Wight

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As the title says.

Currently I'm in a "online" group that has been playing for awhile and in this Campaign the GM and group of players have opted to "not use Attacks of opportunity".

The party make up is (without me included):

Barbarian
Warpriest
Oracle
Alchemist/wizard multiclass

_________________________________
Level 3 start
2 traits (up to 4 if you take drawbacks or trait feat)

- core/featured races approved, anything after that requires approval

- core/base/hybrid classes approved, anything after that requires approval.

- synthesist summoner banned
- occult classes banned

- Attribute score homebrew (take "80" flat points and distribute however you want, before race stats)

___________

I already made a character on the fly to play with this group (its a family member running it so I can't really complain) but its with the intention I'm just going to have fun with this Brawler/Ninja I made until he dies (going to town with it since I expect he might not survive anyway) and I'm working to have a backup character ready (part of the reason I'm making this post).

GM is pretty lenient and works with the players.

For a game that has "no AOO's" (attacks of opportunity), my question is:

- What would you play for this group or game?

___
I'm so used to playing with AOO's, I thought I'd just ask to see what others would do.

Combat is usually a little slower (I know this from usual experience watching them in the past and some of the players are still kinda new ; But I haven't been in a combat encounter yet in this game to see what they're doing), it looks like the Barb and Warpriest are in the front. Oracle runs back and forth healing every now and then. The alchemist is in the rear.

GM isn't really known to be using a lot of traps, but there has been "a lot of travel".
To my knowledge of this game (what I've heard), the group seems to have had some issues with anything past 30 ft. Either with movement to getting to the targets (difficult terrain) or lack of ranged focus (someone that specializes with ranged attacks I.E.).


Had a question regarding tower shield and a PC of either a Small or Medium size against enemies of size.
For the sake of this example lets assume a PC of small.

diagram key:

x = empty space
E = Enemy occupying spaces
P = the PC

Tower Shield::

This massive wooden shield is nearly as tall as its user. In most situations, it provides the indicated shield bonus to your AC. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see cover, Core Rulebook 195). The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.

When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance.


_________

Underfoot Assault (Ex)::
At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.

While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.


___________

Cover::
To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target’s square goes through a wall (including a low wall). When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.


____________

xxxxx
xxxxx
xxExx
xxPxx

We know that a tower shield placed at the north edge of the PC, is gaining full cover from the Enemy. This enemy is assumed to be a medium size.

Question 1:
What would happen if the the PC managed to occupy the enemy's square and has the tower shield deployed?
Can the Enemy attack at the PC?

___________
Diagram 2

xEEEx
xEEEx
xEPEx
xxXxx

The monster is huge (takes up a 3x3 space of 15 ft) and the PC has managed to get into the monsters occupying space.
If the PC (somehow) has his tower deployed on (example) his North facing of himself. What happens?

Question 2:

Can the monster attack the PC by being able to draw a line from it's (the monster's) corners to the PC's?


Hello forum members,

I got another concept and it is something....I'm having some issues with and really want to see what you guys think.

Been doing some research on anything similiar to it but it'll sound crazy so here goes...

"Paladin [Morally oathbound] skinwalker that shapeshifts, has an internal alter ego that manifests itself like Mr. Hyde that either opposes his moral conduct or goes about it fulfilling it a different way"

This is sounds mechanically impossible really, given the direction of what I'm trying to achieve.

The character being a skinwalker witchwolf has the ability to shapeshift in hybrid form.
Chivalrous by nature and strives to uphold his code of conduct, but then develops a darker manifestation of himself that loses control now and then

BLEACH ANIME SPOILER:
(think Ichigo from Bleach when he becomes a vizard, especially during the Hueco Mundo arc).

The beast within is his strength and his curse. Rage could be good here as well.

It is a tall tale to cram two aspects of being a paladin and even having something similiar to the Master chymist let alone trying to "fake" it in some way to make it look like it.

I've been playing around with the idea of VMC barbarian and going Beastmorph alchemist into Master Chymist (Mutagen, rage +4 str/+10 Con saywut!?) but looking back at my feat list shorten so small makes me rethink it.

Going with the Paladin level focus instead though....I kinda scratch my head. Never having to play one I don't know what to expect and I usually like to multiclass my character concepts as well since I was eyeballing Divine Guardian paladin archetype.

I'm just kinda curious to see what someone else would suggest.

20 pt buy
Assuming level 15 the game ends?

I'm sure there is more I can add, but my brain is fried at the moment. Just ask me something if you want to know more cause I'm sure I forgot something.

EDIT: 12:27 AM

Code of Conduct:


1 - While others make vows, My word is oath binding
2 - Choice is of utmost importance, for we and the individual must make the choice of which path we journey on
3 - I will defend those that cannot, as the last bastion in a dire glimmer of hope those around me
4 - For those that abuse and violate my trust and oath, and so forth found guilty, will be justly dealt with


I don't quite know where to post this but I'd thought I would give it a shot here and see what people are thinking to this question.

Question:

If you have Brawler's flurry (Or two weapon fighting) and have the respected feats of such as Upsetting shield style (including even Unhindering shield feat) and weld both of them in one hand.

Could you Shield bash with the arm, then alternate to the weapon that is being held with the strapped Buckler with attacks after or vice versa?

So some context:

I was making a character that has Brawler's flurry and his main thing was going to be welding a weapon to flurry with while having a buckler in his off hand to provide some utility and defense. Namely going down the upsetting shield style line and stumbling bash feats etc.

After I created the concept and put it on paper I was satisfied, but another thought occurred to me if it was possible to go further with it.

You cannot shield bash with a Tower shield but I was thinking more defensive AC for my character would fit the theme and then the idea dawned on me.

What if he welded a Tower shield in his off hand, but strapped a buckler in his main hand and also drew his main weapon as well.

Effectively he would hold his weapon and a buckler (since the buckler can be shield bashed with due to feats) in his main-hand and have a tower shield in the off-hand which is effectively a dead hand like normal since you cannot weld or manipulate anything while using it.

I'm well aware shield bonuses do not stack because of the tower shield and buckler and that there is an additional -1 penalty to the arm with the buckler for attack rolls involving using it with a weapon. (TWF -2 plus the -1 buckler penalty totaling -3)

But all the threads I've scoured involved twf and whether or not you could shield bash with the buckler or something to the degree with two-handing weapons or using it with bows.

This is a unique question I wanted to ask that I had issues in finding with my search-fu.


So for clarification, I have 2 questions:

Question 1:
If you use the Dreadnought's (Barbarian archetype) Dead Calm (Ex) to rage, and then come out of rage. Can you bloodrage from the Bloodrager class immediately, assuming you could do it while fatigued?

The issue stemming from the text noting "The dreadnought cannot enter a rage for 1 minute after she ends her rage".

Question 2:
Taking the Extra rage feat, if you had multiple rage class features is it correct that the extra rage rounds are considered floating uses similar to how if you took extra channel or extra lay on hands?

FAQ link

References:

Dead Calm (Ex):
Class link

A dreadnought can enter a dispassionate killing spree as a free action, granting her additional combat prowess. The dreadnought gains only half the usual bonuses from her rage but takes no penalty to her AC, can use all her normal skills and effects that require concentration, and is not fatigued when her rage ends. The dreadnought cannot enter a rage for 1 minute after she ends her rage, and she cannot charge or run while under the effects of her rage.

This ability alters rage.

Bloodrage (Su):
Class link

The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.


Hello Adventurers,

I'm currently working on a few character concepts to have on hand and ready to go for when I play with a group, and this one is directed as a Grippli concept.

I apologize for the wall of text.

By no means is this character set in stone or in use for a current game, as the character is one of many options to chose from to be played.

The character originally was derived from Frog in Chrono Trigger, I imagined a two handed sword welder and helped the party by giving them teamwork feats.

I did this as a Drill Sergeant archetype fighter at first.

When I tried to do this, the first party I was accepted into and played comprised of:

- An archer focused Human Fighter
- Melee focused (Rapier) Goblin Investigator
- Archer focused Tiefling Inquisitor that liked to constantly intimidate and shaken foes (and set them on fire)

The group didn't last long after a few sessions but I discovered that my idea of giving the party members Paired Opportunists and outflank really went to waste (lack of melee focus) and I didn't do too much on the front lines (even when I had the body guard feat).

Promptly after that I tossed that build out the window and started working on something else.

Here is the new concept

If my damage wasn't going to be spectacular hit for hit, I figured maybe a better route would be to just dish out as many attacks as possible. Perhaps take advantage of AoO's and even try to force them.

I saw Lore Warden and a sibling brought up Riptide attack.

Riptide Attack:

Prerequisites: Improved Drag, Improved Trip, worshiper of Gozreh.

Benefit: Whenever you succeed at a trip combat maneuver, you can automatically attempt a drag combat maneuver against your tripped target as a swift action.

My thought process was to try tripping foes as well in conjunction of my attacks.

Further drafting I tried to see about maybe using a buckler and utilize "Unhindering Shield" and "Upsetting shield style" line, perhaps I could be defensive and use a reach weapon and push back opponents if trips failed.

Unhindering Shield (Combat, Shield Mastery):

Prerequisites: Shield Focus, base attack bonus +6 or fighter level 4th, proficiency with bucklers.

Benefit: You still gain a buckler’s bonus to AC even if you use your shield hand for some other purpose. When you wield a buckler, your shield hand is considered free for the purposes of casting spells, wielding weapons, and using any other abilities that require you to have a free hand or interact with your shield, such as the swashbuckler’s precise strike deed or the Weapon Finesse feat.

Special: A monk with this feat is not considered to be using a shield for the purposes of his AC bonus, fast movement, or flurry of blows.

Upsetting Shield Style (Combat, Style):

Prerequisites: Dex 13, proficiency with bucklers.

Benefit: You can shield bash with a buckler as if it were a light shield, and you can use the buckler in conjunction with any feats or abilities that normally apply to light shields. While using this style, whenever you successfully deal damage to an opponent with a shield bash using your buckler, that opponent takes a –2 penalty on all attack rolls made against you until the start of your next turn.

After some numerous attempts to juggle around feat allocation, assuming a level one start this is as far as I've gotten...

Grippli Fighter:

20 Point buy
Level 1 start
Expecting a game to end, close to around level 11

Level 1 Lore Warden (Fighter Archetype)
Chaotic Good
HP: 12 (10 + 2 CON)
STR: 12 [1]
DEX: 17 [3]
CON: 14 [2]
INT: 13 [1]
WIS: 12 [1]
CHA: 10 [0]

Weapon: Either a Scythe[?], Falcata, Falchion, Great sword, Guisarme or Heavy Flail?

Lvl 1: Weapon Finesse
Lvl 1 Fighter BONUS: Step Up
Lvl 2 Fighter BONUS: Combat Reflexes ;
- C.Expertise [Class FREE feat]

Lvl 3: Improved trip
Lvl 4: Following Step
Lvl 5: Advanced Weapon Training feat [Fighter's Finesse]

- Lvl 6 Bloodrager Dip [Bloody-Knuckled Rowdy] (Aquatic or Aberrant bloodline): IUS feat

Clvl 6: 5 Fighter/1 Bloodrager

Lvl 7: Greater Trip
Lvl 7 Fighter BONUS: Step up and Strike

Lvl 9: Weapon Spec / Poised Bearing
Lvl 9 Fighter BONUS: Wep Focus / Armor Focus

Lvl 11: AWT [???]
Lvl 11 Fighter BONUS: ???

For reference:

Poised Bearing (Armor Mastery, Combat):

Prerequisites: Base attack bonus +6 or fighter level 4th, armor training class feature, proficiency with medium or heavy armor.

Benefit: You treat your size as one category larger for the purposes of determining the size of creatures against which you can attempt bull rush, dragAPG, overrun, and trip combat maneuvers.

Imposing Bearing (Armor Mastery, Combat):

Prerequisites: Poised Bearing, base attack bonus +11 or fighter level 8th, armor training class feature, proficiency with heavy armor.

Benefit: You treat your size as two categories larger for the purposes of determining the size of creatures against which you can attempt bull rush, dragAPG, overrun, and trip combat maneuvers.

Armor Focus (Combat):

Prerequisites: Base attack bonus +1, proficiency with selected armor.

Benefit: Select one type of armor, such as chain shirt or splint mail. The AC bonus granted by the selected armor increases by 1.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armor. The Armor Focus feat counts as the armor training class feature for the purpose of armor mastery feat prerequisites and determines what types of armor you can use with armor mastery feats.

I wanted to dip into Mouser for underfoot assault but the issue I see with running that was if I wanted to run as a Lore Warden I wouldn't have the armor proficiency (hence the bloodrager dip) unless I just omit Lore Warden and go a regular fighter (gain back armor training). My worry was too many dips and I botch the progression to survive and be meaningful as I level with the party.

Trying to use a two handed weapon and even shield bash (with a buckler) seemed pretty feat intensive and I wasn't even sure it was possible after researching and seeing all the discussions involved around the subject of TWF/Two-handing/shield bashing/Armor spikes.

A fun combination I was thinking of was the Crashing wave style, so I'll reference it here but couldn't seem to find a way to make it work.

Crashing Wave Style (Combat, Style):

You relentlessly push your enemies around, as the sea moves those within and upon it against their will.

Prerequisites: Wis 13, Improved Drag, Improved Reposition, Improved Unarmed Strike.

Benefit: When you successfully drag or reposition an opponent while using this style, at any point during the dragging or repositioning of the opponent, you can move 5 feet as an immediate action, including moving into a square previously occupied by the opponent, even if you have already taken a move action this round. This movement does not provoke attacks of opportunity.

Crashing Wave Buffet (Combat):

You disorient your opponents by pushing and pounding them mercilessly, just like how the sea beats relentlessly against the rocks.

Prerequisites: Wis 15, Crashing Wave Style, Improved Drag, Improved Reposition, Improved Unarmed Strike, base attack bonus +6.

Benefit: When dragging or repositioning an opponent, you use your full body to knock your opponent around like a constant wave. At the end of the drag or reposition maneuver, your opponent must succeed at a Fortitude save (DC = 10 + half your character level + your Wisdom modifier + 2 for every 5 feet you drag or reposition your opponent). On a failed save, your opponent becomes disorientated from the movement and takes a –2 penalty on attack rolls, combat maneuver checks, and Dexterity-based skill checks until the end of its next turn.

Crashing Wave Fist (Combat):

In addition to simply moving it, you are able to strike your enemy while pushing it around.

Prerequisites: Wis 15, Crashing Wave Buffet, Crashing Wave Style, Improved Drag, Improved Reposition, Improved Unarmed Strike, base attack bonus +9.

Benefit: When dragging or repositioning an opponent, at any point during the movement, you can make one unarmed attack against the opponent using your highest attack bonus. You can make one additional attack for every 5 feet you drag or reposition the opponent beyond the first 5 feet. You take a cumulative –5 penalty on each additional attack made in this way.

I again apologize for the mess that is the wall of text.

Is there anyone with some insight and ideas on this that may want to take a crack at the direction of the concept build?

Offensive vs. Defensive? etc


Hello everyone,

I didn't know where to put this as it isn't really a core rules question and it is pertaining to create a concept to realization through either custom classes or archetype with spellcrafting involved.

So here goes.

I was seeking to join a game online and came across a variant of magic rules called Spheres of Power that a GM was using. While not giving it much thought until the idea sprung into my head, I decided I just had to bring to life a class I played from a different online game into Pathfinder as a character and class concept.

This class is the Dark Knight from FFXI: link

I tried to think of ways of incorporate this from the standard take levels in this and that to emulate it but then decided to try making an archetype with the requirement of research and design via spellcrafting new spells.

Reading up on Spheres of power and its form of spellcrafting, I got lost on the base variables of how to put together a new spell. I'm worried about balance and that I may have gotten it wrong on the creation but I'll post the spells for clarification.

Spheres of power Spellcrafting

Siphon Strength:
Based on spell Absorb Str

Name: Siphon Strength
Sphere: Death
Cost: 1 spell points
Casting Time: full-round action
Range: Close (25 ft. + 5 ft per 2 caster levels)
Target: 1 creature
Duration: 1 round/caster level
Saving Throw: Will half; Spell Resistance yes
Prerequisite(s): Death Sphere (Weakening, Curse)
Crafting Time: 2 days (DC 15)
Effect: The target takes 1d4 amount of penalty involving melee or ranged attacks associated with physical force on their damage rolls while you gain this amount on your Melee damage rolls. A successful Will save halves this penalty.

Spellcraft engineering:
complexity base: 2 (2 standalone talents)
medium to close range: -1 complexity (Base ability Ghost strike @medium range)
1 round per caster level (Weaken talent) vs. permanent duration (Curse talent): reduce spell cost by 1
1 SP Cost (Curse) + 1 SP Cost (Weaken's special partial saving throw clause) = 2 Spell point cost

Total Complexity: 1
SP Cost: 1
1 time increase (Standard action to full-round)

Tractor:
Based on Tractor spell

Name: Tractor
Sphere: Telekinesis
Cost: 3 spell points
Casting Time: full-round action
Range: Close (25 ft. + 5 ft per 2 caster levels)
Target: 1 creature
Duration: 1 round/caster level or until creature leaves max range
Saving Throw: Will negates; Spell Resistance yes
Prerequisite(s): Telekinesis (Gravity Well, Sustained Force)
Crafting Time: 2 days (DC 15)
Effect: The target comes under the effects of a constant force of being pulled in towards the caster to keep it within a distance of 5 ft. of the caster. At initial casting the target is moved 10 ft. towards the caster of this spell. Every round thereafter, the target is moved by half this distance at the start of its turn and then the other half at the end of its turn. The targets movement (including from this spell) provokes attacks of opportunity. While under the effect of this spell, the target's land and fly speed is reduced a step when determining actions. A creature attempting to run that normally runs x3 its speed can only go x2. A Creature that is flying or has a fly speed with maneuverability of Average is reduced to poor.

Spellcraft engineering:
2x Standalone talents = +2 complexity as base
base spell point cost: 1 (Using sustained force with gravity well)
reduce duration from 1 minute to 1 round/caster level: +1 SP cost (Sustained Force's duration reduced)

Complexity: 2
SP cost: 3
1 time increase (Standard to full-round action)

Drain:
obviously

Name: Drain
Sphere: Death
Cost: 2 spell points
Casting Time: 1 round action
Range: Close (25 ft. + 5 ft per 2 caster levels)
Target: 1 living creature
Duration: Instantaneous
Saving Throw: none; Spell Resistance yes
Prerequisite(s): Death (Vampiric Strike)
Crafting Time: days (DC
Effect: You must succeed on a ranged touch attack. Your attack deals 1d6 points of damage per two caster levels. You gain hit points equal to the damage you deal. You can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject).

1 standalone talent: +1 complexity
Remove saving throw: complexity +1 for outside scope of original intent of sphere's abilities
Vampiric strike's SP cost: +1 base SP cost
Complex changes from temp hp to actual hp: +1 complexity for outside scope of original intent of sphere's abilities

Complexity base: 3
SP Cost: 2
2 time increase (Standard action to one round action)

These are the spells I worked on through the system but I'm not entirely sure I did it right as I have shown in the spoiler. Did I do it correctly? Or did I miss read a step? I'd much appreciate if someone could assist in going by this step by step.

I also don't know if you could call them balanced and would like some insight on them.

While doing all these spells, I was working on this one but didn't continue further.

Siphon Agility:
Based on Absorb Agility and not yet finished.

Name: Siphon Agility
Sphere: Death
Cost: xx spell points
Casting Time: full-round action
Range: Close (25 ft. + 5 ft per 2 caster levels)
Target: 1 creature
Duration: 1 minute/caster level
Saving Throw: Will partial; Spell Resistance yes
Prerequisite(s): Death (Weaken?)
Crafting Time: days
Effect: The target takes 1d4 amount of penalty to AC bonus while the caster gains this amount, and a will save reduces this by half. In addition (will save negates this portion) roll a 1d100 on each attack done to the target if it is a melee or ranged attack involving physical force. On a 1% chance of success, the attack becomes a critical that is considered confirmed. If the attack roll is a critical threat and becomes critical confirmed, instead increase the critical damage modifier of the attack by +1 (weapon of x2 becomes x3, x3 becomes x4 etc).

The class archetype I was working on was based on the bloodrager as I thought it was pretty close but you tell me.

Arcane Knight:

Arcane Knights excel at heavy physical damage, when combined with debilitating magical attacks to hamper and weaken an enemy. Arcane Knights are granted access to a unique line of spells that temporarily siphon, or take away an ability from an enemy through enfeeblement and add it to their own to use against them.

Arcane Knights understand the intricacies of the arcana arts as its destructive nature is often abused from the necromantic conjuration of undead by using the energies of the living, to procurement of animated cursed objects that run rampant and are most often even sentient with egos.

Many that choose the path as an Arcane Knight are viewed as evil for using such magic arts, but weld it in order to restore balance to the twisted disruption of energies abused of those in the past.

Weapon and Armor Proficiency: An Arcane Knight gains proficiency in heavy armor. Arcane Knights can cast bloodrager spells and sphere abilities without incurring an arcane spell failure chance (except tower shields) even if he possesses the Somatic Casting drawback.
- This replaces the bloodrager’s armor proficiency.

At 4th level and every 4 levels thereafter, an Arcane knight can choose to take either his bloodline power or one combat feat. If the Arcane knight chooses a combat feat in this manner, his Arcane knight level counts as his fighter level - 3 when determining any prerequisites. Any other prerequisites for a feat must be met before an arcane knight can choose it.
- This ability alters the bloodline class feature.

Bloodrage: The Arcane knight's source of internal power grants him the ability to bloodrage. At 1st level, an Arcane knight can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

An Arcane knight can enter a bloodrage as a free action. While in a bloodrage, an Arcane knight gains a +4 morale bonus to his Strength. In addition, he takes a –2 penalty to Armor Class. While bloodraging, an Arcane knight can still use Intelligence-, Dexterity-, and Charisma-based skills and can use abilities that require patience or concentration.

An Arcane knight can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. An Arcane knight cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If an Arcane Knight falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
- This ability alters bloodrage.

Heavy Armsman: Arcane Knights gain the Berserker Sphere and Beat down talent, but cannot use the Berserking ability even by taking a drawback. Arcane Knights use Charisma as their practitioner modifier.
- This replaces fast movement

Armored Swiftness (Ex): At 2nd level, an Arcane Knight moves faster in medium and heavy armor. When wearing medium or heavy armor, a Arcane Knight can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.

- This ability replaces uncanny dodge.

Arcane Strike: You gain the Arcane Strike feat, and treat your Arcane knight level as your caster level when determining its effects.
- This replaces Blood Sanctuary.

Casting: At 4th level, the Arcane Knight may combine spheres and talents to create magical effects. The Arcane Knight is considered a Mid-Caster and uses Charisma as her casting ability modifier. Although an Arcane Knight does not gain casting until 4th level, they still count all of their class levels when determining their caster level. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
- This replaces the spells class feature, the Eschew Materials feat, and all bloodline spells.

Spell Pool: At 4th level, the Arcane Knight gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Charisma modifier. This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: An Arcane Knight gains one magic talent at 4th level and every 2 levels thereafter.

Armor Training (Ex): At 5th level, an arcane knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a maximum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (9th, 13th, and 17th), these bonuses increase by 1, to a maximum 4-point reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus. This ability stacks with the fighter class feature of the same name.
- This ability replaces improved uncanny dodge.

Souleater: At 5th level as a free action, the Arcane Knight can access a surge of enpowerment deep with arcanic energy at the price of his own life force. You take –2 to hp on each successful melee attack to gain a +2 bonus on all melee damage rolls.
At 10th, 15th and 20th level, the penalty to hp increases by –1 and the bonus to damage increases by +1.
An Arcane knight can end his Souleater ability as a free action.

- This ability replaces greater bloodrage and mighty bloodrage.

Enfeeblement arts: At 7th level, an Arcane knight gains a +1 to Caster level for the purposes of spell resistance and DC's to spells and sphere abilities associated to his casting. Every 3 levels thereafter (10th, 13th, 16th and 19th), these bonuses increase by +1.
- This ability replaces damage reduction.

I was strongly considering just adding a clause in the archetype that makes it a 3/4 bab class but I wanted to hear feedback.

A few things I wanted to emphasize on was being able to get spells and sphere abilities to stick, debuffing creatures making it easier for the party as the theme. If it was a low casting class I don't think it could pull it off.

The arcane strike ability I feel could be dealt away with as I wanted to add the ability of Arcane Circle. Basically to grant teammates in an aura centered from the user a bonus to their saves...but a Paladin does that for specifics such as fear but does it in a 10 ft. radius if I remember. Not to mention that those are morale bonuses from the paladin and don't stack well from other sources.

I'm really torn on this for these two separate issues.

It makes me almost think I should just stay to core and just work with the original research and design method of creating new spells instead of trying to do it via Spheres of Power (and Might).

Does anyone have any advice on this quandary?

I'd greatly appreciate any help you could offer.

- Khell


I can't find an answer to this question so I present you with this:

Does Steadfast Slayer work with a Double Weapon being used NORMALLY as TWF (two-weapon fighting) for each end of the weapon, given it is still a two handed weapon.

Or must the double weapon be WIELDED with both hands to be used to attack with only one end of it for steadfast slayer to work.

Steadfast Slayer:
You stand alone against creatures far larger than you.

Benefit: If you are the only character threatening an opponent and you successfully attack the opponent with a two-handed melee weapon, for each size category larger than you that opponent is, you gain a +2 bonus on your melee damage roll.

Double Weapons:
A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon. The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.


Hello everyone,

I'm looking to start my own homebrew campaign, but I'm really green in that department as I've only been a player.

I apologize for the wall of text incoming warning now.

One of the things I'm looking into for a world setting is knowing the limitations and rules of what is going on in THIS world.

Without revealing too much into the story as it is also very pre-mature in the stages of being created I wanted to discuss about Magic and Gunpowder.

Currently in this world, there really isn't any gods, only denizens of the astral plane (angels, demons example) that play an interfering role of the happenings of the material plane (the Earth/Terra etc).

I decided there was going to be some naval ship sailing here and there in some parts of the game and wanted the option to use gunpowder cannons, so currently firearms are "emerging".

Cannons have started to be relatively common (still expensive to scarcity/demand of materials/specialty work), BUT hand-held weapons involved with gunpowder are still rare enough that they are being experimented with to make them common.

Magic is supposed to be rare, in the sense that it is more considered a lost art.

Magic is mostly inherent to beasts and other entities save to a few individually gifted people who either are discovered and taught under tutelage or have latent abilities that do not know how to properly channel their power.

I want players to be able to play what they would like, but I have to keep in mind of keeping them "in check" for how the world is supposed to be.

An example is, I plan to use a spell-less Ranger archetype I found for those that want to play a ranger.
One suggestion I found for bards was to remove the spells and implement the genius games archetype packages to swap out. (I never played a Bard so the scope of their role and how they work is something I haven't grasped yet)

I don't want to fully remove the PC's ability to "heal" themselves as we still clerics and such with divine gifts of healing etc.
But there is what I'm thinking and what to ask for an outside perspective:

----

- All Classes run off a medium to slow exp progression.

- Classes based off of the theme of being more tied to "nature" (witches, shamans, druids) or the divine (cleric, inquisitor, paladin) that are spellcasting are bunched up in a slow progression (or require 50% more maximum exp than other class choices to keep pace?)

- Wizards and Sorcerers are either in the category of 50%? 75%? 100%? Slow exp progression?

Does this sound too harsh of a rule?

This is what I came up with as a possibility alternative, instead of having to re-invent the wheel of altering each individual spell-casting class and how they progress exp pace with everyone.

I was going to put the Magus with the Wizard/Sorcerer exp progression, but having played one I know denying them level pace more already is off putting so I was going to place it in with the druid/witch nature progression spell casters since alot of the class gating work is done already in their progression tables (save for maybe BAB?).

Thoughts and ideas?


I know the grappling thing has been beaten to death but after scouring thread upon thread and working on a current lizardfolk character I thought of this but had no concrete answer.


    * Start Rage ->
    * Move then standard attack / Full round attack ->
    * Last attack in sequence as bite ->
    * Hamatula strike/Tetori Grab to start Grapple w/ Feral Combat Training feat ->
    * Strength Surge for CMB ->
    * Raging Grappler to deal damage ->
    * Death Roll feat kick in to force someone prone and not make yourself prone (/ or Raging Grappler has the option to make target prone and not yourself prone while letting go?)

Reference:

Lizardfolk Race:

Hamatula Strike:
Hamatula Strike

Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple.

Normal: You can only attack with an unarmed strike, natural weapon, or light weapon against opponents you are grappling.

Tetori:
Tetori

At 8th level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool.

Grab (Ex)
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Format: grab; Location: individual attacks and special attacks.

Strength Surge:
Strength Surge

Benefit: The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.

Special: This power can only be used once per rage.

Raging Grappler:
Raging Grappler

While raging, you grapple your foes with the power and viciousness of a river crocodile.

Benefit(s): As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.

Death Roll Feat:
Death Roll

Like an alligator, you twist and wrench your foe, forcing him to the ground.

Prerequisite(s): Bite attack, reptilian subtype.

Benefit(s): When grappling a foe of your size or smaller, you can attempt to perform a death roll. Upon a successful grapple combat maneuver check to deal damage with your bite attack, you can immediately attempt a second grapple combat maneuver check as a free action. If successful, you knock the target prone. Upon knocking the target prone, you must either release the grapple or fall prone and maintain the grapple. This doesn't count as a combat maneuver check to maintain the grapple, and doesn't add any other effects (such as constrict) beyond knocking the target prone.

Is this plausible?

*Drools*


Hello all,

Merry Christmas and Happy Holidays.

I wanted to ask for some suggestions on something I was working to play as a character but I'll give you the context first.

I'm still new to Pathfinder first and foremost but I'm learning quickly (atleast I'd like to think so) and I'm a substitute fill in player for a homebrew campaign and I'm working on a character to bring in for the event one of the player spots open up.

I would be making a character for level 10, there even is a chance I might not even get to play as I've heard from browsing the messageboards that most campaigns don't even get to level 20 usually?

The campaign is a desert world, things are dying and decaying etc and the GM already stated that there will be NO 3RD PARTY content, only Paizo (approved?) published stuff.

Alot of the reference I get is from the d20pfsrd website so I still check to make sure the things I look at don't read "3rd party publisher".

Attacks of Opportunity are in a weird spot, as they are limited to things granted from feats and abilities, as moving in and out of threatened zones doesn't provoke but if you move directly INTO their square (or pass through) via acrobatics as an example WILL PROVOKE.

Moving on:

The world has Dwarves, Humans, Elves, Half-Elves, Half-orcs & Gnomes, it also happens to have Lizardfolk.

http://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp /lizardfolk-8-rp

Being in the desert setting, I wouldn't have the swim racial features but instead the climb features.

As per the lore with his world, the Lizardfolk character would have to be mean to others or basically a D**k. So I was going to go with a Chaotic Neutral (leaning almost evil).

So I was thinking of a Fighter with a level 1 dip into an Rogue Archetype (Rake).

http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue -archetypes/rake

Here is the planned build idea.

17 point buy (Characters do not start with traits but could take additional traits feat)

STR 12 [+2 to 14]
DEX 19
CON 12 [+2 to 14]
INT 18
WIS 10
CHR 8

2x Kukri's [Masterwork]
Agile Breastplate [Masterwork]

Lvl 1: Combat Expertise
Lvl 1 Bonus: Two-weapon fighting
Lv 2 Bonus: Weapon Focus
Lv 3: Dodge ; Armor Training
Lv 4 Bonus:Mobility
Lv 5: Spring Attack ; Weapon Training group Light Blades
Lv 6 Bonus: Weapon Finesse (Combat)
Lv 7: Circling Mongoose (Combat) ; Advanced armor training [Armor Specialization - Agile Breastplate]
Lv8 bonus: Improved Critical (Combat)

CLv9 [Rogue lv 1 Dip]: Endurance
CLv10 [Fighter lv9]: NO FEATS HERE ; Advanced Weapon training - Focused Weapon

Planed later levels but are still unknown choices:

CLv11 [Fighter lv10] bonus: Critical Focus (Combat)
CLv11: Improved Two-Weapon Fighting (Combat)
CLv12: AAT - Armed Confidence
CLv13 Bonus [Fighter 12]: Bleeding Critical
CLv13: Iron Will
CLv14: AWT - Defensive Weapon Training
CLv15 Bonus [Fighter 14]: Staggering/Crippling Critical
CLv15 [Fighter 14]: Critical Mastery or Weapon Versatility (combat)
CLv16 [Fighter 15]: Armor Training again for +dex bonus or AAT: Critical Deflection/Master Armorer
CLv17 Bonus [Fighter 16]: Just out of reach
CLv17: ??? Feat / Weapon Specialization?
CLv18 [Fighter 17]: AWT - Armed Bravery
CLv19 Bonus [Fighter 18]: ??? Feat
CLv19: ??? Feat
CLv20 [Fighter 19]: Armor Mastery

AC Total: 25 [28 w/ Combat Expertise]
- 8 from Armor
- 4 from Dex bonus (armor)
- 1 from Dodge
- 2 Natural armor

Modifiers for weapons etc:
- Weapon Finesse: Add Dex to attack rolls (+4)
- Weapon Training [Light blades group]: add +2 to attack and damage rolls
- Weapon Focus: (+1)
- Enhancement Bonuses (if any): +1 Attack
- Two Weapon Fighting: -2 penalty attack rolls (Light weapons & feat) or -4 if no light in off hand
- Combat Expertise: -3 attack rolls & Combat maneuver for +3 dodge bonus
- Natural Attack penalty: -5 for natural attacks as full round action with manufactured weapons (Classed down to Secondary natural attacks)

Lizardfolk Fighter is a mercenary as backstory because he is an EXILED lizardfolk for his birth being an superstitious omen, having to deal with oddball requests and has to be deal with various things thrown at him. Rude and bloodcrazed [psycho?] and gets kicks demoralizing others with being actually smart (was thinking of taking Bruising Intellect with additional traits feat) and puts focus on being mobile and agile.

Idea is:
- To constantly keep up Combat expertise (don't get hit)
- Get in opponents face (originally going to take spring-heeled style and sprint to forcibly get into range)
- Crit fish to apply effects to make it harder for opponents to react to.
Circling Mongoose makes subsequent attacks count as flanking.
Forgo the 1d6 to make intimidate check to demoralize to give shaken.
Kurki's with Cruel effect to make them sickened.
Staggering Critical to further make things worse with a Bleeding Critical for an added threat to their action economy.
- Weapon Versitality to change between damage types with Kukri's

Commentary synapse:

Why am I using TWF? Well because the GM has decided he didn't want to see more Two handed greatswords and wants something different (thanks to the Cleric with the War/Strength domain enlarging himself 3x his size since he pulls double duty of healing and damage w/ the Rogue and Monk).

I most likely won't be outputting huge numbers per round, but I'd like to think that maybe I can make up for it if I try to debuff and still outlast fights through attrition.

What I'm afraid of though is the GM likes to throw stuff that challenges the players on what they are weak at.

He started using Constructs and undead so that puts alot of anything requiring fortitude saves and being mindless negating the shaken sickened and staggering stuff.

I'm also expecting because of low will saves, that there is a chance to encounter things that might try to dominate/mind control a character like this.

I know everything is circumstantial and most likely I bet what I'm trying to do is best done with a different class but I am kinda tied to the armor/weapon training features and the extra feats (who doesn't like extra feats right?).

Another thing is gold appears to kinda scarce as well as finding equipment, so I was already planning to possibly make my own weapons and armor (Reason for even more INT heavy skills). Maybe even be forced to take Master craftsman to get Craft magic arms and armor...

Any critique or thoughts maybe on this?

inb4 I get called a munchkin and apologies for my format, hopefully I made it clear enough to read.


Hello,

I've only started playing for a few months now and I'm learning as I go and I'm sorry to do this but I been combing the messageboards for this answer and either I'm not using the correct search tags or I some how missed it because it is a specific question.

From what I understand with TWF (Two-weapon fighting), when you weld a weapon in your off-hand (off hand left arm), you incur a penalty to your attack rolls.

Now, here is where I can't find my answer.

With the two-weapon fighting feat (or not), is the off-hand attack roll using your highest BAB and then calculated with the TWF penalty?

Example:

Joe is a lvl 3 fighter, he is choosing to use Kukri's in both his hands and has the two-weapon fighting feat. His BAB currently according to the table is +3.

He declares a full round attack action while welding these two kukri'.

His penalty to TWF is -2 to all his attack rolls because he is using a light weapon off hand.

now is it:

Scenario 1:

Joe's attacks - +1/-2 (+1 Primary / -2 Offhand)

Primary calculated +1 [Result = +3 BAB - 2]
Off hand calculated -2 [Result = 0 BAB - 2]

OR

Scenario 2:

Joe's attacks - +1/+1 (+1 Primary / +1 Offhand)

Primary calculated +1 [Result = +3 BAB - 2]
Off hand calculated +1 [Result = +3 BAB - 2]

Why do I ask this? Because I had player (brother) who is playing monk ask me questions about their flurry of blows.

At level 1 monk, his FoB is -1/-1.

The only conclusion I could think of why it is -1/-1 is because the table is ALREADY calculating the -2 penalty to the FoB (Flurry of Blows) with his monk level being his BAB. AND because it is his right hand and his left hand to calculate similar to two-weapon fighting.

Level 1 monk FoB BAB is = +1

FoB works like TWF (but really isn't TWF per reading it) so incurs a -2 penalty.

Result level 1 FoB: -1/-1 [+1 BAB - 2]

So what I need to know is.

For Joe (and possibly the monk player) is clarification on what scenario is it?

If it is Scenario 2, and it is indeed using your highest BAB (and maybe I'm not completely understanding terminology) from your off-hand attack roll calculation then where is it in the rule book or reference for that to show a GM for both cases of argument?

I could point to the Monk FoB table and its rules on use for Joe and his TWF but I'm still not clear on where this rule is for Two-weapon fighting after combing the rule book, feats and the messageboards.

Is the off-hand using no BAB (+0 BAB) or your main highest BAB to calculate your attack rolls for TWF for penalties?

Again, I apologize if this has been answered before.

EDIT: Fixed a math error in calculation.