Oloch

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Hi all, Im trying to make a build around getting spinning throw/improved ki throw as quickly as possibly. My groups campaigns rarely get up to a very high level before we're started on the next thing so that's why I'm trying to do this.

My first idea was a human lore warden fighter/brawler that got it by level 9
my second idea was a human maneuver master monk/lore warden fighter that got it at 8 (I'm hoping my DM will let me take maneuver master on unchained monk)

each of these builds got improved trip and power attack at first level, which i like
here's the builds on google spreadsheet

here's each feat and it's prerequisites

Spoiler:

Improved unarmed strike - none
Combat reflexes - none
Vicious stomp - improved unarmed strike, combat reflexes
Power attack - +1 bab, str 13
Improved bullrush - power attack
Greater bullrush - improved bullrush, bab +6
Combat expertise - int 13 (or combat stamina, or brawlers cunning)
Improved trip - combat expertise (or dirty fighting)
Greater trip - improved trip, bab +6
Ki throw - improved trip, improved unarmed strike
Improved ki throw - improved bullrush, ki throw
Spinning throw - improved trip, improved bullrush, ki throw
Paired opportunist - none

I'm trying to find builds to get it even sooner than 8, and im hoping for full BAB progression. does anyone else have any builds?

With one level of the chavalier archetype outrider for lashunta race one can get combat expertise and one improved maneuver feat. I cant figure out how to make that work with something


Merry Christmas and happy holidays.

As the title says, would you allow an unchained monk to take the sohei archetype? I know it doesnt RAW work. I'm just wondering if it would be OP or a reasonable thing to do.


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so here comes puny str 19 fighter level 2 with his +6 to hit and +9 damage (ABP - always be powerattacking) and big buff 23 str raging barbarian level 2 comes up behind him mad as heck with his +8 to hit and +12 damage (ABP) to slap the the fighter's ice cream out of his hand. The ice cream falls on an elf wizard's foot killing him instantly, because... elf wizard. This happens to be enough experience to boost the fighter and barbarian both to level 3 and the fighter AM MAD now too (he variant multiclassed barbarian). Both the fighter and barbarian are now +9 to hit and +12 damage.

The fighter takes a natural progression after this.
Weapon Specialization at 4
weapon training at 5
grabs greater weapon focus and switches out an old feat for improved critical at 8
another weapon specialization at 9

meanwhile the barbarian only gets power attack progression. He can take witch hunter to add another +1 damage at the same progression against spell casters but even then he's always short for damage

-2 at 4 weapon specialize
-3 at 5 weapon training
-4 at 9 weapon training
if something has spells/SLAs and the barb's got witch-hunter he's even at 4 and 8 but behind at 5,6,7,9 and 10 by increasing amounts.

in addition if the barb takes reckless abandon at 2 and weapon focus at 5 when the fighter gets weapon training he can stay at the same to hit rolls, but only if he takes both those. He can be ahead until 5 if he takes weapon focus before 5 but if he doesn't take weapon focus he'll be behind by one from 5 until sometime after greater rage

Defensively speaking he's better off

The fighter gets that +2 will from rage at lvl 3 too so the barbs got way better saves from the start.
The barbarian can get superstitious at 2nd level if he wants, and the earlist the fighter can get the advanced armor training feat is at 3. here's a breakdown of that by level assuming they take it as early as possible
lvl 1 fighter +0 barb +2
lvl 2 fighter +0 barb +4
lvl 3 fighter +3 barb +4
lvl 4 fighter +3 barb +5
lvl 5 fighter +3 barb +5
lvl 6 fighter +4 barb +5
lvl 7 fighter +4 barb +5
lvl 8 fighter +4 barb +6
lvl 9 fighter +4 barb +6
lvl 10 fighter +5 barb +6

the fighter is down 2 for 5 of those levels, down 1 for 4 and down 4 for 1 of them. The barbarian also hands down winds on fort and dex saves because superstitious applies to those and armed bravery applies to only will.

Fighter is top dog for DR though
The fighter gets the barbarian's uncanny dodge at 7, though the big thing at 7 is the barbarian gets DR 1 while the fighter can grab improved armor training armored juggernaut for DR 2 in heavy armor at the same level. The barbarian could be invulnerable to grab his DR early but the Fighter's DR stacks with Adamantine which you can start to get at lvl 8 (if you want to use half your wealth by level on that)

As for AC the barbarian if he's smart is taking AC hit's at power attack progression thanks to reckless abandon, which might be mitigated by beast totem if he's going that rout? (he should go that rout, whispers greater beast totem) His beast totem would only just keep up with his reckless abandon so he's basically only getting what he can buy for AC. The fighter gets to have full plate and it's getting better every couple levels by allowing more dexterity bonus.

At this point what I see going for the barbarian other than those saves is fast movement and trap sense.

wait wait wait what's that on the wind? It's levels 10, 11 and 12. For the barbarian 10, 11 and 12 spells pounce, greater rage, and come and get me. Starting level 20 the fighter is never going to catch up again. But Why did we have to wait this long?

nb4 a barbarian with VMC fighter doesn't get weapon training till 11, making it useless at lower levels.

Is there something I'm missing here? Are barbarians doomed to play second fiddle until they learn to strike a swinging sword from a warriors fist? I illustrated this so clearly because a lot of games don't get to level 12 and im sure many people who enjoy optimizing as much as me curse ourselves with having less fun by looking at the numbers and obsessing over "why didn't I play a VMC fighter?" while we wait for a come and get me that might never come


So I've noticed a bunch of feats like [url:http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Improved%20Ki%20Throw]Ki Throw[/url] what say something along the lines of;

ki throw wrote:

...

Special: A monk may take this as a bonus feat at 14th level.

Obviously these can't be taken without pre-requisites. This is the entry at the end of the Bonus Feat section of the monk and UCmonk

monk wrote:
A monk need not have any of the prerequisites normally required for these feats to select them.

Never the less having an expanded number of options is good.

Does anyone know of a list of all these feats?

List of feats I know so far
- Improved Ki Throw (advanced players guide)
- Ki Diversity (pathfinder chronicles: faction guide)
- Hamatulatsu (pathfinder campaign setting: inner sea world guide)
- divine fighting techniques: way of the perfect fist (weapon master's handbook and divine anthology)
- improved spring attack (ultimate wilderness)
- greater spring attack (ultimate wilderness)
- ki throw (advanced players guide) can't believe i missed that one

I think it's worth noting a few things. Other than Ki Diversity which has faction prerequisites anyway all of these feats have a specific level mentioned. Also worth noting is improved/greater spring attack specifically calling out only needing spring attack (and improved in regards to greater) which I think is just great forethought.


I was under the assumption that when rolling hit dice you rounded up rolls of less than half to half or half+1 but i cant find where it is in the rules. Is this in the rules or is it a house rule?


What's with this errata?
Was someone complaining that they were enjoying their magic items too much?

Seriously what's the reason for this?


There are many ways to allow two styles at once

Pummeling style specifies unarmed attacks only
Ascetic style lets you treat a weapon's attacks as unarmed strikes

both of these are specific cases, so the specific over general rule doesn't apply.

If one has ascetic style and pummeling style active their weapon attacks are treated as unarmed strikes and their unarmed strike damage from a full attack is totaled before applying DR.
Can one employing both of these feats add up their weapon damage before applying DR?

I'm sure this has been answered officially before but I can't find it.


There are many ways to allow two styles at once

Pummeling style specifies unarmed attacks only
Ascetic style lets you treat a weapon's attacks as unarmed strikes

both of these are specific cases, so the specific over general rule doesn't apply.

If one has ascetic style and pummeling style active their weapon attacks are treated as unarmed strikes and their unarmed strike damage from a full attack is totaled before applying DR.
Can one employing both of these feats add up their weapon damage before applying DR?

I'm sure this has been answered officially before but I can't find it.


I want to know if the two handed fighter archetype is worth it now that advanced armor training is an option, assuming I'm allowed to use advanced weapon training with the two handed weapon training.


I'll start by saying obviously obviously Rai is you shouldn't be considered "wielding" more than two weapons. Maybe there are some fringe cases but let's not make a stink. This isn't the rules forum. I would never do this in a real game.

That being said
A hypothetical fighter at level 5 takes master craftsmen (weaponsmith). From than on, for 4000 dollars each he has
2 gauntlets, 2 boot blades, 2 thorn bracers, 2 tekko kagi, 1 berbazu beard, 1 armor spikes
Let's call that 10 "feat slots" for 40,000 dollars or 20 for 90,000

He can't take any feats that he wants to use as a prerequisite for another feat.
Feel free to add some other enchantments
I'll get the ball rolling with
+1 dueling improved initiative barroom brawler gauntlets. That's an extra 14,000 but eh, it's a good combo. Add +1 armor mastery: sprightly armor armor spikes to compete with the diviner wizard for first.
In his other hand how about that +1 cornugeon smash, hurtful gauntlet.

What combat feats should the fighter make? Would he want it as a sword and board, two handed, two weapon, fencing, reach or just any fighter? What level is he? What prerequisites would he need in his regular feats? Maybe he's got the martial master so he can pick up prerequisites on the fly?

With the warrior spirit advanced weapon training you could even pop training on to your main weapon 1+weapon training bonus times per day.

Two things I'm considering are feats at the end of a feat tree are good options, and also a ton of feats come online at level 11, so you don't have to wait till level 12 to get, for example, greater two weapon fighting and two weapon rend.

(Since no one's ever going to do this without being laughed off the table let's assume you can stack it like bane, at least for the purposes of this post)

Oh oh bonus points, if you take a teamwork feat you can just toss your buddy a spiked gauntlet with the same feat on it.


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I have liked arcane blast since the moment I read it. Back then I didn't even back then I was new and didn't even consider things like bypassing SR or energy resistance. I still already knew I was never going to take this feat.

It's three years short of a decade and my mind is brought back to the feat. So I wonder; What would you charge your players for a rod that grants this feat?

The rod need not do anything else. Simply "when you are wielding this rod you gain the arcane blast feat"

And to answere the question already forming in some of your minds, yes I did just start reading Harry Dresden novels.


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I've recently seen several different mentions of magic flails, light and heavy, with the dueling quality. They were old threads I think.

Seems to me that since the flail can't finesse it can't be duelling. Did duelling magic quality change or am I missing something about flails?


Okay so we know a medium creature with exotic weapon proficiency (bastard sword) can use a medium bastard sword in one hand or two.

It can use a large bastard sword in two hands at a -2 penalty to hit.

Can it take a small bastard sword, at a -2 penalty to hit and use it;
As a one handed small weapon, equivalent to light for the medium creature, and use finesse and light two weapon fighting penalties,
As a two handed small weapon in one hand as a one handed weapon.
As a two handed small weapon in two hands as a one handed weapon held in two hands.
?

Effectively making a small bastard sword in regards to a proficient medium wielder, at a -2 penalty to hit; a light weapon that can be wielded in two hands for 1.5 STR bonus (however loosing the ability to finesse)


Of the optional rules, such as performance combat, stamina, called shots, piecemiel armor, etc. What are used/legal in PFS?

Secondary, what's the gun level? (Very rare, emerging, commonplace, etc)?


So I made this for this thread over in general discussion Here
I think I did a good job. I want to see what other people thik. Is it balanced? Is it broke? Is there a way to cheese it? Would you let one play at your table?

The purpose of this class is not a perfect blend of combat and casting like the magus. This class is more like a magical switch hitter. He spends most rounds as any wizard would, but he trades in his spell school (and the extra spell of each level that comes with) for the ability to smack things around on the rounds he isn't casting.

This example is based on a pretty bizarre deviation from the standard eldritch knight. Magus 2/Wizard 5/Hellknight Signifier 3/Eldritch Knight 10. The Hellknight Signifier allows arcane armor use. The magus is a fighter substitue to show how drastic the difference between magus and this hybrid class are.

you can find the table for the Magus/Wizard/HS/EK Here and the table for my Hybrid Class Eldritch Kngith Here
Those include Level, BAB, Saves, Feats, Class Features, Spell progression.

Please Tell me what you think.

The Eldritch Knight Hybrid table has an ability called Arcane Combat Expertise listed at level 2,6,10,14 and 18 as well as it's capstone Arcane Combat Mastry. This is it's description.

Class ability of the Eldritch Knight Hybrid:
Arcane Combat Expertise
At 2nd level the Eldritch Knight gains Arcane Strike and Arcane Armor Mastery as bonus feat. He does not need to meet the prerequisites for these.
At 6th level when an Eldritch Knight wears armor he reduced his armor check penalty by 1 (to a minimum of 0) and decreases his spell failure chance by 5%.
At 6th level when an Eldritch Knight uses his Arcane Strike he can forgo +1 of the damage bonus to instead add the corrosive, flaming, frost or shock quality to his weapon.
These qualities increase his weapon's effective enhancement bonus, and does not allow them to excese +10.
At 10th level and every 4 levels therafter he reduces his armor check penalty by an additional 1 and his arcane spell falure chance by an aditional 5%. He can also move his full speed in medium or heavy armor.
At 10th level he can activate either his Arcane Armor Mastery or his Arcane Strike as an immediate action.
At 14th level he can instead reduce his damage bonus by +2 to instead add the corrosive burst, flaming burst, freezing burst or shocking burst to his weapon.
At 18th level the Elderitch Knight can active his Arcane Strike and Arcane Armor Mastery with the same swift action. He can not use this ability to activate both simultaneously with a different kind of action.
Arcane Combat Mastery
At 20th level if the Eldritch Knight used his swift action to activate either Arcane Strike, Arcane Armor Mastery or both he can use his spell critical ability as a free action instead of a swift action.

Here I have defined why I think this class is balanced, and why it's not the magus with 9 spell levels

Eldrich Knight Hybrid analysis and comparison:
When we compare these options we find that the Eldritch Knight Hybrid Class is more balanced at each level than the wizard/magus/eldritch knight/Hellknight signifier.
I'm going to compare the features and progressions of the hybrid class to the multiclass, as well as the cleric as a reference to a 3/4 BAB 9 level caster, and other hybrid classes
BAB The multiclass version has a very slow start, same as a half BAB class (like single class wizard) untill 8th level, lags then doesnt catch up untill level 17. The Hybrid Class is 3/4, equivalent to cleric and magus
The fortitude and will saves are the multiclasses strong saves. It's fortitude and reflex saves lag behind a single class, will saves are much stronger than normal for early levels.
Hybrid has standard good fort/will progression, same as cleric and magus
The Multiclass gets scribe scroll at 3rd level and bonus feats at levels 7, 9, 11, 15 and 19. The hybrid gets arcane strike and arcane armor at 2nd level but must choose which to use until 18, and bonus at 4, 8, 12, and 16, 20
The levels at which the multiclass gets its feats vary a little bit based on choosing magus or wizard first, and EK or HS first, but all remain realatively similar to swashbuckeler progression
This nets the hybrid one feet over the multiclass at 20, but arcane strike is esentially the replacement for arcane pool, and is strictly worse. Other than that hybrid's bonus feat progression is same as swashbuckler.
The multiclass gains a wierd medly of class features. He can use spell combat and spell strike for any spells on the magus list at level 1st, and can use spell combat with 6th level spells at 14th, 2 earlier than magus
Spellstrike and spell combat say when he casts a spell from the magus spell list, not when he casts a magus spell
Diverse Training is better than the magus but is on par for a hybrid class
Both multiclass and hybrid get an arcane bond. The hybrid must bond with a melee weapon, this encourages melee combat. This is the only feature explicitly melee though so it's not restrictive.
The Multiclass can use light armor at first level (first leather, than mythril chain), Than Mythril fullplate at level 10
The hybrid gains arcane strike similar to arcane pool, and arcane armor ability at level 2, allowing for mithral fullplate at level 6.
Allowing fullplate earlier distracts from the ability to wear mythral chain shirt at level 10, without the need for the swift action for arcane spell failure. The chain shirt option decreases AC by 5
The hybrid class's armor and weapon abilities take up the same action, and thus cause the caster to choose between casting spells and attacking in melee. He can not do both like the magus, or multiclass can
In addition to this his ability to use a swift action to cast a quickened spell is more limited than a full classed wizard. If armored he must use a stilled metamagic aswell, effectively making quicken cost +5 levels
Furthermore he would only be able to cast a quickened stilled spell on a turn he did not cast a spell with his standard action, unless unarmored.
Spells; the multiclass has some spellcasting issues. one trait can mitigate the lowered caster level but he gains 8 cantrips, and with ability modifier considered 9-11 1st level spells.
Gaining 2nd level spells 1 level after magus isnt that bad for the multiclass. The multiclass gains 1 more wizard spell slot of each level than the hybrid because of his school.
Conclusion. The multiclass does an arguably better job of being a magus. The hybrid class does not take the role of the magus. The magus is a blend of melee and spell, the hybrid is a wizard who's school is combat
The Hybrid is designed to specifically encourage having to choose either casting or weapon attack. The swift action is used for both arcane strike and arcane armor, as well as quicken spell if not wearing armor
Quicken spell is the most powerful tool in a wizards metamagic toolbox. It means two spells per round. The capstone of the hybrid encourages armor use, causing the additional spell level increase for still, quickened spells
The part that may seem worrysome is level 18, 19 and 20. This allows at the cost of a swift action to both attack and cast a spell. At level 20 the hybrid can get a spell off every critical they confirm.
(These options are Spellstrike = spell plus one melee attack if it's range touch. A second spell from spell critical if that crits. OR Full attack for three attacks and three chances to crit for a free action spell.)
As a capstone it is better than normal spell critical, it is afterall level 20. The thing that makes this different than the magus is that they must crit for it to work, and that forces a wizard into matrial combat
The ability to stay out of martial combat is one of the ways a wizard defends it's self. The hybrid could /potentially/ cast more than one spell, but only if he engages in martial combat. for high crit range it must be MELEE
The full wizard on the other hand can reliably cast a spell and a quickened spell every round. What the capstone and bonded weapon do is encourages the hybrid to be more vulnerable a nudge at level 1 and push at 19/20


Okay I know it hurts already because everybody has it out for downtime. I'll make this as simple as possible.

Level 7 PC with +1 charisma. No leadership feat. That makes his effective leadership 8

Obviously he can buy a group of soldiers. 5 level 1 guys.
If he wants to recruit a group of elite soldiers (5 level 3 guys) do they count as 3 points, and thus he can, or do they count as 15 points, and thus he can't.


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I can't figure out how vampires interact with grapple

http://paizo.com/pathfinderRPG/prd/bestiary/vampire.html

round 1
So Say the vampire has just successfully grappled a PC
- no extra effects
assume PC doesn't break grapple

round 2
the vampire can choose to pin the PC or do natural damage to the PC
- If pinned the PC takes 1d4 con damage and the vamp gets 5 temp hp
- If damaged the PC takes 1d4+4 damage plus energy drain. that's 2 negative levels which includes 10 damage to PC and 10 temp hit points for vamp
assume PC doesn't break grapple

round 3
???

now why would the vampire pin, unless on the third round the vamp does both by maintaing pin?
does the energy drain temp hp stack with it's self normally?
it wouldn't stack with the blood drain temp hp right?


I'm wondering if you can mix specific magic item effects the same way you can upgrade a +1 sword to a +2 sword

for example the Lion's shield costs 9170
it's a +2 shield, which is 4000 gp of it's cost
it's a heavy steel shield which is 20 gp of its cost
that means the lion's effect is 5150 of it's cost

could I using craft magic arms and armor take a celestial shield (13,170 gp) and add to it the lion's effect for 5150?


So I'm going to be running a vampire aristocrat 5. I'd like to beef him up with magic items.

I can probably pick up the dangerously curious trait and reliably have +19 Use magic device so wands, scrolls and such are all in. (24 cha, skill focus)

I'm looking mainly for wands and scrolls. We Will probably only play a few sessions so one use is better than long term.


My group is starting an evil campaign at level 5. I'm playing a cleric. I'm going to write into my backstory about having already animated something as a bloody skeleton. (Using the animate dead spell and desecrate, not the undead lord archetype)

So what I'm looking for is the best creature with up to 10 HD that I can have grabbed and reanimated. Does anyone have any suggestions?


The arcanist bloodline development state

Quote:
If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.

the bloodrager gains a bloodline at first level. The class ability is called bloodline.

I'm wondering if I could take bloodline development and dip bloodrager to get my full bloodline for my 4+con rounds of bloodrage


The spell Bilocation from occult origins
http://www.d20pfsrd.com/magic/all-spells/b/bilocation

the only thing I can really see it being good for is holding things and halving the duration of negative effects. Why is it such a high level? by then you can telekinetically hold things, cure most afflictions, summon things that are not you to flank and see/hear else where with much lower level spells.
Maybe if it increased your action economy. Anyone playing a summoner has their's doubled from level 1 so it would be a cool use of a high level slot to double yours.


If a mongrel mage has selected a bloodline are they considered to have that bloodline for that day? I could see it working for bloodhunting weapon for sure.

I'm specifically wondering if I could play a mongrel mage and pick up the Tiefling's +2 to charisma for sorcerer abilities whenever I pick the infernal or abyssal bloodline


I'd like to have a little bit of the old hero of time theme to a character I'm working on. I'm wondering if I could get whirlwind in a way that doesn't give up half my feats


The spell telekinetic volley says in one line that one does not take a penalty to attack rolls for lacking proficiency then a few lines later says proficiency penalties apply normally. Which is it?

http://www.d20pfsrd.com/magic/all-spells/t/telekinetic-volley


Say a swashbuckler is high enough level to have subtle blade then they pick up a countering blade. Since the effect automatically fails does the swashbuckler automatically get the reverse attempt or does the swashbuckler no longer apply because their just immune to a dissarm attempt.


I remember in the beta for advanced class guide the rule was you could not multiclass with one of the half classes. IE a swashbuckler could not multiclass with fighter.
I believe this rule changed. I can't find where in RAW it says it but I remember something along the lines of you can but it would often be redundant.

First question, can a hybrid class by raw multiclass or not multiclass with one of its core/base classes?

Second question, if they can does this mean they can variant multiclass with one of their core/base classes.

Ie would I be able to be swashbuckler/ secondary class fighter.


We're starting at level three and I don't see us going past six so we're talking more about fun-cool factor here than strictly optimization though I fing optimized fun.
I'm the only optimizer in the group so no fear of falling behind either.
I'm playing a half-orc wizard who's going to pick up one level of fighter so I can use arcane armor proficiency.
My current thought was starting with fighter 1/wizard 2 (earth elemental school)
Feats; power attack, furious focus and arcane strike.
But then I figured I'd have to wait for level 5 to get arcane armor training.
My other thought was start with wizard 3 then pick up fighter 1 next level to get arcane armor training at 4
I wouldn't know what Feat to pick instead of power attack then however. It doesn't seem worth it for me to loose one to hit when my BAB will be going wizard other than that one level of fighter.
So what do you guys think?
1) which do you think is better?
2) what would you take instead of power attack, or would you just take power attack without furious focus?


Say a wizard of 17th level has a natural intelligence of 18. His only intelligence boosting item is his trusty headbank of +6 intelligence giving him a 24 total. That is now stolen. He's back at 18.
A) can he prepare 9th level spells and just not cast them.

B) if he casts fox's cunning can he cast his 9th level spells during the durationof the spell (Int 22)


If I have a let's say slayer 1 wizard 5 and I cast twilight knife and do sneak attack damage with it can I use studied target as an immediate action?


Does any know specific instances making contingent action too much? The one thing I thought I'd use it for was 'when specific big bad gets within range attack it and cast it on your heavy hitter. That also assumes you know who the big bad is wich either means you spend time scouting or you're trading your standard action in combat for your fighters, still making it probably the highest damage second level spell but its nothing compared to haste. It's like haste light.
So what was the big deal breaker on it being level 2? Or what were your best uses for it?


It's not the main feature of the warlock. It's not even close to the main feature of the vigilante. I'd put it somewhere parallel to the evil eye hex. Way above cantrip/orison but below sleep hex or casting a spell. It's a nice thing to do any round in combat.

I would like this feature pumped out into class archetypes like martial versatility. I want to trade my wizard's familiar for it. I might be willing to trade my arcane pool and spell recal for it. I'd even sacrifice spontaneously summoning natures ally X for it.

I'm not recommending that this go in ultimate intrigue because that's obviously not going to happen. I just think it should be released in something at some point.


What would be the reprocussions of this. It's hard to say because we don't know what else is going to be in ultimate intrigue, probably mostly social stuff but I asked my GM if I could try this out and he said no because it was busy and had a [sarcasm] totaly not batman [/sarcasm] feel to it. Right now I'm trying to see if he'll let me play just the warlock with the whole vigilante main feature just removed.

I'd play any of these four classes individualy, they look bad ass.


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I'm sure everyone's wondering, I just can't find if anyone's been answered yet.

Can we use arcane strike on mystic bolt?


i just had this idea and want to see what other people think of it balance wise. It's a play on mana style casting to allow for an adventuring day to be more strength of encounter based then encounters in a day based.

First give all casters a pool of points, either like arcane pool 3+ 1/2 caster level or maybe panache 3+ ability modifier. Have spells cost an amount of mana equal to either spell level or 1+ spell level.
Have it regen one per round, or even one per minute giving the mana bar sort of a "this is my mana per encounter" feel.

Second give spells a cool down time. Either 1+ spell level rounds or maybe a tier system, like cantrips and first are 1+ spell level rounds, second to fourth level 1+ spell level minutes, 5 and 6 be 1+ spell level time ten minutes and 7-9 be 1+ spell level hours (or bump it all up one, rounds become minutes, minutes become ten minutes, ten minutes becomes hours and really high level spells would be days. That could even make using them more of a hard choice, thus lowering the power level distance between materials and casters a little bit)


To start I'll say don't get too excited, you won't be able to make strait full-attacks.

What I'm looking at though is the magus arcana maneuver mastery

I was checking out if any magus arcana might be worth committing 5 of my feats when I came across this one and my mind started to fill with visions of plain old wizards and sorcerers confidently wading into battle next to their Eldritch Knight and Dragon Desciple friends and doing just as well if not better.

Immediately I set out on a hunt to find ways to peg damage on to combat maneuver rolls. Unfortunately the closest viable thing I could find was greater sunder but the controversy around whether sunder works with a full-attack action was too much for me to handle.

I think the best options would be maybe a grapple focused build or using spellstrike in conuncture with trip to make an ultimate debuffer witch gish.

So I've brought my find here to see what everyone else can come up with.


I know I've seen some ways to add damage to combat maneuvers. I've seen plenty of ways to tack maneuvers onto the end of a damage roll like the maneuver critical feats or the foehammer's class ability just to name a few.
What I'm looking for though is to tack damage on the end. I want to be rolling a CMB check instead of an attack roll basically. Does anyone know anything that can make this happen?


So I'm still not 100% on how the sin mage bonus spells work after looking through the past threads so I'll give a specific example

say I've got a lvl 1 sloth mage with 12 int (or whatever under 20)

if he was a universalist he would get 2 spells per day
if he was a regular conjourer he would have 3
as a sloth mage does he have 4 or 5 slots?
(I know two of the slots must be the same spell)


After a long time searching I can't seem to find anything on dpr and con damage.
see my gm just ruled that called shots are becoming more active and im wondering what packing improved called shot onto a basic falchion fred would be.
Basically assume that the first attack in a full attack is going to the chest, that means the +2 from feat balences the -2
or basically a free 1d4 con damage, 2d4 if the attack is more than half the creatures health (minimum 50)

I also asked this on DPR olypic but i dont know if it's active or anything. It was my first time posting there, ive read through the old stuff but i don't know if it's still an active thread.


Hey folks I've been playing around with an Duergar archer ranger build for a few days now and my lay out was looking like
1 - point blank shot
2 - Precise Shot
3 - weapon focus
5 - rapid shot or deadly aim
6 - point blank master
7 - boon companion*
9 - deadly aim or rapid shot
10 - many shot
11+ I'd go down the snap shot chain and mounted archery

*my group goes wild over animal companions so this probably isn't negotiable

but I get rapid shot and many shot a lot later than I wan't or I take them early and can't hit anything ever.

we probably arent going to make level ten, and I'm not sure we'l even make level 6. It's a summer campagn.

then I thought about this switch hitter list

1 - power attack
2 - rapid shot
3 - quickdraw
5 - deadly aim
6 - many shot
7 - boon companion
9 - cleave maybe, im up for whatever
10 - precise shot maybe good to have

it would get more use out of my enlarge person SLA and the only thing I'd be down on in archery is +1 to hit from WF and +1 to hit and damage. I really wouldn't be that far behind a dedicated archer that only gets to level 10 or is there something im missing?


I'm going to be playing a duergar archer ranger in an upcoming game set in the underdark. Rangers have good fort and reflex saves and poor will saves. My wisdom will probably top out at 14, currently 13.
I'm wondering if I should switch duergar immunities

Spoiler:
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.

For the stubborn dwarf trait

Spoiler:
Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.

using the dwarf traits option

Since I'm going archery I won't have any extra feats to spare I won't be getting iron will. I think this option will offset my poor will saves. I may also get the birthmark faith trait for another +2 vs charm and compulsion


What I'm asking about is the traits like the gnome magic

Spoiler:
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

I don't understand how it works. My assumption at first was that it was 1/day/spell but it's writen like spontanious caster creatures so now I'm wondering if it's like 1/day and thats the list of spells known.

also in that case does having enough mental ability modifier to get extra spells affect this?


so I had 2 skeletons done regular
then I had 5 skeletons but their weapons and armor weren't broken
then I had one skeliton, no broken weapons and armor and I gave him one level of the NPC class warrior
then i had one flaming skeleton with no broken weapons and armor and with one level of warrior

so what i got was

2+5 cr 1/3 at 135 each = 945
1 cr 1/2 at 200 each
1 cr 1 at 400 each
total 1545

does this seem right? and would it mean that it counts as a CR 4 encounter?
they weren't all attacking at once but they were all in a house


My other opposition school is illusion so shadow evocation is out too. How can I pick up the slack left by that hole in my spell book?


Hey I'm wondering if anyone had run RotR with the new classes, or if anyone has an opinion on their compatability. I'm new to GMing and I'm thinking I want to run this and whether I should limit the classes to what was out at the time or have it open for everything (everything on the paizo site anyways)