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Organized Play Member. 104 posts. No reviews. No lists. No wishlists. 20 Organized Play characters.



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Apologies first off if I'm posting this in the wrong place as it's been some time since I've been on the forums, either 1e or 2e.

That being said, how on earth does one make an effective Sword Scion at 1st level? The background says you get access to Aldori dueling swords, but it doesn't say you just get one and it's freaking 30 GP to buy, which is double your starting gold. I would appreciate any and all advice as I'm making a back-up char for a Kingmaker run and I'm still wrapping my head around the fighter class.

Are there better classes for Sword Scion while I'm at it?

Thanks all and good luck with your campaigns, whether running or playing.


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Hello
I am building a rondelero swashbuckler for a campaign as a back-up character starting at 11th. I am having problems with one of the features of the archetype vs. base class features as listed on the tin:

Buckler Bash (Ex): At 2nd level, a rondelero swashbuckler can perform a shield bash with a buckler (use the same damage and critical multiplier as for a light shield). He can treat a buckler as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse and all feats and class abilities that refer to such a weapon.

Precise Strike:
At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit.

As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

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My problem is this: Does the first feature make my buckler count as a second weapon for the purposes of determining if features like Precise Strike which clearly says "no second weapon" turn off, or does Buckler Bash let me ignore that little issue? It's kind of breaking my brain as the archetype clearly is built to work with both a falcata and a buckler alternating as situations and personal flavor dictate. Thanks!

P.s. Here's a link to the archetype: https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Swashbuckler%20Rondelero %20Swashbuckler


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Thanks all for setting me straight; I sometimes get a little hung up on weird differences like class level versus character level when it's a feature rather than a feat or something.


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Great blog - this gets me excited to try out the new stuff again! One little nit-pick, and apologies if this has already been mentioned: you put the text for Mountain Stance twice under the title for Wolf stance. I use a screen-reader, so this might be visually not the case; thought you would like to know.

Look forward to making Alithyra again, my independent star-metal forging beast totem barbarian from Numeria!


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So in Pathfinder 2, you can only use your animal companion on a turn you want to access their abilities? (action 1, handle animal, action 2 command animal, action 3 animal companion gets their 2 actions)

This completely breaks the spirit of what they're trying to do - why else would "work together" abilities be present if you can't do anything youself on a turn you want to use the animal companion to do something in combat?!


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Okay, this might be because I'm using a screenreader, so I will understand if I'm in the minority here. That being said, this needs to be said:

1. Pagination, people, pagination! The PDF is structured so loosely Adobe refuses outright to shift pages when I engage the "go to page" command.
2. Why on earth do I need to search random semi-related sections to find related information? I am trying for the fourth day now to put together a level 1 character and I keep having to flip back and forth between the "Skills" chapter vs. the "introduction" chapter to find very basic information.

Example? The skills have been replaced with a "proficiency" modifier based on what "category" of skill you have. Yet after searching page after page in the skill section, I had to revert to a full PDF search to find that in page freaking 8 the modifier was simply character level plus category - meaning Trained is level +1, Master is +2, so on and so forth. I don't understand why it couldn't have been included RIGHT at the beginning of the skills chapter under the explanation of the categories of skill mastery.

3. Why is Perception not listed as a skill under the skills section? I understand - if barely - why this is the new initiative stat, but it's only addressed under the combat section. This seems quite confusing, especially since the "Character construction" schema goes out of its way to mention Perception and its importance, but not how to calculate it.

4. Why on Golarion does Armor check penalty apply to Con checks? It *NEVER* did in PF 1.0. I don't even understand from a lore/flavor perspective why this decision; armor would be tiring to wear all the time until you bulked up and got used to wearing it, so if you are trying for "fatigue due to unfamiliarity" as a flavor approach, can't there be a better approach? I'm not sure what as each idea I've been thinking of sound awful - fatigue the first few rounds of combat equal to penalty or half con mod or something... *sigh*. It just seems unnecessary as you're already penalizing strength and dex for this armor "drag".

5. This last point is more of a general question due to coming slightly late to PF 1.0 - I started playing it in 2007, so much of the expansions were out for years: why do the core races consist of less races than PF 1.0? I'm particularly confused as to why no half-orcs or half-elves. Were they additions to the core in a later expansion of some sort, and that's why they aren't included in this?

These are just my initial thoughts; hopefully these glitches will be addressed or work themselves out somehow.