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Can a Warpriest select Weapon Focus with their 1st level feat, or if they are Human, with their Human Bonus feat?

The Warpriest class feature "Focus Weapon" grants Weapon Focus as a bonus feat at 1st level.

The Warpriest class feature "Bonus Feats" states that at 3rd level, and every 3 levels thereafter a Warpriest gains a bonus combat feat.

The Warpriest must meet the prereqs for these feats but treats his Warpriest level as his BAB for the purpose of qualifying for these feats and he can also treat his Warpriest level as a Fighter level for satisfying that prerequisite.

But I am guessing that doesn't come "online" until 3rd level, otherwise that text could have been included under the Focus Weapon class feature.

Does anyone know for sure if that language from "Bonus Feats" which is gained at 3rd level applies retroactively to 1st level?


If a character is proficient in martial weapons, but not with shields, can they make attacks with the klar without suffering the klars armor check penalty to their attack roll?

Presumably they would still suffer the ACP to all skill checks that involve moving, since they are not proficient in shields.

Would the character still gain the klars shield bonus to AC (if they did not attack with it?

I could not find anything that says you don't get the bonus to AC when using a shield you are not proficient with - only that you suffer the ACP to attack rolls and skill checks that involve moving.


Java Man wrote:
Why do you think you should encourage this behaviour in players?

I would do it to dissuade the 3 encounter work day.


Klars count as both a weapon and a shield. If you choose to dual wield them, be a Ranger - you get Shield Master at 6th level with the Sword & Shield combat style. Shield master lets you ignore the TWF penalty with your shield if you attack with a weapon in your other hand - being that a klar counts as both a weapon & a shield, the most liberal GM's will let you TWF with no TWF penalties to either hand.

Shield master also lets you treat your shield enhancement bonus as a weapon enhancement bonus - so enchant your weapons for half price.

Before anyone gets too excited and cries foul - I still think this build is probably less optimal then a traditional Thunder & Fang ranger using the same combat style... It may even take about the same amount of feats to pull off since you will need to take Improved Shield Bash to retain your AC bonus while attacking with your klar - that's baked right into the Thunder & Fang feat.


Chell Raighn wrote:


2) Yes, you can do exactly that so long as your total movement doesn’t exceed 2x your normal movement or the distance allowed by your abundant step, whichever is shorter. The feat does not require you to teleport between each attack, but it does allow you to do long as you teleport at least 5 ft when doing so.

I read it differently. It does not say "may". It says "dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport."

Therefore, I believe it does require that you teleport at least 5 feet between each attack


I have a question about the magic circle against law that is in room C2 in the Ancient Laboritories... The text says the circle presents a "potent ward that the devils of this level cannot cross", but from the description elsewhere, it appears as if the spell was originally cast using the alternate version, where the effect is focused inward, rather than outward (because it was used to trap a powerful creature within, but now only contains the fire elementals).

My question is: which version is it? Is it designed to keep summoned lawful summoned creatures in or out? Or both?


Hi there,

My players are close to completing Shards of Sin. I'm reading through the Curse of the Lady's Light web supplement and have a question about Dialla Marteme's stat block.

It says her melee attack is made at +8, while her ranged attack is made at +7. She's using the same weapon for either attack, and she has weapon finesse - so she uses her DEX bonus for her melee attack rolls. So shouldn't her attack bonus for either method of attack be the same (+8)?

Furthermore, wouldn't the damage be the same as well?

I'm just wondering if I missed something in her stat block to explain the discrepancies.

Thanks.


Thanks for the advice guys! From what I recall with PFS there were more humanoid, weapon using foes, making the maneuvers more viable than a typical AP or home game - at last back in the day...

I just learned that the Lore Warden has changed since I played PFS last. I don't have the new sourcebook, but looking online it looks like the newer version is a bit nerfed.

I'll have to see if this affects my overall concept... Fortunately because I have the PFS Field Guide I can still play a lore warden without having to buy the newer book.


Hi Guys,

I need some advice. I am going to be joining a PFS game here pretty soon. It's been about 6 years since I have played PFS, but I have been playing home games in the interim.

I'm planning something different (for me). I would like to play a Lore Warden who uses a spiked chain. Probably not an original concept; but the class and the weapon are new to me (I don't usually play Fighters).

I plan on taking the Trip & Disarm feat paths to take advantage of the spiked chains properties.

I can't decide which combat maneuver to develop first; Trip, or Disarm?

I know that Trip is more effective at lower levels (when more of your foes are either humanoid, or otherwise not immune to tripping). If I take it as a Fighter Bonus feat I figure can trade it out later if I am finding I am not using that much.

But the spiked chain provides a +2 bonus to CMB checks made to disarm an opponent. That +2 makes a bigger difference at lower levels!

So my question is, which do you think I should focus on first? Trip or Disarm?

I am leaning towards Trip - but only because my plan is to use the AoO I would get when a tripped (prone) opponent tries to stand up, to try and disarm him. My understanding is that he would suffer the -4 penalty to his CMD on account of being prone, and even though he would get an AoO against me (for not having the Improved Disarm feat, yet), his AoO against me would be made at -4 to hit.

Can the rules guru's confirm my understanding of how that all works is correct?

Thanks in advance!