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Scarab Sages

From Archives of Nethys (Core Rulebook, pg 508):
If you choose not to keep the whole group at the same character level, you’ll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party’s ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.

Party members who are behind the party level gain double the XP other characters do until they reach the party’s level. When tracking individually, you’ll need to decide whether party members get XP for missed sessions.

My GM decided to penalize players who miss sessions by not rewarding them the XP they missed. This means unbalanced levels, but with double XP gain they catch up quickly.

Your GM should be giving the party easier encounters if your party's average level is lower and should not let you be more than a couple of levels behind.

Scarab Sages

I haven't looked into it a whole lot, but there are a few ways I've seen to make this work well.

One is to make a monk with monastic weapons to be good with shuriken. You'll be decent at range, but this is more defensive/positioning based as the monk tends to get more movement abilities. If you take abilities to enhance your jumping, you can jump to areas in one action that will take enemies multiple actions to climb to and attack from afar. You should MC Ranger to get more damage with the hunted shot flourish feat.

If you want to fight more accurately, you'll want to find a weapon that can be thrown and has a critical specialization that you like then go fighter or, if you choose an agile weapon, maybe go ranger. The returning rune comes into play pretty early. I like the hatchet for this because its agile and the specialization will let you hit multiple grouped enemies on a crit, but it does have poor range.

If you want to hit hard with thrown weapons, be a barbarian and do raging thrower to get your rage damage to thrown weapons.

Scarab Sages

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You'll want to take Raging Athlete (Lvl 4) > Sudden Leap (Lvl 8) if you're worried about flyers.

You could just take Sudden Leap, but you might need the extra distance from Raging Athlete to actually reach the flying creatures.

Scarab Sages

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I find it strange that Athletics has so many actions compared to other skills. It only really becomes balanced with other skills if you take out all the 'attacks'.

I don't think its unbalanced that the attack trait actions can be used with Dex, though. It requires a free hand for unarmed and specific traits for weapons. Plus if you have low strength, you are going to be subpar at the other athletics actions (jumping, climbing, swimming - which all seem like they could be important)

Scarab Sages


The Rapier has both the Disarm and Finesse traits, so it should be able to use Dex for Disarm. It does not have the grapple, shove, trip, etc. traits, so you can't use your weapon for those 'attacks'.

If you have a free hand and the regular unarmed attack you can still use Dex for those maneuvers because unarmed attacks have the finesse trait but you won't get your item bonus from your Rapier, both because you aren't using the Rapier for those maneuvers as it doesn't have the traits and because the disarm trait is what is giving you the item bonus to that maneuver.

Scarab Sages

Based on the disarm weapon trait, it would seem you can only use your weapon to disarm if it has that trait. Otherwise, you are using your hand.

So, if you add in the parts that Darksol pointed out: You'd need a weapon to have both the finesse and disarm traits to use your Dex mod to disarm.

However, base unarmed attacks have the finesse trait and can be used for maneuvers, so they should be able to use Dex for any that have the attack trait.

"...adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check."
"If it was an attack roll, why this rule specifically separates attack rolls from Athletics check?"

This part calls out the item bonus specifically. You need a weapon to have the disarm trait to get its item bonus to disarm maneuvers, just like you need the barbarian-exclusive grapple trait to get an item bonus to grapples from handwraps of mighty blows.

Scarab Sages

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Yeah, I used the spell as the example because it was the easiest example to find, though it probably isn't the best. Diseases aren't easy to find info for on Nethys and I often don't have my books by me during the day.

Many diseases seem to hint toward how they are spread without directly calling it out. As this is a very important bit of information about a disease, I really would love for designers to spell it out.

Goblin Pox does a good job of describing how the disease is spread - but only if you read the Goblin Dog description. It spreads through dander. If you touch something with Goblin Pox, you get Goblin Pox. If you scratch (because it's itchy, though again, that is not spelled out well), then you spread it to adjacent creatures.

Daemonic Pestilence is another disease where you are a carrier, but it doesn't describe how it is spread. If you look at the Leukodaemon, the creature applies the disease to its jaw, claws, and longbow, so it would seem that the disease spreads by touch and stays on objects. However, the Leukodaemon also has an aura of disease, so you could argue that the aura spreads the disease. Knowing which is true could be important, especially if a second Leukodaemon were to appear after part of the party is infected.

Scarab Sages

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I'm not seeing any specific rule, but I'd think that when you are the carrier, you spread the disease the same way it is described as being transmitted.

For example, Ghoulish Cravings says "You touch the target to afflict it with ghoul fever...the target must attempt a Fortitude save...Stage 1 carrier with no ill effects (1 day)"

How I read this is if you have Stage 1 of Ghoul Fever, you show no ill effects, so you don't know you're infected. During this time, if you touch someone, they have to make a Fort save or they also get Ghoul Fever and also don't know they have it until they start to show symptoms.

Scarab Sages

I'd go with the wizard with that group. If your Ranger/Druid is ranged and using an animal companion, they likely won't use a lot of magic because of their action economy. Having a wizard would be useful for getting around resistances and obstacles that your non-magical allies have trouble with.

You don't really need the Find Traps feat as long as someone has high Dex and Perception and invests in Thievery - this would be something your Ranger would likely excel at with high Dex/Wis.

Anyone can do the Search activity; Find Traps just gives a bonus and allows you to find traps while doing other activities.

Scarab Sages

You can gain Underworld Lore as a skill either through your background, using your extra skill points when you pick a class, as your intelligence increases, or through skill increases you gain as you level up.

The Criminal background give you both the Experienced Smuggler feat and the Underworld Lore skill.

You can use this the same way as other Lore skills, either to recall knowledge in situations that fit the Lore (usually with a lower DC than other knowledge skills, such as Nature or Religion) or to use your downtime to Earn Income.

Your GM should let you know when you have downtime, but if they don't then you should ask about downtime between adventures or whenever someone wants to spend time crafting.

Scarab Sages

If you feel that swim checks are bogging down your game, just do less of them. Whether you are making a check every move or making a check for all your moves once a turn, players built for underwater combat will get the same advantage.

If you'll be exploring underwater, just make Swim an exploration activity that is used for moving from one place to another. This way you only need to do a check every 10 minutes and everyone that doesn't have high athletics can just follow the leader. Then just have the party go the speed of the slowest member. The whole party would benefit from a character having a really good athletics check. Party members could still do other exploration activities before or after swimming.

Alternatively, have Swim just count as part of any exploration activity they choose.

Scarab Sages

Thank you all for your insight into the design. I really don't know how much resistances have changed in this edition yet.

It seems like the stance useful for overcoming physical resistance, which based on what's been said is more common than fire resistance.

Is the fire damage still as useful after the monk gets mystic strikes at level 3?

Crane stance would then bypass physical resistance unless the opponent had resistance to magic.

Ember stance uses fire, does that get additional benefit with mystic strikes? Are enemies still more likely to resist magic bludgeoning than fire?

Scarab Sages

I'm curious how it would work for a room, too.

With rooms, if you are just cleaning surfaces, would you have to consider the weight of the wall or how much the surface area is compared to other items when determining Bulk?

If you find a room that's less than 60 Bulk, could you count it as one item to paint it?

Scarab Sages

I understand where you're coming from and I appreciate the time you've spent helping me understand the ability.

I wish I could understand the math better, because I really like the concept.

Are there more enemies in the game that are weak to fire or that are fire based (that both use fire attacks and resist fire)?

Has anyone else used it yet? If so, what's your experience been like?

Scarab Sages

Yeah, monastic weapons shouldn't work with it. I'm guessing your goblin gets the extra fire damage?

The reason I think it is weaker than other stances, even if it were to have the same hit die, is because the additional ability you get from the stance, the fire resistance, directly conflicts with the damage type you are locked into, unlike any other stance.

The fire trait isn't positive for this stance.

Against the enemies the fire damage will benefit you the most against, you'll get no bonus from your resistance. Against the enemies your resistance helps you with, your attacks are likely resisted.

It's like in Monster Hunter. You don't hunt a fire monster with a fire weapon and you don't wear fire resistant armor against ice enemies.

Scarab Sages

Michael Sayre wrote:
It sounds like you might have missed your opportunity to interact with Meleeka in your playthrough?

Yeah, it sounds like the GM ignored some of that text and/or didn't give me my only opportunity because of time constraints. That's mildly annoying.

I totally thought that Meleeka and Melindra were both ex-students of the same monastery and would therefore have the same or similar techniques, just renamed as happens so often in martial arts when a splinter school forms. I guess this was just confusion on my part. My bad.

If it is just this stance, it seems weaker than the common level one stances, which is really sad for a rare ability. If it had the grapple trait or didn't lock away your basic attack, it would at least be worth considering. As it is...

Scarab Sages

Thank you for your speedy and detailed reply. I didn't think too much about bypassing physical resistances - I was mostly thinking about how common fire resistance probably is and how the stance prevents you from using your basic monk unarmed attacks. The fire resistance would be useful for fighting fire enemies if, y'know, you could hit them with something other than fire while having it.

I brought this up because after earning the feat and seeing the cool abilities displayed by its user, I wanted to make a character with it but honestly didn't see the point.

It doesn't feel good to unlock an ability that doesn't feel finished, so I do hope that other abilities do get unlocked at some point.

Why, though, would they need Meleeka to join? She's just a low level monk that split off from the school. How do you get the chance? I was attacked without any real room for dialogue - I would have loved to find out more about the monks there.

Melipdra was already a member of the actual monastery and is a pathfinder venture captain. If anything, I should just be able to learn more advanced moves through her or her contacts once I've learned the basic stance.

Scarab Sages

Let them stand out.

If they are heavily armored characters in a setting in which heavy armor doesn't make sense, have every NPC look at them like they are crazy, weird, or stupid. Have a pirate captain laugh at them the first time they fall off a boat, only to look on in awe as they somehow swim in full plate - assuming they survive. Have commoners avoid them or act like fools in front of them, thinking they are knights.

Make sure the player knows that they will be looked upon this way and see if they are willing to deal with it. It could be a fun roleplaying experience.

Scarab Sages

You enter the stance of an enraged phoenix, holding your fingers as rigid as deadly talons while moving with quick, flickering gestures that flicker with dancing flames. The only Strikes you can make are fire talon Strikes. These deal 1d4 fire damage; are in the brawling group; and have the agile, finesse, fire, nonlethal, and unarmed traits.

While in Rain of Embers Stance, you gain a +1 status bonus to AC and fire resistance equal to half your level (minimum 1).

I earned the ability to use this in Society play, but I don't see why anyone would ever want to use it. It doesn't seem as useful as other stances, locks you into an attack that is weaker than your base unarmed attack and, unlike every other Stance, you never get a better ability to use with it.

The enemy that used this stance had a really cool attack that isn't really accounted for by other Monk abilities.

Did the creator not compare this to other Stances when making it? Did they come up with a later feat for the Stance and then just not publish it? Will there be a feat released that makes this equivalent to other stances?

What do other players make of this stance? Can you make a good build using it? Is there a way to make the fire resistance and fire-only attacks together useful?

Scarab Sages

The default sustain duration is 10 minutes (100 rounds). That is, if you sustain a single casting of the spell for 10 minutes, the spell ends and you become fatigued.

However, each object you cast the spell on is a separate casting. Because of the action economy, you can sustain and recast on a separate object on the same turn.

The only way I can see to fatigue yourself with Prestidigitation is to try to clean or color objects that have 10 or more bulk or to lift an object for over 10 minutes straight.

Scarab Sages

I'm curious: where does it say it takes longer to cook or clean with Prestidigitation? I've seen people say this a couple of times, but I can't seem to find it in the rules.

A couple of pounds of food should be plenty for a meal and should only take 10 seconds to cook and another 10 to spice based on the Prestidigitation description.

Likewise, it should only take one minute to fully clean light armor or two minutes to fully clean any medium based on their bulk. I wish I could clean my clothes that fast. You could also color the same armors however you'd like in the same amount of time.

Am I missing something?

Scarab Sages

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I know I've already weighed in on this, but I'd also like to point out that in the Druid anathema section, it states "Each druidic order also has additional anathema acts, detailed in the order’s entry."

My reading of this is that each order has all the listed anathema for Druids and additional ones, because otherwise it should say that each order has it's own anathema acts rather than say they have additional ones. "Additional" anathema would require the order to already have anathema to add to.

I understand that some people may interpret this a different way, but by the rules I've laid out so far it would take quite a bit of stretching of the rules to enable you to learn these abilities without becoming a Druid. A GM could allow it to happen, but I would not consider it RAW.

I also feel strongly that if you multiclass, you are becoming a member of both classes. You just don't have the abilities of someone that trained in that class for a longer amount of time as their main focus.

One thing I don't understand is why this is so limiting to people. There are other materials to make weapons and armor out of and if you are going to modify rules, it seems much easier to reskin existing armor than to erase core class concepts.

Scarab Sages

It would be nice to see a feat for quick drawing potions and extracts as well as a feat that allows player to either put a hand back on a weapon or put a weapon away as either a free action or as part of an action.

It does seem silly that the alchemist gets a feat to quick draw that benefits only bombers and not other types of alchemists. It also seems silly that quick draw makes it easier to draw a weapon and attack than to replace a hand and attack.

Also, I would totally pay a feat tax to be able to put away a weapon as a free action so I could make an Iaijutsu user or just be able to switch weapons without wasting actions or throwing stuff on the ground all the time.

Scarab Sages

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I tried to create something similar recently, but unfortunately it was not a good fit for Society play. At least, not yet (I had wanted to go Pathfinder Agent > Scrollmaster)

If you go Gnome Rogue and take Gnome Polyglot, the Emissary background and then use your Rogue skill feat for Multilingual, you could know 12+int modifier languages at level one and gain four more languages as you gain proficiency. This might be overkill, but for those that want to know languages this is probably your best bet.

The Rogue is the best for getting skill feats and skill increases. As Lore will often be against a lower DC than other checks for knowledge, you could use these to gain a wide variety of Lore skills or just have a higher proficiency than others in a wider variety of skills used for Recall Knowledge checks.

Scarab Sages

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Well, if you somehow were taught druidic as a non-druid both you and the druid that taught you would be kicked out of the order and would not have access to druid spellcasting or any benefits of their order. So even if you were somehow a non-druid druid the guy that just taught you the language loses their ability to teach you anything else.

You gain the benefits of the archetype by learning Druidic and becoming a member of an order, which is something only a Druid can do (for the reason above), which is why the archetype specifically says "You become a member of that order"

What says you can't use metal is that "If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order." - this says anathema to nature, not to the Druid class specifically, though it does say:

The following acts are anathema to all druids:

Using metal armor or shields.
Despoiling natural places.
Teaching the Druidic language to non-druids.

Note it says all druids, which MC druids are because that's what multiclassing is. Also because that's what "You have entered a druidic circle" means.

Scarab Sages

I tried looking up the trait on Nethys and couldn't find anything about it taking an action, nor does it say anything about you being required to sustain it. I think the Concentration trait is just there to conflict with Barbarian rage, so you can't easily combine the two.

Taja beat me to it.

Scarab Sages

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From Hunt Prey: You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Hunt Prey says it lasts the remainder of the day, so I don't see why you'd have to use it every turn. You should only need to use it once per enemy, which should free up your actions for any enemy that lasts more than a turn.

Scarab Sages

Drawing an item out of your backpack requires first removing your backpack which is an extra interact action that requires two hands. Then it is removed, so you have to use another action to put it back on. You could drop your backpack, but then it is still an action to pick it up and an action to draw your item.

Scarab Sages

Hey, I'm just trying to understand the rules and utilize them correctly. There is a lot of new information to learn and I'm trying not to assume rules from reality or from other games because my expectations and rules as written are often different.

That said, I like the idea of using a belt pouch or bandolier for ammo and just calling it a quiver for now until we get an official one. That alleviates my worries about ammunition.

Is there a limit on the number of bandoliers and belt pouches a person can have? I'd assume one bandolier and two belt pouches, but I wouldn't know where to look for the actual rule.

As for the boat thing: there are rules in the Equipment section for hiring a boat. There are no rules for owning a boat as a player outside the feather token. So, yeah, it is probably not intended for a player to own a boat outside of being part of the story, even though boats are plentiful in the setting. Just as it's probably not intended for a traveling adventurer to carry around tables or to need to buy their own tables to sit and eat somewhere. However: yeah, out in the wild you are eating off the ground. Why would you assume otherwise?

Scarab Sages

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A true Neutral champion could be a "Keeper" or "Conservator"; someone who keeps or conserves what their god sees as balance or what needs to be balanced.

A Conservator of Pharasma could seek to balance life and death, seeing Undead as upsetting that balance. Followers of Gozreh could seek to conserve the balance of nature, seeking to fight things that are destructive to nature. Conservators of Nethys could seek to spread magical power or to prevent magic from falling into the wrong hands and seek to destroy abominations created by corrupt magic.

Mechanically, good aligned champions get a reaction when an ally is attacked. I imagine evil aligned champions will likely get a reaction for when an ally deals damage to an enemy. So for a neutral reaction, I'd want something that triggers when an ally is buffed or an enemy debuffed or maybe a reaction to enemy or allied movement.

Scarab Sages

HammerJack wrote:

Quick draw will help a lot with throwing weapons, but they don't need to be in a bandolier, just in something more accessible than a backpack. Knives in sheaths, bombs in pouches and javelins in a quiver would all easily fit that criteria.

That doesn't mean you couldn't keep your knives or bombs in a bandolier if you want. Putting javelins in one... is hard to picture in a way that wouldn't be incredibly impractical.

What's a quiver? Not in real-world terms, but in game terms. How many items does it hold? I don't see one listed anywhere in the book. If it's not in the book, then you couldn't use one by RAW to hold javelins, let alone arrows or anything else.

You could use a belt pouch for bombs, but that would only hold four of them. Sheaths for thrown daggers? So for a thrown dagger character you would have how many sheaths? 10, 20?

As there is no quiver (Please find one. I couldn't. I'd love to use one.), the bandolier would be the item to use to hold arrows, javelins, etc and would limit ranged weapons to 8 shots without having to use two hands to pull out your backpack and get more.

I completely agree that this doesn't make a great amount of sense, but I don't see a better option in the RAW.

Scarab Sages

Okay, I think I understand now. So the bonus of a bandolier for non-tool items is that you don't have to waste an action (and two hands) taking off your backpack before drawing an item, saving you one action. For tools, you can draw them as part of your action to use them, saving you two actions, both which would need two hands.

This means that any throwing weapon build needs both quick draw and a bandolier to be effective with light thrown weapons and can attack eight times in a combat before needing both hands and two extra actions (to take off and put on backpack) per thrown weapon. Is this right?

I'm in a group right now where one person is trying to use a bandolier for javelins, another for bombs and potions, and another for healer's tools / thieves tools and they aren't sure about their action economy, so I want to make sure I'm not giving bad info.

Scarab Sages

You're probably right, but I'm not entirely sure.

The bandolier doesn't do the same thing as the feats. It specifically calls out that it is "usually used for alchemical items and potions". A bomb is a light alchemical item.

An alchemist with the "Quick Bomber" feat could use their bandolier to store 8 potions/extracts/etc and still throw their bombs, whereas an alchemist without it would have to split that limit between their bombs and extracts/potions.

If a rogue can draw light weapons from a bandolier, that doesn't make "Quick Draw" useless as a number of weapons they can use aren't light, including the rapier, shortbow, and a number of racial weapons.

If a bandolier can only quick draw tools, then there is no point in using it for potions/alchemical items. If a bandolier can quick draw any light item held by it, then why would that not include weapons?

Scarab Sages

Bandolier: A bandolier holds up to eight items of light Bulk within easy reach and is usually used for alchemical items or potions. If you are carrying or stowing a bandolier rather than wearing it around your chest, it has light Bulk instead of negligible. A bandolier can be dedicated to a full set of tools, such as healer’s tools, allowing you to draw the tools as part of the action that requires them.

The first sentence seems to imply that it keeps any light item within "easy reach". The last sentence seems to imply that the quick draw effect only applies to tools. Which is right?

As long as they stick to the 8 item limit, can an alchemist use this to quick draw bombs for attacks? Or potions? What about weapons?

Could a rogue with nothing in their hands keep daggers in their bandolier and use Twin Feint, drawing the daggers "as part of the action that requires them"?

Could a thrown weapon user fill up a bandolier with javelins or darts or starknives and draw them as part of the action to attack with them?

Can someone with a buckler or other light shield (such as reflecting shield) raise their shield from a bandolier without the action to draw it? Can they also put it away for free?

Scarab Sages

Ah, I misunderstood how the DC for Escape works. I thought it was based on the original roll used to grapple. Its just a set DC. Not as cool, but I understand why.

Scarab Sages

Are the feats that auto grab worth it? Wouldn't they usually have less of a chance of restraining your foe and a lower Escape DC as they use an attack roll rather than Athletics?

The monk abilities seem cool.

Does Thrash take better advantage of a restrained foe than a Rogue's sneak attack or a Ranger's precision damage and maybe a bear companion getting a secondary grab?

Scarab Sages

I've been toying with making a "wrestler" character for a while now and I am having a lot of trouble deciding what class to play. The more I research, the more options I seem to find for being a good grappler.

I've seen people post that Animal Instinct Barbarian has the best grapple, but without giving any reason why. I also see good grappling abilities on the Monk and Fighter. As a skill, it can be built for by any class, with Clerics having a focus spell to boost it and Rogues being able to take advantage of the flat-footed condition for their sneak attacks.

With Escape being an attack action that utilizes MAP, trading one action you can take advantage of for one or more enemy actions seems like a good deal.

So, which class has the best athletics score for grapples? Which class best takes advantage of grapples? Who is the wrestling champ?

Scarab Sages

Hey, you're right. I thought Ki Strike modified the next attack. It's better than I thought.

Scarab Sages

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I think it would be fun. With the increased hit points on average, especially at first level, I'd want some kind of baseline to keep a similar, but slightly better, average.

So, I guess I'm for a half and half approach?

A wizard instead of getting 6 hp per level could get 3 + d6 hp per level (average 6.5).

A barbarian could get 6 + d12 (avg 12.5) instead of 12 per level, like in your second example.

Scarab Sages

Ki Strike seems pretty good to me, but I guess it depends on your build.

Wolf Stance only increases the die size by one (d6 to d8) and has the same traits as a normal unarmed attack, changing out slashing for bludgeoning. You gain extra crit damage which has a low chance of happening and a better step.

Ki Strike gives you a focus pool and meets the prereq for Wild Winds stance, Quivering Palm, and Ki Blast (there are others, I just don't like them as much). It provides a useful bonus to attack and extra damage that can apply to stance attacks, even multiple attacks in a flurry. It can't be used for every attack, but can be used every encounter and multiple times per encounter if you get other focus abilities.

It also doesn't have the concentrate trait, so a Barbarian that MCs Monk could theoretically do animal instinct ki strike flurries using two actions 3 times per encounter at higher levels, though I don't really know how effective that would be compared to a straight-up Barbarian

Scarab Sages

Do you like Gnomes?

You could take Gnome Polyglot to get 3 extra languages plus an extra language each time you take multilingual.

If you're not a gnome, you could gain it through Adopted Ancestry.

Scarab Sages

Yeah, monastic weaponry probably won't help your build. It's useful for monks using weapons to be able to start with uncommon weapons, gain proficiency with weapons that aren't simple, and to be able to use abilities like flurry of maneuvers to trip and attack in the same action with weapons. Unfortunately it can't be used with style-specific attacks.

I'm not sure how it really benefits a character that doesn't start as a monk.

Scarab Sages

From what I can see, Battle Medicine only works with Treat Wounds, which can remove the wounded condition, but not the dying condition.

You would have to use administer aid to remove the dying condition, then use Battle Medicine to heal them and remove wounded, for a total of three actions.

The restriction with Battle Medicine seems to be that you can only use it on each person once per day, so you wouldn't be able to do this often.

Scarab Sages

I don't think that the gunslinger should be a full class on its own, but rather just a part of a class, like one of the thief's rackets or barbarian instincts.

Instead, I'd love to see a class focused entirely on enhancing ranged combat that could then be separated into something like gunslinger / sniper / skirmisher for mid / long / short range specialties.

This way you wouldn't be forced to use a gun for the class, but there could be gun-related feats for those that want them. It would also give Paizo a reason to balance pistols/rifles/blunderbusses against crossbows/bows/thrown weapons for use with the class.

Scarab Sages

I'd love to see guns come out in a book alongside large-scale battle rules and siege weaponry. They could be made out to be a weapon of warfare, not small scale skirmishes. For someone to use a gun efficiently in small-scale battle would require specialized feats, as they would just be too inaccurate otherwise.

This would give Paizo a reason to publish them, as a lot of players are probably looking for rules on kingdoms, sieges and warfare.

Scarab Sages

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Here's how I would do it:

Create an arena with a lot of 5 to 10 foot platforms.

Give your sensei decent dex and con, but only 12 or so strength

Give them monastic weaponry at 1st so they can flurry with a bo staff, which can do reached trip.

Have them take dancing leaf at 2nd so they can easily jump on the platforms at will, being able to attack with reach, but causing the player to have to chase them.

Give them flurry of maneuvers at 4th so they can trip+attack each turn with one action and reach or mix up maneuvers close range before running away again.

Quick Jump would be a good skill feat to make the leaps one action instead of 2.

Your NPC monk will play vastly different from the PC and the PC will spend most of their actions chasing the NPC without it being likely that a ton of damage will end the fight too soon.

Scarab Sages

Having four players use "Search" seems like a waste, though.

If three of them used "Follow the Expert" they would get their search plus get at least a +2 on their checks.

If everyone is always searching, they're not likely to find any clues that would lead them to their goal or tell them where to go next, as that would require "Investigate"

Although for traps, I like "Coerce." That enemy you decided not to kill would make an excellent "trapfinder" by having him go down every hallway first.

Scarab Sages

After you make an undead with Ghoulish Cravings, you can use Bind Undead each morning to make it a permanent-ish minion.

Or learn the ritual to make undead and have four undead minions at all times (though you could only reliably control one if you want to cast)

Vampire Exsanguination doesn't effect undead, so you could shoot from behind a wall of them. That seems useful.

I wonder if intelligent undead can become expert in religion/occult/arcana? You could potentially have four intelligent undead minions each with their own minions.

Are necromancers better off being bards? They get all the cool necromancy spells plus a better overall spell list. Plus, they can use one action to maintain group buffs while using the other two actions to gain four actions from their minions.

Scarab Sages

Hey, my investigator, Dives is a Pro Gamer who'll be playing the part of a chaotic lawful...

edit: Since he's a pro gamer and I'm a big Street Fighter fan I decided to go with a Monk by the name of Han Dibiki.

Scarab Sages

I'm definitely interested in this.

Array 1
roll 1: 3d6 ⇒ (2, 5, 4) = 11
roll 2: 3d6 ⇒ (6, 3, 1) = 10
roll 3: 3d6 ⇒ (5, 3, 6) = 14
roll 4: 3d6 ⇒ (1, 6, 4) = 11
roll 5: 3d6 ⇒ (6, 4, 5) = 15
roll 6: 3d6 ⇒ (6, 5, 3) = 14

roll a: 2d6 + 6 ⇒ (2, 5) + 6 = 13
roll b: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Array 2 -I'll take this one.
roll 1: 3d6 ⇒ (6, 3, 6) = 15
roll 2: 3d6 ⇒ (5, 3, 5) = 13
roll 3: 3d6 ⇒ (4, 1, 5) = 10
roll 4: 3d6 ⇒ (6, 3, 3) = 12
roll 5: 3d6 ⇒ (6, 4, 2) = 12
roll 6: 3d6 ⇒ (4, 3, 2) = 9

roll a: 2d6 + 6 ⇒ (6, 5) + 6 = 17
roll b: 2d6 + 6 ⇒ (1, 4) + 6 = 11

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