Ichthyodactyl's page

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I have searched around and failed to find an answer for this specific question;

Can you use Scar Hex on a creature that is already currently under the effects of Scar Hex, assuming that you have a high enough Int to do so (however that need is interpreted for this instance). If so, would that mean that the creature has two separate 'scars' on it and uses two 'slots' of scarring (as two separate creatures would)?

In extrapolation, if you can Scar Hex a creature already under the effects of a Scar Hex then, presumably, you can use Scar Hex on the creature in question anywhere within the mile distance of the already present Scar Hex, yes?

Further extrapolation, based on the apparent RAW interaction between Scar Hex and Split Hex, you could re-scar a creature within the mile limit to also scar a secondary creature within 30ft. of the original creature. In effect, long-distance scarring?

I realize that RAI, this seems utterly ridiculous but I can't find any reason RAW why it wouldn't be true, looking for some insight if there is any to be had here.

*Tangentially related non-rules question for Hex-users who use the Split Hex/Scar RAW interaction; How do you find it best to accumulate and maintain a standing collection of animals to use for this interaction? What sorts of Hexes do you find useful for this, as it would seem that the really good negative ones would be counterproductive unless you have a constant influx of new animals to use?

Any response is welcome


Toying around with the Time Thief class from SGG. http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/time-t hief

Curious if anyone has any opinions about about how to build this class and, more specifically, what good race options would be. It would seem, to me, to heavily support a Cha/Dex build and most of the good Cha/Dex races don't seem to have great Alternative Favored Class Bonuses. I also know that not all of the Alternate Favored Class Bonuses are listed on that class page though. Assume that all 3pp content is fair game for this purpose.

Any thoughts about how to build them effectively and especially for good race suggestions would be appreciated.


So, first of all I know this was a hot topic for a few months awhile ago so I want to make it clear now that I am really not trying to stir the Sh@# pot here. I am not trying to start any fights, I really am unsure how this specific instance is supposed to be handled. I have read the FAQ about these kinds of instances and as many of the clarification posts in the old thread as I could find. If there was one that covered this example or ones similar, I couldn't find it.

Daring Champion/Inspired Blade

Daring champion gains Panache as a normal Swashbuckler would (just Cha mod) while Inspired Blade gets Cha mod +Int mod.

The way I see it, it's one of two possibilities;

1. That They stack because Inspired Panache is derived from 'multiple sources' while Panache and Deeds is not. or..

2. Taking a level of Inspired Blade simply adds the value of Int mod to the Daring Champions current pool of Panache.

Ultimately I think it comes down to an issue of parsing, is it:

'a bonus equal to (Cha mod+Int mod)' or..
'(a bonus equal to Cha mod) + (a bonus equal to Int mod)'

Again, sorry if this specific problem was addressed somewhere or if I simply didn't understand an implication in the FAQ and posts, but I am not sure on the wording here.

As a bonus inquiry under the same circumstances;

Am I correct in asssuming that a character with Daring Champ 1 and Inspired Blade 1 could still regain panache with killing blows? Also while using weapons other than a rapier?


I have been trying to theorycraft a character that has been on my mind awhile and I've hit several roadblocks, so I thought that posting a thread here might help shake loose some good ideas.

Basically, Quincy is an Orc (or a Half-Orc) who thinks of himself as an exceptionally fancy person, obsessed with his own personal prestige and social standing and, in his mind, perfectly espouses the ideal of a noble gentleman. He is also dumb as rocks and doesn't quite understand the subtleties of high society, often relying on 'common sense' to come to conclusions such as; if wearing a monocle makes you fancy, wearing two of them at the same time must make you really fancy.

Originally the idea I had was to make a Dual-Rapier Duelist as the Duelist (and thusly the rapier) seem to me the most iconic of combat styles for a nobleman. I ran into all kinds of issues trying to make a viable character and ended up having to compromise a lot of what I wanted to accomplish in the process, which is rather annoying.

Here are some basic things that I am looking for in a build;

Uses Rapiers - I realize they are sub-optimal weapons, but the thematic elements to this character are really important to me and I can't think of another weapon that is as 'fancy'. One thing I was briefly considering was making him wield an oversized rapier, possibly as a themed Titan Mauler, but it seems like Titan Mauler is kind of broken/useless? He also does not necessarily need to rely on Duelist-style Dex-based combat, but it is preferred.

Does not rely on Int for viability - I fully intend to dump the crap out of Int.

Makes use of Intimidate - Quincy doesn't understand what it means to be aloof and thoroughly enjoys making people pee their pants.

Able to put points into Cha - not an absolute necessity but it would be nice to make him rather charismatic, a lovable oaf of sorts.

Viability - I don't expect this character to top DPR charts or anything but he would eventually used in a game, so he needs to have some semblance of viability as a melee combatant.

PRD only - I can only reference the Paizo PRD for materials. If it's not on there, I can't use it. (but if it fits the characters theme particularly well, feel free to suggest it anyway as I might be able to negotiate).

So if anyone can think of any suggestions as far as class choices and/or feat/trait choices, I would be much obliged.