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Can Healing Plaster be used in place of a healers tools when using battlefield medicine?

From Battlefield Medicine...
" Attempt a Medicine check with the same DC as for Treat Wounds "

and from Healing Plaster...
"This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds."

Looks to me like the RAW would be that a Battlefield Medicine check is a check with the same DC as "treat wounds" and has the same effect as "treat wounds" but is not really "treat wounds", so the Plaster would be of no use.

Am I reading too much into this?


I saw something recently, not sure where, but it was a feat or trait that would reduce any penalties to your attack rolls for things like combat expertise or power attack by 1.

In other words, say your BAB was 5 and you used power attack, you would normally have a -2 on your to hit roll. With this trait/feat you would only be -1.

Can anyone refresh my memory as to what this was and in what book it can be found?


So I saw an old thread on star knife flying blades and thought with some of the feats that have come out since, I'd take a crack at the concept again.

Race- Aasimar (azata-blooded, aazimar ability +2 cha)

Abilities (20 pt build)
Str-10
Dex-16 (14+2)
Con-12
Int-10
Wis-10
Cha-21 (17+4)

Level/feats/ability progression (all levels in swashbuckler flying blade)
1. Divine Fighting Tech (Desna)
2.
3. Point Blank Shot
4. Weapon Focus Starknife(bonus feat),+1 chr
5. Startoss Style
6.
7. Startoss Comet
8. Startoss Shower, +1 dex
9. Quick Draw
10.
11. Rapid Shot (needed for Adv Prereq of Divine Fighting Tech)

I haven't given much thought to after level 11. Precise Shot would definitely be useful. Weapon Specialization is also a possibility.

As to magic items, a blinkback belt is necessary. Having charisma as you attack/damage stat means you don't need a strength/dex belt. So get a headband of alluring charisma. Other than that, grab a decent starknife and the usual gear.

I have considered a small fighter dip to get Precise Shot and Quick Draw earlier. However, since all of the bonuses except Point Blank Shot apply to melee as well as ranged attacks, you can close to get multiple attacks and avoid the throwing into melee penalty. Don't forget about the Disrupting Counter Deed should you find yourself in melee.

As always, any suggestions would be appreciated...


So I was looking at the Kobold feat "Roll With It" and wondering how it would interact with DR.

1. Would the DR reduce the DC of the Acrobatics Check to avoid damage?
2. Would it reduce the distance traveled?

My first guess would be No to 1 since it talks about "damage dealt" and yes to 2 since it refers to "damage you would have take", but this seems odd.

http://www.d20pfsrd.com/feats/combat-feats/roll-with-it-combat-goblin


I have been playing around with a build idea of using the snake style to make a brawlers unarmed strike piercing and thus qualify for the duelist precise strike. My loose framework for the goes something like this...

L1 Brawler Weapon Finesse
L2 Brawler Martial Feat Feat Dodge
L3 Brawler Feat Mobility
L4 Brawler
L5 Brawler Feat Combat Reflexes Martial Feat Snake Style
L6 Brawler
L7 Duelist Feat Snake Sidewinder
L8 Duelist
L9 Duelist Feat Snake Fang

Primary stat should be dex, A high int would also be useful for canny defense.

Items should include an Agile Amulet of Mighty Fists, anything to help AC and saves, especially Will.

Against mooks, move around a lot, provoking AoAs. Your high AC (dex, canny defense, dodge, mobility, lt armor, brawler AC bonus) should cause them to miss, allowing you to respond with the Snake Fang ability. Verses tougher creatures use Unarmed Flurry and Precise Strike.

Martial Flexibility will generally be used for Weapon Focus/Specialization (unarmed strike) although being able to get combat maneuver related feats could be useful in certain situations.

What I am not sure of is where to take the build from here. Duelist levels until you get to your int bonus would probably be a good idea for Canny Defense and Precise Strike. Then perhaps back to Brawler till 8th for Flurry (Improved Two Weapon Fighting). I am also debating the Winding Path Renegade (Unblinking Flame) but losing the martial feats would delay the Snake Fang, even for a human.

Your thoughts are of course welcome...


Would a daring champion be able to get twice his level as a bonus to damage attacking a challenged opponent with a 1h piercing weapon? I thought I saw somewhere on the boards that generally the same bo

I am thinking about a build using a small lance (1 handed piercing to med character). Will probably need to find a way to get a mount that can stay alive, since the Mount class feature is replaced...


I have seen several threads talking about style feats and action economy and re-read the section

"As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style"

It says that the style you are persists until you switch to a different style, so you could read it as you are always in a stance, since the only way for it not to persist is for you to adopt a different combat style. You can't actually use the feats while out of combat, but assuming you ended your last combat using a stance, you start the new combat in the stance.

Thoughts?


I was just looking thru the weapon table and noticed that ammunition was divided into types (simple/martial/exotic).

Now, looking at the rules for proficiencies "A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls with that weapon."

So, is the ammo a weapon for purposes of the above? In other words, would a character using a weapon that he is proficient with and ammunition that he is not proficient with suffer a -4 on the attack roll?

Any insight into the RAW and RAI would be appreciated.


I am looking at rogue builds and noticed that the Sap Adept/Master feats do not specify that the attack needs to be a melee attack so I have been exploring builds that use ranged blunt non-lethal attacks and stacking the Sap tree damage with the bonus from Snipers Goggles

I did a brief search of the boards and didn't find anything, but if anyone has already explored this, please point me in the right direction. If not, here is what I got so far. Please feel free to add suggestions.

First we need to find a way to make a ranged attack that deals non-lethal blunt damage.

The easy/cheap way is to get a sling and some softstone bullets. This has the advantage of being cheap and available at low level. If this route is taken, eventually consider the Ammo Drop and Juggle Load feats

Another option would be a merciful bow with blunt arrows. More expensive, but you could get multiple attacks with it without additional feat investments. This would also allow you to use the various archer feats. Since smart rogues make better skill monkeys, a couple level ranger dip to get Focused Shot might be worth exploring.

If I am reading things correctly, a merciful Ioun Strike(Deep Magic) would also qualify. This would have the additional advantages of being a touch attack and possibly causing blindness, allowing you to sneak attack the next round... The Ion Strike could either come from a wand via UMD or a single level magus dip (anyone thinking of a way to do this with a Paizo spell would be welcome)

Of course we also need to consider how to consistently get sneak attack with a ranged weapon, some things to come to mind are Improved Invisibility, or some combination of Obscuring mist/Darkness with Snipers Eye/ShadowStrike and Darkvision/Cloud Gazer. As I said above, other suggestions would be welcome...


I am making a build based around the idea of getting the most out of the challange abilities extra damage. Basically I want to hit as many times as possible per round, since the extra damage applies to each hit, and crit as often as possible, since the extra damage does not appear to be precision based anymore...

The character would build dex to the point of getting Improved two wpn fighting, also putting as much emphasis on str as possible. The character would start with Simitar/Kukuri, then switch to dual kukri's later in life.

The character will use a lance charge to open the combat when practicle, but is basically a melee build.

I have thought about a fighter or ranger dip, but right now am leaning against either.

Below are the feats I have been looking at, any advice would be appreciated.

level feat
1 Double Slice
1(human) Two Weapon Fighting
3 Weapon Focus (kukri, needed for Improved Crit)
5 ???
6 Improved Two Weapon Fighting
7 ???
9 Improved Crit(kukri)
11 Crit Focus
12 Bleading Crit
13 ???
15 ???
17 ???
18 ???
19 ???

I have been thinking about taking some Mounted feats, or possibly continuing further in the Crit Fucus tree, might even bump my dex more and get a third off hand attack. Any thoughts?


I am trying to figure out what two weapon fighting penalties would apply for a character who keeps a melee weapon in one hand at all times, and on his turn draws and throws a weapon with the other hand. I figure there are three cases.

1. The character does not use the melee weapon at any time in the round, the only attack is made by the thrown weapon.

2. The character draws and throws the weapon, then later in the round takes an attack of opportunity with the melee weapon.

3. The character takes an attack of opportunity, then on his turn draws and throws a weapon.