Varisian Barbarian

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1,309 posts. Organized Play character for Daryl MacLeod.



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Sczarni

Hi all,

Reading Mister Plugg's stat block (pg. 54) I note his melee attacks are listed as:

Tidewater cutlass +8 (1d6+6/18-20) and mwk cat-o'-nine-tails +6 (1d4+1 non lethal) when he is two-weapon fighting.

I can't seem to get this to add up?

His BAB is +5, STR +2, WF +1, cutlass +1, so that's +9, less TWF of -2 equals +7.
Furthermore I can't figure out his damage at +6. STR +2, WS +2, cutlass +1 equals +5.

Is the Tidewater Cutlass supposed to be a +2 weapon? It would account for the difference in both attack and damage, but seems awfully powerful for the PC's to acquire at third level, their estimated level when they stage their mutiny.

Sczarni

So there are, apparently, a number of errors with the Beastiary 2 entry for Weretiger (pg. 183).

When compared to the rules for creating a lycanthrope in the Beastiary 1 (pg. 196), it appears as if the following are wrong in Beastiary 2;

1. CR: it should be same as base creature or animal (whichever is higher) +1. A Tiger is CR 4, a Weretiger Rogue 4 is also CR 4 (me thinks it should be CR 5, or even higher if you use the rules fir advancing a monster by adding class levels).

2. Size: in hybrid form a lycanthrope should be the same size as the base creature or animal; whichever is larger. A tiger is size large. Weretiger is medium.

3. Natural attacks: the Weretiger should gain all the attacks, including special attacks of the base animal when in hybrid form. The Weretiger entry does not list Pounce or Rake.

Assuming a Weretiger can use pounce or rake: these attacks should qualify for sneak attack, even in animal form, right? (Assuming they meet the criteria to be eligible for sneak attacks).

Thanks in advance.

Sczarni

d20PFSRD wrote:

Whirlwind Attack (Combat)

You can strike out at every foe within reach.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
d20PFSRD wrote:

Strength Surge (Ex)

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.

Okay, so I have done some searching and seems that there is a general consensus that you can substitute a Trip combat manoeuvre for the melee attack you make when using “Whirlwind Attack”.

Presuming that is in fact the case, what happens if you combine the Barbarian Rage power “Strength Surge” with “Whirlwind Attack” to make a trip?

Do you get to add your barbarian level to the check made against each/every opponent that is within reach, or just against one?

In my mind the ambiguity comes from the fact that Whirlwind Attack states “make one melee attack at your highest BAB against each opponent within reach” and Strength Surge grants the bonus on “one STR check or combat manoeuvre check”, but you still "make a separate attack roll against each opponent".

Thoughts?

I guess another way to pose this question is: is Whirlwind attack one attack or many?

Sczarni

A sling is a ranged weapon, with which you use your DEX modifier on your attack rolls.

The "Whip Slinger" feat allows you to "threaten normally" and make AoO's into adjacent squares.

Unlike a Halfling Slingstaff, which is defined as one-handed melee weapon that is not "finessable", the Whip Slinger feat does not describe a sling as being light, one-handed, or two-handed when used in melee.

So do you attack using your DEX when making an AoO as you would when using a Sling normally to make a ranged attack?

Whip Slinger implies, but does not specify that you are making a melee attack...

Whip Slinger wrote:

Whip-Slinger (Combat)

You can use your sling as a sap to make attacks of opportunity.

Prerequisites: Proficient with sling.

Benefit: When wielding a sling, double sling, or halfling sling staff, you threaten areas around you as normal and can make attacks of opportunity with the sling into these threatened areas. The sling deals 1d4 nonlethal bludgeoning damage (1d6 for a Medium wielder), threatens a critical hit on a 20, and deals ×2 damage on a critical hit. If the sling isn’t loaded with ammunition when you make an attack of opportunity, you take a –4 penalty on the attack roll.

Normal: Slings and double slings are ranged weapons, do not threaten areas, and cannot make attacks of opportunity. A halfling sling staff can be used as a simple melee weapon that deals bludgeoning damage equal to that of a club its size; as a melee weapon, it threatens areas normally and its wielder can make attacks of opportunity with it.

Would you even need Weapon Finesse to attack adjacent using Whip Slinger?

Sczarni

Quick question - if a Ranger wants to select Lycanthropes as a favoured enemy, can he?

Lycanthrope is a template so I don't know if it's a legal choice...

Shapechanger would be a nice choice as it wouldn't be limited to one specific subtype like Werewolves or Wererats, but would cover all of the lycanthropes (afflicted or natural) and any of the other shapechangers (presumably).

Or would I have to select a specific subtype of shapechanger/lycanthrope, such as "Werewolf"?

Thanks for the help.

Sczarni

Hey All,

My group and I have discussed the possibility of running a game that features them as graduates of the elite Endrin Military Academy in Korvosa and members of the Sable Company.

For those not familiar with the Sable Company they are Hippogriff Riding Marines that defend the skies & waters of Korvosa and its holdings.

Adventure hooks and missions are easy enough to think up (I have dozens swirling through my mind); my problem is making the organization attainable for some classes.

Obviously any class or archetype that grants an animal companion or bonded mount is quite easily suited to the organization, and a solid class choice for this campaign.

But I don't want to pigeon hole or stifle creativity and say "Ranger/Paladin/Cavalier/Druid -pick one and roll with it".

So what about Arcane Casters (for example)? I'm toying with the idea of letting a Hippogriff serve as a familiar - but I'm worried about balance issues/ramifications. The truth is I'm not familiar enough with familiars (no pun intended) to be certain I can think of ways to mitigate potential issues, because quite frankly there is no way for me to know what all of these issues may be.

Any suggestions?

Worst case scenario I could tell any PC that wants to play a class that doesn't receive an Animal Companion or Bonded Mount to pump Ride & Handle Animal and upon reaching a certain rank (probably 4th level), they will be furnished with a generic Beastiary Hippogriff gratis from the Sable Company. But that presents it's own balance issues at later levels...

All advice is welcome.

I'm not familiar with all the various Archetypes for all the various Classes - so if there are obvious ways for a class to pick this up via archetype please let me know.

Oh, as an FYI: We try to keep the rules as close to PFS as possible. We do house rule certain things (like using 25 point buy), but any deviation is clearly spelled out, documented, and shared with everyone prior to character creation in a sort of "Player's Guide". As such I have zero experience with 3rd Party stuff. But I'm open to it.

Sczarni

Hi All,

I'm trying to design a low-level encounter that includes "non-combatants", and I'm not sure if I should include the non-combatants CR when determining the xp budget.

Thoughts?

Specifically this is an encounter designed to let PC's get some light horses (and a plot hook).

PC's are on foot when they are ambushed by some Orcs, who ride into battle on said horses. These horses won't be combat trained and I'm not expecting the Orcs to actually try and make the horses "attack". The PC's will have a few rounds to plan/prepare as they watch the Orcs gallop towards them across the steppe - which should pretty much nullify any advantage that may be gained by having the orcs starting the combat on horseback

So I wasn't planning on counting the horses in the encounter budget... Good call/bad call?

Sczarni

Hi,

I had a question about when the "extra" attacks granted by Haste and/or using a Ki Point take place?

The rules state that attacks from BAB must be used highest to lowest.

CRB wrote:
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest.

There is a FAQ that states you can combine the extra attack from Haste with the extra attack from Ki Pool.

PDT Faq April 2013 wrote:

Monk: Does the extra attack from spending ki as part of a flurry of blows stack with the extra attack from haste?

Yes. The extra attack described in the ki pool ability doesn't say it works like haste, nor does it say that it doesn't stack with haste, so the monk would get two additional attacks (one from spending a ki point as part of a flurry, one from haste).

But I can't find anything that spells out when those extra attacks must be taken? End of the round? Start of the round? Player's choice?

This would be a vitally important distinction when considering if I should take Hammer the Gap with my Zen Archer at 11th level.

Considering my attacks from BAB would be made +9/+9/+4/+4/-1. If I could take the Haste & Ki attacks first, I would have 4 attacks in a row at +9. The first attack is a Perfect Strike (roll 3d20), so it never misses. The remaining attacks made at my highest bonus (+9 before mods) rarely miss.

So if I'm reading Hammer the Gap right, the damage for those arrows (just considering hammer the gap) would be;

1. 1d8
2. 1d8 +1
3. 1d8 +2
4. 1d8 +3

I won't worry about the extra attacks, but right there that's +6 damage. Now, Hammer the Gap goes on to say that this damage is multiplied on a critical hit.

If my first arrow (the Perfect Strike one) is a critical hit, would this +6 damage be multiplied? Thus granting +18 damage?

Hammer the Gap wrote:

Benefit: When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.

Sczarni

d20pfsrd: Earth Child Style (Combat, Style) wrote:


Benefit: While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus on your unarmed strike damage rolls.

So, if you're a Human MoMS, and you take this feat; do you get a +6 Dodge bonus to AC? If no, what about the net gain, a +2 Dodge bonus??

It's a Dodge bonus.
It's also a "Defensive Training" Racial feature bonus. A racial feature that I don't have.

Sczarni

The CRB says that your character must have the prerequisites in order to select or use a feat.

But what happens if you only meet the prerequisites part of the time? Specifically, if we consider the Barbarian Class it is quite possible, perhaps even common, that you would meet specific prerequisites when in a Rage or Controlled Rage, but fail to meet the prerequisites when you're not using that particular class feature.

In such a scenario is it simply a matter of telling your GM: "okay, I'm levelling up to 5th. I want to go into a rage and select _______ as my 5th level feat."?

Sczarni

I have a question about Crafting special materials, specifically Adamantine, but the question holds for any material that has the “masterwork” component built into the cost (i.e. Mithral).

So the cost of the special material includes the masterwork cost, but the Craft skill states that you are supposed to create the masterwork component as if it were a separate item. The masterwork component even has its own cost and a DC (DC 20) which may be different than the item you are crafting.

What cost and DC would you use to craft Adamantine arrowheads for example?

Mundane arrows have a cost of 10sp for 20 of them or 0.5sp for 1, and a craft DC of 12.

Adamantine arrows have a cost of 600.5sp for 1 arrow with a craft DC of what? 20 or 12? Or something else?


Hey all,

So my PC's are up against some Rahshasa's and I want to make sure I fully understand the DR these creatures posess.

Obviously Align Weapon is a very useful spell, as the PC's can simply cast it on their piercing weapons, and they're good to go.

I'm wondering if it (the spell) is required for good aligned characters- mainly because of the following line from the Rules;

Universal Monster Rules wrote:
A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature.

Does this apply to PC's as well? Are good aligned characters inherently able to bypass DR/Good?

Sczarni

Hey All,

Just looking to clarify that I have calculated the following correctly and not over looked anything that would impact/change my math..

High Jump (Ex) wrote:
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Acrobatics wrote:
Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.

So, my 5th level Monk would receive the +4 racial bonus on account of his 'Fast Movement' ability. He would also add his Monk level to the check and counts as having a running start even if he doesn't.

So, if he takes 10 on a standing jump and uses a ki-point as well he could leap the following distance;

10 (take 10)
+5 (Skill ranks)
+3 (Class Skill)
+2 (DEX mod)
+5 (Monk level)
+4 (Racial bonus/Fast Movement)
+20 (Ki point)

= 49 feet Horizontal DC or 12 feet Vertical DC.

Speaking of a vertical or high jump; I presume these DC's are to determine how high of an obstacle you could clear? If you are merely trying to reach a ledge or something would you add your height & reach to determine the final height?

If that's the case does a Medium creature just use 5' as his reach? Or is there some other method for calculating a character's reach? If said character was 6 feet tall would he get to add +11 feet (6' tall + 5' reach)? Or would you just add height or reach (presumably whichever is greater)???

Thank you in advance

Sczarni

1 person marked this as FAQ candidate.

Simple enough question...

In both the Wizard & Sorcerer class description, Cantrips and Spells are treated as separate & distinct class features. So, does the ability to cast a Cantrip count as being able to cast Arcane spells for the purposes of qualifying for Arcane Strike?

If that is the case, would the Minor Magic Rogue Talent then allow me to take Arcane Strike? Or would I be required to also take Major Magic?

Sczarni

2 people marked this as FAQ candidate.

I know I can attack with a Klar as a one handed weapon, but can I shield bash with it as an off-hand attack as well?

This would lower the TWF penalties from -4/-4 to -2/2 correct? Would the bashing klar be doing damage as a klar, or as a light wooden shield?

The above assumes using two klars, but could you make both attacks with the same klar?

Sczarni

The Nirmathas Irregular, or Woodland Skirmisher as it's called on d20pfsrd, replaces Favoured Enemy with Focused Enemy.

Can this archetype make use of the spell "Instant Enemy"?

Instant Enemy wrote:

School enchantment; Level ranger 3

CASTING
Casting Time 1 swift action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature that is not your favored enemy.
Duration 1 minute/level
Saving Throw none; Spell Resistance no

DESCRIPTION
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.

Focused Enemy wrote:

Focused Enemy (Ex): At 1st level, a woodland skirmisher selects one favored enemy (usually “humanoid [human]”). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level.

This otherwise acts as and replaces the standard favored enemy ability.

I'm thinking it does as the archetype still gets a favoured enemy. Sure, that enemy is pre-determined and limited to just one type, but it is still a favoured enemy... The spell seems to only require you to have a Favoured Enemy, rather than the Favoured Enemy class feature.

Sczarni

I apologize for the wall of text. I wanted to quote what I believe are the relevant rules to make your life easier... It's the least I could do - and thanks in advance for taking the time to respond.

I have a couple questions about how Eldritch Heritage interacts with the Half Orc racial trait "Toothy", and how these two abilities would interact under the Universal Monster rules for Natural Attacks.

Assume Character is Half Orc with Toothy and Eldritch Heritage (Draconic).
The Draconic Bloodline allows the character to grow claws as a free action for a limited number of rounds per day.

So, the character always has at least 1 natural attack, and sometimes he has 3.

1) When he is not using the bloodline power (claws) is his bite attack treated as a primary attack that deals +1.5x STR mod, being that it is the only natural attack he possesses?

2) When he is using the claws, are all 3 attacks considered primary and made at full BAB with +1x STR mod to damage?

3) Does Eldritch heritage confer the improvements detailed within the Draconic bloodline power that occur at 5th, 7th, and 11th level? If the answer is yes I presume the character would need to be 7th, 9th, and 13th to recognize those improvements, being that they are treated as a Sorcerer -2 levels.

Natural Atacks wrote:
Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type.
Draconic Bloodline wrote:
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Toothy wrote:
Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Eldritch Heritage wrote:

Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.

Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Sczarni

Multiattack is a "Monster Feat", meaning its banned for PC's in PFS.

Additional Resources wrote:
Feats: none of the feats are legal for play for PCs, animal companions, or familiars unless specifically granted by another legal source.

Natural Weapon Rangers (NWR) have Multiattack on their Combat Style feat list. Meaning, a NWR can take this feat without having to meet the prereqs. Being a "monster" is not a prereq.

My question is, can a NWR select Multiattack as a "regular" feat once he meets the prereqs? It is worth noting that the only prerequisite is; "three or more natural attacks".

Presumably he could select Multiattack at level 3. Right? (Half-Orc toothy racial trait + Aspect of The Beast {Claws of the Beast} Combat Style feat).

The APG would constitute "another legal source" right?

I posed this question in the rules forum and they suggested I post here to see how PFS GM's would rule on it...

Same question could be posed for Improved Natural Weapon... If a NWR meets all the prerequisites, can he/she select those feats as "regular" feats? Or, does the fact that they are "monster feats" mean a NWR can only select them with Combat Style feats, even though being "a monster" is not a prerequisite?

Cheers,

D

Sczarni

Multiattack is a "Monster Feat", meaning its banned for PC's in PFS.

Additional Resources wrote:
Feats: none of the feats are legal for play for PCs, animal companions, or familiars unless specifically granted by another legal source.

Natural Weapon Rangers (NWR) have Multiattack on their Combat Style feat list. Meaning, a NWR can take this feat without having to meet the prereqs. Being a "monster" is not a prereq.

My question is, can a NWR select Multiattack as a "regular" feat once he meets the prereqs? It is worth noting that the only prerequisite is; "three or more natural attacks".

Presumably he could select Multiattack at level 3. Right? (Half-Orc toothy racial trait + Aspect of The Beast {Claws of the Beast} Combat Style feat).

The APG should constitute "another legal source".

Cheers,

D.

Sczarni

Does the term "unarmed attack" include;

A) Any attack made without a weapon, including natural attacks, improved unarmed strikes (proficient) and unarmed strikes (non-proficient)?

B) Only unarmed strikes. Even if you are proficient, and therefore considered "armed".

C) Only non-proficient unarmed strikes count as unarmed attacks. You cannot be armed or even considered to be armed.

I ask because there are a number of traits that apply to either "unarmed attacks" or "unarmed strikes". If there is no difference, why the distinction?

Heavy Hitter wrote:
You gain a +1 trait bonus on damage rolls made with unarmed attacks.
Heavy Hitter 2 wrote:
You gain a +1 trait bonus on damage rolls when using unarmed strikes.

Those are the first two I pulled up using the traits filter, but there are others.

Sczarni

Hi All,
This is not a specific rules question, rather I am looking for input as to whether I have a correct understanding of the rules before I create my character.

1. A Ranger that chooses Natural Weapon combat style does not have to take the Shape Shifter archetype?

2. A 1/2 Orc with Toothy + Aspect of the Beast (claws) would have 3 Primary natural attacks at level 2. These would all be made at full BAB and get full STR mod to damage.

At level 6, when most characters receive an iterative attack, the Natural Weapon character would not get the extra attack (unless they have some way to add additional natural attacks, or perform a Full-Attack sequence with a "manufactured weapon" and their natural attacks - in which case all of the natural attack forms become secondary and are made at BAB -5 and 1/2 STR mod to damage).

3. Said 1/2 Orc Ranger could select Aspect Of the Beast at any level (after 2nd) and would not have to meet the pre-requisites?

4. If a 1/2 Orc w/Toothy went the 2 weapon combat route, or Archery combat route and did not have additional natural attack forms, the bite attack would receive 1.5 x STR mod to damage, if it was the only attack made - such as in conjunction with a Charge, or as an AoO? Said character would always threaten adjacent with the bite attack?

Thanks for taking the time to read this. Please do comment if I am off the rails here.
Cheers,

D

Sczarni

Just want to make sure I'm using the ready an action mechanic correctly.

I am putting a serious time constraint on my PC's for a planned encounter. I want it to unfold with a heightened sense of urgency.

Picture a scenario where the Party as to clear out a building in the same manner that a SWAT team would; "clearing" rooms as they move in and through the complex.

So, can the PC's "ready" their standard action (to make an attack), and still take their move action?

Having read the rules over a few times this seems like it would be perfectly permissible.
Just want to be sure.

Sczarni

I've read appendix 2: monster advancement in the Bestiary and have a quick question.

When I add class levels to a monster the first step is to add +4, +4, +2, +2, 0, -2 to its base ability scores (in a manner that is most favourable). Got it.

Now, if I add 5 class levels to a Monster would I also increase one ability by a further +1 (for attaining level 4)? Or is this already factored in with step one?

Doesn't make a huge difference, but was wondering how others felt this should be handled.

Sczarni

I've made a Zen Archer for my next PFS character. I'm tempted to save my starting gold and just use a sling as my ranged weapon for level 1. Bad idea?

Sure I won't be able to flurry with it, but I will get to add my STR to damage, and the feat I've selected as a bonus feat (Precise Shot) still works with the sling.

I figure if I save my money I can get that strength rated composite longbow faster.

Thoughts?

Sczarni

13 people marked this as FAQ candidate. Staff response: no reply required.

I have a number of questions regarding the Double-Chained Kama and how it can be used.

After searching these boards it would seem that I am not alone. I am hoping that people with the same or similar questions will click the FAQ button so we can have all these FAQ requests in one place, and hopefully get an official ruling on this weapon.

PFSRD wrote:

Kama, Double-Chained

This weapon comprises a pair of kama connected with an 8-foot length of chain.

Benefit: The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack. By swinging the rope, the wielder can whip the kama about to disarm or trip opponents. Furthermore, if one of the weapons is dropped, the wielder can retrieve as a free action by pulling on the chain.

Furthermore, the weapon is given the following properties in the weapon table;

double, monk, reach, trip.

1). Do feats that apply to the Kama (Weapon: Focus, Specialization, Finesse. And Perfect Strike), also apply to the Double-Chained Kama?

The weapon is described as "a pair of Kama" and in the benefit section it states that "the wielder can attack as if armed with a single Kama in each hand".

2). What does "extend the chain to make a single reach attack" mean exactly?

If you have multiple attacks due to high BAB can you make all of your iterative attacks at reach, or only one of them? Since it has been FAQ'd that a Monk can make all of their FoB attacks with a single weapon, can a Monk make a Flurry at reach?

3). What about "if one of the weapons is dropped, the wielder can retrieve as a free action by pulling on the chain."

If you're attacking at reach, with one end of the weapon, does this mean you can switch to TWF as a free action by pulling on the chain? What action is it to switch back to reach? If you're attacking at reach do you also threaten adjacent with the other Kama?

4). Does the weapon also have the disarm property? In the benefit section it would imply so; "the wielder can whip the kama about to disarm or trip opponents."

Those are the most common questions that I have seen on these boards and the ones that I have myself. I'm sure there are more that I cannot think of at the moment, so feel free to chime in.

Thank you for reading, please take the time to click the FAQ button. I'd really like to use this weapon in PFS, but I'm reluctant to do so based on the amount of confusion I personally have over how it can or cannot be used.

Sczarni

In the ISWG the Klar is listed in the weapons table as a one handed weapon. So, that should allow it to be drawn as a free action with Quickdraw right? This would be for PFS.

Sczarni

12 people marked this as FAQ candidate. 1 person marked this as a favorite.

Has there been a PFS ruling on whether the Warslinger alternate racial trait works with the Slingstaff?

Sczarni

Hey All,

I've wanted to play a crossbow build for quite sometime but haven't had the opportunity until now.

I know that crossbows are not optimal and I know how feat intensive ranged combat is in Pathfinder. But at the end of the day all I can do is give it a shot.

The build I've come up with should be playable from 1 to 12, but I have intentionally deferred some feats until later as I have no idea if they are PFS compliant for what I have in mind.

Here's the feat progression I have come up with. Any advice on how to improve it is welcome. Also note that I don't really care what class my character is as I don't let class define my character. It's just a way to make it work mechanically. I'd prefer to not Multi-class if possible so I am open to better ideas than what I've got.

Crossbow Ranger 10 / Fighter 2
FEAT PROGRESSION
1.F1) Pointblank Shot, HB) Precise Shot, FB) Deadly Aim.
2. F1/R1)
3. F1/R2) EWP: Crossbow, Repeating, RB) Rapid Shot.
4. F1/R3)
5. F1/R4) WF: Crossbow, Repeating
6. F1/R5)
7. F1/R6) Snap Shot, RB) Improved Precise Shot.
8. F1/R7)
9. F1/R8) Snap Shot, Improved.
10.F1/R9)
11.F1/R10) Rapid Reload, RB) Pointblank Master
12.F2/R10) . FB) Crossbow Mastery

So, as you can see Rapid Reload & Crossbow Mastery come late - I have no idea how or if they work with a repeating crossbow in Society Play so I don't want the build to rely on them. If the GM/Judge says they don't work as I hope I will probably swap out for Boon Companion & Greater Snap Shot.

I'm also considering skipping the repeater all together and taking Rapid Reload at 3rd level.

I know it won't be optimal, but I'd like it to be the as good as it can.

Cheers,

D

Sczarni

Okay, so my question pertains to the "cost" of using or activating Ki Powers that cost 0 Ki Points.

PFSRD wrote:
Activation: Most ki powers require the monk to spend ki points; the exact amount is listed after the ki power. Ki powers that cost 0 ki do not require the monk to have any ki points in her ki pool to use the ability.

The 4th level Ki Power "Ki Stand" is one such power that costs 0 Ki points. So according to the RAW as written above it costs 0 Ki points to use this power and a Monk can continue to do so even when they have 0 Ki left in their pool.

However, when we look closer at the Ki Stand (Feats, General) ability this is what it says;

Ki Stand wrote:

Prerequisites: Ki pool.

Benefit: While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity.

You may spend 1 point of your ki pool to stand up as a swift action without provoking attacks of opportunity.

So I guess what I'd like to know is does it cost a Qinggong a Ki point to stand as swift action without provoking an AoO? Or can they do it for 0 Ki, and can they continue to do so even without any Ki left in their pool?

Thanks in advance

Sczarni

I know that "Point Blank Master" stops you from provoking when firing a ranged weapon, but I can't find a feat the stops you from provoking when reloading a sling.

The "Warslinger" alternate racial trait for Halflings let's you reduce the action of re-loading to a free action, but you still provoke.

"Ammo drop" would fit the bill I guess, but being able to do so 1 handed is superfluous for what I have in mind and actually increases the action type to a swift action... So it's kind of a waste for what I have in mind.

Is there anything else?

Sczarni

Advanced Race Guide wrote:
Adoptive Parentage: Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race's languages and gain that race's weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.

Can a Human who selects this choose Half-Orc as their adoptive parents? Half-orcs are both Human and Orc subtype so I expect the answer is no. Just verifying.

Sczarni

3 people marked this as FAQ candidate.
Adaptation wrote:

At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.

At 8th, 13th, and 15th-level, the Ranger chooses another one of his favored enemy types and selects one adaptation from that type’s list, as well as an additional adaptation from any one list of a creature type he’s selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations.

3 questions:

1. How does the Ranger activate this? Is it a free/immediate/swift/move/standard/full round action? This could have big implications. For example, if it is an immediate action, the Ranger could activate "Great Fortitude" in response to stimulus that demands a Fortitude save and that would be very beneficial.

2. What kind of action is it to end the Adaptation? Clearly the Ranger can end it early (but it will still use up a 10 minute increment).

3. If an Adaptation requires a more specific choice (such as Skill Focus) could an Infiltrator who has chosen Favoured Enemy (Human) select Skill Focus at 3rd, 8th, 13th and 15th level if he chooses a different Skill each time? Or would that Infiltrator have to select Skill Focus (for various skills) with adaptations from different Favoured Enemies?

Obviously GM discretion would have a big part in this - I'm looking for clarity in regards to PFS rules.

Thank you in advance.

Sczarni

Drawing a weapon is normally a move action. If your BAB is +1 or greater you can combine drawing a weapon with a regular move. Basically it becomes a 'free action'.

A 5' step is not a regular move so I presume you can still draw your weapon, but it will still cost a move action. Meaning only a single attack (standard action) or move equivalent action* can follow.

*if I'm reading it right you can still swap your standard action for a move action as long as you don't actually move any distance on account of having already taken a 5' step...

I'm making a switch ranger for PFS and I'm trying to determine how long I can prolong taking QuickDraw. If I've read and understand everything correctly I can put if off until I get my first iterative attack without really losing out on anything.

I'm playing a Switch Ranger/Horizon Walker in a home game and I took QuickDraw as my 1st level feat. It's been handy for sure, but I wouldn't call it essential. I may not even end up taking it. I figure I can take a wait & see approach.

Sczarni

Hey there,

Just need to clarify something; both Ninja & Samuarai are proficient with the Katana. Neither, as far as I can tell posess the "Exotic Weapon Proficiency" feat. Does this mean that by RAW, neither class can wield the Katana as a one handed weapon?

d20PFSRD wrote:

Katana: Specifically constructed for samurai, katanas employ multiple types of steel combined in a distinctive forging process. The result are swords noted for their wickedly sharp yet slender, gently curved blades, designed to make graceful hacking strokes capable of severing opponents’ heads and limbs. Though finely balanced, these blades are difficult to master.

Benefit: Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.

Emphasis mine. I just find it curious that the weapon description specifically calls out having the EWP feat, where as I think it's easy to infer that the Samurai class specifically is able to TWF with a Katana & Wakizashi (called a Daisho or something).

Sczarni

Hello,

In most home games I play in Sunder is (or was) akin to a four letter word (why ruin your future treasure?).

Granted, most of this is from 3.5 - no one in any of my Pathfinder groups actually uses the Sunder Combat Maneuvre.

Now, if I recall correctly items that are awarded or found in PFS play become available at the end of the session for everyone regardless if they are of the correct size or have been sundered/broken/destroyed (I don't have the guide to PFS play in front of me so I am going from memory - I could be way off).

Additionally Pathfinder has rules in place for repairing objects that are pretty reasonable (3.5 may have had these as well - but we didn't use them).

So my question is, is Sundering arms/armor/items a viable strategy for PFS organized play or will your table mates despise you?

I'd like to make a melee character that is a Sunder specialist just for the heck of it - but being that playing the game is all about having fun I wouldn't want to ruin anybody elses time.

Thoughts?

Sczarni

Alright, I'm an admitted Zombiephile. Been a fan of this genre since I was a kid. My plan is to create the Isgerian town of Gillamoor and have my Players try to save the remaining (living) townsfolk and collect the 5,000gp reward.

Now, the Gilamoor Plague Zombies presented in Classic Horrors Re-visited are a CR1 creature. The reward itself will only be attractive to lower level PC's.

The plan is a simple one: put wave after wave of zombies after the PC's as they explore the town and try to locate and save the survivors.

My primary struggle at the moment is figuring out what the APL should be... It has to be low, but I don't know if level 1 is the best place to start.

I'm really torn between starting my PC's at level 2 or 3 - which would allow me to use larger hordes of Zombies to start. Or, conversely I'm considering having the PC's start without class levels (Expert/Adept/Commoner etc would be the choices to go with).

I like the idea of option 2 for increasing the "fear factor" amongst the players, but to be honest I'm not sure how to have them "level" up to a standard PC class.

I don't think this is a unique idea. I'm hoping someone on these boards can offer advice or suggestions.

For what it's worth this wouldn't be a full fledged campaign or a one off. I envision this story line lasting anywhere from 2 to 6 sessions. After that it will be up to the Players if they want to carry on in a different direction..

Cheers,

D

Sczarni

d20pfsrd wrote:

Way of the Weapon Master (Ex)

At 2nd level, a weapon adept gains Weapon Focus as a bonus feat with one of his monk weapons. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.

This ability replaces evasion.

Does this apply to Unarmed Strikes?

I don't believe Unarmed Strikes have the Monk special quality, but they are listed in the Fighter's Monk weapon group.

Sczarni

The rules seem pretty clear that if you use an immediate action it counts as your swift action for the coming round.

Is it okay to use an immediate action following a swift action?

For example: encounter starts, no one is surprised, everyone rolls initiative.

The party's Wizard wins initiative and goes first. On her turn she uses a swift action.

Next to go is the evil Ogre. The evil Ogre decides to bullrush the Wizard off a cliff. The Ogre succeeds.

Can the Wizard use an immediate action to cast feather fall?

Sczarni

Hi All,

Was recently playing around and realized that it would be very easy to build a Half-Elf Monk focused on Strength, but with a decent Wisdom score, and achieve a +11 to Sense Motive at level 1.

This results in great synergy for the Snake Style feat chain, but considering the Snake Style chain uses up your immediate action for the current round and swift action for the subsquent round I don't know if it would be that great in actual play.

When you consider that Monks (or any class with a Ki Pool) rely on Swift actions for a multitude of cool class features it starts to look like Snake Style and it's subsequent style feats would provide very poor action economy.

Anybody played this style in a PFS game? How'd you find it? Did you find yourself wishing you still had a swift action on basically every round?

Or am I perhaps looking at this the wrong way?

Sczarni

I'm sure this question will come up regarding other scenarios, but I am wondering if a swift action is able to be used after an attack roll but before a damage roll?

Race Trait wrote:

Open Palm of Irori (Vudrani)

Your practice of the tenets of Vudrani martial arts has granted you a perfect balance between body and spirit.

Benefit You gain a +1 trait bonus on Acrobatics and Knowledge (religion) checks. If you have a ki pool, once per day as a swift action, you may channel your ki during an unarmed strike, gaining a +2 trait bonus on one damage roll. This additional damage is precision damage.

If you have this trait can you activate it after you have made your attack roll? Thus assuring you don't waste it.

Related question: it does not specify that you must have at least 1 point in your ki pool and it doesn't say that use of this trait costs a ki point. Is it safe to assume that once you have the ki pool class feature (4th level Monk, 2nd level Ninja) you can use this trait 1x per day without spending a ki point and even when your ki pool is empty?

Sczarni

Ki Power wrote wrote:
A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.

If the Monk elects to drop Wholeness of Body at 7th level, he or she may select a Ki Power from the 6th-level Ki Powers or 4th-level Ki Powers list. He or she is inelligible from selecting from the 8th-level or higher list. Correct?

The earliest a Quinggong can select from the 8th-level Ki Power list would be at a 11th level when they could swap out Diamond Body. Correct?

So why do they bother providing 8th & 10th-level Ki Power lists? Wouldn't it be more concise to say "11th-level Ki Power" and consilidate the two lists?

Sczarni

1 person marked this as FAQ candidate.

I have some questions regarding these two feats and how they interact with flanking. I’ve quoted the relevant material below, but first the questions;

1. Snap Shot: “You do not provoke AoO’s when making ranged attacks as an AoO”. What’s left unsaid is that you do not provoke AoO’s as part of an attack sequence that is not an AoO (We have Point Blank Master for that). Is it safe to assume that you still provoke an AoO with a Standard Action or Full-Attack attack action?

2. Improved Snap Shot: “Normal: Making a ranged attack provokes AoO’s”. Hold on a minute. Nowhere in the write up for this feat does it say that you no longer provoke AoO’s. Point Blank Master is not a pre-requisite and if my assertion in question #1 is correct wouldn’t an Archer still provoke an AoO when making a ranged attack that is not an AoO?

3. Flanking: “When making a melee attack you get a +2 flanking bonus if your opponent is threatened by another character.” Okay so this one may have several sub-questions; It seems clear that the Archer with Snap Shot/Improved Snap Shot would not receive the +2 flanking bonus on account that he is not making a melee attack. If his Ally who he is flanking with is making a melee attack, the Ally should receive the +2 bonus. Is this correct?
Now what if the Archer in question is a Rogue or Ninja? If they are 15’ away (Imp. Snap Shot) but meeting the criteria for flanking would they be entitled to roll for Sneak Attack damage even though they do not receive the +2 flanking bonus on their attack roll?

Snap Shot (Combat) wrote:

With a ranged weapon, you can take advantage of any opening in your opponent’s defenses.
Prerequisite: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.
Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.
Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.

Improved Snap Shot (Combat) wrote:


You can take advantage of your opponent’s vulnerabilities from a greater distance, and without exposing yourself.
Prerequisite: Dex 15, Point-Blank Shot, Rapid Shot, Snap Shot, Weapon Focus, base attack bonus +9.
Benefit: You threaten an additional 10 feet with Snap Shot.
Normal: Making a ranged attack provokes attacks of opportunity.
Flanking wrote:


When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers' centers. If the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked.
Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.
Only a creature or character that threatens the defender can help an attacker get a flanking bonus.
Creatures with a reach of 0 feet can't flank an opponent.

Sczarni

1 person marked this as a favorite.

For the sake of this question let's assume a Ninja level 12 with all of the above feats + TWF. I won't be including any modifiers from Strength or Dexterity to either attack or damage...

The Ninja also has two "Master Tricks"; Invisible Blade (greater invisibility) and Unarmed Combat Mastery (Unarmed strikes deal damage as Monk -4 levels, or 1d10 damage).

On a full-attack the Ninja would get 3 attacks made at +9/+9/+4 (the -2 from TWF cancels out the +2 from being invisible). I'm trying to wrap my head around the damage. Due to greater invisibility each attack should gain Sneak Attack as the opponent is denied it's dex bonus against all of them. So is the damage;

1d10 +6(Knockout Artist) +12 (Sap Adept) +12d6 (Sap Master)

The bonus damage from Knockout Artist & Sap Adept are untyped so I assume they stack??? I also don't see anything specifying this damage as Precision based - so does it get multiplied on a Critical Hit? I'm reasonably certain that the additional damage dice gained from Sap Master are not multiplied, but less so with the other two feats...

Knockout Artist wrote:

Prerequisite: Sneak attack class feature, Improved Unarmed Strike.

Benefit: When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus on the damage roll per each sneak attack damage die you roll.

Sap Adept wrote:

Prerequisite: Sneak attack +1d6.

Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to twice the number of sneak attack damage dice you rolled.

Sap Master wrote:

Prerequisite: Sneak attack +3d6, Sap Adept.

Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.

I'm sorry of this question has been previously asked/answered... I'm at work and our computers are sooo slow it freezes when I try to use the search function...

Presuming my assumption on damage may be wrong I would appreciate being shown where in the rules I go off the rails with my comprehension!

Cheers,


Hi,

I'm going to be running some friends through The Curse of the Crimson Throne and I want to tweak some of the things from the second book: Seven Days to the Grave.

Looking for insight from any players or GM's who have been through the adventure - I'm concerned about the domino effect... If I change one thing - how much more do I have to change???

Spoiler:
It's in regards to Blood Veil and what happens when people infected by Blood Veil should die...

Basically, as a huge fan of the "Walking Dead" / Zombie genre I've thought about tweaking blood veil in such a way that if/when some one dies from it they rise again as "The Walking Dead" (basically modified 'Gillamor Plague Zombies'.

I figured I'd make the incubation period (the period from when they die to when they rise) be extended to 2d4 days or something so that the Players don't become aware of this grim side effect until part way through the adventure (when they investigate Carowyn manner)... I'd also tweak the suggested encounter in the Grey district (Ghoul Warren) to be a bunch of these risen zombies rather then the ghouls.

If I do this I need to be prepared for ramifications - if you can think of anything I should be aware of or have any suggestions please let me know... Part of my logic with the extended incubation period is that it gives the PC's and People of Korvosa time to respond and start burning the bodies before the City has a chance to be completely over run with Walking Dead.


If a creature such as a Golem is immune to magic what does that mean precisely? Do you include the bonus damage from magic weapons? I presume spells don't work either. Or is it only spells that allow a save or spell resistance?

Sczarni

3 people marked this as FAQ candidate.

As per some of the options listed in the ARG. Could a Half-Orc choose the skilled racial trait and give up darkvision. Then lose Orc ferocity and gain Acute Darkvision?


Hey there,

I'm looking at making some NPC's to represent some BBEG in a campaign I'm writing for my group.

I've noticed that the 'heroic' stat array provided in the core rules for NPC's use a 15 point buy.

This will suffice for the mooks, but for the BBEG's I want to use 20 point buy used in an 'optimal' array.

How much will this adjust the standard CR? By +1? +2?

I will still be using the standard NPC gear, primarily because I don't want the expected wealth distribution messed up.

Much appreciated.

Sczarni

Hello,

I did a search and found some info that seems to indicate that if you posess the Greater Trip Feat in addition to Tripping Strike you would in fact get an AoO if you trip a foe as a result of Tripping Strike (i.e. you score a critical threat and the confirmation roll exceeds the tragets CMD). That's fantastic if it's the case... But it's not exactly my question...

I'm wondering what modifers you add to the confirmation roll?

Do you use your usual attack bonuses or your CMB? In the case of my PFS Lore Warden his CMB for trip maneuvres will eventually be significantly higher then his regular melee attack bonus. By the time my character qualifies for Tripping Strike he will have the Improved/Greater Trip line of feats in addition to his CMB bonuses from the Lore Warden class. That's an additional +4 for any/all CM's and +8 for Trips specifically

Would I include any/either/all of those bonuses to the critical confirmation roll?

If anyone can also point me to an official ruling that clarifies the AoO that may in fact be gained if you posess Greater Trip when using Tripping Strike that would be great.

Cheers


I found a FAQ that clarifies that a person who has iterative attacks can make these attacks with two different weapons (1 in each hand) without incurring the TWF penalties (in essence you only incur TWF penalties if you use a second weapon to gain an additional attack over & above your iteratives).

I did not have the time or inclination to read all 900+ posts of the thread that contained the FAQ to see if my question had been answered within - so I apologize if I'm treading on well trodden ground here.

Assume a level 6 Fighter. He/she uses a Glaive to strike a foe 10' away with his first iterative at +6. Can that fighter use a free action to remove a hand from glaive, free action (quickdraw) a scimitar and attack a foe with second iterative at +1 (that is adjacent to him or her) as part of a full-attack?

The FAQ also states that using quickdraw to draw a weapon in the midst of a full-attack is perfectly acceptable.

The only questionable part (for me anyhow) is if holding a 2 handed weapon in 1 hand (the off-hand) is okay? Not home game okay - PFS okay...

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