Hawktitan's page

Organized Play Member. 1,430 posts (3,844 including aliases). No reviews. No lists. 2 wishlists. 9 Organized Play characters. 9 aliases.


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Edymnion wrote:
Can I use the claws with iterative attacks from high BAB? How do two claws interact with TWF?

Natural attacks do not get iteratives, and if you are exclusively attacking with natural weapons then TWF does not apply.

You can only use one claw attack as a standard action, but can make all your natural attacks as a full round action.

Basically I'm grooving on the idea of the shadowy demon ninja that kills with his bare claws, I'm just not 100% up on what all would be required for a good mauling.

Usually aiming for three natural attacks is a good idea. A Tengu for example can get three natural attacks out of the gate. If you wanted a way to add a third to a tiefling ninja might I recommend Skill focus and eldritch heritage for the sorcerer's Serpentine bloodline.

Additionaly, I know I can enhance base claw damage with Improved Natural Weapons monstrous feat, but I assume that just like a monk the only way I could enchant my claws is with the amulet of mighty fists?

Typically one would use an amulet of mighty fists, but it's not the only way. Getting someone to cast Magic Fang for example, or acquiring an oil of it. There is also the Body Wrap of Mighty Strikes. There may be other examples as well, however the Amulet is likely your best bet for long term investment.

There has been a lot of discussion of mixing natural attacks with unarmed strikes and i would like to clarify how this would work

Let us take a level 8 ninja, weapon finesse, 18 dex, with a +1 agile amulet of mighty fists. Your attack bonus would be at +11 with everything mentioned.

If you just do a full attack of natural attacks of Claw/Claw/Bite

Each one would taken at your full bonus of +11 with a damage bonus of +5 (and Sneak Attack if applicable).

Lets say you wanted to throw in Unarmed Strikes (as kicks or whatever) here is how that would look -

Unarmed Strike +11/+6
Damage bonus +5

Claw/Claw/Bite all at +6
Damage bonus +3

#2) What about a 'heavenly' animal companion?

Aasimar sorcerer with the Sylvan bloodline with the Celestial Servant feat. It's not exactly a pen pal, but it gets you close to what you are looking for, and right at level 1.

The best use of poison I've ever found for use by a player-

Bloodrager with a focus on natural attacks. Eldritch Heritage for a bite that does Con damage, scales with your level with a boost when you rage.

Free action to grow the fangs and no gold cost associated.

Not answering the original question but Tengu with the Swordtrained racial would work for a race as well.

Carry on.

Sure, and there are several builds that work

Oracle - Battle, or prehaps something like Wood.
Bard - Archetype to something combat oriented like Arcane Duelist
Magus - Spellcombat means full attack while spellcasting. Good times.
Warpriest - Fervor swift action buffing.
Bloodrager - Particularly Arcane bloodline, but others work as well.

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No Annie, I have not.

Keep up Undetectable Alignment to hide alignment all the time, then use mundane disguises against True Seeing. Prehaps disguise as a mephit or something.

True seeing is a hard spell to 'get around' short of spells like Mind Blank. Intentionally so in my opinion.

Improved Precise Shot will do that for ranged weapons.

Charon's Little Helper wrote:

No - they are all primary attacks and swing at its full attack bonus. (Though only when making a full attack.)

The only disadvantage is that when a creature only has a single attack, it does 1.5x strength damage with it. So the eidolan will do slightly less damage on charges etc, but it's still a very good evolution choice.

Eidolons are a little different - I would not give them extra damage if a bite was their only attack, and besides if they really want 1.5x damage on the bite there is an evolution for that.

Unarmed Hexcrafter Magus with Hex Strike

This is the way to go if you must have everything in one build.

There is this FAQ -

Magical Lineage (trait): Can I use this trait to adjust a spell's effective level below the unmodified spell's original level?
No. For example, it won't allow you to alter a wizard's fireball into 2nd-level spell.

Yes the FAQ applies directly to Magical Lineage and not wayang spellhunter, but if you think the FAQ wouldn't apply to both then you are fooling yourself.

Human Arcanist with say... fireball -

10 base
5 int
1 int boosting item
1 spell focus
1 greater spell focus
1 elemental focus
1 greater elemental focus
2 Potent Magic exploit

Hefty investement, but nothing listed is obscure.


The list is 'Spend 2 PP for a single item of 750g or less'. I just made a short list of things based on that, that I have found handy or considered useful at one time or another.

Any level 1 wand is valued at 750g, so any level 1 wand can be purchased with 2 PP points. It's just that a CLW wand is very very useful and should probably be the first or second buy with PP.

The item being valueless is a good point. Let us take my example above of Half-Plate. You could buy the armor with 2 PP but typically one will want to go with Full-Plate. Full-Plate however is not affordable until you are level 2. Getting the Half-Plate at level 1 with PP points until you can afford the Full-Plate isn't a terrible idea, however when you make the purchase of Full-Plate the Half-Plate becomes decoration for your character's home or whatever - you can't resell it for gold.

Also see the link that Damanta posted. It has the relevent list of things you can do with PP. A raise dead for example is 16 PP, a restoration to remove the negative level is 4 PP, having your body recovered is 5 PP. This makes the total cost to recover from a TPK 25 PP.

Of course the other side of the coin is if you have the right tools availible, then the TPK shouldn't happen :).

1 Prestidge Point can purchase a single item worth 150g or less.
2 Prestidge Points can purchase a single item worth 750g or less.

Some items -
Level 1 wands cost 750g (ex. ***Wand of Cure Light Wounds*** seriously - pick this up).
Level 3 Potions cost 750g (ex. Fly, Gaseous Form, Cure Serious Wounds).
A scroll with 5 copies of a level 2 spell is 750g (ex. Bull Strength).
A scroll of 2 copies of a level 3 spell is 750g (ex. Fireball).

Also other things that might be of interest to people in general.

Mithril Dagger - 500g
Masterwork Agile Breastplate - 550g
Masterwork Half Plate - 750g
A Darkwood Composite (+3) Longbow costs 730g

See also wonderous items that cost 750g or less. Of particular note to me is the Snapleaf.

Oracle - Battle Mystery - Ancient Lorekeeper archetype. Possibly Warsighted as well.

Definately Maneuver Mastery Revelation.

Gruugdúrz wrote:
MrNastyButler wrote:

There is nothing stating that you would not be able to do this in the rules. If a DM stated you could not, it would be more a house rule than an official rule so it would be good to double check that with them.

But I guess I'd need to select the Primalist archetype to gain a totem rage power, wouldn't I?

Still, these are all things that could make things interesting!

Just note that Primalist isn't PFS legal.

I just realized that part of my post was fragmented.

It should read as '1 level in Swashbuckler' then the rest in fighter, ranger or slayer.

Also realize that half-elves and tengu are just as viable if not moreso then humans if you go this route. Half-elves can pick up EWP as an alternate racial trait and tengu have Swordtrained as a default racial trait. Both of these act as the bonus feat from human that would essentially become EWP (sawtooth sabre).

The reason that Sawtooth-Sabre is attractive is because they count as light for the purposes of TWF, and can be chosen for the Slashing Grace feat (dex to damage). This makes dex to damage come online earlier then if you had to wait for agile weapon enchants (painful if you play through the levels instead of using credit).

As far as AC goes it's not going to be easy.

Firstly you could up your dex, change your belt from a str belt to a str/dex belt.

Dodge feat.

You could primarilly use a meteor hammer - an exotic weapon - for a +1 shield bonus that you should be able to keep up most of the time. The weapon is kind of a cool and very versitile in and of itself as well.

Making those changes would net you +3. The only way I see it going higher would be to use the combat expertise feat or fighting defensively while you fight.

As far as bypassing DR, it's not as bad as your DM makes it out to be. A +3 weapon bypasses DR of cold iron and silver. Keep a couple oils of Bless Weapon on you for when you need to bypass DR/Evil. Then making your weapon admantine (or just one end of the weapon in the case of the meteor hammer) you'll have most of your bases covered.

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One that is not often realized is Energy Body from the Life Oracle. They can get crit immunity (and all elemental traits) for rounds/level starting at level 1.

Looks like there are a couple of feats still open. I count that you should have nine in total. 5 from leveling, 2 from fighter and 2 from ranger.

If you are human, add one more.

DominusMegadeus wrote:
Claxon wrote:
She spent 12 years in the library with Professor Plum.
with the lead pipe?

In the cave.

Sefet'wy-tep wrote:
Xexyz wrote:

Few things:

1. How high of level do you anticipate playing this character?

2. What kind of stat array do you have to work with? You mention a Dex based fighter; do you mean pure Dex for hit & damage?

3. Make sure you're on the same page with your GM over how mobile fighting works. The common consensus is that the bonuses last for a round, but you might want to get clarification from your GM just to be sure.

Hi there!

1. Wanted to start as level 1, as a PFS character sort of thing.

2. I was thinking high DEX: good for AC and things like two weapon fighting, Weapon Finesse, and all that.

3. I was thinking of the good old in-and-out and hit-and-run sort of fighting, rather than just a typical dungeon slog to see who runs out of HP first.

Might be on the wrong track. Just wanted to try a fighter who wasn't all brawn.

The best way I've seen to make a high dex TWF is to take 1 level in then take the rest of your levels in Fighter, Ranger or Slayer. Pick up the feats EWP (Sawtooth Sabre), Slashing Grace (Sawtooth Sabre), Weapon Focus (Sawtooth Sabre) and TWF. Doable by level 3 if you are human, half elf or tengu.

I think getting Eldritch Heritage for the bite can be worthwhile for some classes, like a Bloodrager.


If I were using the GM hat I would say that you could manage it if you found someone with a +4 Con belt and would be willing to train you, use retraining rules and throw in a little extra for use of the belt during that time.

Alternatively Cord of Stubborn Resolve with a stat increase from when you level.

Melee and Ranged Weapons wrote:
Melee weapons are used for making melee attacks, though some can be thrown as well. Ranged weapons include thrown weapons or projectile weapons that are not effective in melee.
Thrown Weapons wrote:
Daggers, darts, javelins, throwing axes, light hammers, and nets are examples of thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons).

Just a couple of quotes from the PRD from Ultimate Equipment as to what is and is not a ranged weapon. Bolded parts are my emphasis. Thrown daggers are definately ranged weapons.

Multiclass into Swashbuckler with the Inspired Blade Archetype?

Merick - I have a level 4 fighter that would be available.

London Duke wrote:

I have a pretty regular gaming group of friends, most are not optimizers despite high system mastery. I on the other hand love to put all the pieces of the puzzle together in such a way to make an efficient machine. I never struggle to RP my characters and am one of our better roleplayers however it comes up almost every campaign that my characters are too powerful.

Does anyone else expeience this and if so what do you do?

I hate the idea of not making strong the stronger of two choices when it fits the character...

Example: I am considering a skinwalker Beastmorph/Vivisectionist alchemist who is trying to come up with a way to rid his genes from the lycanthrope taint. Now I could take Scaleheart which have beautiful racial modifiers for the build but would only have 3 natural attacks with feral mutagen... or Rageborn and have 6 NAs... at level 2.

Both are solid options but I think the Rageborn would wind up with someone throwing a book at my head.

In your experience, how much is too much for a game with friends?

Usually I'm with you. I usually like making the optimal choice for a character. In this case I would not.

Why? There is a reason non-standard races are not allowed at many tables and when you get variants of non-standard races it allows for some extremely powerful (overpowerful) combinations.

I would not try to make the Ragebred because if I were looking at it through the lens of a GM it would not be something I would allow a player to have. Remember the GM has the right (and often the responsibility) to say 'No' to certain concepts. Especially in a group where system mastery is lacking.

Because the Huntmaster can have multiple animal companions, with druid levels divided. If it doesn't work the way I think it does then I apologize.

Hunting Pack (Ex):

At 1st level, a huntmaster forms a close bond with an animal companion. This animal companion functions as a druid's animal companion, using the cavalier's level as his effective druid level. He can choose either a bird or a dog when selecting his animal companion.

The huntmaster can have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. Each time a huntmaster's effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the huntmaster's service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the huntmaster the ability to cast a single spell so that it affects all of his animal companions.

A huntmaster's animal companions gain a bonus on Survival checks to follow tracks equal to 1/2 the cavalier's class level (minimum 1).

This ability replaces mount.

Even if it did work that way it wouldn't be for PFS where you can only have one AC at a time, and evolved companion isn't legal.

Alleran wrote:
Hawktitan wrote:
The question you have to ask yourself is why do you want to be an EK over a Magus.

Magus trades in eventual 7th-9th level spell access for class features, and also loses out on getting the full benefits of the entire Sorc/Wiz spell list.

Personally, I prefer EK for the Wizard progression and full spell list, particularly so for a game that will reach (or is in) the low teens and above. Your mileage may vary.

Yes this is true, but the OP specifically mentioned PFS and PFS doesn't typically get into the teen levels.

My response was filtered through that context.

Bolt Ace, use a crossbow. You are gargantuan.... so it's really more like a ballista anyway.

Yes, position yourself so if they move they take an AOO, or if they don't move / just take a 5' step, hopefully they've just wasted their actions. If you enlarge when they have already reached you, you'll do more damage but it's not when the ability really shines. Of course if you have allies who charge and ignore positioning because they are... tactically challenged... then it becomes very hard to use the ability to it's fullest. It's actually a big problem if you try and play a reach character in PFS when you have varying groups each time. I speak from expirience. *sigh*

Also as Magda mentioned +10 to hit is doable at level 5 if you have inspire courage running. Also you or one of your bards should pick up the battle cry feat when you hit level 5.

+6 from bab/str/ and +1 weapon, +2 bull strength, +2 inspire courage, +1 battlecry, -1 power attack makes +10 if you have all the buffs running.

SKR said otherwise a couple of years ago.


Was there anything since then that contradicts this?

Sorry, the archetype is actually called Huntmaster.


If anything is allowed and I were to build a Huntsmaster I'd go with

Human race

1) Boon Companion
1) Evolved Companion (giving claws to dog#1)
1) Precise Strike (Combat, Teamwork)
3) Evolved Companion (giving claws to dog#2)
5) Boon Companion

Feat -> Extra Evolution.

Evolution -> Claws

Cavalier has the following two archetypes that I know of -

Daring Champion (Advanced Class Guide) which has no animal companion at all, but between Precise Strike and Challenge he gets levelx2 in additional damage.

Huntsmen (Animal Archive) trade in your horse and mounted combat feats for a dog(s) and/or a bird(s). The main benefit is your pet(s) benefit from your challenges.

The question you have to ask yourself is why do you want to be an EK over a Magus.

I found an answer once and I have had a kinda crazy EK build rattling around in my head for awhile. This is more or less the current incarnation of the idea (which has never been put into practice).

Wizard 7 (Exploiter Archetype)
Swashbuckler 1 (Inspired Blade Archetype)
EK until cap

The main idea behind this was to get the dimensional dervish feat chain on levels 7,9,11 (and 13 but PFS typically ends at 12).

2d8+1d6-2 actually looks pretty good for what you are trying to do I think (assuming my math is right):

1- 0.26
2- 0.78
3- 1.56
4- 2.60
5- 3.91
6- 5.47
7- 7.03
8- 8.59
9- 9.64
10- 10.16
11- 10.16
12- 9.64
13- 8.59
14- 7.03
15- 5.47
16- 3.91
17- 2.60
18- 1.56
19- 0.78
20- 0.26

Also realize you would need to tweak more mechanics then just die rolls. Swashbucklers for example are more or less balanced on generating panache 15% of the time before level 5 and 30% of the time afterwards.

I don't see this as a bug.

It's not a 'bug' he's just trying to tinker with the core game system. It's sometimes an interesting thought experiment if nothing else, but it definitely has ripple effects.

redward wrote:
Dimminsy wrote:

The goal: Use a pool of dice that when rolled result in a combined average total of 10.5 (or something close to it such as 10-11) with a min of 1 and a max of 20.

How would you solve this problem?

A twenty-sided die numbered 1 - 20 looks like it would achieve that goal.

The only other way to achieve this is if one or more dice has a 0 on it, or by subtracting from the total.

Is there a reason you want to use something other than a d20 to achieve the same mathematical effect?

Probability and standard deviation.

It's basically the difference between a greatsword and a greataxe.

Hitting a 12 on a Greataxe is 8.3%, hitting a 12 on a Greatsword is 2.78%.

He wants a system where you shift the probability of achieving the average roll on any particular roll towards the middle.

In such a system crits become much more rare and people preform 'more reliably' when making checks.

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2d20 take the average, scale up the number of d20s as desired.

This is coming from a PbP player who has been toying with the idea of PbP GMing on these boards.

Spoiler blocks are your friend. If someone casts a spell or uses an ability have them post the spell with a spoiler tag for a quick and easy reference.

Example - Hawk uses Energy Body.

Enery Body:
As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Character sheets posted in profiles or other easily referenced locations.

Encourage players to break up numbers. Let me give an example - instead of doing.

Attack: 1d20 + 16 ⇒ (17) + 16 = 33


Attack+Flanking+Haste+Bless: 1d20 + 12 + 2 + 1 + 1 ⇒ (19) + 12 + 2 + 1 + 1 = 35

This does a couple things, first it allows you as the GM to understand where numbers are coming from, additionally if players forget to add or subtract numbers it is far easier to catch (and if I had a dollar for every time a fellow player forgets to add Bless.....).

Limiting material is a decent idea. Also know there several decent sources online where one can look up information for Pathfinder.

Paizo's PRD
Archives of Nethys

If I were to limit material I'd limit it to Paizo's PRD and use PFS ban rules. Add things from there on a case by case basis.

There are no downtime rules for training/leveling of followers that I know of, so you are mostly into GM territory. RAW having followers revolves around the leadership feat. If you wanted to have five level 5 paladins then your leadership would need to be 25+.

Another way to simulate an army by RAW is to have 'leadership recursion'. By that I mean - you take leadership and get a cohort, your cohort takes leadership and get's his own cohort, your cohort's cohort takes leadership (etc etc). I'd definitely make sure to run that by your GM first before you try any such thing though.

Stealing someone else's post and math from an old thread -

Arachne wrote:

13 cohorts, of every level from 7 to 19.

Followers by level:
1 - 379
2 - 34
3 - 16
4 - 9
5 - 5
6 - 2


Oh right. The weapon gains corrosive. Sure, that works fine then.

My take is that you have 2, but each glove is a separate command to activate.

You couldn't use this through a weapon like one would with spellstrike as it is not a magus spell. You would get additional damage if you cast say shocking grasp and then touched someone with the glove activated.

blackbloodtroll wrote:

I truly feel this feat needs errata/FAQ, but I am not going to stand by as anyone claims that using a Style restricts the available weapons.

So, you can use Pummeling Style, attack with a Longsword, but never really benefit from the Pummeling Style feats.

You don't have "drop" Pummeling Style, to attack with a different weapon.

100% confirmed to be the case. You can be in pummeling style, attack with a longsword but get no benefit.

Other game is over, all but receiving the chronicle sheet at least.

Not sure how this is a 'FAQ' as it's pretty clear you can't.

What is really being asked for is a rule change.

A simple Bear's Endurance can help keep you up as well if you would go into the negatives.

That sounds fine. I think we will finish by then. Hopefully my other game won't stall.

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