Nolzur's Orb

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I ask this because my GM is having us walk three days back to civilization to advance to level 6. In the actual, written rules of the game, how much time passes between gaining enough experience to advance to the next level and actually having the benefits of that new level? Should my party be lingering at level 6 experience levels and fighting random encounters as level 5 characters? It's really bugging me, but I can't find any proof one way or the other.


Hi everyone,
I'm trying to create a defensive character that forms a "wall" between the enemy and his allies. My interest was peaked when observing these two feats:

Stand Still feat:
Stand Still (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

Combat Patrol feat:
Combat Patrol (Combat)
You range across the battlefield, dealing with threats wherever they arise.
Prerequisites: Combat Reflexes, Mobility, base attack bonus +5.
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.

My plan is to equip my character with a reach weapon in order to increase my range of threatened squares while wearing armor spikes to cover the adjacent squares. I noticed that Stand Still only covers adjacent squares, not simply threatened squares, so the halting combat maneuver will only work with the armor spikes.

I realize that the Stand Still feat isn't perfect, but I figure it lets me do something with a reach weapon and armor spikes that I would otherwise have a hard time accomplishing. Right now, I'm on the fence as to whether to carry a polearm for 10 feet or a whip for 15 feet. I realize the whip will need a feat unless I went rogue or bard (and I'm not sure how they'll work out). The reach weapon would probably be used to trip or disarm incoming opponents (and yes, I realize these combat maneuvers do not work for every creature in the Bestiaries). I think it would be best to use either a fighter for all the extra feats or a barbarian for the extra speed boost. If I have a whip, it also means I get to have a shield for a little more personal AC.

I would love to hear other's opinions on this. I know I can probably tweak this more, but I'm not seeing it at the moment. I'm trying to stick with the Core Rulebook and the Advanced Player's Guide because that's all I have. No third party or fanmade stuff, please, but I'm willing to hear other Paizo products. I just hope to make a "defender of the weak" without defaulting to the ol' sword and board standby. Thanks!


Oh yay. I can talk without any worry of breaking rules.

Hi guys. I'm Art Nemati's wife, and I'm also a big fan of Pathfinder. I want to participate in RPG Superstar. I didn't make it this year, but was happy to watch Art's development in the contest.

I understand that he can no longer participate in RPG Superstar because he made it to the Top 8. Does my relationship to him also disqualify me? For what it's worth, I don't plan on asking him for advice or anything when I start next year since I want to make it on my own.

Any official word on this would be wonderful. Thank you for taking the time to read this.


1 person marked this as FAQ candidate.

Dear forum goers,
I was reading over the archivist abilities and came across lamentable belabourment. The current text suggests that it replaces inspire greatness. I'm a bit confused, however, because lamentable belabourment shows up at 6th level and inspire greatness is at 9th. It was my observation that items subbed out at the same level unless it was an ability that replaced two abilities or an ability that was bumped up or down in level. I am further confused when I glance at the next ability, pedantic lecture, and find that it replaces mass suggestion.
I'm going for a "read as intended" kind of ruling, since the RAW is right there. I read over this and feel like lamentable belabourment was meant to replace suggestion since they happen at the same level and suggestion's big brother is removed later on. I can't really say that either suggestion or inspire greatness "fits" the nerd bard well, but I would like to hear what others think of this. I'd like to know if my curiosity is well-founded or if I've missed seeing a trend.
Thank you very much.


Hello everyone. I'm a PC in a Kingmaker campaign, and I'm trying to formulate my character's ambition.

It's a neutral good craftsman trying to make an intelligent construct because the character wishes to create "children" who would not suffer from a short lifespan like she did. I'm not intending these guys to be a possible playable PC race. I want to hold onto the concept that an intelligent construct would not be able to increase physical strength over time and experience, but would be able to improve in mental stats with effort. I don't want to do Warforged from Eberron. I am not creating these guys solely for combat and adventuring, and I as the creator want to see these guys be individuals and live out normal lives. I don't want them to come out cookie cutter, and my PC wants to teach the first one her trade so that they can decide whether or not to "procreate" on their own terms.

I am wanting to write them up as a stat block, though, in case they are used as defenses or some sort of storyline assassination attempt. Give the GM something to work with if he wishes. How should I approach writing them up? Should I treat them as a PC class and use VoodooMike's suggestions, think about a monstrous PC class that would show up in the Bestiary, or write it up as a standard monster with no chance of altering them as individuals? Any constructive remarks would be appreciated. Thank you.


Sorry if there's a rogue optimization guide out there that I missed, but I really did try looking.

I'm playing a half-orc rogue in a game that just started last week. The strength and dexterity modifiers are both +3. I would like to take advantage of the automatic falchion proficiency that half-orcs gain and use that as my preferred weapon. I've already taken Toughness at level 1, but I admit to being at a loss as to what to take for feats for later levels.
Is Power Attack worth it for a class that does not have the best base attack bonus? Is Vital Strike worth it when the rogue hits +6 BAB? Would Quick Draw and Combat Reflexes pay off in the long run? I keep having these questions and more when analyzing this character, and it would be nice if I could use the feats to improve combat rather than take multiple Skill Foci. Any guidance would be greatly appreciated.

For what it's worth, I'm kind of playing a rogue that's not a typical rogue, so it doesn't have points in Stealth or Bluff. It's a clockmaker that happens to be pretty tough as well. I've had trouble being creative on explaining the proficiency in Disable Device. I plan on eventually having an adamantine falchion for normal melee combat, a mithral dagger for melee backup or quick throws, and a +3 Strength composite shortbow for ranged stuff.

Thanks in advance!


Hello everyone. I'm kind of fishing for ideas on something I want to play. I'm just looking, please don't get angry. *hides behind tower shield*

I like skilled, knowledgeable characters. More knowledge than skill, but I understand that knowledge alone does not benefit an adventuring party. I've been browsing around the Pathfinder core rulebook, and the two classes that are closest to what I want to do is the Bard and the Rogue. The reason I don't want to play a Bard is because I don't like the performance fluff and I'm not that sold on being a buffer for the party. I'm not a fan of the Rogue because I don't like Sneak Attack. I just never felt cozy with the mechanic, not my tastes. I do kind of like the spellcasting ability of the Bard, but I realize this is something arguable. I used to like the Factotum, but that's more about luckily remembering the right thing at the right time rather than actually knowing your stuff.

So, I guess what I'm hoping to do is take the Bard, remove bardic performance, versatile performance, and well-versed, maybe change up the spell list (stat, spells, how to cast), and tack on trapfinding (since this seems to be a trademark of skilled people [yes, the Barbarian's funny that way]). Is there anything else I might be able to do to balance this variant Bard out? Is there another class I should be analyzing? Am I asking too much? I appreciate any constructive input.