Maghara

K-kun the Insane's page

Organized Play Member. 630 posts (631 including aliases). No reviews. No lists. 1 wishlist. 30 Organized Play characters.



1 to 50 of 149 << first < prev | 1 | 2 | 3 | next > last >>

6 years, 3 months, and 8 days ago, I played my first game of Pathfinder. It was a special adventure for Pathfinder Society called Master of the Fallen Fortress. I played a Draconic Sorcerer with more DEX than CHA and ran headlong into battle wearing no armor with only a 10 CON. 3 years, 7 months, and 9 days later, the character was officially retired from PFS upon reaching 12th Level. (Sorcerer4/Fighter1/DragonDisciple7) During that time, I learned so much about Pathfinder and TTRPGs in general, that I doubt that a lot of decisions I made for him back then would be made by me now. (He had no less than 5 deaths during his career) Or maybe I would, I seem to have a knack for killing my own characters...

I became quite invested in the character and even developed quite the head-canon for him despite the disjointed nature PFS play brings to character development. One of my characters became his wife (Fighter7/Brawler2), and I eventually made a time-travelling daughter from the future (Bloodrager2/Monk6). I've become very attached to these characters. I intend to dust off his character sheet and bring it to the Grand Convocation my lodge is holding during the last weekend in August and play him in the final special of Pathfinder 1E.

With all that out of the way, let's get to the meat of this thread. I intend to bring these 3 characters over into Pathfinder 2E. For the most part, I have things figured. He will be a Sorcerer again, though with some Rogue MC to express his nimbleness and his love of skills. His wife will be a Fighter, though I don't know if MC Monk fits since she only ever had 2 levels of Brawler in 1E. The daughter, though is more interesting...and more of an issue.

This past week, she reached level 8 in 1E, taking her second level of Bloodrager, becoming Bloodrager2/Monk6. The key thing there is that her very first level was as a Bloodrager. She's spent 6 levels in another class before returning to her favored class. And I've had a blast playing her this way. It fit with my concept of someone with vast draconic power that she tried to control with discipline. (Her archetypes are Urban Bloodrager, Hungry Ghost Monk, Qinggong Monk, and Scaled Fist Monk) She was created and planned out to 12th level to be Bloodrager6/Monk6.

Recreating her in 2E has lead me to realize that now there's a difference between the order of classes. A Barbarian/Monk is quite different from a Monk/Barbarian. My purpose for this topic is to glean some advice on whether I should make her a Barbarian/Monk/Sorcerer or a Monk/Barbarian/Sorcerer.

The former gives her all of the Draconic Instinct abilites from Barbaian, both Dragon Style feats from the Monk, and even all Bloodline Focus spells from Sorcerer by 20th level. She'd be stuck with only a couple Cantrips as far as actual spellcasting goes, but 2E cantrips are much better than in 1E. This aligns well with her concept of using a Monk's discipline to keep her wild tendencies in check.

The latter gives better unarmed and unarmored proficiencies and improves Unarmed strikes and movement a great deal, but she loses access to the specialization and resistance powers from Draconic Instinct. It also aligns more with what I've played her in 1E: She uses a Bardiche, sure, but most of her class levels are monk and she does quite well with her kicks.

TL;DR What works better in 2E (both mechanically and thematically) to capture the concept of someone who uses both a polearm and her feet in combat while struggling to maintain control of the wild draconic power within her?

Barbarian/Monk/Sorcerer -OR- Monk/Barbarian/Sorcerer?


Monks are able to get Ki spells, a kind of Focus Spell. If they do, the choose wether to be Divine or Occult and become trained in spell attacks and spell DCs for that magic tradition...But what ability is used for their spellcasting ability when calculating their spell attack modifier or spell dc?

Part of me wants to say WIS simply because Monks have traditionally required WIS for abilities.

Part of me wants to say CHA simply because CHA is often used for SLAs for innate magic.

PArt of me wants to say whichever was chosen as their Key ability score, simply to keep things simple. But how would that work, for say a Barbarian that multiclasses as Monk? What about if that Barb/Monk splices in some Sorc at higher levels?


Not sure if this goes here, in Advice, or even General Discussion.

On the Character Sheet, page 2, the Inventory area is split into 3 main sections: Worn Items, Readied Items, and Other Items. I can't find any references to these in the CRB, so I ask you: What do these mean?

I'm finishing up my sheet for the character I wish to use during the 2E games at Convocation in my area near the end of the month. I'm around step 8 & 9 of the character creation, and have my items purchased and remaining Gold calculated. My weapons have been recorded in the Melee Strikes area on page 1, and I figure my other items go somewhere here.

For reference, it's a Dwarf Fighter who will multiclass Bard.
My items are:

Breastplate
Steel Shield
Pick
Battleaxe
Warhammer
Adventurer's Pack (Backpack, Bedroll, 2 Belt Pouches, 10 pieces of Chalk, Flint & Steel, 50ft Rope, 2 weeks Rations, Soap, 5 Torches, Waterskin)

This brings my Bulk to 8, just at my limits, so I can still move my 20ft speed unless I carry even L more Bulk. I'm thinking of Hefty Hauler for my 2nd level Skill Feat.

So, yeah, what counts as a Worn item? Armor and Shield? Backpack and Belt Pouches?
Are weapons Readied? What about Torches? Or are these all Other?


Not sure if this goes here, in Rules, or even General Discussion.

On the Character Sheet, page 2, the Inventory area is split into 3 main sections: Worn Items, Readied Items, and Other Items. I can't find any references to these in the CRB, so I ask you: What do these mean?

I'm finishing up my sheet for the character I wish to use during the 2E games at Convocation in my area near the end of the month. I'm around step 8 & 9 of the character creation, and have my items purchased and remaining Gold calculated. My weapons have been recorded in the Melee Strikes area on page 1, and I figure my other items go somewhere here.

For reference, it's a Dwarf Fighter who will multiclass Bard.
My items are:

Breastplate
Steel Shield
Pick
Battleaxe
Warhammer
Adventurer's Pack (Backpack, Bedroll, 2 Belt Pouches, 10 pieces of Chalk, Flint & Steel, 50ft Rope, 2 weeks Rations, Soap, 5 Torches, Waterskin)

This brings my Bulk to 8, just at my limits, so I can still move my 20ft speed unless I carry even L more Bulk. I'm thinking of Hefty Hauler for my 2nd level Skill Feat.

So, yeah, what counts as a Worn item? Armor and Shield? Backpack and Belt Pouches?
Are weapons Readied? What about Torches? Or are these all Other?


So for the longest time, I've had an idea for a Bard and when the announcement for 2ed came, I decided that my first character would be this Bard. Now that I have the CRB, it seems like I can rather easily do what I want, but one new thing seems iffy, so I figured I'd ask about it. IT's no big deal if it doesn't work, but it would be interesting.

My Dwarven Bard (gasp, a Charisma flaw!) will be a sword (or more precisely, as pick) and board combatant who sings his songs to inspire his allies, thumping his weapon into his shield like a drum. For the most part, casting is fairly simple, since Somantic components can now be done while holding something in hand. But Bards are able to substitute Somantic components with playing an instrument. Can I beat on my shield for this, or will I have to rely on waving my pick and shield around while casting?


After waffling back and forth on how to use a recent Race boon, I've finally settled on a Vishkanya Gloomblade (Fighter) / Shadowdancer. Aside from being an unusual style of Fighter, Stealth is highly emphasized, but the way I see it, that's more of an out of combat thing unless you have Sneak Attack.

So from my original plan of 7 levels of fighter and 4 levels of Shadowdancer, is it worth it to dip 1 level in Unchained Rogue to pick up Sneak Attack (and perhaps grab Accomplished Sneak Attack at some point)?


So at my last Con, I won a boon chronicle that let's me give the character I apply it to 1xp per scenario that I've played/run from seasons 4 & 5 during my career. I thought this would let me start a character around level 5 or 6, but as it turns out, I have a total of 30xp available from this boon, enough for level 11. PFS typically retires once reaching level 12. What's more, re-reading the boon, it makes no mention of gold, so this 11th level character would only have 150gp to spend on equipment.

Thus, I'm going to save the character I'd originally planned to use this on and just play them from 1. That still leaves the question of what to do with this boon?

Should I apply it to a 10th level character to boost them to 20 and not worry about it? Or should I create a new character and just wing it?

And if I do the latter, any suggestions?


Shadow Weapon (Su):

A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish.

At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.

At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)

At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.

At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.

This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor).

Shadow Weapon Training (Ex):

At 5th level, a gloomblade gains weapon training, except that he does not select a weapon group; instead, the bonus applies to the shadow weapons he creates. A gloomblade does not select additional weapon groups as he gains levels.

At 9th level, whenever a gloomblade creates one or more shadow weapons, he can apply any one of the following shadow effects (chosen upon creation) to one of them.

During the gloomblade’s turn, he can increase his reach with that weapon by 5 feet.
The gloomblade can increase a thrown shadow weapon’s range increment (if any) by 20 feet.
When he hits a foe with a melee attack with the weapon, he can use it to perform a reposition combat maneuver against the creature hit as a swift action. This does not provoke attacks of opportunity.
Attacks made with the weapon ignore hardness equal to or less than the gloomblade’s fighter level.
For every 4 levels he has beyond 9th, a gloomblade can apply an additional effect to his shadow weapons, to a maximum of three effects at 17th level; these effects can be split between multiple shadow weapons as a gloomblade desires, but they don’t stack with themselves.

This alters weapon training.

Advanced Weapon Training (Combat):

You are specially trained to use your weapon skills in new ways.

Prerequisite(s): Fighter level 5th, weapon training class feature.

Benefit(s): Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.

Special: This feat can be taken more than once, but at most once per 5 fighter levels.

Special: Fighters that have the weapon master archetype can select this feat beginning at 4th level. The benefits of a weapon master’s advanced weapon training options apply only to his selected weapon rather than all weapons in the same fighter weapon group, and he can’t select the weapon specialist advanced weapon training option. A weapon master can select this feat as a bonus feat; if he does so, it doesn’t count for the purpose of the requirement that it can be taken at most once per 5 fighter levels.

FAQ:

If an archetype replaces a class ability with a more specific version of that ability (or one that works similarly to the replaced ability), does the archetype’s ability count as the original ability for the purpose of rules that improve the original ability?

It depends on how the archetype’s ability is worded. If the archetype ability says it works like the standard ability, it counts as that ability. If the archetype’s ability requires you to make a specific choice for the standard ability, it counts as that ability. Otherwise, the archetype ability doesn’t count as the standard ability. (It doesn’t matter if the archetype’s ability name is different than the standard class ability it is replacing; it is the description and game mechanics of the archetype ability that matter.)

Example: The dragoon (fighter) archetype (Ultimate Combat) has an ability called “spear training,” which requires the dragoon to select “spears” as his weapon training group, and refers to his weapon training bonus (even though this bonus follows a slightly different progression than standard weapon training). Therefore, this ability counts as weapon training for abilities that improve weapon training, such as gloves of dueling (Advanced Player’s Guide), which increase the wearer’s weapon training bonus.

Example: The archer (fighter) archetype gets several abilities (such as “expert archer”) which replace weapon training and do not otherwise refer to the weapon training ability. Therefore, this ability does not count as weapon training for abilities that improve weapon training (such as gloves of dueling). This is the case even for the “expert archer,” ability which has a bonus that improves every 4 fighter levels, exactly like weapon training.

Fighter’s Finesse (Ex):
The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.

I'm thinking of making a Gloomblade/Shadowdancer for Pathfinder Society, and was thinking of grabbing Fighter's Finesse so as to keep my DEX high and spread what would have gone to STR to other abilities.

The idea is that they dance about the battlefield with elegant movements, drifting in and out of sight, often with a different weapon in hand. At low levels, they'd create things like rapiers/daggers/light hammers, while at higher levels they'd create things like Earthbreakers, Battleaxes, and Spears.

From what I've been able to research, it seems it should work, but the topics tend to be about Advanced Weapon Training in general and folks are divided, so I figured I'd just ask about the only one I actually care about. (Okay, not true, I'd love to toss Effortless Dual-wielding on as well, but the character likely won't reach high enough Fighter levels to get a second AWT.)


I'm putting my plans for a Half-Orc Lumberjack Dreadnought on hold to focus on a boon I got at a con midMarch.

I have most of the character set, I'm just unsure of weapon loadouts.

I'm making an Aphorite Inquisitor (Tactical Leader) of Torag with the Defense Subdomain. I was initially going to do either Tactics or Chivalry Inquisitions, but they didn't seem to fit right. I'm also thinking of taking a couple levels of Student of War.

That all said, I can't decide whether to two-hand my Warhammer or to go Hammer n' Board.

Stats I'm looking at are: STR/16, DEX/10, CON/13, INT/14, WIS/14, CHA/13


I'm leveling up a character at the moment in preparation for a convention this weekend, and seeing as he'll be level 11, he gets a feat. As a very unorthodox build, I'm fine with him being unoptimized, but seeing as he had a hard time with DR last game (last October) and that it ended with his second career death, I thought I'd take a look at the go-to-feat for boosting damage.

Kalas is a Tengu Barbarian/Ranger (Unchained, Sea Reaver, Pack Rager 9/Freebooter 2 who fancies himself a Noble Privateer (former pirate but he's married into an influential family).

For a Barbarian, his Strength is quite low, and he went for a Two-Weapon Fighting style that specialized in Disarming opponents and making them bleed. Even his Belt is only a +2CON belt, though I think I was saving up for Physical Perfection +2 before having to pay for the Raise. Most of his money has been spent on his weapons and armor, with ability boosts being more of an after thought.

His abilities are 14/16/16/13/12/10
His weapons are a +1 Wounding Blood Crystal Rhoka Sword and a +1 Adamantine Swordbreaker Dagger that's kept in a Scabbard of Bleeding Edges (variant Keen Edges that applies Wounding instead of Keen)
His armor is a +1 Electric Resistant (10) Sea Drake Hide Mountain Pattern Armor

Typical tactics are to disarm the opponent before stacking the heck out of the Bleed damage.

Before the level up, a full-attack looks like this:

Calculations:
BCRS = Blood Crystal Rhoka Sword
ASBD = Adamantine Swordbreaker Dagger
Rage = On
Powerful Stance = On
Freebooter's Bane = On
Improved Disarm = On

BCRS +14 (1d8+9 +1bleed stack), ASBD Disarm +18 (+20 vs swords), BCRS +9 (1d8+9 +1bleed stack +1 Blood Crystal)

After leveling and choosing Power Attack:

Calculations:
BCRS = Blood Crystal Rhoka Sword
ASBD = Adamantine Swordbreaker Dagger
Rage = On
Powerful Stance = On
Freebooter's Bane = On
Improved Disarm = On
Power Attack = On

BCRS +12 (1d8+15 +1bleed stack), ASBD Disarm +16 (+18 vs swords), BCRS +7 (1d8+15 +1bleed stack +1 Blood Crystal), BCRS +2 (1d8+15 +1bleed stack +1 Blood Crystal)

The damage certainly goes up enough to bypass DR10 but my accuracy takes a hit when it already has a penalty due to TWF.

The other option I can think of is to get more attacks in general. If I use what gold I have now, I can turn my Mighty CON belt into a Physical Might Belt. If I make it DEX, I'll have enough to get Improved Two-Weapon Fighting.

Calculations:
BCRS = Blood Crystal Rhoka Sword
ASBD = Adamantine Swordbreaker Dagger
Rage = On
Powerful Stance = On
Freebooter's Bane = On
Improved Disarm = On

BCRS +15 (1d8+9 +1bleed stack), ASBD Disarm +19 (+21 vs swords), BCRS +10 (1d8+9 +1bleed stack +1 Blood Crystal), ASBD +10 (1d4+8 +1bleed stack), BCRS +5 (1d8+9 +1bleed stack +1 Blood Crystal)

Less damage per hit, but more attacks per round with the lowest at +5 rather than +2


Playing a homegame of Adventure Path 1 and we're starting part 2. As this was my first experience with an RPG homegame (I mostly play PFS/SFS), I jumped on my chance to play a race that I'd otherwise be unable to, in this case Dragonkin.

Party consists of:

Dragonkin Soldier(Blitz)/Mystic(Overlord) (me)
Lashunta (Damaya) Operative
Ysoki Biohacker
Vesk Vanguard

It's been fun and we're really enjoying the roleplaying as a bunch of wannabe Starfinders thrown together with people we've never met before we're even officially members.

However, one thing I can see getting old quickly is that I'm just too damn big. Lashunta and Vesk are Medium, Ysoki are Small, but Dragonkin are Large. I don't mind squeezing into places not built for people of my...girth...but I often find that I'm making it difficult for the Biohacker and Operative to hit anything as I'm so large that I provide cover to everything. And of course it doesn't help that I rush forward with my melee reach weapon (+4STR, -2DEX means I'm not great with ranged weapons).

So, moving forward, I'd like to try and be less of an obstacle (literally) for my allies. Any advice on how I can go about this?


I have a concept for a new character which is basically an everyday worker who happens to be really good at killing bad guys. (Barbarian)

So I'm looking at weapons that can be written off as a tool of his trade, but in his hands is a deadly tool indeed. I've found a few while going through Ultimate Equipment, but I'm undecided on which one to use. I'm also wondering if anyone has some other ideas for weapons like this?

Pick (Light/Heavy): Miner
Mattock: Farmer/Gardener
Scythe: Farmer
Kama: Farmer/Gardener
Sickle: Farmer/Gardener
Tiger Fork: Farmer
Earth Breaker: Meat Tenderizer/Construction Worker
Greataxe: Lumberjack
Iron Brush: Artist
Net: Fisher
Trident: Fisher
Hammer (Light/War): Carpenter/Construction Worker


I'm in the mood for a new character and a couple days ago one archetype jumped out at me. Since then, the character has been constantly on my mind (even at work) and so I'm starting to actually put pencil to paper. That said, the class is something I'm not used to and the archetype is a bit of a nerf, but at this point I'm committed. Also, I usually play Humans, so I'm used to having 2 Feats at 1st but in my mind, this guy can't be anything but Half-Orc, so I'm stuck with one and this is where this thread comes in.

For a 1st level Dreadnought Barbarian (possibly Invulnerable Rager as well, undecided), which should I take: Raging Vitality or Power Attack? STR/17, CON/15.

Raging Vitality helps to mitigate the one thing I hate about Barbarians, being the instant death syndrome upon being knocked out. I've had a lot of fun with my Unchained Barbarian/Ranger as well as my Urban Bloodrager/Monk, both of which don't have this syndrome. I'd play Unchained Dreadnought if I could, but because the archetype messes with Rage, it's a no-go.

Power Attack, besides being a staple of Barbarians for decades, helps to make up for my lackluster Rage damage but cancels out my rage accuracy.

The one I don't take at 1st will likely be taken at 3rd, but I'm still unsure as to which is more important.


With the new DLC coming out on Thursday including a Tiefling Kineticist, I figured that would be a good time to start my Evil playthrough. I have decided on playing a female LE Plumekith Scaled Fist/Thug. That said, I'm not sure which of these classes should be the starting class.

Scaled Fist has a higher AC and HP and her primary weapon available at the start. However, has lower attack bonus due to lacking Weapon Finesse.
Thug has a higher attack bonus and Sneak Attack. However, fewer feats are gained and Linzi is also in the party and competing for the charismatic rogue role.

I'm leaning towards Scaled Fist first and then Thug 3 before going all in on the Monk. Perhaps Thug 4 or 5 if necessary at some point. Or would going Thug first be the better option?

Also, as a side note, I'm also undecided on her voice, between Confidant and Madman. Which is more suitable for my angelic assassin?


From what I gather, the only time a character must worship a deity is if they have the Priest theme. I have an adventure path campaign coming up in December and wanted to make sure that I'm understanding things correctly, as I play Pathfinder a heck of a lot more than Starfinder currently.

Pathfinder = Clerics and other Divine casters need to worship a deity to get their spells.

Starfinder = Mystics do not need to worship any deities to get their spells. Only the Priest theme requires worshiping a deity.


Back in 2013, when I first started playing PFS and Pathfinder in general, I had a concept in my mind and just did what I could to make that a reality. Limited book choices and having never played a tabletop game before led to a character that while enjoyable to play, was far from optimized and ended his PFS career after 3.5 years at level 12 with 5 deaths under his belt. While I've had a number of opportunities to play Eyes of the Ten, I always turned them down as I was sure I'd just die again and not have fun doing so.

Now with Pathfinder 2.0 set to start next year, I thought I'd try takiing all that I've learned and play a new character with a similar concept. A hybrid of melee combat and spellcasting culminating in Dragon Disciple. To do the idea justice, I decided to take a look at my old character and see where his flaws are (not counting my playing them as I have a habit of dying anyway), and see what I can do to improve.

Xane Dunestrider:

Sorcerer 4 (Favored Class: hp, skill, skill, skill)
Fighter 1
Dragon Disciple 7

Male Human (Garundi) from Rahadoum
Gold Dragon Bloodline
Taldane (Common), Osiriani, Draconic, Ignan, Auran, Orc, Abyssal, Dwarven, Jistka, Thassilonian, Ancient Osiriani, Tekritanin, Azlanti, Aquan, Terran, Celestial, Infernal

STR 16 (+4 Dragon Disciple)
DEX 20 (+2 Human, +2 Snakeskin Tunic)
CON 16 (+4 Belt, +2 Dragon Disciple
INT 16 (+1 lvl 4, +2 Ioun Stone)
WIS 10
CHA 18 (+1 lvl 8, +1 lvl 12, +2 Headband)

HP 112
Fort +12, Ref +11, Will +11
Init +9
AC 24 (+1 armor, +5 DEX, +7 natural, +1 Dodge), Touch 16, Flat-foot 18
BAB +8/+3, CMB +11, CMD 27
30ft speed, Fly 60ft (Average)

Attacks
+1 Planar Falcata +13/+8 1d8+4 (19-20/x3)
Mithral Kukri/MW Cold Iron Kukri +14/+9 1d4+3 (18-20/x2)
2 Claws +13 1d6+3 +1d6 fire (20/x2), Bite +13 1d6+4 +1d6 fire (20/x2)
Breath Weapon 2/day 14d6 fire REF20 halves
Dragon Form 1/day

Spells
Level 0 (at will)- Acid Splash, Flare, Light, Resistance, Detect Magic, Disrupt Undead, Read Magic, Detect Poison

Level 1 (7/day)- Burning Hands, True Strike, Magic Missile, Shield, Thunderstomp, <Mage Armor>

Level 2 (7/day)- Scorching Ray, Warding Weapon, Knock, Spontaneous Immolation, <Resist Energy>

Level 3 (7/day)- Haste, Fireball, Shifting Sand, <Fly>

Level 4 (5/day)- Summon Monster IV, Dragon's Breath, <Fear>

Feats
Weapon Finesse, Two-Weapon Fighting, Eschew Materials, Exotic Weapon Proficiency (Falcata), Dodge, Weapon Focus (Falcata), Additional Traits (Magical Knack, Captain's Blade), Toughness, Improved Initiative, Blind-Fight, Skill Focus (Acrobatics)

Traits
Deft Dodger, Desert Child, Magical Knack, Captain's Blade

Items
Hot Weather Outfit
Wayfinder
+1 Planar Falcata
MW Cold Iron Kukri x2
Mithral Kukri x2
Belt of Mighty Constitution +4
Headband of Alluring Charisma +2
Scarlet & Blue Sphere Ioun Stone
Snakeskin Tunic
Robe of Arcane Heritage
Cloak of Resistance +2
Ring of Summoning Affinity (Psychopomp)
Wand of Cure Light Wounds (13 charges)
Wand of Infernal Healing (8 charges)
Wand of Magic Missile (17 charges)
Potion of Cure Light Wounds x2
Potion of Cure Moderate Wounds x3
Potion of Cure Serious Wounds x2
Potion of Bless Weapon x2
Antitoxin x2
Antiplague x2
Adamantine Weapon Blanch x3
1893gp, 7sp
14 Prestige/58 Fame

Skills
Acrobatics +27
Bluff +8
Diplomacy +8
Escape Artist +9
Fly +9
Intimidate +11
Knowledge (Arcana) +11
Knowledge (Dungeoneering) +7
Knowledge (Engineering) +7
Knowledge (Geography) +7
Knowledge (History) +7
Knowledge (Local) +7
Knowledge (Nature) +8
Knowledge (Nobility) +7
Knowledge (Planes) +7
Knowledge (Religion) +7
Linguistics +15
Perception +6
Profession (Town Guard) +7
Profession (Teacher) +15
Spellcraft +7
Survival +10
Use Magic Device +8

Progression
Sorc1 -> Fight1 -> Sorc2 -> Sorc3 -> Sorc4 -> DD1 -> DD2 -> DD3 -> DD4 -> DD5 -> DD6 -> DD7

While these are his stats at level 12, he has never played at this level and some things he only got after retiring from active duty, such as his Ring as well as his Dragon Form and Wings.

Right away we see that he's DEX focused with low STR and CON without his boosts (12 and 10 respectively at lvl 1). Even his CHA was only 14 at lvl 1 and topping out at 17 at lvl 11 when he was last played. He also chose to get an exotic weapon that was not finesse-able and proceeded to dual-wield it interchangeably with Kukri. His skills are all over the place with Max ranks in Acrobatics and Linguistics (Teacher was granted by the Ioun Stone).

His primary combat tactic was to buff AC with Mage Armour & Shield, cast Warding Weapon, and then run up to enemies and cast spells in their faces before attacking with his weapons. The higher level he got, the less often he used those weapons, preferring to Claw/Claw/Bite instead.

Now then, knowing what we know and my proclivities for throwing caution to the wind, I've come up with 2 ideas for my new character but am undecided on which way to go. Both have dumped WIS to better match my own stats and both have potential to do well enough in melee, though one is clearly built more for it at the cost of casting ability. I fully intend to go with the WIS dump, but otherwise I'd like some advice on which build better encapsulates my vision of a human trying to be a dragon as well as which is more viable. Am I making the same mistakes or making all new ones?

Pureblood:

Human
Sorcerer 5 (Favored Class Bonus: +1 spell known that is 1 level lower than max x5)
Dragon Disciple 6
Bloodline: any, though leaning towards Astral, Etheric, Occult, Forest, Sovereign, Crystal, Magma, Red, Black, or Gold

Weapon of Choice: Spells with back up Longspear

Traits: Magical Knack, ???

STR 16
DEX 12
CON 14
INT 12
WIS 7
CHA 16 (+2 Human)

1st: Sorc 1

  • BAB +0, Fort +0, Ref +0, Will +2
  • Claws
  • Cantrips
  • Feats: Eschew Materials, Point Blank Shot, Precise Shot
  • Level 0 (at will) 5
  • Level 1 (4/day) 2

2nd: Sorc 2

  • BAB +1, Fort +0, Ref +0, Will +3
  • Level 0 (at will) 7
  • Level 1 (5/day) 2

3rd: Sorc 3

  • BAB +1, Fort +1, Ref +1, Will +3
  • Dragon Resistances
  • Feats: Spell Focus (Evocation)
  • Level 0 (at will) 8
  • Level 1 (6/day) Mage Armor & 3

4th: Sorc 4

  • BAB +2, Fort +1, Ref +1, Will +4
  • CHA 17
  • Level 0 (at will) 9
  • Level 1 (7/day) Mage Armor & 4
  • Level 2 (4/day) 1

5th: Sorc 5

  • BAB +2, Fort +1, Ref +1, Will +4
  • Claws
  • Feats: Weapon Focus (Longspear)
  • Level 0 (at will) 9
  • Level 1 (7/day) Mage Armor & 6
  • Level 2 (5/day) Resist Energy & 2

6th: DD 1

  • BAB +2, Fort +2, Ref +1, Will +5
  • Blood of Dragons
  • +1 total Natural Armor

7th: DD 2

  • BAB +3, Fort +2, Ref +2, Will +5
  • STR 18
  • Claws
  • Dragon Bite
  • Feats: Power Attack, Greater Spell Focus (Evocation)
  • Level 0 (at will) 10
  • Level 1 (7/day) Mage Armor & 6
  • Level 2 (6/day) Resist Energy & 2
  • Level 3 (4/day) Fly & 1

8th: DD 3

  • BAB +4, Fort +3, Ref +2, Will +6
  • CHA 18
  • Breath Weapon
  • Level 0 (at will) 10
  • Level 1 (7/day) Mage Armor & 7
  • Level 2 (7/day) Resist Energy & 3
  • Level 3 (5/day) Fly & 2

9th: DD 4

  • BAB +5, Fort +3, Ref +2, Will +6
  • STR 20
  • +2 total Natural Armor
  • Dragon Resistances
  • Breath Weapon
  • Feats: Spell Penetration
  • Level 0 (at will) 11
  • Level 1 (7/day) Mage Armor & 7
  • Level 2 (7/day) Resist Energy & 3
  • Level 3 (6/day) Fly & 2
  • Level 4 (3/day) Fear & 1

10th: DD 5

  • BAB +5, Fort +4, Ref +3, Will +7
  • Blindsense
  • Feats: Improved Initiative

11th: DD 6

  • BAB +6, Fort +3, Ref +2, Will +6
  • CON 16
  • Claws
  • Feats: Piercing Spell
  • Level 0 (at will) 11
  • Level 1 (7/day) Mage Armor & 7
  • Level 2 (7/day) Resist Energy & 4
  • Level 3 (7/day) Fly & 3
  • Level 4 (4/day) Fear & 2


Dragon Heir:
Human
Fighter (Dragonheir Scion) 4 (Favored Class Bonus: ???)
Sorcerer 1
Dragon Disciple 6
Bloodline: leaning towards Red, Black, Bronze or Gold

Weapon of Choice: Any 2-handed (greatsword, Naginata, Bardiche, etc.) with back up buff spells

Traits: Magical Knack, ???

STR 17 (+2 Human)
DEX 14
CON 14
INT 12
WIS 7
CHA 14

1st: Fight 1

  • BAB +1, Fort +2, Ref +0, Will +0
  • Feats: Arcane Strike, Power Attack, Furious Focus

2nd: Fight 2

  • BAB +2, Fort +3, Ref +0, Will +0
  • Fearful Might
  • Feats: Dodge

3rd: Fight 3

  • BAB +3, Fort +3, Ref +1, Will +1
  • Draconic Defenses
  • Feats: Mobility

4th: Fight 4

  • BAB +4, Fort +4, Ref +1, Will +1
  • STR 18
  • Draconic Strike

5th: Sorc 1

  • BAB +4, Fort +4, Ref +1, Will +3
  • Claws
  • Cantrips
  • Feats: Eschew Materials, (Spring Attack or Arcane Armor Training)
  • Level 0 (at will) 4
  • Level 1 (4/day) 2

6th: DD 1

  • BAB +4, Fort +5, Ref +1, Will +4
  • Blood of Dragons
  • +1 total Natural Armor

7th: DD 2

  • BAB +5, Fort +5, Ref +2, Will +5
  • STR 20
  • Dragon Resistances
  • Dragon Bite
  • Feats: Improved Initiative, (Arcane Armor Training or Spring Attack)
  • Level 0 (at will) 5
  • Level 1 (5/day) Mage Armor & 2

8th: DD 3

  • BAB +6, Fort +6, Ref +2, Will +6
  • STR 21
  • Breath Weapon
  • Level 0 (at will) 5
  • Level 1 (6/day) Mage Armor & 3

9th: DD 4

  • BAB +7, Fort +6, Ref +2, Will +6
  • STR 23
  • +2 total Natural Armor
  • Claws
  • Feats: Vital Strike
  • Level 0 (at will) 6
  • Level 1 (7/day) Mage Armor & 3
  • Level 2 (4/day) Resist Energy & 1

10th: DD 5

  • BAB +7, Fort +7, Ref +3, Will +7
  • Blindsense
  • Feats: Blind-Fight

11th: DD 6

  • BAB +8, Fort +7, Ref +3, Will +7
  • CON 16
  • Claws
  • Feats: Arcane Armor Mastery
  • Level 0 (at will) 6
  • Level 1 (7/day) Mage Armor & 4
  • Level 2 (5/day) Resist Energy & 2

The Pureblood feels more like a Dragon with powerful spells to fling at martial enemies and a decent attack to use on mages. On the other hand, the Dragon Heir feels like a beast destroying everything in it's path. I can even see replacing Dodge, Mobility & Spring Attack with something to do with intimidation or even Weapon Focus/Specialization to up the damage.


Figured I'd check the actual rules first to see if I missed something before flagging this as a bug on the Owlcat forums.

In Pathfinder Kingmaker, one of my party members has hit level 3. She is currently an Ecclesitheurge Cleric of Nethys 1 / Thassilonian Specialist Wizard (Wrath) 1 and I was looking to increase her cleric abilities since I'm lacking in the heals department.

When I get to the abilities section though, I have to select a feat and 2 opposition schools. I'm unfamiliar with these archetypes so perhaps I'm missing something, but should a Cleric with the Magic/Protection domains have opposition schools?

I've only played 1 Cleric before in PFS and it was a CORE campaign Cleric of Urgathoa with the Magic/Death domains, but Opposition Schools were not needed, so I wonder if this is because this one is an Ecclesitheurge or if it is a bug in the game. If the former, I'll deal with it, if the latter, I'll go post it on the Owlcat forums.

I can't select Evocation as one, presumably because of her Wrath specialization, but selecting the same schools as Wrath kinda defeats the purpose of having the protective cleric to balance out the destructive wizard.


Making a Monk for my first 2.0 game in 2 weeks and want to make sure I'm reading things right.

AC = 10 + DEX/DEXCAP + Armor Bonus right?

Unarmored says to substitute your unarmored proficiency modifier, so does that make it 10 + DEX/DEXCAP + UPM?

For example, my Monk has the following stats:

STR16/DEX12/CON14/INT12/WIS14/CHA10

1st level Monks are Expert in in Unarmored, so my UPM would be level + 1 = +2

AC = 10 + 1 + 2 = 13

Is this correct?


I have my first PF2 game coming up next month and I have a character concept, but something's been bugging me. Wording is very important, and my mind can't get past this.

Playtest wrote:

Flurry of Blows

You can attack rapidly with your fists. You gain the Flurry of Blows action.
FLURRY OF BLOWS
Frequency Once per round.
Make two unarmed Strikes. If both hit the same creature, combine
their damage and enhancements for the purpose of resistances and
weaknesses.

Graceful Expertise
Your unarmored defense proficiency rank is expert.

Powerful Fist
When striking with your fist, you deal 1d6 damage instead of 1d4. You use your normal proficiency when making a lethal attack with a nonlethal unarmed attack.

Can a Monk Flurry with their feet? Can a Monk kick for 1d6 and use their normal proficiency when making a lethal kick with a nonlethal kick?


I have a character concept I've been working on for a while, and am finally ready to bring her to life. I have a fairly clear image of her in my head of her in action, but when writing it down, it emerged as two possible builds that are similar, but one is like an all-out offense with both a large weapon & and powerful spells, whereas the other feels a bit more laid-back with a greater focus on martial arts than spell-casting.

So I come to the forums to review my builds and help me decide which one will be the direction I take her.
It should be worth noting that while she may get a game or two in @ 1st level, I'm GMing Gallows of Madness in March, so she will mostly see play at 5th and above.

Helena Silverdune is the daughter of my first two characters.
Xane Dunestrider was a young Garundi man from Rahadoum [Sorcerer/4, Fighter/1, Dragon Disciple/7] who typically blasted foes with powerful fire magic before rushing into melee with his natural weapons.
Ionna Schonheit was a former noble with Chelaxian features from Brevoy [Fighter/7, Brawler/2] who wielded many weapons but preferred her Glaive-Guisarme and punishing kicks.
With a total of 10 deaths between them, the two are well acquainted with the Psychopomps of the Boneyard.
Helena has inherited her father's draconic abilities and magic as well as her mother's penchant for combining pole-arms with martial arts. A whippoorwill follows her around as a friend and tutor.

Helena Silverdune
Daughter of Xane Dunestrider and Ionna Schonheit

14/13/14/10/10/17
Urban Bloodrager/Scaled Fist Hungry Ghost Monk
Female Human (Chelaxian)
+2 to any one Ability Score [CHA]
Bonus Feat
Draconic Heritage: Low-Light Vision, Darkvision 10ft., ignore CHA prerequisite for Eldritch Heritage and any feat EH is a prerequisite for, but can only select draconic bloodline for these feats.

Mock Gladiator (Social) [Bardiche]: You take no penalties on attack rolls when dealing non-lethal damage with the selected weapon, and 1/day if you score a critical hit with the weapon you can attempt an Intimidate check to demoralize the target as an immediate action.
Child of Two Peoples (Race) [Garundi/Chelaxian]: +2 trait bonus to Will saves against charm and compulsion effects, and you automatically know the ethnic languages of both your parents.

Monk Dip:
Bloodrager 1
Bloodline [Draconic-Gold]
Bloodline Familiar
Controlled Bloodrage
Fast Movement
Human Bonus Feat-Rat Catcher
1st Level Feat-Noble Scion [War]
Monk 1
Draconic Might
AC Bonus
Flurry-of-Blows
Unarmed Strike
Punishing Kick
Monk Bonus Feat-Dragon Style
Bloodrager 2
Uncanny Dodge
3rd Level Feat-Steadfast Personality
Bloodrager 3
Restrained Magic
+1 CHA
Bloodrager 4
Blood Casting
Spells Known: Frostbite, Shadow Trap
Draconic Resistance
Eschew Materials
5th Level Feat-Emissary’s Emboldening (swap for Sage’s Guidance @ 9th)
Bloodrager 5
Improved Uncanny Dodge
Spells Known: Enlarge Person
Bloodrager 6
Spells Known: Warding Weapon
Bloodline Feat-Power Attack
7th Level Feat-Improved Overrun
Bloodrager 7
Adopted Magic-Cure Light Wounds
Spells Known: Sonic Scream, See Invisibility
+1 CHA
Bloodrager 8
Draconic Resistance
Breath Weapon
Bloodline Spell-Shield
Spells Known: Flaming Sphere
9th Level Feat-Improved Familiar
Bloodrager 9
Spells Known: Shocking Grasp, Mirror Image
Bloodline Feat-Toughness
Bloodrager 10
Adopted Magic-Heightened Reflexes
Bloodline Spell-Resist Energy
Spells Known: Fireball, Tail Strike
11th Level Feat-Combat Casting

This build has a lot more spell-casting potential, with more spells known and more cast per day as well as access to 3rd-level spells. Most people will say that Bloodragers will never be good at offensive spells, and should only have enough CHA to cast 4th-level spells and to focus on buffs. And that's perfectly natural when you see a Barbarian with access to spells. As a player who typically plays spellcasters, I instead see a Sorcerer who can rage. The rage allows me to get away with lower strength so I can still hit hard with my weapon (though not as hard as dedicated beatsticks) and blast the occasional fireball. Also, since my Monk abilities and Initiative scale off CHA, it's a lot more important for me compared to your standard bloodrager.
So, primary strategy is to charge past my allies and overrun the enemy so I can provide flank for the next in line. I keep enemies at reach with Punishing Kick (there's no save to kick them back, only to knock them down) and lay into them with raging power attacking bardiche. Alternatively, cast Heightened Reflexes on my party before charging in and letting off a fireball on myself. My allies have a +12 bonus to their saves when you include Restrained Magic, and if they save, the spell doesn't affect them at all.
Also, being able to use healy sticks is an added bonus.
While all this goes on, my familiar makes the knowledge checks that I likely won't get and can deliver my touch spells after turning invisible.
Necessary items include a Headband of Alluring Charisma, a Belt of Physical Might (STR/CON), an Amulet of the Blooded, and Monk's Robes.
The main thing I dislike about this build is that I can only use Punishing Kick 3 times per day @ 9th level...

50/50:
Monk 1
Draconic Might
AC Bonus
Flurry of Blows
Unarmed Strike (1d6)
Punishing Kick
Monk Bonus Feat-Dragon Style
Human Bonus Feat-Iron Will
1st Level Feat-Noble Scion [War]
Monk 2
Evasion
Monk Bonus Feat-Scorpion Style
Monk 3
Fast Movement (+10ft.)
Draconic Mettle
Draconic Fury
3rd Level Feat-Familiar Bond [Thrush]
Monk 4
Ki Pool (Magic)
Slow Fall (20ft)
AC Bonus +1
Unarmed Strike (1d8)
+1 CHA
Monk 5
High Jump
Steal Ki
5th Level Feat-Improved Familiar Bond
Monk 6
Fast Movement (+20ft.)
Slow Fall (30ft.)
Monk Bonus Feat-Dragon Ferocity
Bloodrager 1
Bloodline [Draconic-Gold]
Claws (1d6)
Controlled Bloodrage
Fast Movement (+30ft.)
7th Level Feat-Improved Familiar [Nosoi]
Bloodrager 2
Uncanny Dodge
+1 CHA
Bloodrager 3
Restrained Magic
9th Level Feat-Power Attack
Bloodrager 4
Blood Casting
Claws (Magic)
Draconic Resistance
Spells Known: Stone Shield, Windy Escape
Eschew Materials
Bloodrager 5
Improved Uncanny Dodge
Spells Known: Enlarge Person
11th Level Feat-Sage’s Guidance

This build has a more power in it's unarmed strikes, but with greatly reduced casting abilities. Thus why I chose a pair of immediate action defensive spells and Enlarge Person. Also, not actually proficient with a bardiche until 7th level when I take Bloodrager. While still capable of charging past allies and rage power attacking, it's the Punishing Kick/Reach Weapon combo that really stands out here. 7 times per day @ 10th and the unarmed strike does a lot more damage; on par with the bardiche if we have a Monk's Robe.
I see this build as the more competent combatant when compared the the wrecking ball that is the Monk Dip.
Necessary items include a Headband of Alluring Charisma, a Belt of Physical Perfection, Monk's Robes, and an Amulet of Mighty Fists.
The main thing I dislike about this build is the greatly diminished spell-casting...

I am quite happy with both versions, though as mentioned, I wish I could mesh them more.
Anyhoo, how do they compare in your eyes? Which would you suggest and why? I've gotten so attached to them, I probably can't see them objectively anymore. Both include an alignment shift and becoming ex-monks, so I look forward to roleplaying that.


CRB wrote:
A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full.

Handy guide about touch spells

When you cast a touch spell, can you hold the charge anywhere you can attack with, or only in your hands?

For example, a Monk/Bloodrager casts frostbite but is unable to connect with the free touch attack. Can she hold the charge in her knees, allowing her to wield (and thus threaten with) her pole-arm without discharging the spell, and use her knees for subsequent attacks with the spell?


d20PFSRD wrote:

Spell Specialist

Where most arcanists are broad in their study of magic, a spell specialist has her power focused in a few spells. Spell specialists are able to warp and twist the magic of their signature spells in ways other casters cannot.

The spell specialist is an archetype of the arcanist class.

Signature Spells
At 1st level and each time a spell specialist gains a new spell level, she chooses a signature spell. The spell specialist can cast this spell without preparing it, in the same way a sorcerer casts spells spontaneously. Even though the spell specialist does not need to prepare this spell, it still counts against the number of spells she can prepare, reducing the number of spells of each level she can prepare each day by 1. A spell specialist can swap out a single signature spell for another spell of the same level when gaining a class level.

The DC for signature spells increases by 1. The spell specialist gains a +2 bonus on concentration checks when casting signature spells; this bonus increases to +4 at 10th level. Additionally, a spell specialist can apply one of the following additional effects by spending 1 point from her arcane reservoir.

Dismiss (Su)
A spell specialist can dismiss a signature spell as a swift action instead of a standard action. Alternatively, the spell specialist can dismiss a signature spell that has a duration but isn’t normally dismissible.

Spell Bender (Su)
The spell specialist can bend the line of a spell that has a line area of effect up to 90 degrees at any single point along the line’s length.

Spellwarp (Su)
A spell specialist can reduce the radius of a spread or burst effect or shorten the length of a cone. All changes must occur in 5-foot increments, to a minimum of 5 feet. Alternatively, the spell specialist can change the area of effect of a cone spell to a line with a length equal to the spell’s range.

This ability replaces the arcanist exploits gained at 1st, 7th, 13th, and 19th levels.

Can a Spell Specialist with Burning Hands as a Signature Spell use both the Spellwarp and Spell Bender abilities on the same casting of Burning Hands?


I recently got a chronicle boon opening up the Spellslinger Wizard archetype for a single character, and I wanted to double check a few things before I hit level 2.

From what I can tell from searching the Paizo messageboards, I can cast ray/cone/ranged-touch spells through my Arcane Gun, even if The spells are from another class, ie Arcanist. Does this hold up for PFS?

Along the same vein, could I sacrifice an Arcanist spell slot to put an enhancement on my Arcane Gun? Or would I remove a spell from my list of currently prepared spells?

Would I need 2 Spellbooks and an additional hour of preparation in the morning?

For spells of my 4 opposition schools as a Spellslinger, would my Arcanist spells from those schools require extra prep?

Would any spell I cast through the Arcane Gun gain the benefits of any magic weapon abilities, whether they were already on the gun or placed their with the Mage Bullets ability?

Does my Arcane Gun need a +1 on it, whether via enchanting or Mage Bullets, before adding special abilities with Mage Bullets?

Can a single spell sacrifice via Mage Bullets place enhancement bonuses AND special abilities at the same time, limited to the total bonus provided by Mage Bullets? ie +2 and Flaming from the same sacrifice?


1 person marked this as a favorite.

I recently got a chronicle boon opening up the Spellslinger Wizard archetype for a single character, and I wanted to double check a few things before I hit level 2.

From what I can tell from searching the Paizo messageboards, I can cast ray/cone/ranged-touch spells through my Arcane Gun, even if The spells are from another class, ie Arcanist. Does this hold up for PFS?

Along the same vein, could I sacrifice an Arcanist spell slot to put an enhancement on my Arcane Gun? Or would I remove a spell from my list of currently prepared spells?

Would I need 2 Spellbooks and an additional hour of preparation in the morning? For spells of my 4 opposition schools as a Spellslinger, would my Arcanist spells from those schools require extra prep?

Would any spell I cast through the Arcane Gun gain the benefits of any magic weapon abilities, whether they were already on the gun or placed their with the Mage Bullets ability?


I have a Halfling Spellslinger Wizard about to play her second game next week. Going over the character and my plan for her, I find myself with a distinct lack of class skills.

I was originally going to add a level of Bard in order to get Bluff, Diplomacy, Disguise, Intimidate, Perception, Sense Motive, and Stealth as class skills with added bonuses of at-will Detect Magic (negating it being a 1st level opposition school spell) and a couple CLW casts. But that delays a lot of my Arcanist abilities and leaves me with no BAB until level 4.

Are there any better classes to dip for these skills, or feats?

Anyat Mörderpuppe:

STR: 8 (-1)
DEX: 16 (+3)
CON: 12 (+1)
INT: 16 (+3)
WIS: 10 (+0)
CHA: 15 (+2)

RACIAL TRAITS

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Irrepressible: Halflings with this trait receive a +2 racial bonus on saving throws against dominate and possession effects. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless. Source PRG:HA

Creepy Doll: Glassy eyes and porcelain skin make some halflings look more like dolls than living creatures. If they cease moving and pretend to be a doll while they aren’t being observed, they can use the Stealth Skill without cover or concealment. A successful Stealth check still allows other creatures to notice the halfling; they just believe the halfling is a doll, similar to the freeze universal monster ability (without being able to take 20). In addition, they take no size penalty on Intimidate checks against larger humanoids. The racial trait replaces keen senses and sure-footed. Source PRG:HA

Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Halflings can take this trait in place of weapon familiarity. Source PPC:BoS

CHARACTER TRAITS

Magical Knack (Magic) [Arcanist]
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Extremely Fashionable (Equipment) [Bluff]
Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

FEATS

Exotic Weapon Proficiency
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1. (class bonus feat bypasses this requirement)
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

Gunsmithing
You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
(Additional Resources: Gunsmithing does not grant the ability to craft firearms, ammunition, or black powder. Rather, it allows the purchase of bullets, pellets, black powder, and alchemical cartridges (with 1 rank in Craft [alchemy]) at the listed price, but does not grant a discount on the purchase of any firearm. Resold items gained through this feat are worth half the actual cost paid, not half the regular market value for the item. No PC can purchase a gun without this feat, even if they possess the Amateur Gunslinger or Exotic Weapon Proficiency (firearm) feats.)

Childlike
Your resemblance to a human child tends to make others trust you, perhaps more than they should.
Prerequisites: Cha 13, halfling.
Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.


2 people marked this as FAQ candidate.

This question has come up in our Lodge, but we can't seem to find an answer yes or no.
Some say yes, the faction simply renamed itself.
Some say no, Taldor was retired and replaced.

I can see the arguments from both sides. "They're the same group and even led by the same person!" "They cut ties with Taldor, why would they get Taldan titles?"

This extends to the other renamed factions as well.

Additional resources and campaign clarifications don't say anything either way, so now we come to the message-boards.


Eel Hide says it reduces the armor check penalty by -1. It also says it is always Masterwork. Is the penalty reduction in addition to or because it is masterwork?


(I think I may have asked this before, but I can't find any trace of it.)

Just wanting to double check for my Draconic Bloodrager/Monk on what alignment she needs to be to get a Nosoi as an Improved Familiar. I've found 2 wordings that throw things into a hazy mist:

"Any neutral caster of 7th level or higher and who has the Improved Familiar feat may summon a nosoi."

"A true neutral spellcaster can gain a nosoi as a familiar at 7th level by taking the Improved Familiar feat."

Which one is correct?

Also Improved Familiar itself says you can be up to one alignment step away and be fine, but I would assume the specific in the Nosoi entries trump the general of the feat?

Also also, if the second quote is correct, do I need to be 7th level, or can I be higher? Is it referring to character level or caster level? If caster level, would Magical Knack allow me to take it @ 7th as a Monk1/Bloodrager6?

Long story short, can she be Neutral Good for this familiar or does she need to be True Neutral? (Yes, I'm aware that both of those make her an Ex-Monk)


1 person marked this as a favorite.

I remember that in Pathfinder, you got one free outfit worth <=10gp at character creation.

I am aware that this is a different game, but I want to double check as I put the finishing touches on my first character that there is or is not a similar rule in Starfinder.


I'm making my first character and intend to be a multiclassed Human Soldier/Technomancer with the Icon theme. My concept is a Vidgamer who's lost touch with reality.

Anyhoo, I noticed that neither class gets Perception as a class skill and want to use Skill Synergy to make it so, but am confused on how the feat works if the second skill chosen is already a class skill, such as Profession (Vidgamer).

Does Perception become a class skill and Profession get +2 or do they both just get +2 and Perception isn't a class skill? (In which case I'll probably make Sense Motive a class skill)


Are the legacy races from pages 506-511 of the CRB legal choices for new SFS characters, or would a boon be required?


Not sure if this goes here or in PFS; please move if necessary.

I'm playing Slave Ships of Absalom Monday night at tier 1-2 and am trying to decide which character to play. The most important question I need answered for this descision is this:

Is this scenario connected to Slave Pits of Absalom? If yes, I'll play the character that played that adventure, if not, I'll play someone else.


Convocation starts tomorrow and the two characters I'll be playing have some gold to spend.

Can Eel Hide be used for Lamellar Leather or only what's in the description?

Is Elysian Bronze considered masterwork or do I add that on top of everything else?


Exactly what it says on the tin. I'm not looking for a maximum nor an optimum, just a comfortable ammount.
26?
37?
43?


I'm finally filling out my Companion Sheet (UM) for my Nagaji Eldritch Scion (3rd level) and wish to make sure I'm doing it right as this is my first Familiar.

I'm taking a Mauler Compsognathus until 5th, when thanks to a boon and IF, I'll take a Sage Pseudodragon.

1) So, I use DEX for attack and CMB until battle form and switch to STR?

2) How do I calculate any stat changes for the battle form?

3) How many skill ranks does it have? How do I reverse engineer the ranks the base critter has?

4) Does it keep it's feats? Does it get new ones?

5) Extra Arcane Pool or Mauler's Endurance/Sage's Guidance?

6) How wierd is it that my familiar is smarter than me?

EDIT: I think I figured out 3). It has 1 rank (Perception in this case) I then treat it as having the same ranks as I do if I have more ranks in it. We both have 1 rank in Perception, so that doesn't change, but I have a rank in Diplomacy, Nobility, Linguistics, Spellcraft, and UMD, so it can use those skills. It can't speak, but would this 1 rank in Linguistics let it understand Draconic to follow orders?


There was an argument at today's Pathfinder Society game over this. An anemy Ninja vanished and then our Cleric of Lamashtu used a scroll of Invisibility Purge. The GM said that it didn't work as the Ninja was not magically Invisible while the player argued that since it used the words "as Invisibility" it should be visible. No trace was also brought up but I don't remember why.

It came down to the argument that the whole purpose was for the Ninja to be niegh undetectable vs the whole purpose of the spell was to make things detectable.

Eventually the GM relented to keep us moving as we were nearly out of time, though he still disagreed.

So who was right?


Aside from any moral quandries this brings up, I'm curious about this. My (PFS/CORE) Ranger just hit 4th and has acquired an anaconda companion. I'm filling out a companion sheet and ther's a spot for age. Google tells me anacondas can live up to 10-12 years in the wild and 30 years in captivity.


I need to level up my CORE Ranger for a game next week but it's been over a year since I last played him, so I can't recall if I made a choice for Hunter's Bond. He has a few GM credits on him which leads to me needing to do this level up and then doing it again after the game.

So which is the better form of Hunter's Bond; Party Companions or an Animal Companion? And if AC, what are some good options using only the CRB?


I've never played a true beatstick before with even my Unchained Barbarian being more of a leader focused on TWF and Disarm. While my chosen abilty scores likely hold me back from being as strong as most beatsticks, I'm positive I can manage more dpr than most of my characters.

And so I'd like some advice for feats as most of what I've included in my prototype build below seem generic and I like unusual ideas. As it is likely I'll end up playing this character in PFS, please keep suggestions legal. Anything bolded is set in stone and I am unlikely to remove/change it

Helena Silverdune:

Female Human (Chelaxian)
Bloodrager/Monk/Dragon Disciple (Urban Bloodrager/Scaled Fist & Hungry Ghost)

Racial Traits:
+2 to any one ability score
Bonus Feat
Draconic Heritage (instead of Skilled)
-Low-Light Vision
-Darkvision 10ft.

Character Traits:
Draconic Destiny (Social)
Child of Two Peoples (Race)

STR 14
DEX 10
CON 14
INT 10
WIS 10
CHA 18

Melee Attacks: Lochaber Axe (Bardiche), Feet, Claws
Ranged Attacks: Composite Longbow, Spells

Bloodline: Gold Dragon

1. Bloodrager I: First <Draconic Manifestation>, Human <Noble Scion {War}>

2. Monk I: Class <Improved Unarmed Strike>, Class <Punishing Kick>, Monk <Dragon Style>

3. Bloodrager II: Third <Power Attack OR Steadfast Personality>

4. Bloodrager III: +1 CHA

5. Bloodrager IV: Class <Eschew Materials>, Fifth <Steadfast Personality OR Power Attack>

6. Bloodrager V

7. Dragon Disciple I: Seventh <Extra Rage>

8. Dragon Disciple II: +1 CHA, +2 STR, Bloodline <Improve Initiative>

9. Dragon Disciple III: Ninth <Arcane Strike>

10. Dragon Disciple IV: +2 STR

11. Dragon Disciple V: Bloodline <Blind-Fight>, Eleventh <Riving Strike>

12. Dragon Disciple VI: +1 CHA, +2 CON


I'm attempting to get down some kind of plan for my new Dragon Disciple as opposed to her father who was my first character and I just leveled on the fly.

There are 2 feats that I'm having trouble with their order.
Raging Vitality & Arcane Strike.
Both must wait until at least 5th as I don't meet their prereqs @ 3rd. (My CON starts as 14 but will be 15 @ 4th, while I can't cast spells until 5th thanks to a Monk dip @ 2nd) I want them both so I intend to take one at 5th and the other at 7th...

But which one comes first?


Two of my PFS characters are married to each other and I'm working on building a new character as their child, but I figure thant normally the child would be a mix of the parents' ethnicities, but the rules don't have anything for that and I'm clueless about genetics and don't know which would come out more dominant.

So would the child of a Garundi man and a Chelaxian woman be more Garundi or Chelaxian?


I am toying with a character concept that is kind of a hybrid of my first two PFS characters.

Xane is a retired human Dragon Disciple (Sorcerer4/Fighter1/Dragon Disciple7) who towards the end of his career used his claws and bite attacks more than his kukris and falcata. A very melee Sorcerer with OP bloodline abilities thanks to his Robe of Arcane Heritage.

Ionna is a human Fighter (Fighter7/Brawler2) who started as a walking armory but evolved to focus on her glaive-guisarme and some kicks.

My new concept meshes this somewhat as a Draconic Bloodrager with a polearm & kicks in regular combat and claws & spells during bloodrage. (Unfortunately RoAH doesn't work with Bloodragers) The character would be their child from the future or something similar.

That said, I'm stuck on how exactly to get the Unarmed Strikes. A few options come to mind, though I'm unsure which would work better.

A) Take Improved Unarmed Strike as one of my regular feats over the levels with Punishing Kick once I qualify and go either pure Bloodrager or Bloodrager5/Dragon Disciple 7

B) Blood Conduit archetype for IUS and progress as A

C) Dip Brawler for IUS and increased damage to d6 as well as Martial Versatility and then go either dualclass or prestige class

D) Dip Hungry Ghost Monk for IUS, increased damage to d6, and PK @ 1st and then go either dualclass or prestige class

A and B would work better for going Dragon Disciple as there's no extra spellcasting/bloodline level lost but come with only d3 unarmed strike damage.

C keeps a full BAB until deciding on wether to prestige or not and has added versatility and hd compared to D, but must still wait until 9th to get PK.

D gives me everything I want rightaway but with lower BAB and some dead abilities as I'm likely to wear armor.

Anyhoo, I'm looking for advice on which of these options works best for my concept (or if you have a better one) as well as how well Bloodrager and Dragon Disciple mix.


In a recent PFS game I was called out for an alignment infraction. I won't go in depth, but I was told that a Good character wouldn't do what I did. Before I completely change my character, I'd like to see if I just need to change alignment; I've only got 1xp so I can stil retrain.

I was Neutral Good UnRogue but then told that to a Good character, the ends never justify the means. So if my goal is to destroy evil no matter the cost, what alignment would that fall under? And is there a diety that would align with that mindset? I thought Dammerich was close, as a good diety with the Death domain...


I'm making stat blocks for recurring characters and am using the PFS Pregens as a formatting guide. Is there any pattern to how Special Abilities are listed after the rest of the stats? At first glance they appear alphabetical, but then I saw on Seelah the Paladin that was not true. Smite Evil is first, followed by Aura of Courage and Channel Positive Energy, but Aura and Code of Conduct are after Power Attack and Vital Strike.


What special material do I use for weight reduction, Mithral or Darkleaf Cloth? Or do I just choose whichever fits the culture better (Druma in this case)? I ask because it says it may be made of leather, metal, or a mixture of both; but PFS is not known for interpretation.

1 to 50 of 149 << first < prev | 1 | 2 | 3 | next > last >>