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.
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?
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:
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.
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.
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?
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.
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.
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.
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
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?
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.
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.
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?
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.
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.
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.
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).
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.
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.
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.
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?
So just came back from a session today with my level three Makeshift Scrapper character. Our campaign's is that our party (Or the initial party anyways) were a group of spell casters who somehow end up in a somewhat post-industrial world were magic, both arcane and divine, no longer existed, except for the party that arrived. I myself wasn't part of the first group so I could not roll up a spellcaster, which is fine with me as we needed a skill money anyways. The Gm said that his session isn't quite as combat focus as some of the other games, so I didn't really care too much about cheesing my guy to be good in a fight. I chose Makeshift Scrapper for a few reasons: Since we're in a city setting were armed adventurers are "Rare" to say the least, I needed to give my guy a means to protect himself without drawing too much suspicion. Sure he could just hide a dagger, but no one would question him with a broom either, right? As for why I chose a makeshift scrapper instead of say, a monk, it's also because my guy is a drug dealer. Rogues would have the necessary skills for what he needs to know and do, so I felt it was thematically appropriate.
Anyways, while the GM said it wasn't a combat focus game, I did end up getting into a fight due to my... Overzealous rolls. I rolled under a twelve only once the entire session, and after two consecutive twenties I got a bit cocky. Anyways long story short I ended up pissing off a gang who wanted to try to get a discount on the drugs I was selling to them, so I used a heavy sack of coin (It was filled with a thousand silver pieces) as an improvised club. When the GM questioned why I had a decent attack roll on it (+3), I told him it was because of my Catch Off Guard feat I get as a make shift scrapper. It really caught those guys off guard since I won initiative and hit them flatfooted. Floored the first guy closest to me. And since these guys were level one thugs (I.e. Warriors with no weapons), they thought to surround and grapple my rogue.
Nope.
One of them came in for a grapple and I took the AOP against his flat foot, since he was still unarmed and that's what Catch off guard does. I hit and he goes down. While they were just a couple of unarmed thuggish type, I managed to take out two-out-of-three with nothing more than a bag of silver. The last guy stayed and seemed to be waiting for me (GM said that he made him use a ready action to attack my rogue if he got close, not that I knew it at the time) which was when I decided to use my other feat given to me as a Makeshift scrapper: Throw anything. I might have sort of fudged the rules thinking that he was still flat footed when I threw my improvised weapon at him, but still the GM allowed it and I got my full sneak attack bonus on him. Three guys with only a sack of coins.
Fun times to be had when anything is a weapon. You guys have any stories to tell about improvised weapons? Any advice about what makes a good improvised weapon, or what sort of feats I should look into to make more of a use out of it?
As my title implies, I'm hoping to cheese it with a Kobold Ninja. Makes sense from a roleplaying perspective that a kobold would take up the art of the ninja to utilize their natural stealthiness to take out their enemies. However I got no idea how to cheese him in such a way that would be affective. I only have certain ideas of how I want to play him. Any help would be appreciated.
Here's some of the things I know I want him to be able to do.
1. Poisons. Most of our campaign's dealt with living creatures, with the occasional elemental thrown at us, so poisons would be my ninja's main way of hurting others. I considered a dip into Alchemy to make use of of alchemy crafting for this purpose.
2. AC Tank. Small sized creatures tend to be strange about being able to have insanely high AC, more so when they're specced into Dex. While I know a Kobold ain't exactly best in a strait up melee, if I intend to make use of Sneak Attacks I need to get into the fray sometimes too. Speaking of that:
3. Sneak Attacks. Right now my kobold ninja can be created at level 6, which at least gives me a sneak attack of a 3d6. Since I'm not really going to bother messing which his impotent 6 strength, those sneak attack bonus are all I got for damage dealing, along with poisons.
4. Skill Monkey. Right now we have no deft handyman, no one to disable devices, set up traps, sneak around, or anything like that. We have plenty of talkers but basically we need a rogue. And I do want this Kobold to be a Ninja, despite how awesome an Unchained Rogue now is. I may be willing to take a few dips however, really depends on the build.
I don't expect him to be able to do all of them (Though that would be awesome), but one or two would be great.
I also have a flat budget of 16000 gold for the purpose of buying equipment, I can get magical items but nothing legendary or such. It's a twenty-point build and I can get two traits. I'm only allowed to use Paizo stuff, though I don't need the books for it just a link to the d20 page.
So today I wanted to try the ever so interesting "Feather Token: Anchor attached to an Arrow" Trick, giving it some thought about how I'd need to shoot my arrow to get full efficiency. I figured that my GM, if I told them that I was shooting with my feather token arrow and hit, would make up some bullshit excuse that the arrow isn't sticking into my opponent or something, so I figured I could try to shoot above the opponent and than activate the Token using a verbal command. But than I'm told that my character, a Zen Archer monk with an intelligence of twelve, couldn't time the right moment when my arrow would be above my target and use the word command to activate the feather token. What the f#%!?
So what sort of skill would my archer need in order to logically be able to calculate the timing and angle to shot an arrow above my opponent at the right moment to activate the feather token to turn it into an anchor, which I would hope drop right on top of my enemy?
So I'm about to head into a homebrew game with the specific caveat that each of us has to be some sort of spellcasting class. Only Core and Base Classes, though I haven't gotten an errata on Archtypes yet. Immediately what I had in mind was some sort of half-orc who whips out his Falchion when things get too close.
Other limitations include only core races (Though I'm not certain about picking alternative racial traits, though let's say yes/no if you're willing to do that) and again, core and base only, so no ACG mages. I may or may not be able to work in a monk, though that itself is also dependent on what sort of archtypes I could get and/or if I can apply unchained to it (I have yet to get an answer).
Currently I have two ideas in my head, one that's good for the short term since we're starting at level one, and another that relies on my guy surviving long enough to utilize these new advantages: Melee Summoner or Dragon Disciple.
As far as Melee Summoner goes I'm purposely not considering Synthesis until I figure out if I can use Archtypes. Plus I was thinking more of a battle-buddy type Melee Summoner than "Embodiment of all that is painful". Half-orc is a must, though I'm hoping that there will be some flexibility with racial traits.
For Dragon Disciple I'll obviously start out as a Sorcerer of the Dragon Bloodline. Given that they could get claws as natural weapons I don't really need my falchion, though beyond that I don't really know how to make Sorcerers into a more viable melee mage. I haven't really looked into what sort of spells he ought to know (I'm feeling Transmutation spells, though Abjuration would help him live longer).
Those are just two thoughts that have occurred to me, if you guys have a different idea feel free to suggest it.
Rolling up a crossbow bard and I was wondering what sort of things I could make my Unseen Servant to for trickery, both on and off the battlefield. I know I can make him reload my crossbow for me, and that's just the tip of the iceberg.
Rolling up a kobold alchemist and I wanted to make him into an Homunculist, and noticed that Homunculist don't get any poison skills. That being said, if I take levels in Trap Breaker (Which also don't get poison skills), does that mean I can simply alternate archtypes every time I level up, or is that not how it works even with multiple archtypes of the same class?
I know that if say, I want Homunculist/Summoner or whatever, it's x levels of Homunculist plus y levels of summoner equal to my character's level, but I'm a bit iffy on how your class level processes with multiple archtypes of the same class that don't conflict with one another.
Like seriously, I really want to see this happen. I know I'll be giving him a Lance for the damages, though I also sort of wanna play up his goblinness and have him armed with a horse-chopper... Either way, I don't really know how to stat him, only how I intend to play him, both mechanically and role playing wise.
Mechanically obviously he'll be charging into battle. He'll rely on his Ride checks to survive attacks, so that's gotta be high. While he's not stupid (More in the roleplaying part), he's not an experinced Samurai. Literally, he's going to be level one, though I do intend for him to be better at charging at high levels, however that's possible.
Roleplaying wise he always knew he was a weak goblin, but smarter than the rest of his goblin friends but also a "Strange one". Certainly a hyperactive bugger, but he had a sense of morality that isolated him from his goblin friends because he didn't want to raid farms and attack travelers because he thought it was "Bad" and "Dumb" and "Suicidal". One of the few times he joined his friends to attack some people on the roads, it was a mighty samurai warrior who made quick work of him and his friends. Scared for his life the goblin begged for mercy, and it was given to him. The Samurai sheathed his weapon and left the Goblin alive. Ever since the the goblin wanted to be someone like him: strong, but honorable.
That bit above I want to incorporate into this goblin character. Can't say I know much about how to pick traits/feats/stats that would reflect this well that will also make him useful as a samurai. Any help would be appreciate.
So I was browsing through the d20PFSRD for combat feats for my Zen Archer and noticed that Focus Shot looked pretty nice. You should also know that I chose Precise Shot as my Monk's Bonus feat cause I didn't care for Point-Blank shot. On the opening page Focus shot only requires INT 13 and Precise shot, but going to the feat itself it also says I need Point-Blank Shot. Did it do that under the assumption that you would normally need to get Point-Blank Shot to get Precise Shot, but if not does that mean I need to spend another feat to get Point Blank so I can then get Focus?
Here's the overview list of the feats, look near the bottom of F and you'd find Focus Shot. I also have APG and looked in the book myself, it just requires INT 13 and Precise on the sum up page, but Point Blank upon further reading.
The scizore grants a +1 shield bonus to AC, but if you attack with the blade, you lose the AC bonus that round and take a –1 penalty on attack rolls with the scizore. While wearing a scizore, you cannot use that hand for anything else. A scizore provides a +10 bonus to your CMD against being disarmed of your scizore. Donning a scizore is a full-round action.
Quick Draw wrote:
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Working on a built here, but unless I give my guy fluff saying he lost his arm I doubt most places would allow him to walk around with what amounts to an axe for a hand. Still, if I gave him Quick Draw "Scizore" as one of his feats, can he equip it as a free action or does it just get bumped down to a movement action? Could he don it while moving? Does he need a free hand to strap it on?
Alright, time for some munchkining! I wanna get whirlwind strike, but that 6 feat tax is pretty damn heavy, and I feel that there's a faster way than just getting any old fighter to level 6. I'd like your help finding out the shortest route to getting Whirlwind strike!
I'm making a drow-blooded half-elf was wondering how to get around being dazzled for walking around during the day. And since she's a freshly made character, I don't have the cash to have her drop 12k on a pair of magical sunglasses. I don't suppose there's a pair of mundane shades that could at least let her ward off a particularly sunny day?
I'm making this gimmicky Half-Elf barbarian using the Hurler Archtype with Throw Anything, and I initially figured that I'd have her get Ancestral Arms "Bastard Sword" so she can move into position and hurl her BFS at any unfortunate mook, since throwing two-handed weapons is a full round action. However the Drow Magic Racial trait looked interesting, but required that I sacrifice my Adaptability racial trait, which is what I replaced for Ancestral Arms.
THAT BEING SAID! The Bastard Sword is technically a one-handed exotic weapon, but can be used as a marital weapon with two-hands. But that doesn't mean it is a two-handed weapon, does it? So with Throw Anything which allows me to throw anything as an improvised weapon (Last time I check Bastard Swords aren't made for throwing), could I still throw a Bastard Sword without taking any exotic weapon penalties or counting it as a two-handed weapon as long as all I'm using it for is throwing?
I know it's a really specific niche, hence why I'd like your help in figuring out how to make this work. I always wanted to create a divine spellcaster who fights with range combat, and originally this was going to be a ranger but I found the Warpriest to just be too interesting a class to pass up. But than again I don't really know much about either class to figure out how to make this viable, namely things like deities and feats. I know the Sling Staff, like any sling, requires Ammo Drop in order to get much mileage out of it. But beyond that I hoping you all can help me.
Also as far as how far I intend to take this character, I typically play in the Pathfinder Society but more or less retire characters at level 7 or so, if only because it's hard to find games at that level in my local area. So I don't particularly care about how useful a build is if it only starts seeing it's true potential beyond level 6.
Full Name
tessaemorrow hadleyehaley
Gender
male
Age
44
Location
Shreveport
About giovanisfkent
Advantages of Polymer Composites within Aerospace Design
In aerospace engineering, polymer composites play a crucial duty in improving efficiency with their light-weight homes. This decrease in weight directly contributes to enhanced fuel performance and increased haul capability. Past their lowered mass, these products display impressive stamina and sturdiness, creating them optimal for the requiring conditions of trip. As you think about these elements, it is crucial to analyze just how these advantages convert into cost financial savings and operational effectiveness in the market.
Lightweight Characteristics and Fuel Efficiency
As the need for extra efficient aerospace solutions climbs, you'll locate that light-weight polymer compounds play a vital duty in improving fuel efficiency. These products, produced by polymer supplier, significantly reduce airplane weight without having jeopardizing structural integrity. By replacing traditional metals with sophisticated composites, you optimize the overall mass of the airplane, bring about lower fuel usage throughout flight. The lowered weight permits boosted payload capability and longer varieties, making procedures more affordable. To explore the current developments in polymer technology and find solutions that fit your needs, click this link and unlock more details.
Stamina and Resilience
While the light-weight residential properties of polymer composites are often highlighted, their stamina and longevity are similarly crucial in aerospace design. These products exhibit exceptional tensile and compressive strength as a result of their unique polymer chemical frameworks, enabling them to endure severe conditions. When you select polymer composites, you're gaining from high fatigue resistance, which is vital for components subjected to repeated packing cycles throughout flight. Their sturdiness reduces the threat of devastating failing, ensuring security and integrity in aerospace apps.
Corrosion Resistance and Maintenance Cost Reduction
When thinking about products for aerospace applications, the corrosion resistance of polymer compounds uses substantial advantages that straight effect upkeep costs. In contrast to traditional products vulnerable to environmental degradation, polymer composites, specifically those strengthened with iro polymer, show phenomenal protection to deterioration. This sturdiness minimizes the regularity and strength of maintenance treatments, reducing overall operational prices.
Improved Safety and Performance
The unification of polymer compounds in aerospace design considerably boosts safety and security and efficiency, attending to important demands in the market. By making use of IRO polymer matrices, you gain from improved influence resistance and weight decrease, permitting extra effective gas usage. These compounds exhibit superior tensile stamina and rigidity, which translates to better architectural integrity under different tension conditions.
Final Thought
To conclude, polymer compounds propel the aerospace industry towards extensive progress. Their lightweight buildings significantly reduce gas intake, while their stamina and durability deliver trustworthy efficiency. With corrosion resistance reducing maintenance expenses, these products guarantee long life and dependability. Eventually, by accepting these ingenious composites, you're not simply improving safety and security and effectiveness; you're pioneering possibilities that advertise lasting, streamlined services in aerospace engineering. As a result, polymer composites are an essential part of the future of flight.