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Are there any properties or magic items that will increase the max dex limit for a set of armor? I'm using darkleaf studded leather armor which has a max dex bonus of +7. Is there something that would let me squeeze out another point of dex bonus? Or do I need to switch to something like silken ceremonial? Thanks ![]()
*****This is for pathfinder society play **** I have a level 1 bard (dawnflower dervish)/level 6 magus (hex crafter). I’m feeling a bit lost on what to do with his new feat and magus arcana. He is heading into bonekeep 1 shortly and I’m a little focused on that at the moment as well. Stats: Str 8 dex 21 (w/ +2 belt) con 14 int 16 wis 8 cha 12
Where do I go from here? Equipment
I’m considering selling my sword and replacing it with an adamantine +1 scimitar as I’m worried about DR and I’m completely scimitar dependant. I keep scrolls of versatile weapon to deal with other non alignment based DR, but I’m vulnerable to adamantine. My AC is 24 with shield and 26 with reduce person thrown in. I definitely will throw cash at a ring of protection of amulet of natural armor if there is any to spare. Any other great equipment ideas? Feats/Arcana
I’ve considered taking the familiar arcana along with improved familiar to get a faerie dragon (yes..I know I need the boon). And while the idea is colorful and I like it, I think I’d really only use him to use a wand to reduce me or maybe cat’s grace me. Not needing to take the time to do that myself seems huge, but maybe there is something more valuable I’m overlooking that could be done with my feat and arcana? I apologize for the tomb. And appreciate your thoughts. Thanks in advance! ![]()
Hello,
I've reread the guide to play and I don't see anything that would suggest that we aren't supposed to do this. Did I miss something? Thanks in advance ![]()
A character wields a short sword in each hand. At the beginning of their turn they attack an adjacent enemy. They take the penalty for 2-weapon fighting..say -2 if they are wielding 2 light weapons and have the feat. The enemy goes down on the first swing. Have they used a full attack? Or does that count as a standard and they still have a move action if they would like to take advantage of it? I know that they could 5 foot step and continue a full attack if they like. i'm interested in knowing if swinging once and taking a penalty to hit because you are preparing to swing with you off hand if needed commits you to a full attack even if you don't use your attacks. thanks. ![]()
Hi All, I'm hoping for some advice. I'm trying to put together a combat effective ninja for pathfinder society. I've been toying with a two level dip in magus to open up the spell list, pick up an extra attack/round (hopefully with Sneak Attack) from spell strike, a nice damage burst (4d8) from shocking grasp a few times a day, and the swift action +1/+1 which helps make up for the multiclass BAB hurt. But I keep wandering in circles. I have been trying not to make his damage dex based for a few reasons.
So I've arrived at..Aasimar for +2str/+2chr Str 16, dex 16, con 14, wis 7, int 12, chr 14 I've pondering Magus 2/Ninja x wielding a katana. I'm worried about AC, low to hit with spell combat, and lots of failed concentration checks even with cantrips => no additional attack from spell strike. I've considered going Kensai to pick up weapon focus for free and the extra AC from int. Which of course leads me to think I should try to squeeze out 14 int to take full advantage of the 2 magus levels getting 2 AC from int. Losing the spell a day hurts, but pears of power are cheap. I like the idea of this build a lot, but its just not gelling in my mind. I've also thought..if I'm just trying to get the extra attack, which I'm not..I like the spells and access to wands, maybe I should just pick up a level of monk for flurry. But what weapon would I go with..and is their any flair there? Is the ninja/magus idea just a dead end? if not, any thoughts on how to make it work? If it is a dead end, how about pulling off a heaving hitting sneak attacking ninja monk? Thanks in advance for your thoughts. I've dumped a lot here. ![]()
I apologize in advance if this question has already been answered somewhere, I expect it has. But I haven't been able to find it if so. I'm hoping that someone can confirm my understand of how flurry of blows combines with non monk levels. As an example, lets take a monk 3/fighter 3. If I do a standard attack (no FOB) i would expect to get 1 attack with a BAB of +5. If I flurry, my BAB would be +6. Meaning that I would get three attacks at 4/4/-1. A monk 1/Fighter 5 would resolve in the same manner. Sound right? Thanks! ![]()
Hello All,
Flight is obviously great for all sorts of reasons. But I'm trying to figure out how to leverage it in combat...and I'm not coming up with alot. Does anyone have ideas on how a dervish based melee fighter type can effectively use flight to his advantage in combat? ![]()
Hello,
I have some confidence that:
Here is my big area of fuzziness though. It seems that I'd read that for PFS you must be able to cast the spell required to create the item. Which means....no amulet of natural armor, since wizards don't have barkskin..no rings of protection b/c wizards are missing shield of faith and so on. Is anyone clear on how this is supposed to work? Thanks ![]()
Diplomacy
Are characters allowed to make multiple diplomacy checks to gradually improve an NPCs attitude in stages? By the rules you can increase the attitude by multiple steps if you exceed the initial DC by 5. But are their any limitations on repeated attempts? ![]()
Hello,
He is Bard (dawnflower dervish) 1, magus 2 (hex crafter)
His first level feat is extra performance..to get maximum use out of battle dance from the bard level. I want him to be consistently effective at dealing out melee damage. Since he isn't strong enough for power attack and pirhana strike won't work with a scimitar I'm not seeing alot of options to add damage until weapon specialization. At the moment i'm considering arcane strike or weapon focus (since there is no damage if you don't hit). Any thoughts would be appreciated. Thanks in advance. ![]()
Rules in question Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below). Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location. If I start with stealth and cast a spell with multiple attack rolls (scorching ray or fiery shuriken)would I get sneak attack on each ray since I'm releasing them all at once? or only on the first one that I roll? If I only get it automatically on my first roll am I able to make an additional stealth check (at -20)between each attack roll? What if I left cover to make my attack? I would have technically successfully used stealth 10 feet away, but would no longer typically qualify for a stealth check because I left cover to do it? I'm guessing the sniping rule is most specific and so would trump the standard stealth rule? Thanks. ![]()
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents. Written by Kyle Baird ![]()
Hello, I've recently started playing pathfinder society on line. My first character is a rogue and I'm planning to move him towards arcane trickster. I'm just about ready to level up to level 2, which means I have one last chance to make any character modifications before he is set for the rest of his career. I'm very tempted to take the sniper rogue archetype so the I can gain the benefit of an extra 10 ft on my ranged sneak attack from my third level of rogue. I feel that this could come in very handy for an arcane trickster. However, I'm having a hard time deciding how much losing the trapfinding ability is going to hurt. How much is it going to stink when I run into a magical trap and can't disarm it. Which way you would go? Anyone have thoughts or opinions? Thanks ![]()
Say your character has a 13 str and you take power attack as a feat. Now, say your character takes a point of str damage from poison or disease or magic....your pick. Can that character make use of the power attack feat now that their str is 12? That i can find, RAW doesnt speak to this. You need the pre req to select the feat. But there is no mention of needing the pre req to use the feat once its trained. Anyone have an opinion, or better yet an official ruling? Thanks ![]()
In the next session of the game I'm running my players will be hunting for buried (deep) treasure. I'd like to ask you to share your favorite underground moments. I'm looking for challenges of all sorts: terrain, environmental, side quests and so on. I'm also looking for your thoughts on ways to keep them "moving in the right direction" while still maintaning the idea they are wandering thru a complex cave/underdark sysyem. Thanks in advance for taking the time to share. ![]()
I’m having trouble settling on my ability score distribution for a character I’m playing in an upcoming game. We are starting at third level and I’m playing a tiefling (daemon spawn) magus with a single level dip in bard (dawnflower dervish). We do not have point buy and my initial rolls are : 18, 16, 14, 13, 11, and 10. I was settled on this distribution initially. Str – 10, Dex 20 (18 +2 racial), Con 14, Int 20 (16+2 racial+2 Tiefling ability), 9 Wis (11-2 racial), 13 Cha I maxed out dex and int because they are obvious for a dex based magus. I used the 13 for Cha b/c I wanted access to 1st level bard spells and to increase my rounds of battle dance. I’m dipping mostly for battle dance and dervish dance, but it seems silly not to take the 1st level spells as well. And besides, I want this guy to be charming :-) After sitting on this for awhile I realized that I didn’t like not having access to power attack at level 5. So I’ve been considering this alternate distribution. Str – 13, Dex 20 (18 +2 racial), Con 14, Int 18 (16+2 racial), 9 Wis (11-2 racial), 12 Cha (10+2 Tiefling ability) I very much like the idea of having access to power attack and think it will pay off down the road. However, for now I’m finding that I miss the extra 1st level magus spell, arcane pool point, skill points not to mention the extra +1 to all those int based skill checks. Anyone have thoughts on which way to go? Thanks! ![]()
I'm looking for a little clarification on net use, specifically the snag net. My BAB is low enough at this point that I only have one attack a round. As I read it, I believe on my first turn I can entangle an opponent. On my next turn (assuming the opponent is still in the net)I can choose to make a trip combat maneuver. I don't believe that I can, in the same turn, throw the net to entangle and then try to trip..correct? Next question. With a masterwork snag net I understand that I can add +1 to my attack to try to entangle and to my CMB when trying to trip. But I'm wondering what the masterwork quality does to the escape artist or Strength check DC to get free from being entangled. I don't see anywhere in the rules where having a weapon of better quality modifies these DCs, but intuitively you would think there would be an adjustment? Along the same lines, you would expect that if the net had a +1 or more magical enhancement that these DCs might be modified as well. Has anyone seen errata or a discussion around this before? Thanks All. ![]()
I'm putting together a custom magical item for one of my players to find as loot. I borrowed pieces of the item from a couple of third party sources, but I think the final item is unique. I'm envisioning an item about the size and heft of a hacky sack. The item can hold one touch spell for up to an hour/CL. The caster is able to cast other spells during that time without losing the charge on the item. The item can be thrown as a ranged touch attack to deliver the spell (range increment 20"). If the recipient anticipates that the spell being delivered is beneficial they may chose to forgo any dexterity bonus to touch AC. Any thoughts on this item? Any ideas on what one might call such a thing? Thanks! ![]()
I'm looking for non standard options to disable traps. I'm playing a level 4 Zen Archer Monk with low intelligence (read - limited skill points). Ive maxed out perception and stealth and have racial dark vision. I'd like to be the dungeon crawl scout for my group, but dont have any class or skill related abilities to deal with traps once I've detected them. Anyone have any out of the box thoughts on strategies or items that would help? Ive considered sovereign glue as an option to muck up trap works, but having just made level 4 the price is way too steep to be a viable solution. Any other creative suggestions? ![]()
Hi There,
I'm looking for module/adventure path suggestions you might be able to provide to support a short campaign. I expect that we will be running between 4 and 6 sessions that tend to run about 6 hours a piece. I'm looking for something that would be appropriate for 5 characters level 5 to 7 ish. I'd like to do something that is wilderness (forest) focused and find the idea of some amount of cave type exploration appealing. Anything come to mind? I'm open to portions of an adventure path or something third party. I might even cobble something together from bits and pieces of this and that. But given that I've never run a game I'd like a point of reference to make certain my encounters are appropriate. I'm also specifically looking for thoughts on ability score generation. The group I'm playing with seems very attached to rolling for scores..I really don't like it, but they do. Typically we roll 5d6 and drop the lowest two. Do this six times and then the player assigns the scores as they like. I don't like that the resulting ability scores can very so much between players. I'm considering introducing a "leveler" for those that role sub standard scores. Something like..if the resulting total ability score modification from your rolls is <x the player gets y additional points to assign as they like. Any thoughts? Also...I wouldn't say no to any other other advice you might have for a new GM. I've played with a great group for the past 2 years and I'm something of a rules lawyer, so I'm not particularly concerned with the mechanics. I think my biggest challenge will be with RP and story telling....I'm a little uptight ;-) Thanks all for you time. ![]()
Hello,
I'm looking for options to increase spellcraft or otherwise make him more likely to make his spellcraft check. We are between levels, so feats or traits aren't useful. So far I can think of.....
Headband of vast intelligence with a skill focus on spell craft I don't like the fox's cunning because its such a temporary effect. Threefold Aspect is good, but my character can only manage 4th level druid spells (50% of the time anyway) The headband would work, but I already have one with a sense motive focus. I'd hate to spend the resources on another one that I would use only temporarily assuming one was even avaialble to purchase. Does anyone have other suggestions? Thanks! ![]()
What is the effect of a permant loss of intelligence on previously learned skills? My character recently lost 2 points of intelligence. Which for me means one less skill point per level. I'm wondering how folks would deal with skill points for previously gained levels. Would you consider that the skill was already learned and keep those points despite the int loss? Or would you go back and remove a skill point taken at each level? How would you decided which point to remove? ![]()
The Fly skill says that you can rise at half speed at a 45 degree angle with no skill check. Assume a fly speed of 30. going with a climb of 45 degrees, does that mean in a move action I move 15 ft on the horizontal axis and 15 feet on the vertical axis? Which would actually be a move of 21ish feet. What if I choose to rise at less that a 45 degree angle? If I climb at a 25 degree angle I might move 30 ft on the horizontal access and 15 feet on the vertical access. For a total move of about 33 ft. Anyone know how the rules are intended to work? I'm pretty sure I'm not supposed to be calculating the tangent of theta during a game :-) Thanks ![]()
I'm playing in a game with lots of planar travel. In our next session we will be heading to a plane of fire. The DM in his great wisdom contrived to have all of us aquire energy resistance items in preparation for this part of the adventure. However my animal companion has no such protection. The DM has ruled that energy protection five would be sufficient. My character can manage 4th level druid and 3rd level wizard spells. I've considered packing my second level spell slots on both sides with resist energy and combining it with rope trick to rest at night. If I rope trick for 9 hours a day I would need 10 RE spells a day to keep my wolf whole (CL is 9 for both druid and wizard). I have a total of 9 2nd level spell slots (minus 1 for rope trip). I can use third level slots as well, but thats taking away alot of my spell casting versatility. I've got the craft wand feat as well, and have thought to spend the 2250 GP to create a resist engery wand. Combinded with rope trick that would get me through 5 days, which might be enough. Any thoughts on better ways to pull this off? Thanks! ![]()
I believe this spell would need to be cast before the player knows whether or not the attack would normally have hit. Do you all agree? Thanks! Windy Escape
You cannot use windy escape against an attack of opportunity you provoked by casting a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity whenused. Appears In: Advanced Race Guide ![]()
I'm playing in a game with lots of planar travel. We have been away from "home" for a long while and I'm looking for options to communicate with 2 NPCs back on my home plane that are closely tied to my character's background. My character can manage 4th level druid spells and 3rd level wizard spells. I'm also in a place where I have access to fairly high level NPC casters that I could hire. Anyone have ideas on the best way to pull this off? So far I've got two ideas, neither of which is great. 1. scry spell combined with message cantrip. This is the best option I can think of, but it still has problems. The target gets a will save and both of my contacts would have really high saves. They would both be receptive to contact, but I don't think its reasonable for them to know its me before they save. Also based on my CL the message spell would only have a 45% chance of getting through. Its not clear from the spell description if I can just keep casting it till it works. Oh..and there is the part about finding a 1000gp mirror to use. 2. Hire a wizard to cast dream on me. But this only allows for one way communication. Significantly less than ideal Any other thoughts? Thanks! ![]()
I'm playing a Zen Archer and I'm leveling him up to 2nd level. I'm having trouble decided what to do with my bonus monk feat. My current feats are: Point Blank Shot, Precise Shot, and Big Game Hunter (+1 to hit/+2 dam Large or Larger creatures). I also have weapon focus bow as a class feat. I want him to be as strong a martial character as I can make him. I was planning to take dodge (because I didn't see anything else exciting), but I mentioned to my DM that some of the Zen Archer Monk feats seemed silly, specifically Rapid Shot and Many Shot since you can't use them with flurry. He ruled that those feats should stack with FOB, even though the rules say otherwise. Now I'm having trouble deciding between dodge and Rapid Shot. I really like the idea of getting three arrows into the air a round, but the -2 attach penalty on all three shots from RS really makes me wince. Anyone have thoughts on the value of RS at low levels? In case it matters here are quick stats; human, Str 15, Dex 14, Con 14, Int 9, Wis 17, Chr 9. AC is 15. Thanks in advance everyone. ![]()
Can a wildshaped druid in a form that requires wings for flight cast spells while on the wing? The druid has natural spell. For some reason I'm taking for granted that they could while in the form of an air elemental. Though I suppose I shouldn't take that for granted. Anyone know if/where the rules address these situations? Or otherwise have an option? Thanks! |