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So if I understand correctly, a +1 Heavy Wooden Shield only increases it's AC, not it's ability to hit or do more damage as a weapon. So does that mean if I do want to do more damage or increase the hit chance, I need to enchant my shield as a weapon on top of enchanting it as armor?

And while some may say that shields are not weapons RAW for whatever reason, heavy shields are weapons on the one-handed weapon list, even in the core books. It may not normally be used a weapon, but you can't say it isn't one.

I'm working on a War Priest who uses heavy shields (Not spiked shields) as his focus weapon, and I just wanted to know how much his shield might cost if I want to be able to make it more effective as both a weapon and a shield. And yes, I do have the Improved Shield Bash feat so that I don't lose my AC bonus when I do shield bashes.

Additionally, how does Shield Trained interact with how I may use a Heavy Shield? Namely when two-handing? Because as a one-handed weapon I can two-hand a shield for x1.5 strength, and with Shield Trained I can treat them as light, which likely was meant so that they could be used for two-weapon fighting. But if I do get this trait, I can still two-hand my shield, yes? A lot of GM's says I can't two-hand light weapons for the strength bonus, so I don't know how this trait interacts with a weapon that under normal circumstances can be two-handed, up until I receive a feat that changes how I can treat a weapon.

I'd like to think that the trait simply enables me to treat a Heavy Shield as a light weapon, rather than limits me to using a shield as a light weapon.


Heyo, I'm working on a War Priest who's a chef. While daggers and and light hammers could be chefly weapons, a chef typically has a wider array of tools and utensils for cooking and I intend to utilize them in combat. Somehow. I imagine that their weapon damage die would be pretty bad considering they're improvised though, so I figured I could use the Focused Weapon feature of the War Priest to buff up my chosen tool of the trade. Only question is, because so far I haven't founda solid answer, is how does one gain proficiency in Improvised Weapons, or at least a specific not-weapon?

I previously used the Rough-And-Ready Trait in order to properly utilize my tools in battle, but then my GM stated that I could not use them for Weapon Focus since I don't actually have proficiency, I just don't take penalties (Wut). So logically I figured if I had Catch-Off Guard I could could be proficient in Improvised Weapons, but then I got called out by my GM again saying that I can't have Weapon Focus (Improvised Weapons), only specific weapons. And because a skillet is not an actual weapon, I can't have that as the subject of Weapon Focus.

I hope to get Weapon Specialization down the line to help bolster my combat ability while still maintaining the theme of a adventuring chef, so while conventionally I'd be more effective with an actual weapon, I'd still like to remain able to use my variety of Professional Chef equipment in battle and in business. All I'd ask is to find a way to make this possible without having to clear it with every GM I play if what I made is even legally allowed to exist.


Oh for real? That would be awesome then. I was hoping to make my Corsair more dex based to better use Scimitars and Crossbows but Scimitars =/= Cutlasses.

Jury's still out on that crossbow mess. I've settled for just using a Light Crossbow, not that I use crossbows a lot anyways. I was a bit more interested in it because I wanted access to repeater crossbows, but it doesn't really matter anymore. Thanks for your help everyone.


toastedamphibian wrote:

1) Would appear the be just "The Crossbow".

Do you know what the stats for "The Crossbow" is exactly?

Valamuur wrote:

Generally, the crossbow just refers to either a light or heavy crossbow and not to all crossbows. So no repeating, slaver's, or double crossbows.

Is this one of those RAI over RAW sort of things now? My GM says the same thing as you, but I also have some hardass GM's who, like Toast, says it's only for "The Crossbow" which statically doesn't exist as a weapon. Some clarification would be nice.


Quote:

Pirate Weapons (Ex)

A corsair is well versed in the types of weapons favored by pirates. When selecting a group of weapons for his Weapon Training ability, he can select Pirate Weapons as a group.

The Pirate Weapons group consists of the crossbow, cutlass, dagger, hook hand, rapier, and short sword.

The weapon group mentions crossbow, but does that refer to any specific crossbow or the entire weapon group of crossbows? Also a Cutlus appears to be statistically identical to a scimitar in nearly all ways aside from flavor and name, so do they count as different weapons or the same as far as feats go?


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This might be a bit pretentious, but I'll say it anyways.

In PFS, I do feel like that everyone just accepts "Rollplaying" over "Roleplaying", in a cold, professional pathfinder sort of way. Here is how, or rather, here is just one experience out of many which has lead me to this mentality.

Our mission was to investigate this small village for how it survived a mana storm. There is a priest there, sure, but she is far from even character level, let alone epic level. The god they worship is not a well known or even particularly powerful as far as divine abilities goes (As the GM told us after the game, we could actually kill it if we wanted to). And sure, the village was creepy and a bit xenophobic, but they let us in and treated us well. They weren't bad people.

But our job was to find out what happened to the village and how if survived the mana storm. What happens to the village, apparently the Pathfinders don't particularly care about. Now maybe that's too harsh; it's not to say that Pathfinders as a whole don't care. As a pathfinder on that job, I certainly did care. But I guess in a way, there's no real reward for following your morality, when there is a reward for brutal pragmatism.

I won't spoil the scenario too much, but we found the source of the power that protected the village. We figured that we should bring this back to our venture captain so that he could study it, as he wanted us to do in the first place. But I had a bad feeling about it. That power source resonated with the same energy we found back at the village, the same energy that the priests said that it protected them and brought them prosperity. Removing it seemed like a really, really bad idea. Only two of us cared, because this was their answer: that's not our job.

Now maybe this is where the rollplayer/roleplayer debate starts to occur. Yes, it's not our job to worry about this village. But how can we just accept a whole village's destruction as a simple afterthought for completing our mission? Note I am not a paladin, and frankly never was interested in being a paladin. I was a CN Skald who at the time, was totally willing to help and fight for the village, though I didn't particularly care for their weapon ban and kept by battleaxe with me.

But anyways. There was some arguments thrown back and forth such as "You don't know it'll harm the village" and "We need to have good relations with this village" and so forth. For some, while we did fail the knowledge checks to have it explained to us, I don't need to be a level 20 wizard with 40 intelligence to figure out that the giant glowing seed that radiates a powerful transmutation aura probably powers the giant glowing tree that radiates a powerful transmutation aura. Or at the very least are closely related to one another.

Anyways we ended up taking the power source anyways since the we were cutting close to time and one of the players simply kept taking the seed even when we left it behind. And because PvP is highly frowned upon, there was little we could have done about it. So we returned to our venture captain and reported in, and yes, the seed is exactly what protected the village, and now that it was gone the village was no longer protected and it's prosperity plummeted (Cuz they live in the mana waste). The village would later be destroyed by a minor mana storm that without the seeds protection, there was nothing to save them. But did that matter?

No.

As far as objectives and such went, the well-being of this village had no bearing. Our job was to find the source of power, bring some evidence of it to our venture captain, as well as find a few missing people (Which we did). The village, which aside from their odd tendencies, were completely polite and curious to us. And we destroyed them, perhaps accidentally, perhaps callously. And yet everyone said this was a good ending.

I will admit to my own sins that the nagging feeling I had in the back of my head was only confirmed when I overheard another table who had taken the seed and brought it back to the village, where they were banished and scorned as the effects of their actions were immediate; the village was dying and now the people had to flee. Metagaming? Perhaps. But hearing this didn't give me the idea that taking the seed was a bad idea, I already knew that. It only reinforced that idea. Perhaps because others also heard of it was why they were so adamant to oppose me, because being metagaming is somehow worse then condemning a village for the sake of your mission (And I guess the sanctity of tabletop gaming?).

Anyways in the end, a lot of the objectives we needed to complete were fairly aimed towards not having to worry about the repercussion of our actions. To me, that does feeling like something a rollplayer would do because it's almost descriptive of the usual murder hobo cliche; just wandering vagrants killing what they want/need to and then moving on to the next area. More telling, there was no benefit to doing "good" or playing the part as a pathfinder who wasn't just doing what he was told. Aside from the fuzzy feelings or extended gameplay. Yeah, I get it, being good isn't always about getting a reward from it. But it does grate on one's mind to know that even if you want to the right thing, you may get nothing (or indeed loose out) whereas doing what's most effective without regards to what may happen even to NPC's is more rewarding.


So just for those who don't want to read the full rant: Can my Druid's Animal Companion (A Wolf) use the Dragon Style Feat to get the 1.5 strength bonus to his bite attack (Which I assume qualifies as an unarmed attack unless teeth counts as manufactured or otherwise not unarmed). Yes he also has 3 Intelligence so he can qualify for other feats beyond what's normally allowed.

An issue game up during play today regarding how my Wolf is able to utilize Dragon Style. Now I know normally combat styles are meant for humanoid people, but I've never been one to limit myself to common sense. That being said, there are some things that aren't covered with common sense. The issue seems to stem from this:

Quote:


Dragon Style
Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.

Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.

Base off what he said, my wolf's bite attack is not an unarmed strike. I understand GM fiat and all, but I'm having a hard time wrapping my head around this. Plus I've worked with other Gm's who seem to be okay with this, but he states that unarmed strikes are not natural attacks, so apparently the inverse must also be true.

Which I guess means giants aren't doing slam attacks with their hands and feet or those would be unarmed strikes with punches and kicks. Or my half-orc with the tusked traits has to get his teeth peacebonded since they're not unarmed strikes (Just like how my spiked armor were apparently). Has there been an FAQ or someone where it's actually written in a book that Natural Weapons can't be used as unarmed strikes?

Cause if that's the case, then I'd also like to bring up the Tengu's Claws, which is a racial trait that grants them Improved Unarmed Strikes for the purpose of Prerequisites and such. I would assume that if they also chose Dragon Style they could use their claws (Which are natural weapons) for the purpose of that style, but then again I got into this mess for making assumptions.


Well, this mostly concerns his mount, not the samurai himself. Basically I'm asking for stats and builds for an animal companion.

I don't intend to change anything about my brothers Samurai, only to add his oft-forgotten mount to his arsenal.

Basically, I'm not concerned about anything that would require my brothers samurai retaining or dedicating his feats for his mount. Based off what I read about the Samurai off the book, it's essentially an 11 level druid animal companion. Thus some advice about what sort of large sized, mountable creatures could my brother's samurai could take that could be more helpful as a fighter than simply as a mount. I know I'm not really giving a lot to work with here, which is why I'm also stumped on what to do.


My brother's Teifling Samurai is almost ready for retirement (He's level 11) and my brother is looking for a good game to finish him with. I'm glad my bro managed to get this far and I want to try to help him, but his samurai seems pretty well built for him. But I remembered that my brother almost never uses his mount and likely hasn't touched it since level 1, so I'm hoping to somehow kite out his mount so it can be more useful to him.

My brother's samurai is not a mounted fighter by any means, so I'm hoping to make his mount similarly independent from his character. Additionally his mount doesn't necessarily have to be a horse since I doubt my brother has been bothering to keep track of it, but in the event that he can't change it I'd also like builds and such for a samurai's horse.


To elaborate, I'm running a Frank Castle "The Punisher" type paladin, who the GM will allow me to bend the limitations of lawful and good so long as I do it to the right evil folk.

lemeres wrote:


But cultists about to rip out a child's heart to offer to a demon? Oh- your own eyes provide more than enough evidence for a summary execution.

funnily enough this did almost happen, cept it was the local priestess and not a child, but all the same.

The reason I want new ideas is because for the most part my paladin either sneaks up on the bad guy and just puts his sword to their necks followed by throat slitting, or the enemy is at his mercy (of which he has none for evil) and kills them on the spot. He's getting quite a rep for it, but now my GM is introducing more hardcore baddies who sneer at me just stabbing dudes, so I need something more vicious to let them know I'm not just going to kill them.

I'm going to make them suffer for the sins and evils they've wrought. Let them taste the fear and powerlessness they have put onto others. Also I did talk to the GM about a possible arc where my guy goes too far, but so far I think I've been too tame to consider that subplot reasonably within reach. My paladin is also level 3 and we don't level very quickly, so relying on magical means is a bit out of my arsenal.


So I'm getting rather bored of just "and then I slit his throat" method of executing my enemies after we're done with them, and I want to try something new and fun. However my GM considers anything other then a quick death do be "evil", so I want to test new methods of killing my prisoners without losing my paladin powers.


When we buy new magic weapons, can we chose if they have the glowing weapon quality? Under magic weapons it says there is a 30% chance. I dunno if I need to roll off when I first brought it or if I could just say it does. It's sorta important for my character since she's human and could use a handy source of light.

So in PFS, can our magic weapons have the glowing weapon property?


Hmm. That complicates things in my game, but true enough. Thanks.


Question is in the title. If one is proficient with unarmed strike, it counts as a weapon. But it's also not a "natural" weapon, for all intents and purposes. So could I sunder someone's unarmed strike to broken or even destroyed conditions?

Yes I'm aware it seems like a stupid question and "just stab him" is simpler, however events in a game Im playing makes it incredibly hard to to do nonlethal damage and we're not suppose to kill a certain mark. And as my resources are limited to barbarian sunderer, I want to try something creative that isn't breaking a game rule.


Spring Attack:
You can deftly move up to a foe, strike, and withdraw before he can react.

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Normal: You cannot move before and after an attack.

So I came into a situation today where my polearm using fighter tried to trip another reach-using creature. I don't have Improved Trip, which usually isn't a problem against most creatures with limited range, but I got blind sided by this one's reach ability. Anyways, I usually get around taking AoO from enemies thanks to reach, and if I'm spring attacking them I also take advantage of my great mobility to hit them and run.

With that being said, do I still provoke AoO from targets of my Spring Attack for doing attack actions which normally would like combat maneuvers without the feats?


Basically what my title says. I've been running a two-weapon half-orc fighter for a while now, and I'm surprised to know that there has yet to been a finesseable double weapon. I know double weapons themselves aren't exactly the most useful or simplest weapons around, but I figured weapons that require a lot if dexterity to make use of would benefit more from high dex. I guess double weapons are just for high strength two-weapon fighters.


I'm sure there is already a few questions for armor spikes, but none answers this question: can I do a full round two-weapon attack with ONLY my armor spikes? I figured if I could do two unarmed strikes with my tail I should be able to do it with my spikes. Additionally, do I have more than one armor spine at my disposal? Such as one on my shinguard, or maybe one in my chinstrap? Basically anywhere that isn't my arms or hands.

I'm also told there's and Faq on this, but I can't find it, and some dispute that missing Faq as "how the developers play it" rather than and official eratta.

and yes, I do intend to use this information for a certain amount of cheese.


Right, I should probably put up some stats too.

Lucius Cypher Musetouched Aasimar Sound Striker

Str: 8
Dex: 19
Con: 12
Int: 10
Wis: 10
Cha: 20

Also I do have a Wand of CLW (Got that with Prestige). As for weak points, I mainly rely on Weird Words to do damage. I do use my whip often however, which is why I'm going to get Whip Mastery next level (I know it's not the most optimal thing to do with a Bard, but I already got weapon focus). I suppose "Direct" combat is something of a weakness of mines, as my Bard's AC is a somewhat respectable 22. I was thinking of buying an Agile Rapier +1 for melee, but I sort of think that if he's in a melee he's already in a pickle.

I typically play Lucius as a supporting type, buffing, setting up flanks, tripping the enemy, that sort of thing. Obviously he can't really take much of a hit and his damage output without using Weird Words is meh.


So once more thanks to me tendency to rely on skills alone, I find that my bard is sitting on 9557 gold from my last missions and I don't know what to do with it. Currently he has these things of note:

Mithril Chain +1
MW Buckler +1
Masterwork Whip +1
Handy Havard Sack
Belt of Dex +2
Sleeves of many garments
Traveler's anytools
Potions of Protection from Evil (x4)
Potions of Lesser Restoration (x2)
Potion of Fly
Ring of Feather-Falling
Anti-Toxin
Cloak of Resistance

He's currently level 6 and is actually one more job away from hitting level 7. He's a Sound Striker Bard who mostly supports and shoots Weird Words at the enemy during battle, but otherwise serves as the party's talker and knowledge monkey.


Could I also use the faction traits for a Core Character as well? I believe they're PFS free resources as well, even if factions don't really serve much function beyond flavor.


Ayo people of Paizo, I got a character concept that I want some help looking over. We're about to head into a Guildmaker campaign and I've been given clearance to make a Half-Orc Wrestling Vigilante hero (It's in the title), and here's his build path.

Half_orc
Master of Many Style Monk/Stranger Brawler/Steel Breaker Brawler

Traits: Vagabond Child (D. Device), Heavy Hitter

STR:16
DEX:15
CON:12
INT:10
WIS:16
CHA:7

Feats:
MoMS 1. Improved Grapple, BF Grapple Style
MoMS 2. BF Kraken Style
Strangler 3. Toughness
Strangler 4. +1 Dex, Dirty Fighting
Strangler 5. Power Attack
Strangler 6. +1 Dex
Steel Breaker 7. Greater Grapple

That's all I got so far since I'm not even certain if we'll ever break past level 4, but I did at least plan all the way to Steel Breaker. This guy's tactics is to go into a fight, grapple up an enemy (Preferably the mage or heaviest hitter) and slap a pair of manacles on him after he's pinned. To that end, I do want to know if there's a feat that would allow me to draw items, not weapons, similarly to the Quick Draw Feat.


I'm thinking of creating a new character for the Pathfinder Society that is a bit of a fighty-character, but works best along side say, rogues or barbarians. Butterfly Sting is the name of the game: Dual Kukris to maximize crit chances and pass them along to the heavy hitter, while having the skills to help the rogue flank and such. That being said, I don't really know much about slayers and I don't have the actual book for them yet, so I never really got a chance to study them. Any help or advice you'd recommend, my forumites?


I heard about that, but I need a 13 wisdom. Which I don't.


Orc Double Axe. When my brother first introduced me into the game I first looked up what sort of weapon my half-orc ought to use. Immediately spotted this gem and was like "This. This is the one.". Even straight out of character creation I brought the double orc axe simply for the novelty of using such a weapon. So far it has served me quite well, and I dub it "Hack & Slash".

If I may also offer another weapon, it would be my whip. The weapon of my bard, and essentially his primary melee weapon. While most bards would take a rapier my bard isn't good at physically fighting, but he can provide support with his whip just fine.


So after yesterday's adventure my character is now level 8! Doing some calculations, I also figured out I'm missing a feat, so I should fix that. Currently my character is a 1 level of Blood Conduit Blood Rager and 7 levels of core fighter. I recent level up went into fighter, allowing me to get armor training 2, allowing me to move my regular 30 in heavy.

Currently this is what my feats look like

F1 - Two-Weapon Fighting(RF), Double Strike(BF)
F2 - Power Attack (BF)
F3 - Toughness (RF)
F4 - Furious Focus (BF)
BR1/F4 - Iron Will (RF), Improved Bull Rush
BR1/F5 - Improved Iron Will (RF)
BR1/F6 - Forgot my Feat
Br/F7 - No Feats :(

Also my stats at level 8 without any item bonus:
STR: 18
DEX: 16
CON: 16
INT: 10
WIS: 10
CHA: 7

I actually recently died in my last encounter but I had enough prestige for a raise dead and some restorations, so I'm back on my feet again. But now I'm level 8, I'd like to get that fighter level, but gotta do something with that floating free feat I never used. Also blood rager is only a dip so I can use spell wands like shield, the free feat was nice, and blood rage is awesome for what I can do with it. I don't particularly care about fast movement since I'm quite a bit away from getting a mithril full plate. My main weapon is also a double orc axe.

So with all that in mind what do you guys suggest? Cause I'm stumped.


Darn. But the Unchained Monk is so fundamentally different from the core monk... Certainly an upgrade, but it has no compatible archtypes. Ah well. Maybe one day they'll release Unchained Monk Archtypes or something.


I was just wondering, would it be possible for me to play as a Zen Archer and then take a level in unchained monk, since I can't have an unchained zen archer? I figured it might go into a similar dealio as the rogue/ninja.


Eh, I just haven't found a RAW yet that said this couldn't be a thing. I suppose it's one of those common sense thing, but if there isn't a rule for it, hey...


Is it possible? For example, I have a level 7 half-orc fighter who I just got Tower Shield Proficiency, but had previously went the Two-Weapon Fighting tree. If he has the Tower Shield in one hand but say, a Longsword in his main hand, could he Two-Weapon Fight with his Longsword and then his Armor Spike?

What about both attacks being done with the Armor Spikes? It's not a double weapon, so what if I brought two sets of armor spikes?


So wait, just let me get this straight: Even if you get it from three different sources, you only get one bite attack? Not say, three separate bite attacks from each of the sources (Tusked, Toothy, and Razortusk)?


I need to figure out how to make a good AC monk (I hear Crane Style/ Qinggong Monk can give him some beastly AC) to deal with melee and even archers, but one issue I know we'll be having is against mages. Inquisitors and Magus mostly. When it comes to a melee I think the AC would cover it, but I'm not too certain about how to counter magic beyond "Get to them first". Any advice would be helpful, I can't say for certain what the upper limit is.

Only restriction is that the character has to be human and no third-party content.


The Claw Attack Racial Trait gives tengu Improved Unarmed Strike. Could they use it to give their claws and bite (Unarmed strikes) nonlethal properties for a sneak attack?

Two-Weapon Fighting:
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Now maybe the penalties apply from the normal restriction if I'm attacking with both, but what about if I'm only attacking with one? Do they apply even if I'm simply wielding another weapon in my off-hand?

I'm trying to hit an opponent underwater with a Pellet Grenade. What's the AC to hit the surface of the water in such a way that it get's caught in the explosion? Could I hit a position in the water? specifically, like say ten feet deep?


Not the most optimized, but with a Tengu you could get a Claw/Claw/Bite straight out of character creation if you trade Sword Trained for the Claw Attack Alternative Racial Trait. Though the damage die themselves are rather meh (1d4 per claw and a 1d3 bite). And that's not even accounting actual classes and what not.


LazarX wrote:
The problem is anyone who's going to dedicate his character to mounted combat... is going to have their own mount.

True, but also why I'm coordinating this character with a friend. And even with that in mind, a small-sized mount is a medium sized creature, and without it's rider it's essentially an animal companion. So he can help fight, just not with someone riding on it.

Deighton Thrane wrote:
Except dragoons or soheis. If you're always going to be playing with your counterpart, one of those classes could benefit from a druid mount. Especially a sohei who takes mounted skirmisher as a bonus feat. You take a form with pounce and at level 6+ you both should be able to full attack almost every round. Plus the sohei can give you a ton of abilities (evasion, AC bonus, ki strike etc.). Now this being PFS, I'd say expect table variation on whether this works, not because anything says it doesn't, but because this is a great combination and GMs probably won't like it.

Wild Shape is interesting, but that requires about 4 levels before it becomes possible, and I'm hoping to still be able to do this combo while still in humanoid form.

Also, could the rider use their ride checks for the mount if the mount get's attacked? More so if that mount is my character.


Kusaigama: Could I use a Two-Weapon Attack or Flurry of Blows at a 10ft reach with this weapon? Could I do the same at 5ft? In regards to if you're a monk: I don't care if I could just kick them, I want to know if I can Flurry with the kusaigama at 5ft. Would this just be one of those RAW things? Cause this is what a kusaigama looks like. Different then other double weapons which are essentially shafts with deadly stuff at each end, or most reach weapons which are deadly stuff on longer shafts.

Scorpion Whip: To be frank, I have no idea what's going on with this. I want to see an official link to an Errata to answer this questions: Do I need the specific feat "EWP: Scorpion Whip" to use it without penalties even if I am already proficient with whips? Do I still get Disarm, Trip, 15ft Reach, and Performance (Irrelevant but might as well mention) or does it not have those features? Can I use the scorpion whip to threaten adjacent to my character?

Armor Spikes: Can I make AoP's with Armor Spikes if I have no other weapons in my hands, or if I'm using a reach weapon? Does having Armor Spikes still make me "Threatening" even if I have no weapons in hand or Improved Unarmed Strike?

Weapons while Whirlwind Attacking: Another thing I want to see some official ruling one since it seems like a lot of people are battling RAW and RAI, and I'd prefer some RAW for PFS. When I whirlwind attack I only make one melee attack on the enemy: Does that melee attack have to be with one weapon? If I had a reach weapon and a weapon that allowed me to threaten within adjacent area to me (Improved Unarmed Stike, Armor Spike, etc) am I able to attack any enemy that are both adjacent and 10ft away? Could I hit the same enemy if I hit them with my adjacent, then five-foot move during the Whirlwind Attack to hit them with my reach? That last one is probably a no, but I'll ask it anyways.

Improved Unarmed Strike with parts that aren't your arms or legs: If I was a Tiefling with both a Prehensile Tail and Improved Unarmed Strike, can I do an improved unarmed strike with my tail? Additionally:

Tengu's Claw Attack (Alternative racial trait): With this trait could my tengu do non-lethal damage with his claws? Could he do the same with his bite attack? Additionally, if he can do a full-round attack, is his bite a primary or secondary? I know the claws are primary, but they do not specify what the bite falls under. And if he was a rogue, could he turn all these attacks into non-lethal on a sneak attack?

Chakrams: Can I power attack a thrown Chakram? Can I use Finesse Training on a Chakram?

Improvised Weapons: Can I use Finesse Training on improvised weapons?

Wrist Sheath & Gauntlets: Does have a gauntlet or gauntlet-like weapon (Cetsus, Spiked Gauntlet, Rope Gauntlet, etc) interfere with the function of a Wrist Sheath or Spring Loaded Wrist Sheath?

Weapon in each hand but not two-weapon fighting: Say I have a character with a whip in one hand and a rapier in the other. He does not strike with both during one action, but he may attack with a whip on one turn, then stab with the rapier on another turn. Would he be attacking at his full base attack bonus or will he be taking penalties for "Off hand attacks" if one weapon is not in the dominant hand?

Sundering Bombs: Is it possible to sunder things like Alchemists Bombs, or regular Alchemist Flask and Pellet Grenades on an enemy? Would they be destroyed harmlessly or will they activate upon destruction? Are there any situations in which a bomb, flask, or other impact-explosive would "Go off" without the intention of it's owner?

Cooking Bombs: What sort of a roll would I need if I want to, say for example, throw a Pellet Grenade in such a way that it explodes near the surface of a body of water, but not within the water itself (Presumably because if it did land in the water the fuse would fizzle out)?

Off-Hand Wands: Do wands suffer any sort of penalties for being used in the off hand of someone using another weapon? What about dual wielding wands? Would using both be possible with two-weapon fighting?

I know all these questions might have already been answered before, but if so I couldn't find them or the ones I did find simply ended in more "RAW vs RAI", and evidently this information hasn't been spread around enough that I can't get into a fight with other players or Gm's about it's ruling.


This is for PFS, Synthesist is banned.


Not a character who uses a mount, but a character that IS a mount.

It's come to my attention that small-sized characters are great mounter chargers because medium sized creatures are more maneuverable in dungeons. Makes sense, but the only issue then is that now that poor halfing or gnome needs to spend cash and feats on making his ride workable. So I've come to an idea: What if I make a character to serve as the mount? Would that be possible? What feats do I need, what class should I be? What race is best? Is this even legal?

I'm quite aware that doing this might gimp my character personally, since I'm sure there are certain feats and stuff that really only work for mounted combat. I'm trying to coordinate this with another player and their character, so if possible I'd also like suggestions for a character who's mount is also another character.

Much obliged for any help!


That's confusing, and darn. I was really hoping to get Tengu Sword train.... Oh well, maybe in a homebrew game. Thanks for the clarification.


I was just in the midst of character creation when I remembered the human racial trait called "Adoption", where they would lost their bonus feat to gain the weapon proficiency of their adopted parents, weapon focus, or skill focus if they don't have a proficiency. Which sounds neat and all, but losing a bonus feat for a few martial and one or two exotic weapons don't seem too impressive... But what if you were adopted by Tengu? Do you instead get sword trained? Cause that actually might be worth it.

Also if I were say, a Half-Elf, could I chose the human alternative racial trait Adopted, what with being a half-elf, half-human (Since half-elf/half-orc is not actually an option).


Mmm... Mostly flavor I suppose.

It's just that my brother was in a pathfinder scenario a while ago that, due to the way it was written, kinda cornered most paladins into a bad position. To put it simply: There is a noble who is a high cleric of Asmodaues and is doing very evil things. The issue is that we're not suppose to make him angry or fight him, else we lose prestige, also cause the guy was a freak 20cr Cleric in a 7-11 game, where my brother's party averaged out at level 7. There's almost no way a paladin can just walk away from that without picking a fight cause the guy was practically getting his evil on, but the scenario was written in such a way that there wasn't really an option to do anything about it. Literally, the GM later told my brother that the module had nothing on what a paladin would do in that situation, no way to defuse the situation peacefully aside from the paladin having to ignore evil.

There were other cases of paladins being kinda trigger happy with the smite evil thing too, since it seems like characteristically paladins are always suppose to smite evil no matter if it's undead (Entirely understandable) or goblins (Who I've actually had rather cordial relationships with when they don't attack me first). I know that's just personal roleplaying, but even the GM's seem to agree that paladins, by their code, have to fight evil when they find it, and cannot ignore them less they break their vows. Only the Redeemer has a work around to this, and that involves me actually trying to make peace with them over trying to kill them.

I know it sounds more important to Roleplaying, and it sort of is, but at the same time I don't want to be that guy who just plays paladins for the cheese. Redeemer seems like the best option for me so I don't have to kill every bad guy I meet simply because they're my enemies.

That being said if you do have any other paladin archtypes that would help out my orc more, feel free to suggest them. As for what I do want my orc to do, if it hasn't been obvious, he is a talker. Not a liar, he does Diplomacy and Intimdation. I also want him to be tanky, maybe even give him some options against magic too.


Ollo everyone, I'm trying to do what the title says. This would be the first time I'd use a divine class, but just so everything is still familiar I'm making him a paladin. I want him to be a half-orc so I could use the Redeemer. As far as ability goes I do want him to the the type who actually tries to Redeem his enemies, but also scare them into submission (Dat +2 Intimidate). I was also thinking of building him to be fairly tanky, having a very nice AC on top of the rest of his abilities. I have no idea how to go about that though, so any help will be appreciated.


RAI thinking that a Phalanx weapon should be some sort of polearm. Silly RAI, but I've had GM's who would do something like that. I mean my bard carries a Longspear too, but he's more dex based.


Just want to question the RAW and RAI, but does the Phalanx Formation feat work with whips? I want to get it for my Bard since he tends to stick behind his allies and trips up his opponents with his weapon. Sounds perfect for him since my allies tend to give the enemy soft cover, and my bard is much more useful in combat when he makes sure the enemy doesn't even have their weapons in hand or sprawl all over the floor.


My question Skylancer was essentially "Could my rogue with Catch Off-Guard use a Sledge hammer as an improvised earth breaker without the penalties for not having martial weapon proficiency earthbreaker?". I suppose the answer is "Yes, you can use it without Martial Weapon Proficiency: Earthbreaker", and I wanted to double check.


So I had a discussion a while back about what category of proficiencies Improvised weapons fall under. Never got a definitive answer, cause I got a Makeshift Scrapper who could use a decent weapon. He's unchained and I know they're more dex focus, but the flavor of my campaign limits the amount of "Real" weapons we could find, so I improvise. And as fun as hurling beer bottles at my enemies, I was wondering if my makeshift scrapper could use a sledge without any penalties?


So I was in a game yesterday just as a player. Fun game, but in my team was these two spanish brothers. They seemed to talk to each other and plan out everything in spanish, with only one of the brothers speaking to the party in english. From my understanding it's because the other brother has a loose grasp of speaking english. Which is fair enough, but after the game the brother told me that his younger brother basically had a lot of "Chaotic" things to say, and apparently insulted Grandmaster Torch. In Spanish. Where as I played a tengu and did something similar in Tengu (But I myself was speaking english myself), only to have Grandmaster Torch figure out what I was saying through Comprehend Languages.

I doubt there's an actual rule on it, but I am curios what you'd do as a GM if your players start to actually speak a foreign language during the game, for the purpose of communication. Obviously.


Alright, so here's the other reason I wanna know:

I'm still working with an unchained Makeshift Scrapper Rogue in a setting were openly carrying weapons isn't allowed. Could I possibly used my Finesse training for Improvised weapons? This way I could get my full fineness as say, an ale bottle (More or less a light mace)? Or a broken bottle (Something akin to a dagger?)


You can take ranged non-lethal attacks with blunt arrows. I'd imagine that Bludgeoner would also with with Blunt Arrows as well.


So I was just thinking about it, but is there a specific category for improvised weapons? Do they all default to just "Improvised" or do each improvised weapon align with a real weapon of similar design/size? Say for example I take Weapon Proficiency: Light Mace and catch-off guard. So long as my improvised weapon isn't a big heavy stick, does my Weapon Proficiency apply to my now improvised Light Mace?


Can I use Bludgeoneer with firearms? Specifically when I shoot with them? Or does it not count because firearms (Or their bullets at least) count as both blunt and piercing? Or because they're range?

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