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Another thing I think may be why the person thought the character had proficiency is because of the « dancing string » ability, it basically makes it act like prehensile hair and prehensile hair can be use as a natural attack.

Maybe he thought that because it could be used as a natural attack, he had proficiency with it (the rope itself) and thus could use the equipment tricks related to this rope?

Anyway, here’s the source where I found people talk aboit the build:

https://www.reddit.com/r/Pathfinder_RPG/comments/6di1xa/witch_archetype_tat terdemalion_discussion_breaking/


Hey, I saw a cool tatterdemalion witch build that made use of the « equipment trick » feat to use an animated rope (one you would be able to control as prehensile hair) as a spiked chain to attack.

It seems really cool, but the person who posted this build recommended feats at first level and boasted about the fact that a tatterdemalion that is proficient with a spiked chain (mandatory to use equipment trick - spiked chain, if I remember correctly) could do x actions and blah blah blah.

The thing is, the tatterdemalion witch’s proficiencies are simple weapons, bolas, nets and whips. No spiked chains to be seen.

I tought that maybe he included being a human and taking exotic weapon proficiency as a bonus feat ar first level because of race, but no, he was using this build on a ratfolk...

It overall made confused about how does the witch get the proficiency in spiked chains to use the feat at 1st level? Am I missing something in the archetype ability descriptions explaining this?

And if you have some other advices on how to play a tatterdemalion witch, they would be gladly appreciated. :D


Wow thank you to everyone for your helpful advice!

And I will most likely try your build, Ferious Thune, it looks really fun and efficient!


Hey, I thought it would be fun roleplay-wise to make a rogue able to deliver sneak attacks with a whip and I'm not sure how I want to build it.

I never built a whip user before so I don't really know what's good on them or not, same for a rogue. :/

Is there a trait that would make a rogue proficient with exotic weapons a.k.a the whip/scorpion whip, so I don't use up a feat or level by multiclassing into something to get it?

What is a good whip build and what can be changed from it to accomodate the rogue features?

Also, what are your experiences with whip users and rogues? It would help me a lot to know more about it! :D

Thank you in advance for taking some of your time! :D


Thank you very much for your answers and your time! :D


Hey, I wanted to ask a few questions concerning the stealth, darkness and using a whip.

1. When using a whip, do I threaten characters in my 15ft. range or only if I'm adjacent to them? (For flanking purposes)

2. Is there any way, (feats or others) to counter ''A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.'' and does it include sneak attack damage (or does it only negate the initial whip damage, THEN add the sneak attack damage)?

3. If I lower the ambiant light level to darkness (or lower) and considering that I would have darkvision and my opponent would not (so he's considered blinded and I have total concealment from him (he doesnt have scent, etc.)), if I then use the stealth skill to move silently and then attack with my whip (and thus ending my stealth), could my opponent make a perception check to try locating me (by sound?) after my move action is finished (no sound from walking but maybe from the whip?) also would my attack with my whip give him my exact location (or a general location)?

4. If I use the stealth skill and then attack with my said whip, can it qualify for the ''sniping'' part of the stealth skill or does my stealth just end for that turn?

As you can probably tell, I think of trying to make a rogue that uses a whip for the most part so if you have any advice that could help me concerning feats, multiclassing,builds, etc. it would help me a lot if you shared your own knowledge and experiences. :)

Thank you in advance for answering my questions and helping me. :D


'Aether Architect
Element Aether; Type utility (Su); Level 9; Burn 0
You can spin a small building, bridge, or other edifice out of aether, and even use aether to tether a building to a flat surface other than the ground. By concentrating for 10 minutes, you can create an edifice out of scintillating aether (same hardness and hit points as a wall of force) as long as the edifice is no larger than one 10-foot cube per kineticist level. Unless the creation is extremely simplistic, you must succeed at a craft or knowledge (engineering) check to add embellishments. This ability can also create a series of tethers to securely attach a normal building to a vertical surface or even a cavern ceiling. Aether Architect lasts as long as you concentrate, and you can accept 1 point of burn to make the effect last until destroyed; by accepting this burn, you can use this ability any number of times in a row to create a larger edifice.'

What I want to know is, what exactly can I NOT create with this, what I mean by that is, per example, say 'I create an armory and some weapons within it' and then roll for craft (weaponry)' would that be acceptable?

Is it possible to create things that are not edifices (like lamps, weapons, etc.) as long as I roll a craft check relevent to the object I'm trying to create? The fact that they mentionned the craft skill made me think that I could use it this way, but I could be wrong.

Should it be kept to things relevent to walls and such (because of the mention of wall of force) and we be more creative with the uses (with the craft skill)?

And IF we can use it to create items this way, could we use it with crafting feats like 'craft wondrous items' to craft such items?

Is crafting items with this talent more of the 'houserules territory'?

Sorry for all these questions and thanks in advance for the help! :D


Thank you very much for your clarifications! :D

But isn't the prerequisite you mentioned already met when you have Omnikinesis (because you would be level 20) and you need to be level 18 and up to meet the prerequisite of being eligible for 9th level utility talents?

Or do you mean that if I try to trade up a talent, I must take into account the considered -4 to kineticist level if the talent I'm trying to learn is from an element other than my 'main' or first element?

Sorry to ask so many questions... :/


Hey, I don't know if this was already answered, I checked, but couldn't find a conclusive answer to my questions...

I was reading about the ability ''Omnikinesis'', the level 20 ability for the kineticist class (text below) and I'm not sure if I'm reading and understanding it wrong or anything.

''Omnikinesis (Su)

At 20th level, a kineticist transcends the distinction between the different elements and can bend all creation to her will. By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast she chooses), she can use any blast wild talent she doesn’t know.

By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, ignoring any elemental requirements or restrictions (but not any other requirements or restrictions).''

My problem lies in the second paragraph, does it mean that I could, for example, exchange a 1st level utility wild talent for a 9th level one, as long as they both are ''utility'' wild talents? Because it doesn't specify if the levels must be the same or lower.

Also, I'm not sure about what could be the other requirements or restrictions..

Thanks in advance :)