Mother of Beasts

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Since shield fighting requires specialization on the side of the character, in general only thusly specialised characters will use shields and those will know and want to use Shield Block, locking them into sturdy shields and mostly leaving the other kinds of shields without potential users.


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I find it a bit irritating that Pathfinder never bothered to correct the old 3E error of having bucklers not use a hand.
In general, a shield is a weapon, something you need to actively use to defend yourself. A hard thing you wear on your arm is called a vambrace.

To make my irritation worse, larger shields, that you actually do strap to you arm allow you to much more easily grip and even use something else in you shield hand, since a leather strip is not very thick.

It's all backwards and topsy turvy :(


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Is there any advantage to fighting mounted? Am I missing anything? It seems that the rules on page 478 list only a disadvantage (-2 reflex).

This may ewxplain the downfall of Taldor, though.


My prima facie impression is that shield block beyond the earliest levels in general means: lose your shield to prevent a little damage.
Is that how it plays or am I missing something?


It is not overly difficult to get a familiar that can reliably use a wand. Invest in UMD, the Evolved Familiar feat or the Figment Familiar archetype to get the Skilled evolution.

A wand of animal's ability costs 4500 GP. That's 500 GP more than a +2 belt or headband, but provides +4 right from the start. It lasts 3 minutes, thus at least one combat and your familiar can cast it on you, preserving your action economy. 50 charges should last you until you can afford a +4 or even +6 item.

Comments? Am I missing anything?


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Since there is a current discussion going on about Power Attack being a trap, I would like to offer some considerations on the common practice of DPR calculations and how the miss out on some important aspects. I shall assume that the reader is familiar with the common DPR formula and will discuss it in depth.

tl;dr
Ceteris paribus, high accuracy is better than high damage, because a) lower chance of doing nothing, b) faster kill rate and c) the advantage of smaller slices.

General assumptions
DPR is generally calculated by multiplying to hit chance with average damage per hit, with some extra apparatus for crits etc.
By thus taking the average over an infinite number of hits, one important aspect gets left out: The relationship between frequency of hits and duration of combat. For simplicities sake, I will ignore iterative attacks. Figuring them in is left for the critics.

Let's compared two extreme cases with similar DPR but different dsitribution of raw damage and accuracy.
a) High Accuracy: Hits 90% of the time, does 10 points of damage on one hit.
b) High Damage: Hits 30% of the time, does 30 points of damage per hit.

1) The chance of doing nothing
Now, if we consider the probability of hitting at least once during one combat vs. the probability of always missing, we have a comulative Bernouli sequence with n = number of rounds and p = 0,3 or 0,9. We are interested in the probability of getting no hits, thus not contributing anything during an entire combat.

With some rounding, we can read the data from one of many readily available tables

The HD case: P(n,p=0.3,x=0)
n ::: P
1 ::: .7
2 ::: .49
3 ::: .34
4 ::: .24
5 ::: .17
6 ::: .12

The HA case: P(n,p=0.9,x=0)
1 ::: 0,1
2 ::: 0,01
3 ::: 0,001
...

As we can see, the difference shrinks, the longer the combat lasts, but is rather impressive for short fights. If over all combats are shorter rather than longer the case gets worse for HD. This is a jarring observation if you consider that shorter combats are generally considered desirable.

2: Accuracy kills faster
Next consider an enemy of 30 hit points, a one hit kill for HD, a three hit kill for HA. What are the probabilities for such an enemy to last into round 4 vs HA and HD respectively?

For HD the case is simple. It is identical to the "all misses" case above: 0.34, so roughly a third.

For HA, instead of just wanting to know the probability of not hitting at all, we need the inverse probability of hitting three times out of three. This is simply 1-0.9*0.9*0.9=1-0.73=0.27, roughly a fourth.

3: The Advantage of Smaller Slices
If the enemy has a less fitting amount of hit points, HA is better off still, since for any enemy of 30-40 HP, both HA and HD need one more hit, which is much easier to do for HA. As with combat duration, the difference generally shrinks as hit points grow, yet the Smaller Slices advantage still favours HA over HD every time an enemy has just a bit more hit points that HD can to in x hits and less than HA can do in 3x+2 hits.

I conclude: All else being equal, it is always preferable to have higher accuracy over higher damage. Furthermore, the experience of missing a lot makes playing HD over HA less enjoyable for many players, in particular because combat tends to be short and no one likes never hitting.
Addendum: The advantage of smaller slices also speaks in favozr of many attacks vs. powerful attacks e.g. TWF vs. THW.

Caveat: This does not consider further factors, in particular damage reduction which affects HA much more strongly than HD or miss chance, which affects HD worse than HA.


This is just a rough sketch for a build that you may hopefully help make bloom. The idea is to bring as many figures onto the battlefield as is realistic and effective.

The general approach is a Master Summoner with a Skill Monkey Eidolon. Add to this a Familiar gained via Eldritch Heritage (3 feat) and an Animal Companion gained via Animal Ally (2 feats, 3 to include boon companion). That's 4 sets of actions right there, plus the summoned monsters. The AC can function as a BBF.

A build could look like this:
1st Skill Focus, Nature Soul
3rd Eldritch Heritage
5th Animal Ally
7th Boon Companion
9th Improved Familiar
11th Superior Summons or maybe Leadership.


Hi,

I'm looking to build a wildshape focused, mainly martial character. The obvious way to go is Druid & the Shaping Focus feat, taking up to 4 levels of non-druid, probably full bab classes to lose some spell casting and gain some martiality ;).

The level 5 feat will be Shaping Focus, level 7 almost unavoidably natural spell and around 13th I'd want powerful shape.

The obvious question is, which classes and when to take them?

1-2 levels of Barbarian seem like a good choice. Taking Barbarian as my first level will also give me a strong melee character right when that kind of character is king.

3 levels of the Savage Barbarian archetype will give +1 to all saves and +1 dodge bonus to AC while not wearing armor, e.g. while wildshaped.

4 levels of barbarian brings a second rage power and makes some rage powers a little better. Not very attractive, given that rage powers tend to rely a lot of class level.

2 levels of lore warden fighter give 3 bonus feats, and minimizes skill point loss

3 levels of Lore Warden Fighter gives +2 to combat maneuvers and combat maneuvers are nice for wildshapers.

1 level of unarmed fighter gives Improved Unarmed Strike and a style feat (Dragon Style, most likely). This opens up Dragon Ferocity, but to use this I'd need Weapon Focus and Feral Combat Training and even it works for only one type of natural attack. That's 5 feats on a feat starved build. Not a good option.

1 level of Ranger opens up the Shapeshifting Hunter Feat, which is nice and all, but only fully effective with 4 levels of ranger in the build and that seems excessive. Favored enemy is also highly campaign dependent and I don't like the guesswork

2 levels of Ranger gives a combat style feat, most likely power attack or rending claws.

1-2 levels of Monk, apart from being great for my saves, would give me 1-2 bonus feats, including improved grapple, which I'd like anyway. Make it Tetori Monk and I also get +1 CMB to grapple, though Stunning Pin is not a feat I want, so I'd be only one level of monk then. Also costs me a point of BAB, which is not that bad once Wildshape is my standard combat strategy. Will finally give me WIS to AC when unarmored.

What else is there? What am I missing? Do you agree or disagree with my assessments?


Dragon Shout Monk Archetype

Dragon Shout (Su)
A dragon shout monk can strike with the power of his voice. This does bludgeoning damage equal to base unarmed strike damage of a monk of his level plus his wisdom modifier in a 15 ft. cone. A fortitude (DC 10+ 1/2 level + Wisdom) save halves the damage. A dragon shout monk with the stunning fist feat can expend one stunning fist attempt to apply the effect of his stunning fist on any one target that failed their save. A dragon shout monk with the elemental fist feat can expend one use of elemental fist to add his elemental fist damage to his dragon shout, this damage is also halved on a successful save. You must chose whether to use either or both of these abilities before any saves are rolled.
At 4th level and every 4 levels thereafter a dragon shout monk can select an additional target when using stunning fist with dragon shout.
This ability replaces flurry of blows.

Example:

Example: Fah, the dragon shout monk uses dragon shout against 3 goblins. He has both the stunning fist feat and the elemental fist feat. He decided to use both feats and expends one use each. He selects goblin 1 as the target of his stunning fist. He does not need to select targets for elemental fist. Goblin one make his save and suffers half damage and is not affected by either stunning fist or elemental fist. Goblins 2 and 3 both fail their saves. They suffer full damage and an addition 1d6 elemental damage from elemental fist.

Unarmed Strike
The unarmed damage of a dragon shout monk does not increase after level 4. This ability modifies the unarmed strike ability.

Ki Pool
At 4th level, a dragon shout monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier.

As longs as he has at least 1 point in his ki-pool,

  • At 4th level, his dragon shout counts as slashing, priercing, bludgeoning and magic for the purposes of overcoming damage reduction.
  • At 7th level, his dragon shout counts as cold iron and silver for the purposes of overcomeing damage reduction
  • At 10th level, his dragon shout counts as sonic damage.
  • At 14th level, his dragon shout counts as adamantine.

By spending one point from his ki-pool as a swift action, a dragon shout monk can do one of the following:


  • make his dragon shout do fire, acid, electricity or cold damage instead of bludgeoning.
  • make a free demoralize attempt using intimidate against any target damaged by his dragon shout.
  • make a trip or bull rush attempt against all targets damaged by his dragon shout, using his wisdom instead of his strength to determine his CMB. This requires the improved trip feat (to make a trip attempt) or the improved bull rush feat (to make a bull rush attempt).

This ability replaces Ki Pool and Purity of Body.

Commentary: The reference to Skyrim should be obvious. The idea is to apply debuffs rather than do a lot of damage. I'm a bit worried that there are not enough ways to increase the damage, though. 1d10+Wis+2d6 with a save for half is very low at level 10.


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A laser cleric is one focused on summoning Lantern Archons. Admittedly that is not much of a specialisation, but you it takes a few tweaks to make it really nice.

The obvious approach is the evangelist cleric archetype, which adds inspire courage to your repertoire and provides some minor augmentation to your heavenly laser drones' laser drones as well as improving to hit.

The feats Superior Summons and Sacred Summons are pretty obvious, too. The first gives you extra laser drones, the second standard action summons, allowing you to get off some inspirational sermoning right off the bat.

But from here on out, it gets thin. Does Discordant Voice work? Probably not. It only works on "weapon attacks", which seems to exclude glorious laser rays.

If you stay within 30 ft. of your target, you can use a destruction domain power, but that's a) quite close and b) good luck finding a lawful good deity with the destruction domain.

There are some ways to increase to hit though: prayer/bless, the heroism aura from the glory domain.

In any case, do you have ideas on how to improve on the performance of the little lantern laser drone squad?


It seems to me that BtDD can basically be dropped into any campaign almost "as is". Just replace the shard with some other McGuffin (or nothing at all) and add a hook.

Am I mistaken in that conclusion? If so, what have I missed?


Hi,
here's the issue:
Let's assume a character takes their first level of monk (master of many styles archetype) as their 3rd character level. Is the following legal:

1. Gain the Unarmed Strike class feature.
2. Select Crane Style as their regular 3rd level feat.
3. Select Crane Wing as their 1st level monk bonus feat.

Here's what I've dug up in the section on character advancement:

Quote:
[...]Third, integrate all of the level's class abilities and then roll for additional hit points. Finally, add new skills and feats.

This sounds like there are four distinct and sequential steps to leveling up. Step three is "integrate class abilities and roll for hit points". Step four is "select skills and feats".

The question seems to come down to this: Do you select bones feats during the final step (selecting feats) or during the penultimate step (integrating class abilities)?

Considerations:

a) "Intergrate" is a strange choice of words that appears nowhere else in this context. Can I assume that this just instructs us to gain new abilities and update existing one or am I missing something important?

b) "Class abilities" is another odd use of terminology. The expression used in class descriptions is "class features". Now, some of these features are abilities, as they have the marker for e.g. extraordinary of spell-like abilities.

c) Bonus feats do not have such a marker. This suggests an interpretation whereby you do not pick bonus feats during step three but during step four, like non-bonus feats.

d) Spells do not have such a marker either, which could, under a very strict reading of the quote section and the suggested interpretation, mean that no one ever gets spells beyond level 1, since "getting spells" is not a separate step during the level advancement procedure and spells are not marked as abilities. A clearly absurd conclusion.

Any thoughts on the issue?


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Well met,

I've expanded a little treatise on the sylvan sorcerer and how it redeems polymorph spells into a full-blown guide on nice things you can do with an animal companion if you're not a druid.

The guide is to be found here:

https://docs.google.com/document/pub?id=1ucWfFId04lNYLrJTh_E_keRTk3X-Ouchgy SE--2udr4

And a pdf version can be obtained from

https://dl.dropbox.com/u/24085032/AbusingAnimals.pdf

Looking forward to comments, critique and improvements.


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In my campaign, the party let Yarzoth escape and she killed and impersonated one of the shipwrecked npcs and hitched a ride back to Eleder. Once there, she stole many relevant parts of her notes and disappeared. The characters are not aware that this has happened.

From here on, I want to replace most race to ruin with a "research race" in Eleder.
Durin the research, the PCs will have to consult with various scholars and authorities, meaning that information is going to leak out. Other factions begin to try and court them or steal their notes and, in one case, try to abduct their resident scholar.
In the end, it will become clear where Saventh Yi lies and the PCs will outfit their expedition. Tazion will be a stop on the way to Saventh Yi and the whole Pillars of Light stuff will not be necessary to find the City of Seven Spears, but merely serve to give and advantage to whoever gets the whole thing to work first.

As a side note, Racing to Ruin is written in such a way as to suggest that the PCs are the first ones to the Pillars of Light and due to the nature of the whole thing, it seems highly unlikely that anyone but the first party there will ever get to us it. The crystals are easily stolen, dumped in a river or just destroyed. Not to mention the rest of the assemblage. So it seems to me that this part alone is sufficient to make the whole exploration competition of CoSS impossible.

Anyway, the way to Saventh Yi will of course feature natives friendly and unfriendly, great beasts and tiny poisonous buggers.
Once in Saventh Yi, I will drop Eando Kline and his team. Since discovery is the main theme of the whole damn AP, putting in a Pathfinder, who actually was there before and already figured everything out that was there to find out, leaving the PCs to carry out his quest and little more seems like the worst piece of adventure writing I've seen in quite some time.

Hence, a rival agent will stumble into the vaults of madness, pointing the PCs towards the underground without actually giving them the truth of what is conspiring beneath them.
In Saventh Yi, they will also encounter Yarzoth as first climatic encounter and from her, the will learn something about what lurks below and that there are further Serpentfolk hidden among the expeditions that they have already found a way below early on during the exploration of Saventh Yi.
And indeed, if the PCs talk to the factions they are at least of talking terms with, it turns out that several of their members had disappeared during the first couple of days in the city.
On their way below, there are ample opportunities (the morlocks, the urfedhan, serpentfolk, and writings on walls) to help the PCs figure out what the serpent folk are after.

Do you think that this would work?