Lazarwulf "The Butcher"'s page

No posts. Organized Play character for Jason Meadows.



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I'm in the process of converting this AP for the 2e for my home game.
I started with the players guide (Here) to help get my Players in the mood. Let me know what you think

Scarab Sages

I guess this goes into the classes forum

I had one of my players before our session 0 inform me that he was giving up on having an Animal Companion (he typically really likes having an Animal Companion) for any of the builds for Doomsday Dawn. It seems He got frustrated with the rules. I talked him through as best as I could, but I don't know if he will decide to try them out. I did tell him I would check here for more information.

Here were the pointers I gave him, let me know if I need to go back and clarify for him.

1) Animal Companions use Modifiers not Stats like PCs, adding a +1 is really. But they use proficiency (level + training + ability modifier) just like PCs.
He asked "What if they take ability score damage?"
I told him, "that no one does any more it's handled by conditions like enfeebled and the like."
He then asked "Why do PCs have ability scores?"
I sang "Tradition" from "Fiddler on the Roof". But then said "it also slows scaling at high levels for PCs (+1s on boots after 18)."

2) To start to build an animal companion, use the Base Stats for Young Companion, then add the stats from your Chosen Companion Type. With a +1 to each of the stats listed under it's entry. But it doesn't not gain the Advanced Maneuver unless your Companion is upgraded to Nimble or Savage.
He suggested renaming "Incredible Companion" in the Ranger and Druid Feats to them "Advanced Companions"

3) Your Animal Companion advances at your level (no more uneven HD because there are no more HD period, only levels).

4) Your Animal Companion does not get ability score boosts every 5 levels.

5) Your Animal Companion is only upgraded when you choose a class ability which does so. Full-Grown, Nimble/Savage, Specialized, etc

6) He asked if reach increases when size increases. I told him I didn't think so, but would check.

7) I also explained the Minion trait, and how you have to command it to act each round, but that it then performed its actions as soon as you commanded it to. That it would not act without being given commands each round, but wouldn't runaway either.

8) The Mount stuff seemed to click around the time Minion was explained.

Scarab Sages

1 person marked this as FAQ candidate.

So I'm having a "discussion" with someone about what the alternate racial traits "Mostly Human" and "Pass for Human" from Inner Sea Races actually do. So I thought I would ask for some clarification.

Mostly Human:
A few (Ifrit, Oread, Sylph, Suli, or Undine) have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Pass for Human:
Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits listed in the Advanced Race Guide). This ability alters the tiefling’s type, subtype, and languages.

We disagree on two points:

    Point 1) Semantic Disagreement
    - I interpret these traits as adding the humanoid (human) type and subtype to the character.
    - He disagrees and says they are only treated as such.

    Point 2) Substantive Disagreement

  • I believe that the intent of these traits is also to give the character access to all the human FCBs, feats, traits, etc. per the Half-Elf/Half-Orc FAQ, which also covers the Aasimar "Scion of Humanity" Trait.
  • His argument is that Humanoid(Human)≠Race(Human). So since "Pass for Human" and "Mostly Human" say that the character only "counts as Humanoid(Human) for all purposes" but does not say "counts as Human for any effect related to race", the alternate racial traits do not grant access to the he human FCBs, feats, traits, etc.
  • He gave me the example of a Deep One Hybrid, arguing that it surely could not have access to human FCBs, feats, traits, etc. However, I actually don't see a problem with a deep-one hybrid having access to those either as they are half-human.

Is there something I'm not seeing? Which way should we interpret these? Though it's irrelevant, this is not a GM vs PC argument.

Scarab Sages

It could be my lack of sleep talking, but I was looking at the weather domain for a druid I'm building. Druids get sleet storm as a 3rd Level spell on their spell list. Druids with the weather domain (or storm sub domain) receive it as a 4th level domain spell.

So as far as I can discern, I could have 2 different spells of my list of prepared spell with 2 different DCs and other spell level dependent bonuses. Can anyone let me know if this is correct?

Scarab Sages

It's been mentioned before, but why is Ki Leech evil?

I get that flavor-wise we're draining the life force from another creature. But it doesn't actually harm the enemy more than the monk was already going to harm them. Further it is functionally similar to the Swashbuckler's Panache, which isn't evil, except that a monk will need to wait until level 10 to be able to pick it up.

I think a review of this alignment is in order as the Unchained Monk sees a heavier reliance on Ki with the same Ki Pool size he had as a Core Monk. As such probably need this active as much as possible to keep their ki up. As I don't want to see a lot of monks in PFS that have alignment notes on the chronicles from using a necessary class feature.

Other than a small change in the spell descriptors, I don't see it as much work.

That being said I can see an interpretation where it would not be needed. It goes like this. Spell-Like abilities function like spells, but to my knowledge (and I might be wrong) they aren't enhanced by effects that would enhance the same spell (metamagic or things like an aasimar's Heaven Born trait), because using a spell-like ability isn't the same as casting a spell (you don't count as a spell caster, and you don't count as having it as a spell on your list). Then perhaps using a spell-like ability doesn't incur the alignment penalties that accompany casting an alignment spell, for the same reason, they aren't casting a spell.

Does anybody else have thoughts on this issue?

Scarab Sages

So when a question gets tagged "Answered in the errata/FAQ" it can actually be pretty difficult to figure out which errata or FAQ (Search Everything doesn't even search the FAQ page) it's referring to. Would it be difficult to add a link to the FAQ/Errata in the tag? Something like, "Answered in the errata (link)."

Scarab Sages

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

So I have a question on the interaction of Power Attack and Dragon Style.

Please consider the following:

Based on the above:
Does a Monk's Unarmed Strike count as a Primary Natural Weapon, which is never defined?
If so, and a monk makes his first unarmed strike of the round using Dragon Style and thus at a 1.5 modifier, does he qualify for the increased damage from power attack?
Does the 1.5x strength bonus (1.0 + 0.5 = 1.5) allow a Monk to qualify for the increased damage from power attack?

Scarab Sages

1 person marked this as a favorite.

So I was reading over the spell fabricate when I came across the following line:

Fabricate wrote:
If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.

As a geologist this got me thinking. Is it specifying one single large crystal here or are we talking about rocks and stone too? What about native element minerals like tin, copper, silver, gold, diamond, graphite, meteoric iron, etc?

If I'm dealing with rock should I just use Stone Shape instead?

Scarab Sages

I know you can attack with whatever you are holding in your spiked gauntlet, but can you attack with your spiked gauntlet when you're holding a weapon or an item such as a wand?

Weapons: If you're also wielding a weapon in your hand punching with it in your grip wouldn't be different from punching with an Yawara. (In the real world, you'd probably just use the hilt or haft of the weapon quite effectively, but this is Pathfinder and that incurs a penalty/requires feats)

Small Items: Wands (6 to 12 inches long, 0.25 inch thick) are similar in length and a little thinner than Kubotans (5.5 inches long, 0.56 inches thick). One of the defensive moves they teach with a Kubotan is to punch while holding it.

Scarab Sages

4 people marked this as FAQ candidate.

The Elven Branched Spear from the Melee Tactics Toolbox has the line "Elves treat elven branched spears as martial weapons."

Does this mean half-elves treat it as a martial weapon as well?

Scarab Sages

Am I doing something wrong?

I'm not seeing it, but when I search for say "ability score increases" or "Sohei" or whatever question just came up, I'm unable to find FAQ results in the website's built in search function.

It would be nice if it came up in the search results and even better if it came up as one of the top (if not the top) results when sorted by relevance.

Scarab Sages

1 person marked this as a favorite.

So I'm drawing up a new character for PFS, and I decided to try to fulfill a knowledge monkey, support/control oracle.

This will be my first PC that's a full caster, so I'd love to have some feedback/thoughts, especially when it comes to spell selection.

Osnap Ino
Details:

Background:
Orphaned and clumsy, Osnap was trained from an early age to be a shaman. However after her curse manifested itself, the girl was forced speak in a hedging and circuitous manner to keep herself from being constantly sickened. Her statements became filled with escape clauses like "try to the best of my abilities", "to my knowledge", "might", and "possibly". This annoyed her mentor to such extremes, that she was thrown out.

As she wandered, foraging and begging around Katapesh, a monk of Irori noticed her and brought her to the Halls of Irori, where she earned her keep as an assistant to the librarian. As she grew into womanhood, she spent her free time reading tales of faraway lands and peoples, wondrous sights, and terrifying beasts. She vowed one day to see many of these for herself.

Osnap got her chance when a few of her friends from the temple decided to undertake a journey to Absalom. On the long (but not that perilous) journey, Osnap, saw many amazing things: The despair of Okeno, Fair Jalmeray, and Ancient Sothis. Finally arriving in Absalom, it wasn't long before Osnap realized that the quickest way to more knowledge and adventure lay through the Pathfinder Society.

-Half-Orc: Shaman's Apprentice, Sacred Tattoo, Skilled, City-Raised
-Neutral Spirit Guide Oracle of Lore, Cursed by being Legalistic
-Follower of Irori
-Traits: Fate's Favored; Tomb Raider
-Uses Favored Class Bonus for Skill Points

L. 1: Noble Scion (Scion of War); Side Step Secret Revelation
L. 2:
L. 3: Extra Revelation (Lore Keeper)
L. 4:
L. 5: Deific Obedience (Irori
L. 6:
L. 7: Extra Revelation (Mental Acuity)
L. 8:
L. 9: Improved Initiative
L.10:
L.11: Divine Interference; Arcane Archivist Revelation
L.12:

Stats: STR 12, DEX 7, CON 14, INT 14, WIS 12, CHA 18
-L4 in CHA, L7 +1 INT (from revelation), L8 +1 CHA, L11 +1 (from revelation) L12 +1 CHA

Description:
Level 1: Wears a MW Buckler and a Spiked Gauntlet, wields a Longspear (threatens at 5 ft and 10 ft); CHA is used in place of DEX for AC, Initiative, and Reflex Saves; +2 to all Saves (Sacred Tattoo and Fate's Favored); Endurance Feat; 8 skill points per level (4 Class, +2 INT, +1 FCB, +1 Skilled)
Level 3: Gains the Shaman's Wandering Spirit (1 hex); CHA to knowledge skills, 1 rank gives +8 (+1 Rank, +3 Class Skills, +4 CHA)
Level 4: Wandering Spirit (spirit magic spells); Buys a circlet of Persuasion (+3 to CHA checks, which now include Concentration, Initiatives, Knowledges, Reflex). 1 rank in any knowledge should be at least +11 (+1 Rank, +3 Class Skills, +4 CHA, +3 Circlet of Persuasion)
Level 5: Deific Obedience grants a +4 Sacred Bonus to all Knowledge Checks. 1 Rank gives at least a +15 bonus.
Level 7: Wandering Spirit (spirit ability)

Scarab Sages

1 person marked this as FAQ candidate.

If I used Weapon Versatility to cause a rapier to do bludgeoning damage would I still qualify for swashbuckler abilities that require a piercing weapon?

Or since Slashing Grace requires a slashing weapon, would it apply the dex to damage when I use a Sibat to deal Piercing Damage?

Scarab Sages

1 person marked this as FAQ candidate.

This is based on another discussion, blackbloodedtroll thought I should move here.

Q1) Does the handedness designation of weapon (light, one-handed, or two-handed) change based on the wielder or is it inherent to the weapon.

The RAW suggesting YES:

Q2) If so, does a class ability/feat/trait (such as phalanx fighting, jotungrip, shield trained, etc) which changes the effort to wield an item, does it's effort designation change for the creature with that ability?

Q3)If both of the above are true, then given the RAW of Effortless Lace, is it then applicable to what would normally be two-handed weapons, but which are for certain creatures (with abilities like those mentioned in Q2) considered one-handed weapons?

RAW Analysis of Effort Lace:

Effortless Lace (emphasis mine): wrote:

This elegant silk ribbon gleams like mithral and feels like polished steel. When wrapped around the grip of a one-handed piercing or slashing melee weapon for 24 hours, the ribbon’s magic permanently merges with the weapon, reducing the attack roll penalty incurred by a wielder who is smaller than the weapon’s intended wielder by 2 (to a minimum penalty of 0).

If the weapon is wielded by a creature whose size matches that of the weapon’s intended wielder, the weapon is treated as a light melee weapon when determining whether it can be used with Weapon Finesse, as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons. Once an effortless lace’s abilities have been conveyed to a weapon, the ribbon must remain attached to the weapon or

...

We encounter some imprecise wording in Effortless Lace. In other clauses they mention "Intended Wielder", which clarifies some parts of the abilities but isn't applied to this restriction. (Note: The term "Intended Wielder" brings with it more problems, say I had a blacksmith create a huge rapier just for me, I'm still the intended wielder.)

You could then ask, in this case, does the one-handed weapon for the "wielder" or the "intended wielder" or somebody else all together? If it's the "intended wielder", this one-handed weapon is still a two-handed weapon for the "wielder" and thus isn't a one-handed weapon for the "wielder". If it's the "wielder", this one-handed weapon is a light weapon for the "intended wielder" and thus isn't a one-handed weapon for the "intended wielder".

In any case, by RAW the light/one-handed/two-handed designation is creature-specific, by it's very definition (see Q1). The handles, weight, etc. may or may not be appropriately sized (and there is a penalty for that), but they still have a changed designation.

And if they have a changed designation of one-handed, and deal piercing or slashing damage, they become items eligible for use with Effortless Lace

Synergy) If all the above are true, one could make a polearm finessable in certain cases. Currently they are already flurry eligible in certain cases (see Crusader's Flurry or Sohei).

Anyway I think it's probably pure cheese. I'm not even sure its optimal. But it looks like it may be RAW.

Scarab Sages

While giving advice in another thread, I found a way where you too can now stroll about in your leather undies and wield shield and spear. It involves some loose RAW/RAI. But it should be "fun".

We've all seen the Phalanx Soldier Fighter Archetype before. However when combined with the relatively new Effortless Lace, you can now finesse both your shield and spear.

Polearm (2-Handed) =(Phalanx Lvl. 3)=> Polearm (1-Handed) =(Effortless Lace)=> Polearm (Light)

Heavy Shield(1-Handed Bludgeoning) =(shield spikes)=> Heavy Shield(1-Handed Piercing) =(Effortless Lace)=> Heavy Shield (Light)

Now they are both subject to the benefits of weapon finesse. Pump up your Dex, and wear your... um... "light armor", while hanging around with your best platonic friends as you adventure.

Anyway, I'm not sure this concept is optimal (or original) by any means, but some other thoughts...
1) You may also qualify for slashing grace depending on the polearm.
2) You'll lose one of the best swashbuckler deeds (precise strike), but you could also take levels in swashbuckler if you wanted to be a bit more flavorful.
3) Remember to remind all your party members of the free feeling you get in your "light armor". Suggest they buy a pair or purchase them as gifts.

Scarab Sages

I was wondering if the Angelic Aspect spells and the Evangelist's Spiritual Form Class Feature stack. Any thoughts?

Lesser Angelic Aspect:
http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Angelic%20Aspect ,%20Lesser
Archives of Nethys wrote:

Angelic Aspect, Lesser

Source Champions of Purity pg. 28 (Amazon)
School transmutation [good]; Level arcanist 2, cleric/oracle 2, paladin 2, red mantis assassin 2, sorcerer/wizard 2, warpriest 2
Casting
Casting Time 1 standard action
Components V, S
Effect
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
Description
You take on an aspect of an angelic being, including some of its physical characteristics. You gain lowlight vision, resistance to acid 5, resistance to cold 5, and the benefits of protection from evil.

Evangelist Class Feature - Spiritual Form:
http://www.archivesofnethys.com/PrestigeClassesDisplay.aspx?ItemName=Evange list
Archives of Nethys wrote:

Spiritual Form (Su): Upon reaching 10th level, the evangelist gains the ability to assume a spiritual form. Assuming this form is a standard action, and the evangelist can remain in spiritual form for a number of minutes per day equal to her character level. This duration does not need to be consecutive, but it must be used in 1-minute increments. Returning to her normal form is a free action.

The evangelist’s spiritual form grants her telepathy to a range of 100 feet, as well as two variable abilities. Upon reaching 10th level, the evangelist must choose the form of these two abilities, and once she has selected them they can’t be changed. First, she chooses one ability score to which she gains a +4 bonus when in spiritual form. Second, she chooses one physical transformation from the following to gain when she transforms: wings (f ly speed of 40 feet with good maneuverability), gills (ability to breathe water and a swim speed of 30 feet), or a single natural attack (a claw, bite, gore, slam, or tail sting that deals damage as appropriate for the evangelist’s size) as well as a temporary appendage capable of making such an attack if necessary.


While considering buying a pdf version, I had a question.

If I buy the PDF version of, for example, the Core Rulebook, which is currently at 6th Edition, if/when a 7th Edition is published, do I get an updated 7th Edition PDF or do I need to download the 6th to 7th errata?


I'm attempting to build as optimized a trap-disarming skill-monkey as I can, to fill a role in my home game. As we'll be starting a new adv. path soon. Currently, no intelligence's greater than 10 at the moment for the other 4 players (Barbarian, Cleric, Fighter, & Sorcerer), the sorcerer is the party face. We'll be starting at level 1, with a 20 Point-Buy. The closest I've ever come to playing a spell caster is a Ranger (I usually just buffed).

This is what I've come up with so far.
High Points:
-Uses two levels of Paladin Divine Hunter to grab Longbow proficiency, Precise Shot and Divine Grace
-Uses magical knack and the Aasimar Bard Favored Class Bonus to make up for the penalties to CL and Luck abilities incurred by the dip.
-Uses Archaeologists Luck, Arcane Strike, Heroism/Good Hope, to up Hit and Dmg.
-Wear a spiked gauntlet to threaten adjacent squares

Build for Archibald:

Muse-Touched Aasimar
Str 14
Dex 15+2 Racial
Con 12
Int 14
Wis 7
Cha 15+2 Racial

Traits:
Magical Knack (Bard)
Maestro of the Society
Pride (Drawback to get the extra trait)
Fate's Favored

(Bard Archaeologist 18, Paladin - Divine Hunter 2)
Lvl Class |Feats
1) Divine Hunter |Point Blank Shot,(Precise Shot from divine hunter)
2) Archaeologist |
3) Archaeologist |Lingering Performance
4) Archaeologist |+1 Dex
5) Archaeologist |Arcane Strike, (Rapid Shot via Rogue Talent)
6) Divine Hunter |
7) Archaeologist |Weapon Focus (Longbow)
8) Archaeologist |+1 Cha
9) Archaeologist |Many Shot
10) Archaeologist |(Rogue Talent to get Weapon Finesse or Trap Spotter)
11) Archaeologist |Clustered Shots
12) Archaeologist |+1 Dex
13) Archaeologist |Combat Casting
14) Archaeologist |(Improved Evasion Rogue Talent)
15) Archaeologist |Improved Precise Strike
16) Archaeologist |+1 Cha
17) Archaeologist |Snapshot
18) Archaeologist |(Opportunist Rogue Talent)
19) Archaeologist |Improved Snapshot
20) Archaeologist |

Questions:
Should I start with Paladin to get the extra hit points (Early), or Bard to get the Disable Device by Level 2?
Will This do decent damage?
Anything I may have missed?