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No posts. Organized Play character for Kalah.



Liberty's Edge

Hello Paizo,

I'm considering building a Cartomancer/Hedge Witch in order to be able to deliver some good ol' heals to my teamates from a distance. But I'm not sure if I have to roll a ranged touch attack on my ally (applying maluses if he's in melee etc.) to deliver a cure light wounds using the Cartomancer's abilities?

Your input is much appreciated.

Liberty's Edge

Trying to build a summoning cleric and was considering the Sacred Summon feat.

Sarenrae is NG, my cleric is NG, my aura is therefore in the middle on the Chaos/Law axis and Good on the Good/Evil axis.

Sacred summon states: "When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round."

Alignments subtypes exactly matching my aura says the feat... when looking at the summon monster list we have monsters with the following alignment subtypes [Good][Evil][Chaotic][Lawful].

Can a NG cleric cast as a standard action creatures having only the [Good] subtype using Sacred Summons?

As a NG cleric you do not qualify for Summon Neutral Monster as you are not considered neutral... you're therefore only considered good and able to cast [Good]-only subtypes summons as a standard... right?


Hello there,

My skald just reached level 9 and I'd like your advice on which feat to take next.

To note: As per this discussion: http://paizo.com/threads/rzs2t052?Skald-Shared-Rage-Powers , I'll consider extra rage powers as not being shared to the group via my Raging Song ability, greatly reducing its attractiveness.

My skald is a Level 9 Half-Orc Skald (Spell Warrior), wielding a +1 Cruel Adamantine Hammer.

I currently have:
Lingering Performance
Power Attack
Furious Focus
Cornugeon Smash

As my level 9 feat I'm seriously considering the following feats (in order of preference, Arcane Strike being the one I'm currently the most enclined to take):

Arcane Strike
Persuasive
Weapon Focus
Blind Fight
Horn of the criosphinx
Reckless Rage

Do you think I'm overlooking any serious contender here ? Any advice on what should be next?

Liberty's Edge

3 people marked this as FAQ candidate.

Does taking Greater Spirit Totem remove the +CHA component of the spirit's slam, effectively dealing less damage if you have a high charisma? Or should I read it as 1d6+CHA?

Additional question: When do the spirits from the lesser spirit totem attack? Beginning of the turn? End of the turn? Whenever I want? (for example when passing by an enemy?)

Greater Spirit Totem: While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage.

Lesser Spirit Totem:
While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.

Liberty's Edge

Unless I'm mistaken, rules say activating your flaming weapon is a standard action (which is very s#&!ty)...

If my Spell Warrior decides to provide a +1 enhancement bonus and the flaming enchantment when she starts singing, do each party member accepting her song has to spend a standard action activating its weapon... or would they burst into flame right away? (which is way more stylish...and useful :D)

Liberty's Edge

For the Barbarian it's stated: "A barbarian cannot select from more than one group of totem rage powers"

There is no such mention for the Skald. Could a skald share rage powers from two different group of totem?

Or should we just consider this works as it would for the Barbarian ?


Question on the Holy Tactician Paladin.

Battlefield presence state:
At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action.

It has no listed duration, and it doesn't say granting a feat replaces the old one. The only limitation is that it shuts off when the paladin is flat-footed or unconscious.

Can a Holy Tactician therefore choose to spend 2-3 standard action before entering a dungeon in order to share 2-3 teamwork feats with the whole group for the duration of the adventure?


Hello there,

My GF has a Sacred Fist warpriest with a one level dip in Monk (master of many styles). She's currently Warpriest 5 / Master of Many Styles 1

She has a quite usual feat setup for a sacred fist: Pummeling Style, Pummeling Charge, Dragon Style and Dragon Ferocity

At her level she can combine two styles altogether, our usual DM tells us that using Pummeling Charge is already considered as fusing two style altogether with Pummeling Style, preventing her from fusing Dragon Style and Pummeling Style altogether.

I tend to disagree, to me it looks like fusing styles is meant to fuse feat that have "Style" in their name, not feats improving a fighting stance like pummeling charge or dragon ferocity.

In short: can she fuse Dragon Style and Pummeling Style, adding the goodies like Pummeling Charge and Dragon Ferocity for free?

Or can she only fuse Pummeling Style + Pummeling Charge, or Dragon Style + Dragon Ferocity (or Pummeling Style + Dragon Style but w/o the bonuses from charge and ferocity)

Many thanks in advance for your replies


5 people marked this as FAQ candidate.

Hey there,

Need your opinion on the Skald's Spell Warrior main attribute, the Enhance Weapons song:

Text states:

//
At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose.

These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability's cost (see Table: Melee Weapon Special Abilities). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.

The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon.
//

Does the skald choose the bonus for the whole party? Does each player announce the chosen bonuses when the skald starts singing?

If the skald choose the bonuses, if he's level 5 and decides to provide flaming/keen enchantments to the party, what about masterwork weapons? Are they unaffected? Do each players masterwork weapons become +1 and players choose the 2nd bonus? And finally, will this be covered in the ACG errata coming in a few days?

So far we've been playing it with the option that when the skald starts singing each player choose based on it's character's knowledge of the fight which bonus he wants to apply (Skald grants you a +2 bonus, how will you spend it? Answer may varies depending if the character is crit oriented, ranged or melee), but not every one reads it the same way, so I wish to collect a bit of various point of views on the question, and maybe an official ruling.


Hey there,

A small rule question for my first post here :) ! I'm not sure if I'm posting it at the right place but since it's PFS-related I'm hoping this is the place.

Anyway. Here is small problem I'm facing. I'm usually playing a character exclusively altogether with my gf, next week-end I have the possibility to play a 3 xp module without her since she's out of the country for the week-end.

Before playing this scenario we'll both be 4.1 (level 4, with one scenario played at level 4)

Playing this scenario will earn me 3 xp. Can I choose to play level 5 on the slow track after that scenario (which will put me at 5.1 w/o playing at level 5) to allow our characters to catch up at level 6?

at the moment: 4.1 4.1
Module:
4.2
5
5.1

Scenario 5.2 4.2
Scenario 5.3 5
Scenario 5.4 5.1
Scenario 5.5 5.2
Scenario 6 6