I have joined a PFS group that I thought was doing one module, as it turns out, we're doing a Pirate themed PFS campaign really, with different modules and Adventure Paths linked together to take us from level 1 to 16 or 17. I want to be a spell caster and I'm really looking at three options (blaster types). I have a chronicle from another adventure path, so I'm essentially level 3 right now:
Option 1: Wizard with Spellbinder Archetype (Teleportation) Divination/Necromancy Opposition Schools. I'll take the 1 level dip into crossblooded Sorcerer and take Orc and Draconic bloodlines.
Pros: I love the Spellbinder Archetype. It allows me to load up on utility spells, and be able to spontaneously cast the blasting spells.
One stat. This will be my Eyes of the Ten protege, which means a 22 INT from level 1. That's a 17 DC at level 1. My spells are going to stick (which is why I'm taking Necromancy as opposition instead of enchantment).
With the Sorcerer Dip, I get Detect Magic back.
Cons: I've done it before. I have this exact build at level 15. I REALLY enjoyed it, but, been there done that.
Requires a level dip. I know it doesn't seem like much, but it bugs me, and I need to use feats to make up the spell casting level.
Option 2:
Arcanist, no archetype, Human Dual Talent (INT/CHA)
Pros: Never done it before
Exploits means I can take the Orc Bloodline without a level dip.
I can also take Dimensional Slide, and get the big benefit of the Teleportation school.
Spontaneous caster who's able to switch out spells.
I can take School Understanding and get the benefits of Admixture.
Cons: Limited spells. With my wizard build at 3rd level (2wiz / 1sorc) I have 4 first level spells, plus my Spellbinder spell, plus one spell as a Sorc. As a 3rd level Archanist, 3 1st level spells (this is huge to me).
Requires 2 Stats, INT and CHA.
I'll lose +1 per die. Fireballs at 10th level would be 10d6+15, instead of 10d6+20
Option 3: This is kind of in the middle of the two. Wizard with the Exploit Archetype. Downside to this, is I get the worst of both worlds until level 4, then I can make up some of the different with Extra Exploit Feat. I've pretty much ruled this one out, unless someone has a case for it.
So those are what I'm looking at, and I'm really inching towards the Spellbinder. Are the Exploits that I'm not looking at that could make up the difference?
I would like my stats before Racials to be: 14, 14, 14, 13, 14, 7. As you can see that comes out to 19 points. The only way to fix it would be to lower a stat I don't want lowered, to raise a stat I don't want raised. I need the 13 for a feat prereq, so can't lower that, I'd have to lower a 14 and then the only thing I could raise would be the 7 to a 9. Do I have to make the math come out properly or can I just leave it with the extra point? This is for a PFS character.
This came up in another thread, and it has me wondering. This FAQ seems to open the flood gates and I'm hoping someone can help me close them:
FAQ wrote:
The Greater Trip feat allows you to take an attack of opportunity against a foe that you trip. The Vicious Stomp feat allows you to take an attack of opportunity against a foe that falls prone adjacent to you. If you have both these feats and trip a foe, do you get to make two attacks of opportunity (assuming that you can)?
Yes, the two triggering acts are similar here but they are different. One occurs when you trip a foe. The other occurs when a foe falls prone. It requires a large number of feats to accomplish, but you can really pile on the attacks with this combination.
Now let's look at Paired Opportunist. Let's say we have Jack and Jill they have 18 DEX, Combat Reflexes, and Paired Opportunist.
Jack attack's and gets a Critical hit.
Jill is adjacent so gets an AoO #1.
Jack gets AoO #1 based on Jill's AoO #1
Jill gets AoO #2 based on Jacks #1
Jack gets #2...etc.
After reading the FAQ, what stops people from doing that mess above?
So a few threads combined to give me this idea for a Bard:
Spoiler:
Bodyguard Bard
Human bard (dawnflower dervish) 4/monk (master of many styles) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Combat 59)
LN Medium humanoid (human)
Init +3; Senses Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 41 (5d8+13)
Fort +5, Ref +9, Will +6; +4 vs. bardic performance, language-dependent, and sonic
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Offense
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Speed 30 ft.
Melee +1 scimitar +7 (1d6+4/18-20) or
. . unarmed strike +3 (1d6)
Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +1), battle dance: inspire courage, stunning fist (2/day, DC 12)
Bard (Dawnflower Dervish) Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—mirror image
. . 1st (4/day)—cure light wounds, expeditious retreat, saving finale[APG] (DC 14), vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), mage hand, message, read magic
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Statistics
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Str 10, Dex 17, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +3; CMD 16
Feats Bodyguard[APG], Combat Reflexes, Dervish Dance[ISWG], Improved Unarmed Strike, Lingering Performance[APG], Snake Fang[UC], Snake Style[UC], Stunning Fist
Traits community-minded (rahadoum), helpful
Skills Acrobatics +7, Knowledge (arcana) +8, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perform (oratory) +11, Perform (wind instruments) +10, Sense Motive +11, Spellcraft +6
Languages Common
SQ battle dance, fuse style, masterpieces (battle song of the people's revolt, triple time), versatile performance (oratory)
Other Gear +1 scimitar, 150 gp
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Special Abilities
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Bardic Performance (standard action, 13 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Battle Song of the People's Revolt (Paired Opportunists) Grants chosen feat to all allies within 30 ft. who can hear you.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Community-Minded (Rahadoum) Any morale bonus you bestow upon allies lasts 2 extra rounds.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Helpful Aid another grants allies a +3 bonus (instead of usual +2).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Stunning Fist (2/day, DC 12) You can stun an opponent with an unarmed attack.
Triple Time Your lively cadence puts a spring in the step of weary marchers.
The general idea is that he give everyone in the party the Paired Opportunist feat, so any time anyone in the party gets attacked, everyone gets an AoO because of the Bard's Bodyguard feat. The Bard has Snake style, so if he's the one that gets attacked, and the bad guy misses, everyone gets an AoO.
I went with Dawnflower Dervish because I need an empty hand anyway (Snake Style) and this gave me one of the best feats in the game for free. My unarmed strike probably won't hit very often, but it doesn't really need to, just need to make the AoO not hit with it.
I plan on taking another level of Monk, with the bonus feat it seems silly not to. Combining two style feats at the same time seems like a good idea, but which style should I go with? I was thinking just Dragon so I can charge and get adjacent to the fighters, maybe Crane to make sure I don't get hit, but not sure about that. Anyone have any advice on style or in general?
Let's say I have a lance. When I hit someone I do 1d8+10.
When I'm on a horse and I charge, I do 2d8+20
What happens when I critically hit on a charge (the lance has a x3 multiplier)?
Is the damage 6d8+60? (double damage for the charge, x3 crit multiplyer)
Or
4d8+40? (Double damage plus the x3 crit = x4 crit)
I'm going to be playing in an AP soon, and was looking at the Shaman. It looks neat, but I'm not inspired yet. I'm looking for other people's experience with a Shaman. What did you like, what did you not like? What was your build? Would you have done anything differently?
I don't like to multi-class if I can help it. If the benefits are really good I'll dip a level, maybe two. Lore Oracle in a Paladin build was really worth it to me, as an example.
I have a 16th level Ranger, and I noticed he still had a Ring of Featherfall. Since he can fly at will, this seemed redundant. I was looking through the rings, and I can't find anything that really strikes me. I like Freedom of Movement, but I can cast that as a spell that lasts 2 hours. I was looking at Ring of Continuation, a 24 hour Lead Blades with an Elven Curve Blade, or Gravity Bow might be nice, until I saw the FAQ is 10 minutes duration. Anyone have any other ideas?
I've been watching the Netflix show Marco Polo and I got really excited about 100 Eyes. For those that don't know, stereotypical blind sensei who's awesome at martial arts.
I was thinking Oracle of Lore (to match Irori) with the Blind Curse. Eventually getting Tremorsense boots, Blind Fighting and the Improved version, but how can I "optimize" this as much as possible? I've heard people using Monk/Clerics but I can't find the threads. This is PFS and I have all the racial boons besides the auction ones, all of the major books (Ultimate X, Advance X, etc.) and most of the splat books, so feel free to use anything legal.
I've read this FAQ a hundred times, and I think I understand what they're trying to say, but would like to verify:
FAQ wrote:
Spontaneous Casting and Multiple Classes: Can I spontaneously cast spells from one of my classes using a different class’s spell slots?
No. This is only possible if you have a class feature that explicitly allows it, such as Combined Spells. This applies even if the two classes share a spell list or if one of the classes allows you to spontaneously convert that class’s spell slots into certain spells on that class’s spell list, such as cleric and druid.
If I'm reading it correctly, you can't be a level 1 Cleric/level 5 Druid and convert your Druid spells into Cure spells. Is that correct?
If it is, why can sorcerers use their abilities across classes then?
FAQ wrote:
Sorcerer: Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list?
The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.
General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)
And if you look at the General Rule, the Cleric or the Druid's spontaneous casting don't say only cleric spells or only druid spells. That seems contradictory.
Swashbucklers and Gunslingers get Panache/Grit back if they put down a monster not less than half their level. So if you're 5th level do you get it back from a 2HD monster?
Rounding rules say:"Occasionally the rules ask you to round a result or value."
This brings into question are the rules asking me to round a result of value?
I am going to be Judging (not GM'ing) an 11 person PvP combat free-for-all. They will not know what type of terrain I may throw at them, or what type of characters the other players will bring. There will be traps, and may even be random encounters (monsters).
Most of my players are what I would term casual players and probably won't scour every source for the ultimate weapon, so I created this to give them ideas. I don't want to do it myself since I know what the enviornment will be, I don't want to give anything away.
So if you were Level 20 had 1,000,000gp and had to survive a fight against 10 other level 20's what would you buy? Feel free to break it down by class or general class (Arcane Caster, Melee type etc)
Assume the standard:
Belt of Physical Perfection +6
Headband of Mental Superiority +6
Cloak of Resistance +5
Ring of Prot. +5
Amulet of Natural Armor +5
I am a 5th level ONI Spawn Tiefling barbarian this cannot change. Is there any way to get scent always on. I know there is a rage power but I want it non-raging too. I know there is a feat for half-orcs but I'm not a half-Orc. Is there any other way to get scent?
This is one of the things that seems so good, that I have to be reading it wrong.
Let's assume that I have a level 11 Gunslinger (Pistoleer). A Pistoleer gets a Deed called Up Close and Deadly. It basically adds precision damage for the cost of a grit point. At 11th level it's an extra 3d6 damage.
Let's say my gunslinger has Rapid Reload, and Alchemical Cartridges, so he reloads his pistol as a Free Action. He also has Signature Deed: Up Close and Deadly, which reduces the Grit cost to zero. Does this mean that as long as the Gunslinger has grit, every attack can be +3d6, including a full attack action of 3 shots (2 shots for BAB plus Rapid Shot)?
Grit:
Description]Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Up CLose and Deadly:
At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.
1. Can a level 2 character play a level 3-7 Scenario? I've seen where it says for a module you can be within 1 level, but I don't see anything about the scenarios, am I just missing it? And if I am could someone point out where it is please.
2. A friend went to a Convention and picked up a "special" scenario. I don't recall the name of it right now, but it was the one that was run on multiple tables at different levels at the same time. Can this scenario be run at a "normal" PFS event with only 1 table?
I am going to be playing in a high level game that will quickly use the epic rules from Little Red Goblin Games. This is what I'm going with:
Character:
Dervish Monk(18)
Male Azata-Blooded Aasimar (Musetouched) Bard (Dervish Dancer) 15 Monk (Master of Many Styles) 3
LG Medium Outsider (native)
Init +14; Senses Darkvision; Perception +25
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Defense
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AC 52, touch 45, flat-footed 26 (+7 armor, +12 Dex, +4 deflection, +14 dodge)
hp 198 (18d8+90)
Fort +19, Ref +42, Will +21; +4 vs. bardic performance, sonic, and language-dependant effects, +2 vs. enchantment
Defensive Abilities Evasion; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 55 ft.
Melee +5 Holy, Ki focus Adamantine Scimitar +45/+40/+35 (1d6+30+2d6 vs, Evil/15-20/x2) and
. . Unarmed strike +45/+40/+35 (2d6+30+1d6 fire/x2)
Special Attacks Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (5 targets) (DC 27), Bardic Performance: Inspire Competence +5, Battle Dance: Inspire Courage +3, Battle Dance: Inspire Greatness, Battle Dance: Inspire Heroics
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Statistics
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Str 10/16, Dex 28/34, Con 14/20, Int 14/20, Wis 10/16, Cha 24/30
Base Atk +13; CMB +18; CMD 61
Feats Arcane Strike, Bard Weapon Proficiencies, Combat Reflexes (13 AoO/round), Crane Riposte, Crane Style, Crane Wing, Dervish Dance, Dodge, Improved Unarmed Strike, Monastic Legacy (+7), Monk Weapon Proficiencies, Panther Claw, Panther Style (3/round), Stunning Fist (7/day) (DC 22), Weapon Finesse
Traits Maestro of the Society, Reactionary
Skills Acrobatics +41 (+49 jump, +44 to jump), Appraise +10, Bluff +15, Climb +8, Diplomacy +17, Disable Device +14, Disguise +15, Escape Artist +17, Fly +14, Handle Animal +12, Heal +5, Intimidate +15, Knowledge (arcana) +27, Knowledge (dungeoneering) +15, Knowledge (engineering) +10, Knowledge (geography) +15, Knowledge (history) +27, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +15, Knowledge (religion) +14, Linguistics +11, Perception +25, Perform (dance) +41, Ride +13, Sense Motive +11, Sleight of Hand +19, Spellcraft +27, Stealth +34, Survival +7, Swim +8, Use Magic Device +32
SQ AC Bonus +5, Battle Dance (swift action) (45 rounds/day), Battle Dance: Leaf on the Wind, Battle Dance: Rain of Blows +4, Battle Dance: Razor's Kiss, Dance of Fury, Fast Movement (+10'), Fleet (+25'), Fuse Style (2 styles), Ioun stone (iridescent spindle), Jack of All Trades: Trained skills, Ki focus, Maneuver Training, Ring of freedom of movement, Still Mind, Stunning Fist (Stun), Unarmed Strike (2d6), Well Versed, Winged boots (3/day)
Combat Gear +5 Holy, Ki focus Adamantine Scimitar; Other Gear Agile, Flaming Amulet of mighty fists, Belt of physical perfection +6, Bracers of armor +7, Cloak of resistance +5, Headband of mental superiority +6 (Use Magic Device, Knowledge [history]), Ioun stone (iridescent spindle), Ioun stone (pale green prism), Monk's robe, Ring of freedom of movement, Ring of protection +4, Winged boots (3/day)
Note: Greater Magic Fang has been added to 2 fists with Permanency.
To explain the point, a Dervish Dancer Bard is able to move and attack at any point during the movement, downside is that this movement draws AoO. That's where the Monk comes in. I've used Master of Many Styles so I could crane and panther at the same time. I move in slash, move away, they take an AoO, I block (crane) and punch them in the face (panther). After that I can't block, but I can still punch them. My AC is high enough that they should miss their AoO's a lot too.
With my Bard song, my to hit is pretty high, so I should hit often, and the damage isn't bad if I was going to be directing it all on one target. 4 Attacks with Rain of Blows starting at a 44 attack bonus, if 3 scimitar strikes hit ~130 Damage. If I spread my attacks out it's ~40 for the first hit, then another ~40 for my AoO counterstrike (Panther Style).
Does anyone see any glaring mistakes, or better ways to to capitalize on what's already there?
What I'd really like to do is add some bleed damage. Are there any weapon specials or feats that would allow me to add some bleed damage with my strikes consistently? I know I could take some rogue levels, but I'd rather not add any more classes.
I think I must be missing something and am hoping someone can help me figure this out. In the APG under Half Elf as an alternate favored class bonus for Rogue, it says this:
Rogue: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information
Now, who would ever do this? If you just took the skill point, level 1 put it in Bluff, level 2 put it in Diplomacy and you're actually better off because they aren't limited use skill buffs. Is there some other benefit I'm not seeing or has this been errated, or is this just the way it is?
I'm going to be running my first PFS scenario tomorrow and I had a couple of questions.
In the Intro Part III it says if the players add 1gp to the shrine award 98gp. Is that reward on top of the 500gp listed on the chronicle sheet? So at the end of the adventure if Ranger guy, flipped a GP into the offering plate, Ranger guy would get 598gp's at the end of the scenario? Or would ranger guy get 500gp and everyone else would get 402gp?
Okay I want a definitive, no kidding this is how it works. So, if possible relevant links would be greatly appreciated.
Let's say we have a level 5 Kensai Magus standing 5' away from a Goblin. Can the Magus:
Cast Cat's Grace with Spell Combat, then cast Shocking Grasp, take a 5' step, use his sword to deliver Shocking Grasp with Spell Strike, then make his regular sword attack (both at -2)?
I assume no, because 2 standard actions to cast.
Question 2:
Can he Cast shocking grasp, but just hold it in his sword (he has a minute to use it right?), the on the following round, cast Cat's Grace as part of Spell Combat, then 5' step attack the goblin to release shocking grasp, then make a regular attack with his sword?
15 people marked this as FAQ candidate. Answered in the FAQ.
2 people marked this as a favorite.
The prerqs for some feats, like Extra Hex, are having the Hex Class Feature. When do I quallify for that Class Feature? For example the Gravwalker Archetype replaces the first level Witch hex, could the Gravewalker take Extra Hex feat at first level? Are they considered to have the Hex Class feature, even though they don't get a hex yet?
If they are allowed, could a monk take Extra Ki at first level and start using Ki then?
5 people marked this as FAQ candidate. Question unclear.
1 person marked this as a favorite.
The Sensei monk archetype loses his 2nd level bonus feat for Insightful Strike, then he says he loses his 6th, 12th, and 18th level bonus feats for Mystic Wisdom. The Monk doesn't get a bonus feat at 12th level, he gets them at 2, 6, 10, 14, and 18. I've looked and I can't find a FAQ or errata on this, is there something I've missed?
In my group we have a Gunslinger, a Cleric, and a Fighter. I need to make a new character and the party needs a skill monkey/trapfinder. I'm thinking Rogue or Ninja. The cleric is going to focus on spell casting so that means it falls to me to take some pressure off the fighter. What I'm looking for is the highest possible AC and other tricks so I can become a great target without actually getting hit.
This discussion started in the Hedge Witch thread.
To break it down, there are certain classes/Archtypes that have abilites that don't state what level they are granted. An example would be the Hedge Witch, the Pack Lord (Druid) or the Beast Master (Ranger). They are all pretty much the same thing, but I'm more familar with Pack Lord, so I'll use that in my example:
Pack Lord has an ability that states:
Quote from d20psrd:
The pack lord gains an empathic link with all of her animal companions. This functions like an empathic link with a familiar. In addition, as a swift action the pack lord can shift her perception to one of her companions, allowing her to experience what it sees, hears, and so on. She can maintain this connection as long as she likes (as long as the companion is within 1 mile) and end it as a free action. The druid can only use this ability on one companion at a time, and cannot see, hear, or smell with her own body while maintaining this connection.
This ability replaces the 6th-level additional use of wild shape.
The confusion comes in because it replaces a 6th level ability. This causes some to believe that you don't get this ability until 6th level.
My take on it, is that you get it at 1st level but you have to "pay" for it at 6th level. My reasoning is that if you look at all the base classes, the only abilites that don't specifically state a level, are the ones that are granted at first level.
What has me doubting myself, is that if you only take Pack Master until 5th level, you've essentially gotten the ability for free, and makes 1 level dips a lot more powerful.
Does anyone have any further insight on why it might be one way or the other?