shroudb wrote: No, weapon infusion gives weapon traits to the blasts, but they are still Blasts and not weapons. Thank you for your fast reply! For the sake of discussion, what is a weapon? I could not find a definition in the books for this and weapons do not have an identifying 'Weapon' Trait.Weapon Infusion gives a Blast the form, shape, and melee or ranged Traits, of a weapon. I find it strange that this could not be a weapon but a chair or a vase could be.
Hi all,
Applied_People wrote:
Sorry I missed this post, I was away for a bit. 1) There is no reason now I think. An earlier version of the build used Ancestral Paragon to take Natural Ambition to take an additional Class Feat but as the build no longer has Natural Ambition, Orc works too.2) I have never used this rule (I have only played in PFS) so I am going to only partially answer so I don't make myself look silly. My first thought was Psychic or Familiar Master to make room for more Alchemist feats but I believe that in Remastered there will be no limit on the number of Focus Points you can have. If this is the case, any class that has a lot of "Increase the number of Focus Points in your focus pool by 1" feats may be a good choice (to fuel more Amped Shields).
The Raven Black wrote:
This is an interesting point that I had not considered. In the ability text, it is the familiar that performs the reaction to aid an ally. Is the master not the familiar's ally? Lend a Hand: Source Book of the Dead pg. 40 The crawling hand assists an ally in the same space to attack a foe, crawling over the enemy and grabbing to distract them. Despite being a minion, it gains 1 reaction at the start of its turns, which it can use only to Aid an attack roll by an ally that shares the hand's space (it still has to prepare to help as normal for the Aid reaction). This attempt automatically succeeds. If the crawling hand has a similar ability, like partner in crime, it still gains only 1 reaction and can choose how to spend it.
Applied_People wrote:
I'm glad you liked it! I think the others have answered the question regarding 6 blocks better than I could have (thank you all!) and frankly I feel silly that I didn't realize there is a potential for 7 breaks in a combat (no reason to cancel early when on your last focus point). As this is already a familiar build, it may be worth looking into Familiar Focus for an extra focus point once per day. In regards to the familiar using Aid, I was thinking of using a Crawling Hand for this build which allows the familiar to Aid an attack roll.
I think this is a fun topic so I am going to attempt to keep it going. As discussed above, I understand that Tanking means more than just AC, but for purposes of theory crafting, I am going to propose what I think would be a very durable Tank. I currently play in games at a local gaming shop where the group composition is like a box of chocolates (you never know what you are going to get...) so this build will be self-sufficient without support from other characters. In addition to the above mentioned Tonics, TV added a few more items (namely the Collar of the Shifting Spider and Troll Hide) that support the idea of an Alchemical Tank well. Please find my build below and try to top this Tankiest Tank to ever Tank! Mutagenist Alchemist
Spoiler:
Ancestry: Human, Half-Orc Background: Field Medic Level 1 Ability Scores: STR 16, DEX 12, CON 14, INT 16, WIS 10, CHA 10 Level 20 Ability Scores: STR 22 (Apex Item), DEX 18, CON 20, INT 20, WIS 14, CHA 10 Ancestry Feats: Orc Weapon Familiarity, Orc Ferocity, Pervasive Superstition, Incredible Ferocity, Rampaging Ferocity Class Feats: Alchemical Familiar, Psychic Dedication (The Tangible Dream, Shield), Basic Psychic Spellcasting, Psi Development (Imaginary weapon), Familiar Master Dedication, Improved or Incredible Familiar, Expert Psychic Spellcasting, Extend Elixir, Persistent Mutagen, Master Psychic Spellcasting, Perfect Mutagen Skill Feats: Battle Medicine, Alchemical Crafting, Continual Recovery, Ward Medic, Assurance (Medicine), Advanced First Aid, Stitch Flesh, Risky Surgery, Forensic Acumen, Robust Recovery, Innoculation, Legendary Medic General Feats: Incredible Initiative, Ancestral Paragon (Orc Superstition), Toughness, Fleet, Canny Acumen (Will) Equipment: Greataxe, Collar of the Shifting Spider, Cassisian Helmet, Troll Hide, Apex STR Item, Weapon and Armor Runes Build Progression Notes:
Level 1 - Mutagenic Flashback as a Free Action to activate a Mutagen once per day
Level 20 Damage Mitigation Summary:
As mentioned in other threads, TV has added a Common option to get a persistent Status bonus to AC (unlike the Protection spells which are Uncommon). The Cassisian Helmet grants a +1 status bonus to AC and saves against evil creatures and effects. A 54 AC is awesome but, to expand on Red Griffyn's post, I have found in play that a character can also be made durable by stacking different types of damage mitigation; such as Resistances, Temporary Hit Points, and Fast Healing, in addition to AC and Saves. TV adds a few new options in this regard. For example, the Numbing Tonic and Soothing Tonic provide Temporary Hit Points and Fast Healing, respectively. As these are Elixirs but not Mutagens, they can be combined with a Mutagen; such as a Fury Cocktail, an Energy Mutagen, or a Stonebody Mutagen. A single Alchemist, Multiclass Alchemist, or Alchemical Sciences Investigator could stack various Resistances, Temporary HPs, and Fast Healing, without needing to Sustain multiple spells like a Bard or Witch. If your 'brewmaster' administers these options to your 54 AC Champion or Mountain Stance Monk before beginning a 'boss fight', you are going to have a happy tank I think.
SuperBidi wrote:
I am liking the Psi Cantrip as part of the Psychic Dedication feat also. Some of the AMPs are pretty good for other classes. Using your example of the stacking Shield spell, a Fighter with Tangible Dream Psychic Dedication can cast an Amped Shield spell and Shield Block (and shield break) multiple times in a fight. This is pretty good with feats that don't have "Requirements You are wielding a shield.", such as Aggressive Block. At later levels. when you have more focus points, it *appears* you may be able to cast the Amped Shield multiple times in the same fight by ceasing to Sustain it before the 3rd shield break ("You can keep using the spell until the final layer breaks; once it does, the spell ends and you can’t cast shield or amped shield again for 10 minutes."). If this works, you could use 7 Shield Blocks (or more if a block doesn't break a layer) in single fight and be ready to do again by the next fight.
Hi all, thank you in advance for your thoughts. NOTE: This question is for PFS Organized Play so I am hoping for replies to mostly be a consensus as opposed to the answer being mostly subject to table variance. QUESTION: Could a Dragon Instinct Barbarian Dragon Disciple with Adopted Ancestry Kobold take the Kobold Breath and Dragon's Breath feats? DISCUSSION:
Dragon Instinct grants access to the Dragon's Rage Breath Feat and the Dragon Disciple Archetype grants access to the Breath of the Dragon Feat. Is a character with access to the Dragon's Rage Breath and Breath of the Dragon Feats not lacking the required physiological feature for the Kobold feats? Please note that the Kobold Breath and Dragon's Breath Feats do not require a specific Kobold Heritage.
The Shadowcaster archetype has the Prerequisite "ability to cast spells".
This is for PFS so I want to be sure before I spend the Achievement Points on the required Boons to create the character. Thank you in advance for your help.
My son started a Dragon Summoner during GenCon. He just informed me that he can't wait to get the level 8 Miniaturize feat so he can "carry his tiny dragon around and use it like a gun". When I asked him what he meant, he replied that his character will hold his dragon and alternate using the Eidolon's Breath Weapon and the Ranged Combatant feat. Are there any rules (or penalties) for being carried while attacking? For example, could he Act Together to move his character while his Eidolon uses it's Breath Weapon and ranged attacks? If not, I can think of a few other potential builds such as holding a Tiny Plant Eidolon while it uses its Tendril Strike attack. Thanks in advance for any rules references or other comments.
cyberferrel wrote:
This is an interesting point. As there are no Untyped Bonuses (CRB, pgs. 344-345), then what are Rage and Weapon Specialization? They both use the phrase "you deal additional damage". How does "additional damage" interact with battle forms?
Thank you both for your replies. The last syngery in the build I will point out is: Greater Weapon Specialization and Wild Morph - So the build will not be totally dependent on Animal Forms that may not fit into tight spaces, I will take Order Spell [Wild Morph] as early as I can. With Greater Weapon Specialization and Handwraps of Mighty Blows, this combination will eventually provide reasonable damage when not using Wild Shape. Later in the build, Wild Morph could also provide additional advantages (such as Reach and Fly Speed), based on what other Wild Shape feats I take.
Does Weapon Specialization add damage to the Unarmed Attacks gained from Battle Forms when using Wild Shape? Thank you in advance for replies. Weapon Specialization (CRB, Druid, pg. 133), "You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary." Polymorph (CRB, Other Spell Traits, pg. 301), "If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties." Increasing Damage (CRB, Damage, pg. 451), "In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the striking rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon’s damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."
I am planning on playing a Shifter-like Fighter Druid for my first character. I think I understand how Wild Shape works but I have a question about part of my build (please see below). I am looking for your thoughts on whether this will be a good combination and what other synergies between the Fighter Class and Wild Shape there may be. Thank you in advance for your help. Basic Build: Fighter with Druid Dedication at level 2 and Basic Wilding [Wild Shape] at level 4 Synergies: Legendary +2 Attack Bonus - Fighters can have up to Legendary Proficiency in Unarmed Attacks and when a character uses there own Attack Bonus in Wild Shape they get a +2 Status bonus on Attack Rolls (Wild Shape, CRB pg. 401). Reach and Attacks of Opportunity - Wild Shape includes Animal Forms at level 2, Large Animal Forms (10-foot Reach) at level 4, and Huge Animal Forms (15-foot Reach) at level 5. I Plan on taking Combat Reflexes and Distracting Stance at later levels to expand AoO opportunities (pun intended). For late game action, at level 16 I plan to take Advanced Wilding [Ferocious Shape] to gain access to Gargantuan (20-foot Reach) Dinosaur Forms. Multiple Attacks - My experience in PF1 is that Reach and good battlefield position can often equate to more rounds using the Full Attack Action. In PF2, I am hoping this means I won't be spending as many rounds using the Move action. Some of the Animal Form attacks include the Agile trait. To minimize the Multiple Attack Penalty, I plan on taking the Exacting Strike and Agile Grace feats when they can be fit into the build. Question: Weapon Specialization and Wild Shape - When in a battle form, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties (Polymorph, CRB, pg. 301). Does this mean that Wild Shape forms cannot benefit from the (Untyped?) damage bonus provided by Weapon Specialization?
David knott 242 wrote:
It's a late game ability but Wildshaping into an Ooze has been around for awhile, and some of the form are tons of fun (like a Tyrant Jelly with the Rapid Grappler feat). Spoiler:
Wild Shape (Su): A cave druid gains this ability at 6th level, except that her effective druid level for this ability is equal to her druid level – 2. She cannot use wild shape to adopt a plant form. At 10th level, the cave druid can assume the form of a Small or Medium ooze as if using beast shape III, and at 12th level that of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus). When in ooze form, the cave druid has no discernible anatomy and is immune to poison, sneak attacks, and critical hits. Link
Darksol the Painbringer wrote:
The stacking language is in the Exemplar description.
Scott Wilhelm wrote:
Thank you all for your replies. To be honest I even confused myself when I was trying to formulate a way to ask how the Martial Artist archetype might interact with these two feats. If you think of a PFS legal way to do this, aside from a 4 level dip into Fighter, I would be grateful.
Ultimate Combat, Martial Artist (Archetype) wrote: Martial Arts Master (Ex): At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces slow fall. Advanced Race Guide wrote:
Ultimate Combat wrote:
Pathfinder RPG Ultimate Combat FAQ wrote:
Does "Feral Combat Training allows you to use the selected natural attack as if it were a monk weapon—you can use it as one of your flurry of blows attacks, use it to deploy special attacks that require you to use a monk weapon, apply the effects of the natural weapon (such as a poisonous bite) for each flurry of blows attack, and so on." mean that the a natural weapon selected with Feral Combat Training counts as a monk weapon for purposes of "a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality"? The character in question is planned to be a multiclass Druid/ Monk with early access to a natural weapon. Please note that this is for Pathfinder Society play. Thank you in advance for replies. P.S. If the answer is no, is it safe to assume Feral Combat Training can be applied to unarmed strike? Thank you again.
Core Rulebook wrote: A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Matthew Downie wrote:
Jeff Morse wrote:
Thank you both for your replies. You have given me more to consider.
Ascalaphus wrote:
I see your point and, without an official ruling, am forced to agree. Thank you.
Ascalaphus wrote:
Thank you for your reply. I am not committed to the idea as I have not yet played the character but I would like to challenge your conclusion for the sake of discussion. Wouldn't the Ultimate Magic rule be the more specific rule (not to mention being the most chronologically recent) as it dives deeper than the general character class and refers to the more specific Nature Bond class ability? The Wolf domain is not on the Wolf Shaman domain list, but it is also not on the Druid domain list. Ultimate Magic expands the Nature Bond class ability, which the Druid core class and Wolf Shaman Druid archetype share, to include animal and terrain domains. When Ultimate Magic rules that "A druid with the nature's bond ability can choose an animal domain or terrain domain", are the Shaman archetypes not Druid's that possess the Nature Bond class ability? Because this is for PFS, I am more concerned with RAW over RAI, but if one were to insert RAI into the discussion, it does not seem sensible that "Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain" while Druids with access to the Animal domain cannot. Does anyone know of an official ruling?
Core Rulebook wrote: Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Advanced Player's Guide wrote: Nature Bond: A wolf shaman who chooses an animal companion must select a wolf. If choosing a domain, the wolf shaman must choose from the Animal, Community, Liberation, and Travel domains. Ultimate Magic wrote: Presented in the section below are new rules for animal and terrain domains—domains for druids whose focus is more specific than the Animal, Plant, Weather, or elemental domains. A druid with the nature's bond ability can choose an animal domain or terrain domain. Which rule carries weight,"the wolf shaman must choose from the Animal, Community, Liberation, and Travel domains." or "A druid with the nature's bond ability can choose an animal domain or terrain domain."? This is for a PFS character. Please include citations if you have them. Thanks in advance for your help!
Legendary Influence:
Each legend grants you more of its power in return for greater influence. Prerequisite(s): Lesser spirit power class feature. Benefit(s): Immediately select one feat (other than an item creation feat) for each spirit you can channel. Whenever you perform a seance to channel a spirit, you can allow the spirit to gain 1 point of influence over you to gain access to that spirit's Legendary Influence feat for as long as you channel that spirit. You can use this bonus feat as a prerequisite for any feats granted by a spirit power (such as the champion's legendary champion ability), but not for any other feats. Improved Legendary Influence:
Each legend grants you more of its power in return for greater influence. Prerequisite(s): Legendary Influence, lesser spirit power and propitiation class features. Benefit(s): For each spirit you can channel, choose a second feat other than an item creation feat. Whenever you allow a spirit to gain 1 point of influence over you to gain that spirit's associated feat via Legendary Influence, you can allow that spirit to gain 1 additional point of influence over you to gain the second feat. Can the feat from Legendary Influence be used to meet a prerequisite for the feat granted by Improved Legendary Influence? By RAW I think it is clear the answer is no but I can't help but feel it would make more sense if Legendary Influence read as follows, "You can use this bonus feat as a prerequisite for any feats granted by a spirit Thanks in advance for your thoughts.
Hi all,
Even though it has been around for awhile, my group recently got around to reading Ultimate Intrigue and the Vigilante. It resulted in a discussion on ways to get full Base Attack Bonus (Base Attack Bonus = Character Level) on characters with classes that do not naturally have this, such as the Fighter. The list is for actual Attack Bonus, not just Attack Bonus for specific uses such as calculating CMB or meeting feat requirements. Here is what I have so far: Kineticist (class) > Elemental Annihilator (archetype)
Thank you.
From the Ectoplasmatist archetype: "At 4th level, the ectoplasmatist can use her lashes as reach weapons or use them to manipulate objects from a distance." "Using the lashes to manipulate items always provokes attacks of opportunity, even if the action the ectoplasmatist is taking normally wouldn’t." "Using the lashes to manipulate objects from a distance still provokes attacks of opportunity, but only if the action the ectoplasmatist is taking would normally provoke such attacks (instead of always provoking)." Can the Ectoplasmic Lashes be used to wield weapons? Thanks in advance!
From the Eldritch Scion archetype (emphasis mine): "As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits of drawbacks of bloodraging." From the Bloodrager class (respective of your chosen Bloodline): - "Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made." - "Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage." - "Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear." Does this mean these abilities can be used every other round without penalty, while you spend eldritch energy points, sort of like mini rage cycling? Thanks in advance!
If it is for a long term campaign, I vote for a Warpriest with the Animal and Travel Blessings. - Full plate (or comparable)- check - TWF: Large One-handed weapon (equivalent of a greatsword) and Large Steel Shield - A Longsword or Bastard Sword will do the trick I think - Travels through shadow/Fights the Abyss on it's own plane - Travel Blessing at level 10 - Companions a rather large wolf (imagine ogre sized. I don't need to have the wolf though. it's too op. Ends up wielding its fallen master's greatsword...because...dark souls) - Animal Blessing at level 10
Maverick898 wrote:
I think an Orc will make a fine BR. Stat order isn't bad, though I may have put the 17 in CON. One negative, as Primalist and Crossblooded both alter your bloodline choices, I don't think they can be taken together. As far as feats, what is your goal? For example, for damage Power Attack and Arcane Strike are good feats. At later levels you may also wanna look at Raging Deathblow and Raging Brutality. For defense, I like Endurance and Diehard or Raging Vitality so you can keep raging when you get in trouble. Combat Reflexes and the Stalwart feats may be a good follow up to Diehard. For tanking, Combat Reflexes and Stand Still or Power Attack and Pushing Assault could be one way to go.
This is just my 2 cents as my experience with the class is limited to level 7 at the moment. I'm not sure how I feel about a potential Extra Fervor feat. If it could be taken multiple times, for some builds it might be so good you would just take it for most of your feat slots (like some tanky Paladin builds). While powerful, that may be a bit boring. Also, the class really seems to be based around the Fervor management mechanic. The feat would remove the decision as to whether you should burn a Fervor or not. At higher levels, the answer would always be "yes". All that said, I think I would be in favor a feat that could be taken once, like Extra Channel. It would be a must have feat, but not eat up most of your feat slots.
Duskblade wrote:
I agree here and would also like to throw this out. I think there is a pretty good argument that the Fast Healer feat (+1/2 CON bonus to magical healing) doesn't work with non-magical fast healing. Blood of Life is listed as Su however. Using Fast Healer, Rage, and Raging Vitality I suspect it is possible to get equivalent fast healing rates above 15. The prerequisite feats (Endurance and Diehard) appear on many of the Bloodline feat lists and Half-Orcs can start with Endurance as a racial option.
Revolving Door Alternate wrote:
While Crossblooded does not explicitly say that it alters the bloodline feat ability (as Blood Conduit does) I believe it will be FAQed to say so in the future making them incompatible. I'm working on a similar build using Primalist (for Bestial Totem/ Pounce) instead of Crossblooded. I would love to take them both but I am assuming that Crossblooded will also eventually be FAQed to read that it alters the bloodline class ability (as Primalist does). I went with bardiche too. Other reach exploiting feats I looked at were Lunge and Pushing Assault (because of your extended reach you can push multiple times per round). As I am the "tank" for my group, I took Stand Still but as it only effects adjacent foes it wasn't quite as useful as I thought. Speaking of adjacent foes, I like the Arcane Strike feat for this build. Free damage when you have a swift action available and it makes your bite (adjacent AoO) attack magical. I wonder if at level 11 you would get more rounds of rage from Raging Absorption or Raging Deathblow. I hope that gives you some ideas.
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