| 
  
        		
          			
          				
          					Search Posts
          				
          			
        		
        		
        		
        		
  			  
   I have a few questions about some interactions. I have ideas but I'm just going to present the case and I'd like to hear your insights. The character: Cleric 1, Trickery and Travel Domains/Magus 6, Broad Study Arcana/Mystic Theurge 10. The race will need an appropriate SLA to round off entry reqs for the prestige class. By now you might see where we're going.
 How would you run it? 
 Any feedback is welcome. I'd like to see what people think.  
   Thanks in advance for your time and input. There are two builds: a Kensai archetype and a standard Magus. Design parameters were: Wayang, 20 points, DPR-oriented, Built to level 9. This character is being played after retiring a previous one via Eyes of the Ten, which as I recall means I can increase one attribute by +2 beyond what has been factored. Magus:  Stats: 20 pts Str: 10 Dex: 18 = 10 pts +2 Race Con: 10 Int: 18 = 10 pts +2 Race Wis: 8 = -2 Race Cha: 10 Trait: Metamagic Master(Shocking Grasp)
 Progression
 
 Gear
 Questions
 Where would you work in Spell Penetration? I am tempted to swap it out for Spellblending. Thoughts on the trait Pragmatic Activator? It lets me use Int for UMD, giving me a much better check. Spellcombat and Spellstrike specifically state that can use them with any spell on the Magus List, but does not specify granted by the Magus class. I should be able to cast any Wizard spells I pick that are on both lists with those class features. Does anyone know if this is not the case? A lot of the power from this design comes from using the Admixture to alter my energy type as needed, giving me more situations to use Shocking Grasp. Further I can use the Wizard levels to host non-scaling buffs like True Strike and Shield which frees up more slots for Intensified Shocking Grasp. Any arguments why this is a poor choice?
 The Alternative... Kensai:  Stats: 20 pts Str: 10 Dex: 18 = 10 pts +2 Race Con: 10 Int: 18 = 10 pts +2 Race Wis: 8 = -2 Race Cha: 10 Trait: Metamagic Master(Shocking Grasp)
 Progression
 [list]Skills
 Gear
 Questions
 It would synergize better if I could get Power Attack and invest in Bull Rush over Dirty Trick (which is the better maneuver overall). Any ideas on how to do this or advice on how it plays out? I'm thinking of things like Force Push + Improved Bull Rush + Weapon Finesse etc... Is there any way aside from using a whip to get reach for the Magus? 
 More Questions
 Perception untrained - Getting a penalty from Wis and no bonus from Training, I am not convinced I should even take this skill. The check will never be reliable. I was tempted to take Acrobatics instead. Thoughts? Shocking Grasp - Man, what a great a spell for this class. There aren't too many others that synergize as well. I was tempted to look into some cold spells for an alternative and to maybe pick up Rime Spell. Has anyone else looked into this? What did you discover? Metamagic Feats - Do you have any suggestions? Intensify Spell is the gold standard, but piercing spell and rime spell looked like good ones. Building for Trip and Toppling spell looked like good ideas, anyone seen that in action? Wand Wielder says I can use wands with Spell Combat. It does not specify that the wands need to be for spells on the Magus Spell list. Does this mean I can use, say Wand of Bless with Spell Combat? Metamagic Rods, it looks like a Magus uses them the same way as any other caster, correct? How does it interact with Spell Combat? Dimensional Agility and the entire feat chain. Is it a trap? I want it to be cool but my initial assessment is that It's not worth it. That's it, thanks again for any help!  
 
   I was wondering if this was intentional. It seems awkward that two Ifrit could turn and enlarge each other, but be unable to enlarge themselves. Pathfinder Advanced Race Guide: Ifrits wrote: Efreeti Magic: Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait FAQ question:Can an ifrit use Efreeti Magic alternate trait to enlarge/reduce themselves as well as other ifrits?  
   Still pondering what to do with an Ifrit
 Stat ideas:  Str: 10 Dex: 14 +2 Con: 10 Int: 10 Wis: 16 -2 Cha: 14 +2 -or- Str: 10
 Other ideas?
 I felt like picking up Power Attack, Weapon Finesse, and then there's the challenge of how to get proficient in the Curved blade. Anyone know if I can do that with a trait? Heirloom Weapon would allow it, but then I couldn't have it made from a special material later (I have a weakness for Adamantine). Alternatively I could adopt a reach weapon but I would have to stat out differently, and mitigating the loss of Wisdom is already very expensive. Weapon choice is definitely something I'm unsure about, but I am fairly convinced I want to go with a two-handed build instead of ranged. I'm open to any suggestions. How effective are Intimidate enhanced combat options? I haven't sat a table with a character who uses them yet, and while the numbers look good I'm still a little uncertain. Especially considering some of the feat investments. What are your thoughts on losing Bane for Flaming and Greater Bane for Flaming Burst? I could stick with the Fire Domain, which is pretty terrible, or I could look elsewhere as long as Fire is in the profile. I am pretty certain I'll trade out Fire Resist 5 for Wildfire Heart (+4 Init). If I drop the Fire Domain (I would select either Ash or Smoke, to be honest) I would also trade Fire Affinity for Fire in the Blood (limited fast healing) and Burning Hands for Enlarge/Reduce (including Ifrits, though it specifies OTHER Ifrits, which makes me sad) I have some trepidation on replacing Smiting, which offers many ways to overcome DR, for Immolation, which reduces Fire Resistance exclusively. To pad out the spell selection how viable is Expanded Arcana for spontaneous casters? One of the reasons I want to use a two-handed weapon is to reduce feat requirements so I can pad out in other areas, and this one was a concern. I really, really love UMD, any arguments as to why I should not take Dangerously Curious as a Trait? (Namely, two other traits that further my other investments) Current Design Intent Summary:
  
 
   So, I was thinking of building a Control style Sorcerer. I ended up with a race boon(Ifrit) for PFS and was toying around with different builds using that race. One of the advantages I saw was the incredible bonus to initiative I could establish: +4 Race, +4 Imp Init, +4 Familiar(Varisian Tattoo Archetype), +4 Deuling weapon (spiked gauntlet), + Dex Mod, +2 Trait mod. This could be around +20 to Initiative without too much expense. DC's could be +6 at level 1 (Elemental(Fire) Bloodline and Cha). Any suggestions or advice on how to put something like this together? I haven't spent much time building casters so this would be difficult terrain for me in Pathfinder.  
   I was poking around with Eidolons and wanted some input on how these abilities interacted. Hamatula Strike:  Source Cheliax, Empire of Devils You can catch your opponents on your weapon and hold them in place. Prerequisites: Improved Grapple, Strength 13, Base Attack Bonus +7. Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a –4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple. Normal: You can only attack with an unarmed strike, natural weapon, or light weapon against opponents you are grappling
 Constrict:  Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
 Final Embrace:  Source Ultimate Combat Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller. Prerequisites: Str 13, Int 3; naga, serpentfolk, or creature that has the constrict special attack; base attack bonus +3. Benefit: You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size. Normal: You can grab and constrict creatures one size smaller than you.
 From my reading of these abilities whenever a piercing attack hits you make a grapple check and if successful you may apply Constrict damage.  
   So, I was fooling around with the Summoner and came up with this Snake Form build for an Eidolon. I'm looking for suggestions or advice on how to fine tune it or shore up weaknesses I may not have thought about. You know, the usual feedback. This was built at Level 16, without Evolution feats.
 Evolution:  Evolution - Points: 18 (3 remaining) Bite 1d6 - Base Reach(Bite) - Base Tail - Base Tail Slap 1d6 - Base Flight(20) - 2 Flight(Perfect) - 2 Grab(Bite) - 2 Constrict - 2 Bite(Adv) - 1 Flight(+20) - 1 Imp Dmg(Bite) - 1 Sting(1d4) - 1 Poison(Sting) - 2 Large - 4 Feats:  Feats 6 Improved Grapple Final Embrace Improved Unarmed Strike Greater Grapple Rapid Grappler Hamatula Strike I put the ability increase into Con for +2 DC to Poison Saves over a net +1dmg/Atk/CMB form adding it into Str, which gives me the stat block: Stat Block:  Stats Str 26 Dex 20 Con 20 Int 7 Wis 10 Cha 11 HD 12 Ref +8
 Speed 20
 BAB: +12
 It gets a +34 to grapple checks and upon each successful grapple does Constrict damage (2d6+12) as a bonus. After the first successful attempt the check becomes +39. Grapple feats provide for three checks a turn, and a modest penalty allows for recurring Sting attacks which apply a DC23 poison (1d4 Str dmg, 4 rds, 1 save to cure) which also trigger Constrict via Hamatula Strike. Did I miss anything? Could I do it better?  
   I came across an interesting question today and wondered if we could get a discussion going for a little insight. Scenario:
 The character is in combat with a creature. For the this scenario it will be round one of combat. The character begins the combat round unarmed and declares a Full Attack Action to use all of the attacks available. The first attack hits but the creature has damage resistance to the attack type. 1) Can this character use Quick Draw to then draw a weapon and finish the rest of the attacks with the desired weapon? 
  
   I was excited to build my very first fantasy epic Gunslinger character type. I enjoy swashbuckling stories and have always felt early firearms were a legitimate addition to any game where fireballs, dragons and talking swords lurked. Your opinion may vary. I'm new to the Pathfinder Society and it took me some time to track down all the relevant rules for use with my proposed character. What really surprised me was discovering that, as far as I understand, a Gunslinger is not a viable character until it has reached level 11 in class, and to be viable it must select Lightning Reload as the Deed for that level and have selected Rapid Reload(Your Firearm of Choice). Follow me on the logic as I would love to be mistaken. Per the Firearm rules on reloading:
 Quote: 
 And we know from the Core Rules Book that you only get one standard action per round and one swift action per round. Quote: 
 Okay, so best case scenario is a one-handed firearm.Fire on turn 1. Reload on turn 2. Repeat. Now a Gunslinger's BAB is topnotch and grows every level, capping at +20/+15/+10/+5. The Gunslinger also receives d10 hit dice, reinforcing that this is a combat focused character template. Like most character classes of this type gear is very important to performance. So I spend a lot of time hunting down exactly what gear is viable for Pathfinder Society Organized Play. Quote: Equipment: No firearm sized Large or larger is available for purchase. The double hackbut and culverin on Table 3–4 and advanced firearms on Table 3–5 and are not permitted in Pathfinder Society Organized Play. No character may purchase a firearm unless she possesses the Gunsmithing feat and firearms are never considered Always Available; a character must possess enough Fame to purchase any firearm not found on a Chronicle sheet or granted by a class feature. All ammunition except metal cartridges may be purchased. Okay, so Gunslingers are restricted to weapons that all must be loaded with a standard action per barrel. These weapons are hard to obtain and never reduced in cost. Ammunition is also costly but much easier to come by. If you have stuck with me so far here are the elements:
 With Rapid Reload and a pistol the first 5 levels of a Gunslinger's life are not terrible. You get your one shot, and if you took Rapid Reload instead of Point Blank Shot or Precise Shot you can receive your full compliment of attacks. You cannot take advantage of Rapid Fire unless you buy a weapon with another barrel. If you choose to use a two-handed firearm you are restricted to firing every other turn regardless. So, let us then assign an array of guns, weapon cords and the Quick Draw feat to the Gunslinger. The effect is a character who can fire a lot of bullets once and then...has to reload a lot of barrels while other people fight for their lives. The problem as I see it is that the Gunslinger is a combat focused class that is unable to receive a full compliment of attacks in the weapon they specialize in for 11 levels. After that point, if the character is to receive the benefits of a Full Attack action they are *required* to buy a specific feat and select a specific Deed, otherwise 16th level arrives and the character (after one good bullet storm from multiple weapons) Fires +16(BOOM)/+11(BOOM)/+6(click)/+1(click). This reload cap is a serious bottleneck to the class' effectiveness. Am I missing something critical here? Because I can see no way to pull my weight as a Gunslinger until level 11. Even then I am required to select specific options in order to take advantage of basic game mechanics like the Full Attack action, which seems fairly absurd to me for a class that uses the highest BAB and second highest hit dice. Thanks in advance for any insight you have to offer. | 
 
	
 
     
     
    