Theodore Black

Imbicatus's page

Goblin Squad Member. Organized Play Member. 15,492 posts (15,499 including aliases). 1 review. No lists. No wishlists. 4 Organized Play characters. 6 aliases.



Scarab Sages

Good morning, pleas cancel all of my subscriptions. Thank you.

Scarab Sages

Steven Spielberg and Harrison Ford are teaming up for a brand new Indiana Jones film, which is set to hit theaters on July 19, 2019.

Very little info yet beyond a release date, and I am excited by this. Disney has proven they can fix Lucas' mistakes, and while Crystal Skull was a disappointment, it was objectively better than Temple of Doom.

I'm surprised by keeping Harrison Ford instead of rebooting and casting a younger Indy.

Scarab Sages

1 person marked this as a favorite.

GHOSTBUSTERS - Official Trailer (HD)

I'm... cautiously optimistic.

Scarab Sages

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Hamatulatsu is a thematic and well balanced feat for monks from the ISWG. It is currently illegal either for thematic reason with being associated with the Sisterhood of the Golden Erinyes, or possibly a legacy of the old version that was poorly written and had issues with ajudication.

In argument for inclusion for balance reasons, the current version of the feat is quite limited. It allows unarmed strikes to do piercing damage which is matched by several legal feats: Snake Style, Boar Ferocity, and Weapon Versatility. It's critical hit rider is sickened for one round, which is quite low for a weapon like an unarmed strike with such a low critical profile, and 1/10th the duration of sickening critical.

In argument for inclusion for thematic reasons, the Hamatulatsu Master monk archetype from Inner Sea Combat is legal and represents a much deeper connection to the Sisterhood of the Golden Erinyes than a lone feat.

This feat would give options for piercing damage without taking a style feat for unarmed strike users, especially monks, brawlers, and swashbucklers.

Scarab Sages

16 people marked this as FAQ candidate. 2 people marked this as a favorite.

The sling, sling staff, and blowgun are projectile weapons that are the Thrown Weapon fighter group. The fact that they are in the weapon group makes them a valid choice for Startoss Style, which only requires a weapon in the thrown group.

However, Startoss Comet allows an additional attack against a second opponent, but it specifies thrown weapons. As projectile weapons, slings seem to be disallowed from making this special attack.

Does "thrown weapon attack" in Startoss Comet mean a weapon that is thrown, or does it include all weapons in the thrown fighter weapon group?

Startoss Style:

Your thrown weapons become more deadly.
Prerequisites: Dex 13, Point-Blank Shot, Weapon Focus
with the chosen weapon.
Benefit: Choose one weapon from the thrown fighter
weapon group
. While using this style and the chosen
weapon, you gain a bonus on damage rolls made with the
weapon equal to 2 + 2 per style feat you possess that lists
Startoss Style as a prerequisite (maximum +6 damage). You
cannot use this ability if you are carrying a weapon or a
shield in your off hand (except for a buckler).
Special: In addition to the chosen weapon, a character
with this feat and the weapon training (thrown) class
feature can use Startoss Style with any thrown weapons
that she wields in one hand.

Startoss Comet (Combat):

You can aim a thrown weapon so it strikes two foes.
Prerequisites: Dex 13, Point-Blank Shot, Startoss Style,
Weapon Focus with the chosen weapon.
Benefit: As a standard action, you can make a single
ranged thrown weapon attack at your full attack bonus
with the chosen weapon. If you hit, you deal damage
normally and can make a second attack (at your full attack
bonus) against a target within one range increment of
the first. You determine cover for this attack from the
f irst target’s space instead of your space. You can make
only one additional attack per round with this feat. If
you have Vital Strike, Improved Vital Strike, or Greater
Vital Strike, you can add the additional damage from
those feats to the initial ranged attack (but not the
second attack).

Scarab Sages

2 people marked this as a favorite.

New trailer shows Star Trek getting Fast and Furious

Scarab Sages

34 people marked this as FAQ candidate.

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.

If the spell is one that cannot be dispelled by dispel magic or stone to flesh, break enchantment works only if that spell is 5th level or lower.

Feeblemind wrote:

School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 5

Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.

So Break Enchantment says it will remove any enchantment of 5th level or lower, which Feeblemind is. However, Feeblemind states it can only be removed by a heal, limited wish, miracle, or wish.

Specific trumps General, so this seems to state that Break Enchantment will not remove Feeblemind. Is this correct?

Scarab Sages

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New Star Trek Series Premieres January 2017

It's about time!

Scarab Sages

1 person marked this as FAQ candidate. 6 people marked this as a favorite.

So I was looking through my copy of Distant Shores, and I saw this lovely trait on pg. 23:

Pact Servant (Faith):
The faith of Holomog focuses on
finding the good in unusual places and appreciating the
nuances of virtue in the world. You may treat Asmodeus
as if he were a lawful neutral deity for the purposes of
determining your own alignment as a cleric, inquisitor, or
other divine spellcaster. You may not select the evil domain
unless your own alignment also contains an evil aspect.

Paladins are divine spellcasters, so this seems legit.

What can we do to make use of this?

Scarab Sages

10 people marked this as FAQ candidate. 1 person marked this as a favorite.
Gather Power wrote:

Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points).

Supercharge wrote:
Supercharge (Su): At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

Does the Kineticist's Supercharge have the same limitations as Gather Power?

Gather power is limited to blast wild talents only. Supercharge does not share the blast limiter on the wild talents it can reduce. Can you use supercharge to reduce the burn cost of utility wild talents?

Scarab Sages

10 people marked this as FAQ candidate.

Feral Combat Training and Unarmed Strike Damage: Does this allow me to use my monk unarmed damage with the selected natural attack after the 3rd printing errata?

Feral Combat Training and Unarmed Strike Damage: Does this allow me to use my monk unarmed damage with the selected natural attack?
Yes. The feat says you can apply "effects that augment an unarmed strike," and the monk's increased unarmed damage counts as such.

Post errata, the line "effects that augment an unarmed strike" has been removed from the feat. Does this mean that the existing FAQ is no longer valid?

Scarab Sages

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The paladin is flying via overland flight and is hit by a dispel magic. Does he fall? And will he require an atonement when he hits ground?

Scarab Sages

1 person marked this as FAQ candidate.

Psychic Pool (Su):
A mindblade gains a psychic pool,
similar to a normal magus’s arcane pool. At 1st level,
a mindblade can expend 1 point from her psychic pool
as a standard action to manifest a light melee weapon
of her choice, formed from psychic energy. By spending
2 points, the mindblade can manifest a one-handed
melee weapon, and by spending 3 points, she can
manifest a two-handed melee weapon (but not a double
weapon). This psychic weapon can last indef initely,
but it vanishes if it leaves the mindblade’s hand. The
mindblade can dismiss a held psychic weapon as a free
action. When a psychic weapon vanishes, the mindblade
regains the psychic energy used to create it. She can
maintain only one weapon at a time.
At 1st level, a psychic weapon counts as a magic
weapon of whatever type the mindblade selected, with
a +1 enhancement bonus. At 3rd level and every 3 levels
thereafter, the weapon’s enhancement bonus increases
by 1, up to maximum of +5 at 12th level. Starting at 5th
level, the mindblade can add any of the weapon special
abilities listed in the arcane pool class feature in place
of these bonuses, although the weapon must maintain
at least a +1 bonus to benefit from any weapon special
abilities. At 15th and 18th levels, the weapon gains an
additional +1 enhancement bonus, which the mindblade
can spend only on weapon special abilities.
This ability replaces arcane pool, and counts as arcane
pool for the purpose of feats, abilities, and class features.

A psycic can manifest a melee weapon at first level. Shields (and Klars and Madu) are weapons and are therefore valid to manifest. If you create a psychic shield, does it provide a shield bonus as a normal shield of it's type?

Scarab Sages

Hello,

I am just checking on the status of Order 3567819. This appears to have combined my subscription items for June and July. The order has been pending since the 10th, and I have not had any updates since then.

Any info on the timeline would be appreciated.

Thanks!

Scarab Sages

My other half Beth and I just finished playing two brand new level one vigilantes in Quest For Perfection part 1. I was playing a level 1 halfling stalker, Beth was playing a level 1 human zealot with a longbow and precise/point blank shot, and the other players were playing a level 2 elf ranger/rogue multiclass, and level one Oloch pregen.

In the first encounter, we used Social Personas to meet with the guides, and my Stalker was the the only one that spoke Tien, so I acted as interpreter. When we reached the campsite, our guides started gathering firewood leaving us to investigate the huts. A good perception check revealed the presence of something in the hut, and we used a minute to quietly change into vigilante persona. My halfling stealthily looked at the back of the hut, and found a way to sneak in a hold in the back wall. I was able to make the stealth check to gain a surprise round, and rolled a crit with a d8 hidden strike, seriously injuring the Snow Leopard. I shouted for the rest of the party to come in the front door, and the leopard leaped at the door, provoking an AoO from me, which dropped it.

The guides left in the morning, and thanks to some good diplomacy rolls, gifted us with some cold weather gear. We ascended the mountain towards the monastery.

Second encounter, we discovered the cave fisher before we started climbing, and we managed to dispatch it without harm using ranged weapons. Unfortunately, when it died, it landed on Oloch and injured him, causing the Ranger to use some CLW wand charges.

Third encounter, we encountered two Ghouls. In this encounter we were surprised, and I got hit flatfooted by a ghoul. Fortunately, I made both fort saves thanks to my halfling luck, and we then engaged in combat. In this combat, I felt like a rogue with a d4 sneak attack using flanking, and between the Archer Zealot, the warpriest's greatsword, and the elf's curve blade, the ghouls fell quickly.

We then reached the monastery, and encountered some yetis. Again no surprise for use, so by hidden strikes were d4s. We managed to drop both yetis quickly, with the Zealot casting divine favor for the final yeti.

The combats in this scenario were very easy, thanks to good tactics all around and playing tier 1-2. Other than soloing the first encounter I felt like playing a Rogue without trapfinding, and the Zealot felt like an inquisitor without judgements. This will be better at second level once we pick up talents, but the Zealot in particular felt like she would have been better off playing an inquisitor.

Overall, I was pleased with the Stalker, and am looking forward to playing it again. Beth is considering using the free level one rebuilds to change to an inquisitor. The dual identities don't add much to PFS play, and the abilities of the Zealot do not appear to be worth the power difference of an inquisitor and the lack of spellcasting growth is concerning.

Scarab Sages

The Stalker, Warlock, and Zealot have too much tied to 4th level talents. Like the Investigator with Studied Combat, these classes need the signature abilities that are unlocked at 4th much sooner than then.

Stalker has to choose between the critical Up Close and Personal, the very thematic Mockingbird and Throat Jab, or a rogue talent.

Warlock has to choose between Mystic Bolts and Arcane Training.

Zealot has to choose between Divine Training, Empower Symbol, and Life Bond.

Avenger on the other hand is not locked out of their thematic choices by a level gate at 4.

We really need to put more though into the talents as a whole and allow some of these at 2, never mind the whole spells as talents debate.

Scarab Sages

In order to function in melee, Mystic Bolt should be a SU ability. As a SP ability, it will provoke for each attack, or force you to make a concentration check for each attack. Since you threaten with it, you can even provoke an AoO for Taking an AoO.


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This seems like just the boost the Occultist needed! Not bein penalized for spending points means they'll actually get used, and those outsider contacts/magic circle stuff let the Occultist have some really unique tricks. I'm now much more interested than I was during the play test!

Scarab Sages

I am taking a one level dip in crusader cleric of Zon-Kuthon for my half-orc unchained rogue x / unchained monk 1. The cleric dip will allow me to take crusaders flurry with the spiked chain for Dex to Damage.

I am having trouble deciding between the Darkness Domain and the Conversion Inquisition. Darkness gives free blind-fight which will mesh well with keen scent, as well as 1/day obscuring mist. But the conversion Inquisition will let me use wis for social skills, and I dumped CHA.

Scarab Sages

2 people marked this as FAQ candidate.

A quarterstaff is a double weapon. As a double weapon, you have the option of wielding it as a two-handed weapon, or a one-handed weapon and a light weapon.

Can you wield a quarterstaff or other double weapon as a one-handed and light weapon without using two-weapon fighting, just to wield one end as a light weapon for finesse?

As a follow up, can one end of quarterstaff be enchanted with the Agile enchantment?

Scarab Sages

So I want to make a quarter staff user for my next PFS character and I'm having difficulty choosing a class. I am thinking of brawler, weapon adept monk, hexcrafter+staff magus, hunter, Druid, wood oracle, or warpriest. Help me narrow it down.

Brawler: pros: I've never played one, brawlers flurry, close weapon mastery. Cons: no spells, bad will save.

Monk: pros: flurry, good saves, perfect strike helps with crits. Cons: I've played a lot of monks, and perfect strike is limited.

Magus: pros: good action economy, spells, hexes, free quarter staff master, spell combat, spell strike. cons: takes a while to get all abilities going.

Hunter: pros: best animal companion class in the game. Access to Druid and ranger spells, including shillelagh. Cons: it's More about the AC than Your staff.

Druid:pros: shillelagh, nature fang or urban Druid archetypes are staff friendly. Very few cons.

Oracle: almost the same as the Druid, exct you have access to both divine favor and shillelagh. Cons, I have a reach wood oracle already.

warpriest: pros fervor, sacred weapon. Cons skills, have a great sword wariest already.

So far Im torn between the magus and the Druid.

Scarab Sages

There is a new Dice Kickstarter for two-tone dice.

The dice are dual-colored and feature one color on one half, and another color on the other half, with a smooth blend where the colors meet. The look really nifty, and the pricing is great. Just thought I would share.

Disclaimer: I am not affiliated in any way with this kickstater, but I did back it.

Scarab Sages

The magic domain power Hand of the Acolyte (and the Hand of the Apprentice school ability) allows you to make a ranged attack with any weapon. However, a shield is considered strapped to your arm by the rules. Would this prevent the shield from being thrown or returning?

Spoiler:
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Scarab Sages

15 people marked this as FAQ candidate.

This is a question that comes up somewhat frequently, and there is contradictory rules text.

In the Advanced Players Guide the example reads:

Quote:
For example, a dwarf with rogue as his favored class adds +1/2 to his trap sense ability regarding stone traps each time he selects the alternate rogue favored class benefit; though this means the net effect is +0 after selecting it once (because +1/2 rounds down to +0), after 20 levels this benefit gives the dwarf a +10 bonus to his trap sense (in addition to the base value from being a 20th-level rogue).

This is a dwarf taking 20 levels of a FCB that alters a class feature not gained until 3rd level.

Likewise, in the Advanced Race Guide the example reads:

Quote:
For example, a half-orc with gunslinger as her favored class adds a +1/4 bonus on attack rolls and a +1/2 bonus on damage rolls when using the pistol whip deed each time she selects that favored class bonus, though this means the net effect is +0 on each after selecting it once (because both +1/4 and +1/2 rounds down to 0). After 20 levels, this benefit gives the half-orc a +5 bonus on attack rolls and a +10 bonus on damage rolls when using the pistol whip deed (in addition to the base value from being a 20th-level gunslinger).

This is a half-orc taking 20 levels of a FCB that alters a class feature not gained until 3rd level.

However, there is an official post that contradicts these examples here:

Related Point: Can I apply the aasimar or elf oracle's favored class bonus to a revelation I do not yet have? Can I do so for the aasimar bard’s favored class bonus?
No, when choosing which class feature’s effective level to increase, you can only select a feature that you already have. For example, an aasimar flame oracle cannot choose to improve the wings of fire revelation with her favored class bonus until she actually gains the revelation at 7th level or beyond; she could not start augmenting it at 1st level.

This isn’t actually a new rule. It’s just a clarification that I confirmed with the design team because it seemed that some folks were assuming otherwise.

This response is normally taken to mean that you cannot take a FCB that modifies a class feature before you have it, but that conflicts with both given examples printed in two separate rulebooks.

Scarab Sages

There is going to be a free mini-con at my FLGS this weekend, and I am finally going to get a chance to play the Silverhex Chronicles.

My question is is it possible to play the quest with a freshly created level 1 or do I have to play with a a pregen and then apply the credit to a PC after?

Scarab Sages

So if the Underground Chemist takes the Bomber rogue talent in the Ranged Tactics Toolbox, can they apply Sneak Attack Damage on Bombs since the bombs use Sneak Attack damage?

Here are the relevant rules:

Underground Chemist wrote:
Precise Splash Weapons (Ex): At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level.
Bomber wrote:
Bomber (Su): A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs (Pathfinder RPG Advanced Player’s Guide 28), except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).

Scarab Sages

Payment was declined due to my saved card having my old address. I have updated payment method with my new billing address, but I am unable to apply the payment to the order on my order history screen.

Scarab Sages

I'm playing a martial artist (another monk, shocking I know), and was thinking about adding Improved Sunder to take advantage of ignoring hardness with sense weakness. The only problem is Monks don't get improved sunder as a bonus feat. I really don't want to take power attack as I hate the accuracy loss on monks and I don't have the room to fit it in as well as weapon specialization.

Are there any class archetypes that grant Improved Sunder as a bonus feat for a dip?

Scarab Sages

How does the Evangelist's Aligned Class work with the Monk's Flurry of blows class feature?

Per the Flurry Faq "A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total."

However, The Aligned Class feature states: "Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class."

This means at Monk 10/Evangelist 10, a Monk has a Flurry BAB of 19. However, using the FAQ, you still have +7 BAB from the Evangelist class that is BAB from another source than Monk, suggesting a Flurry BAB of 26.

Obviously, this isn't something that should be possible, but RAW, that's the interpretation I'm seeing.

Scarab Sages

The Contemplative's Awaken Divinity ability allows it to be used on yourself as a swift action, but if you do so, it is impossible to expend the temporary Ki point, as the Ki point expires at the beginning of the Contemplative's next turn, and expending a Ki point requires a swift action.

Here is the rules text for reference:

d20pfsrd.com wrote:

Awaken Divinity (Su)

At 1st level, as a standard action, a Contemplative can touch a creature to grant it a temporary ki point until the beginning of the Contemplative's next turn. In addition to any other ways in which the target can use ki, it can expend the ki point as a swift action in order to either gain a +2 dodge bonus to AC for 1 round or increase its base speed by 20 feet for 1 round. The Contemplative can target himself with this ability as a swift action, but doing so costs 2 uses of the ability.

At 4th level, the dodge bonus to AC increases to +4. At 8th level, an affected creature can spend the ki point to ignore all Strength, Dexterity, and Constitution penalties it would otherwise take for 1 round. At 12th level, an Contemplative can target two adjacent creatures with this ability as a standard action, but must expend one use of the ability for each target affected. At 16th level, an affected creature can spend this ki point to roll all saving throws twice and take the higher result for 1 round. At 20th level, an affected creature can spend the ki point to benefit from the Contemplative's perfect self class ability for 1 round. If the creature already has the perfect self class feature, its damage reduction and any spell resistance it has increases by 2 for 1 round.

A Contemplative can use this ability a number of times per day equal to his class level, but no more than once per round.

This ability replaces the stunning fist monk class feature and the greed and hatred racial traits.

Scarab Sages

If a Warpriest takes a Heavy Shield as their sacred weapon, how does the Bashing enchantment interact with the sacred weapon damage?

Quote:

Bashing

Aura moderate transmutation; CL 8th; Weight —; Price +1 Bonus
DESCRIPTION

A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a bashing weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. Only light and heavy shields can have this ability.
CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, bull's strength; Cost +1 bonus

If a first level warpriest were to somehow obtain and use a bashing shield does the shield do 1d8 damage (1d4>1d6>1d8, which is greater than the 1d6 for a 1st level Warpriest sacred weapon damage), or does it do 2d6? (1d6>1d8>2d6 as taking a Warpriest sacred weapon damage and counting it as two sizes larger)

Scarab Sages

Quote:

Shielded Spell Combat (Su)

At 8th level, a skirnir gains the spell combat ability, but only when wielding his bonded shield. A skirnir may use his shield hand to perform somatic components for magus spells, forfeiting the shield’s bonus to AC until the beginning of his next turn; if the bonded shield is a buckler, he retains its bonus to AC. At 14th level, he gains the benefits of improved spell combat.

At 19th level, he retains his shield’s bonus to AC when using any type of shield with spell combat.

This ability replaces improved spell combat, greater spell combat, and greater spell access.

So, the Skirnir has the option to use spell combat using his bonded shield to cast at 8th level at the cost of loosing the Shield AC unless it is a buckler. If a Skinir was only wielding a Shield with the Improved Shield Bash feat, could he use Spell combat to cast with his free hand and then attack with a shield bash while retaining the Shield Bonus to AC? Since he is not using the shield hand for the somatic components, it seems like the loss to AC would not apply.

Scarab Sages

The entry for Wushu Darts show them listed as Wushu Dart(5) indicating it would be treated as ammunition like Shuriken or normal Darts, but they can be used as melee weapons too which are never treated as ammunition. I'm am considering making a Brawler fighter who specializes in them, but it makes a big difference in how they can be enchanted and how they interact with items like a blinkback belt.

Scarab Sages

So I had a crazy idea to make a small Dex-Based Tetori for PFS. This means Gnome or Halfling. (Grippli or goblin would be better, but I don't have a boon.)Im leaning toward Halfling for the dex bonus, but gnome would open up arcane strike. I don't have a lot of experience with PFS, so I thought I would get some feedback here.

First off in home games, Weapon Finesse applies to grapples, but there is the Agile Maneuvers feat and Grapple isn't one of the "Weapon Based" Maneuvers. Is Agile Maneuvers needed for PFS?

I'm considering a two level dip into white haired witch for early access to constrict and final embrace. But reading the WHW description, the constrict ability takes a swift action instead of the free action it normally would be. Is it even worth taking constrict as a small grappler since you can only use constrict on creatures of your size with Final Embrace?

Any additional thought would be appreciated.

Scarab Sages

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It has been argued by myself and MANY others that the real culprit behind Crane Wing was that the feat could be taken at level 1 or 2 by a dip into Master of Many Styles.

The problem was not due to the feat, because if it used at mid to high levels where it was designed to be used, then it is balanced. If you bypass the per-requisites, then it becomes horribly unbalanced. Crane Style was the worst offender, but other style feats can become problematic at low levels due to Master of Many Styles. Snake Fang, Tiger Pounce, Dragon Ferocity, all have the assumption that they can be taken only after level five. By Bypassing the level requirement, Master of Many Styles is used as a two level dip to gain style feats that are then used by non unarmed builds.

I am asking that we close the loophole in Master of Many styles and only allow the bonus feats at level one and two to be used for the first style feat in a chain only. Later style feats in the chain can be taken from level 6 onward. This is already done for the Unarmed Fighter and his bonus feat. Lets just do the same thing for the Master of Many Styles.

Scarab Sages Goblin Squad Member

So with the last blog entry there has been discussion on how whose of us that are not going to be playing a class represented at the beginning of EE are going to be behind those that are. The purpose of this thread is to brainstorm ways to create the characters we want to play using what is available using the four core skills.

Monk will the hardest to implement, but we can learn fighter bludgeoning and two handed abilities to become adept at using a Quarterstaff (Traditional monk weapon) even if there isn't an option to learn an unarmed strike. We can add in Rogue abilities for being stealthy or acrobatic, and we add Mage Armor and some touch attack spells to simulate being unarmored and unarmed ki damage.

Druid shares a lot in common with the cleric, so we can simply build a cleric of a nature deity. There is no animal companion or wild shape, but you can change spell selection and maybe add some wizard lightning spells and have 80% of the mechanics of the class. The rest is just role play.

Bard is a generalist class as it is, but If you begin with Rogue, and add some light clerical buffing and healing, and some wizardly enchantment and charm, and your are pretty close to the feel of the class.

That's a jumping off point, what other combinations can you think of to try to cram our square peg character concepts into while waiting for a non-round hole to be released?

Scarab Sages

Title says it. I have an idea for a whip-wielding martial artist monk. Follower of Calistria to qualify for crusaders flurry with the whip. Prereq is the channel energy class feature, but I don't want to dip cleric if I can avoid it.

Any ideas or am I stuck with a cleric dip?

Scarab Sages

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http://news.cnet.com/8301-17938_105-57547697-1/ancient-d20-die-emerges-from -the-ashes-of-time/

This is fascinating. I wonder if someone will find our dice in 2300 years.

Scarab Sages Goblin Squad Member

We know from Murder by numbers, that attackers use the Low/Medium/High result of 3d200 based on what tier of gear they are using. What determines the Tier of an Unarmed Strike? Is it tied to a "Ki Strike" skill that a monk learns as a class skill or is it linked to a Ki Focus item that the monk must have equipped?

Scarab Sages Goblin Squad Member

I just mentioned this in the Monk thread but I though it was important enough to merit it's own thread.

I would love for Pathfinder Online to implemnt grappling rules in it's combat engine. I know there are several technical hurdles to overcome in terms of collicsion control, animations, and so forth, and no other game I can think of has even tried to make it work.

I'd like to start a discussion on the pros and cons of a full grappling system to enhance unarmed combat, complete with holds, pins and so forth. To start off it is a great way for a character to quickly neutralize an enemy spellcaster due to disrupting somatic (hand waving) components.

Thoughts?