. I'm reading the entire animal companion section (including the +4 handle animal bonus and sharing spells) in the druid entry as applying to oracles, clerics, and paladins. Also - Bonded Mounts for oracles and paladins have a minimum intelligence score of 6. Would I just take the normal ability scores for a a horse, wolf, whatever and increase the intelligence score to 6 with no other changes? Am I correct on these two issues? Please enlighten me. Thanks. Eric
About NiskVital Statistics:
Male Half-Elf Ex-Monk (Master Of Many Styles) 2/Fighter (Unarmed) 2
CN Medium Humanoid (Human or Elf) STR 16 DEX 14 CON 12 INT 12 WIS 16 CHA 9 Init:+4 Senses:Perception +12 Defense:
AC: 15=(10 + 2 Dex + 3 Wis)
HP: 34 (2d8 + 2d10 + 4 + 4) Saves: Fort +7, Ref +5, Will +6 CMD: 18 Offense:
Spd: 30 ft
Melee: Darkfang (+1 Cestus) +8 (1d6 + 7, 19-20x2) Melee Power Attack: Darkfang +7 (1d6 + 10, 19-20x2) Ranged: Rope Dart +5 (1d4 + 3, x2, 20 ft) BAB: +3, CMB: +6 Details:
Favored Class: Fighter/Monk, HP
Traits: Warrior of Old (+2 Initiative), Child of The Streets (+1 Sleight of Hand, Class skill) Feats: Skill Focus (Sense Motive), Improved Unarmed Strike, Dragon Style (See Styles), Dragon Ferocity (See Styles), Snake Style (See Styles), Snake Sidewind (See Styles), Power Attack (Trade Attack bonus for damage), Weapon Focus (Unarmed)(Increase attack by 1), Stunning Fist Special Abilities: Stunning Fist 2/day DC 15, Evasion (No damage on sucessful Reflex save for Half Damage), Harsh Training+1 (+1 saves vs. effects that cause exhaustion, fatigue, staggered, or ability damage), Fuse Styles (2 Styles) (Allows two styles to be active at once. Activating styles remains Swift Action), Low Light Vision (See Twice as far in dim light), Elf Blood (Count as Elf or Human, Best), Elven Immunities (Immune to Sleep), Keen Senses (+2 Perception), Multitalented (2 Favored Classes) Style Abilities: Dragon (Can charge, run or withdraw over any terrain. 2xStr on First Unarmed Attack, 1.5 on subsequent Unarmed, Shaken for 1d4 + 3 rounds on Critical or Stunning Fist attempt, +2 saves vs. Sleep, Paralysis, Stunning), Snake (+2 to Sense Motive, May Deal Piercing damage, May use Sense Motive as AC as an immediate action, +4 CMD vs. Trip, +4 on Acrobatics or Saves to avoid being knocked prone, Sense Motive check to confirm critical, 5 ft Step on Confirmed Critical.) Skills:
Equipment:
Darkfang, Worn, 2305 gp, 1 lb
Rope Dart, Belt, 1 gp, 1lb Cloak of Resistance +1, Worn, 1000 gp, 1 lb 5 Potions CMW, 2 Belt/3 Bag, 1500 gp, - 5 Potions CLW, 2 Belt/3 Bag, 250 gp, - Everburning Torch, Bag, 110 gp, - 2 Bottles Oldlaw Whiskey, Bag, 40 gp, 2 lbs 3 Alchemical Blanch (Adamantine), Bag, 200 gp, 3 lbs 3 Alchemical Blanch (Cold Iron), Bag, 60 gp, 3 lbs 50 Ft. Spider Silk Rope, Bag, 100 gp, 4 lbs 40 pp, 34 gp Belt Pouch Load: 15 lbs Light Load: 0-76 lbs, Medium Load: 77-153 lbs, Heavy Load: 154-230 lbs Description:
This pale half-elf stands tall in his loose homespun clothes. All he owns is carried at his belt and in the bag on his back. His lower right arm is covered in a leather glove with two large pointed bones strapped to it, matching the spurs at his elbows, knees and the tips of his boots. They would be painful weapons in combat. He has tousled black hair that looks as though it has never known a proper comb, and his face has a fresh scar on it's chin, likely gained only days before coming to the monastery. History:
A life on the street is never easy. The easiest part, to Nisk, was to take what others owned. Through force or thievery, it was always easy for the scrawny half-elf to gain everything he could like. He lived well from the streets. But he longed to find his family, and reunite with his parents, who must surely feel they had made a mistake to abandon their son years ago. He grew in his early life under the tutoring of a retired cage fighter, Stalle. When he grew enamored of the movements of Stalle’s pet snake and began to copy it, the older elf told him he could learn the ways of the monk. However, Nisk was far too reckless and destructive for Stalle’s monk training to take much hold. Stalle was killed weeks after this revelation, murdered by a gang of boys whom Nisk had tangled with before, and robbed. Nisk returned in time to hear his master’s last words, which sent him along his way to Master Gond, far away in his monastery. Nisk set out, though not after making a stop. The boys will never be seen on the streets again. Fighting Style:
Nisk fights with sinuous, quick motions designed to draw the eye away from his intended strikes. His attacks often come close together in pairs, reflecting the snake whom he emulates. He strikes often with elbows and knees, using his fists and feet more as distractions unless needed. Nisk studies an opponents eyes constantly, using his innate knowledge of signals to catch opponents off guard with extremely powerful strikes or avoiding their strikes by seeing where they are going rather than their feints. He moves constantly about, always keeping his footing solidly upon the floor but keeping himself moving and low to the ground. When Nisk closes to grab, he fights in smaller, circular motions, keeping his opponents fingers and hands from him, while holding their arms or legs.
His style is extremely close to Muay Thai, with grappling moves seen more in stylized versions. |
