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27 posts. Alias of JGM.


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Grand Lodge

OK, there's plenty of possibilities. The question is, which is the most effective?

Without iteratives, before level 6, my barbarian's damage came from a single two-handed 1.5 strength power attack. While in rage though, 2 claw attacks at full BAB were a slightly better option. I dealt a bit more damage and had two attack rolls, which improved my chances to hit.

Now, at level 6, with 2 iteratives at +6/+1 it's a different matter. I get two two-handed power attacks with 1.5 times my strength. That is an impressive amount of damage! My Attack bonus is +15/+10 witch is still a good chance to hit. I've calculated a combined average damage of 47.

This, in my opinion, is now far better than the claws, which attack at +14/+14 with a combined average damage of 31

Other options, with armor spikes and natural attacks at half strength and -5 attack just don't seem competitive and I haven't seen anyone using them out there.

Economically, I find that upgrading a full set of weapons (claws, armor spikes, great sword) is impossible. Furthermore, upgrading claws is somewhat limited. To start with, you can't get "masterwork claws" for 300 gp but have to save up for the bracers of mighty fists at 4000gp. Investing in manufactured weapons seems more effective.

Grand Lodge

Ooops!
I'm holding a 2 handed weapon when not raging. Now that I get two iteratives with it, what would you recomend?

A)I keep my two natural claw attacks at full BAB
B)I use my 2 handed weapon iterative with +6/+1 and the extra 1/2 damage from power attack.

Its an important choice because either I buy the Amulet of mighty fists or magicaly enhance the manufactured weapon. Its just too expensive to keep up both options.

Grand Lodge

Hi
I have a 6th level beast totem barbarian which until now has raged with 2 claw attacks at full BAB (as specified by the totem description)

At 6th level my BAB is +6/+1, so I'm confused. I want suppose this means I get a third claw attack with a +1 bonus, but haven't been able to find a rule for it.

Help please?

Grand Lodge

Can I boost de HEX save DC in any way at higher levels?

10 + 1/2 the witch's level + the witch's Intelligence modifier seems to improve very slowly.

Grand Lodge

Ok. You got me convinced.

Based on my previous experiences with PFS, I can agree that at 1st lvl, the average target dies pretty soon, so I'll leave Cackle for lvl 2 and take Accursed hex, Slumber and Misfortune at 1st lvl.

Also, I understand hexes are a lot more potent than spells and that I'll be using those most of the time, making the Spell focus feat a bad investment. This leaves me open, again, to all schools of magic :). Spells are for filling the gaps, right?

I'll take the Shadow patron too, its without witch spells and that's nice.

Thanks very much for the help.

Grand Lodge

I understand, but isn't it also a good idea to someday take Spell focus on one school of magic? In that case, shouldn't I try to keep my spells from as few schools as possible?

More so, I was considering using Evil eye and Misfortune as a baseline on a target, on top of those I would cast other, more potent effects from the enchantment school to completely shutdown the target. e.g. E eye + Misfortune + Command (fall), and later on something more powerful than Command.

Also, now that you recomend NOT learning damage dealing spells I realy feel I could stick to a couple of schools (enchantment and maybe evocation).

If possible, I'd like for this character to avoid picking up healing or buffing spells. There's always a cleric around in PFS.

Anyway it's realy hell building spellcasters.

Grand Lodge

scary harpy wrote:


How will you play your charisma of 7?

A low charisma does not mean your character is ugly or antisocial. It does mean you can expect character interactions to not go well.

Any advice from anyone?

That is true, but few GMs will really check my Cha just for interacting. I think they'll skip that because the -2 will be accounted for anytime I have to roll any Charisma related skill.

In any case, I'm a witch, I expect to be shunned :(

Grand Lodge

blackbloodtroll wrote:
thejeff wrote:
blackbloodtroll wrote:

Cackle works with Misfortune.

Misfortune stacks with Ill Omen.

Misfortune increases the chance enemies will fail against Slumber.

Right, but they have to fail a save to get Misfortune to work. Why not just drop Slumber right away and not waste two rounds?

Evil Eye always works at least once and you can extend it so you've got the bonus for Slumber.

Second level may be better for Evil Eye.

Starting out without a way to effect creatures immune to mind-effecting effects might not be the best idea.

I have had my share of Undead, Vermin, and Construct come at me at first level in PFS.

Ok, I could memorize Level 1 spells like Ear Piercing Scream and Burning hands. I only have three slots and there is'nt much more damage dealing spells at first level, righ?

Grand Lodge

thejeff wrote:
blackbloodtroll wrote:

Cackle works with Misfortune.

Misfortune stacks with Ill Omen.

Misfortune increases the chance enemies will fail against Slumber.

Right, but they have to fail a save to get Misfortune to work. Why not just drop Slumber right away and not waste two rounds?

Evil Eye always works at least once and you can extend it so you've got the bonus for Slumber.

Yes, but if you use Slumber after Evil eye + Misfortune, the target is going to be saving against slumber with the lowest of 2d20 -2. Slumber is a one chance hex, so I would cast it only once it has the best odds of sticking.

Granted, its one turn later, but by the sencond round (if evil eye and misforune stuck) the target is vulnerable TO ALL PARTY MEMBERS because "Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result" and has -2 on top of that.

Does Cackle extend Evil eye even if the target saved against it?

Grand Lodge

blackbloodtroll wrote:

Cackle works with Misfortune.

Misfortune stacks with Ill Omen.

Misfortune increases the chance enemies will fail against Slumber.

Yes, I see. I'll take Slumber and Ill omen after Misfortune.

Thank you.

Grand Lodge

Never thought of that. Thanks.
I think I'll try to focus on evocation.

Grand Lodge

Of course, I need some source of damage for emergencies, that's why I've taken spells like Ear piercing scream and Burning hands.

Grand Lodge

Hi.
I´m making a witch for PFS for the first time. Its also my first time playing a magic using character. Here she is:

--------------------------------------------------------------------
Str 10
Dex 14
Con 12
Int 20 (Human Bonus)
Wis 10
Cha 7

Trait 1: Tomb Raider: You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills your choice) becomes a class skill for you
Trait 2: Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Feat 1: Extra Hex: Cackle
Human Feat: Extra Hex: Evil eye
Hex 1: Slumber

Patron: Insanity: 2nd—memory lapse, 4th—hideous laughter, 6th—distracting cacophony...

Spells 0: Detect magic; Read magic; Daze
Spells 1: Ear piercing scream; Ill Omen; Burning hands

Familiar: Greensting scorpion (+4 initiative to master)
----------------------------------------------------------------------

I´ve read the optimization guides out there for a debuffing build, which is what I want, but I´d like to know if there is something you would recommend not doing or changing specially in theses areas:

1) I've chosen mainly Enchantment school spells to benefit as much as possible form Spell focus feat in the future.

2) The familiar is my main concern. I chose it for the initiative and I DON'T WANT TO LOOSE IT, so I plan on keeping it on myself ALWAYS and maybe "ready an action" to sting if I get grappled. Is this silly? Should I have a more active familiar? What use would an alternative like the Compsognathus be of?

3) The patron is compatible with debuffing and Enchantment, again.

Thanks

Grand Lodge

This barbarian is human, so orcish traits aren't an option.

As Thanael said, I could use Diehard to bluff that I'm dead or simply retreat and take a potion. This would avoid being a burden to anyone else, keeping them in the fight instead of assisting me.

These are the Rage powers and Feats we've talk about:

FEAT - Raging Vitality (1HP per level & unconscious rage - ONLY RAGING)
FEAT - Toughness (3HP +1 after lvl3 - ALWAYS)
FEAT - DieHard (Prerequisite Feat: Endurance. Stay conscious)
RAGE - Guarded Life (Reduce lethal dmg below 0HP equal to your lvl)

Added to these HP related Feats/powers, hardening a barbarian might require investing in Iron Will or similar. Maybe even some reflex save.

Overall, I would want most of my feats to be offensive instead of defensive.
What, in your experience is a good balance between offense and defense? 20% defense 80% offense?. Also consider I might be lvl 8 by the end of the year, at most.

Grand Lodge

Thank you.
Great insight. My lack of gaming experience has made me overvalue Diehard.

As you say, I'm "basically trading safety net for the hope of getting an extra attack or two in, and it's usually a bad trade" so I'll reconsider.

Also "Raging Vitality and Toughness don't require you to be Staggered to take advantage of them" and I'm keeping my safety net, right?

Grand Lodge

I have a level 2 barbarian with all her career planned out to around level 10.
I've invested feats and rage powers primarily in having more attacks and dealing more damage because as a barbarian that's what she wants to do. She's a killer.
Armor, she can buy, DR and HP come with experience and she has pet cleric(s).

All this said, I really want to give her DIEHARD feat. She is sweating from the very first turn to the last of each and every encounter. Being the first in the enemy's face, and still in there when the last one goes down. No one else is as exposed as her.
I don't believe any feat or rage power is as good as DIEHARD. It gives her a 16 HP (CON) buffer from the moment she takes it AND keeps her conscious below 0 HP. No other feat or rage power does that:

Toughness - 3 + 1 HP per three levels is far behind Diehard
Raging Vitality - 1 HP per level + raging while unconscious doesn't seem enough.
Renewed Vigor - Healing 1d8 every four levels + CON mod as a standard action doesn't satisfy. I have clerics.
<anything else?>

What I don't want to do is spend 6 levels going through Endurance until I can finally take Diehard.

Is there any way to gain Diehard QUICK? Magic armor or magic item with that ability or something similar?
I've found that taking ONE level as Fighter with the Unbreakable archetype grants Tough as Nails: "An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter's 1st-level bonus feat."
Anything else, better or similar?

Grand Lodge

Are attacks with those weapons considered off-hand attacks? Like if you were dual-wielding and therefore had -8 penalty and 1/2 strength?

Its being argued that armor spikes also count as dual-wielded by the off-hand because the description states they count as a light weapon:

"You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case."

Grand Lodge

Great, thanks Claxon and everyone.
I´m new to PF so my doubt was weather a "regular melee attack" implied an "off-hand attack", specialy because of the "()".
I have no intention of TWF, just my one attack per turn. So with all your advice I´ve decided I´ll opt for the the armor spikes instead of the cestus whenever someone gets in close.

Still curious about what blackbloodtroll was refering to with "other options" though ;)

Grand Lodge

DarkPhoenixx wrote:
F.A.Q. if that is what you mean.

No, i've read those, I mean if I can make my primary attack using armor spikes. The FAQs only cover "Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?"

Grand Lodge

I now have a question about Armor Spikes.
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/armsAndArmor/armor.htm l :("You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case")

Can I use armor spikes to attack or do they have to be used as a an off-hand attack?

Grand Lodge

Please enlighten us...

Grand Lodge

In any case, being allowed to perform a standard atack with my spiked armor, which has 1d6 damage instead of the 1d4 of a cestus, I would say the issue is resolved for the better:
-No phohibitions to attacking while simultaneously weilding two weapons.
-No having to swap weapons or deciding what I´m holding by the end of my turn.
-I threaten both 5' with spiked armor AND 10' with the horsechopper simultaneously during the whole round and not just my turn.

Is there anything I can't do with that combination? :D

Grand Lodge

Very much, as far as the threatened area and swapping weapons is concerned, thank you.
Leaving aside the the range, the turns and the free actions, I would like to know if I could wield a short sword (or any one-handed weapon) in the same hand I´m wearing a cestus and attack with either of them without penalties on my turn.
If in both your and Claxon´s oppinion this is not allowed, at a table I accept, but just for the sake of debate, this specific point still makes me doubt why the weapon description specificly mentions the terms "wield" and "carry" if finaly we are to infer that attacking with the cestus is prohibited while wielding another weapon in that same hand. Isn't it the point of a weapon to attack, and therefore the point of the weapons description to clarify the rules for attacking with it? I would asume "wield" suggests "ready to attack" and therefore "cappable of attacking". It does´nt specificly say you can´t attack, just that delicate tasks like picking locks take a -2 penalty.

Grand Lodge

Thanks very much for suggesting the armor spikes. This effectively solves my problem.
I still dont understand your point of view for the cestus. Its not that I dont share it.
With this solution, its not that important anymore, but I would like to understand it.

Grand Lodge

The cestus description on then Ultimate equipent guide
says:

"When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks). A cestus can't be disarmed"

Note that it explicitly says nothing about attack penalties for attacking with the cestus while wielding a weapon in the same hand. Is there a separate rule I dont know of....somewhere?

My Barbarian PC wields a Horsechopper (two-handed polearm) and a cestus. I was under the impression I could attack using the cestus at close range while still wielding the Horsechopper without any attack penalties but the GM gave me -2. I´ve played PFinder only once and while I´m trying to find specific rules to this, I´d appreciate the oppinion of anyone with more experience.

If my GM is right, could I release hold of the Horsechopper freeing my cestus hand to avoid the attack penalty as a free action? I though this was the only difference between a cestus and a spiked gauntlet.

Thanks.