Tiberolith

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Goblin Squad Member. FullStarFullStarFullStar Venture-Agent, Australia—QLD—Sunshine Coast 2 posts (303 including aliases). 1 review. 1 list. No wishlists. 21 Organized Play characters.



Grand Lodge

Dose the boon companion feat affect the courtly companion?

Grand Lodge

Do melee mystic bolts add strength bonus to damage?
Can you use weapon finesse?

Can you use the vigilante talent "lethal grace"?

Grand Lodge 3/5

My question is can the Mounted Tradition Boon allow a grippli character to have a giant frog as a Steed?

Grand Lodge 3/5

Hi Paizo please make sure this Feat is banned in PFS

I can see this being abused terribly.

Merciless Butchery:
(Combat)
Your talent for slaughter lets you dispatch helpless
opponents before they can recover.
Prerequisites: Dastardly Finish, sneak attack +5d6,
studied target† class feature.
Benefit: As a swift action that does not provoke attacks
of opportunity, you can attempt a coup de grace against
a cowering, helpless, or stunned opponent that you have
designated as your studied target.

Grand Lodge

2 people marked this as FAQ candidate.

ok this thread is only for talking about the issues that have arisen for both the brawler and the Warpriest due to the combination of Magical enhancements you can attach to a shield

SHIELD SPIKES:

Price +10 gp
Shield Bonus —
Deadly spikes and bladed projections extend from some shields, transforming such pieces of armor into weapon in their own right. Shield spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger (see "spiked light shield" and "spiked heavy shield" in the Martial Weapons table). You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.
An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.

BASHING:

Price +1 bonus; Aura moderate transmutation; CL 8th; Weight —
A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. Only light and heavy shields can have this ability.
CONSTRUCTION REQUIREMENTS
Cost +1 bonus
Craft Magic Arms and Armor, bull's strength

IMPACT:

Price +2 bonus; Aura moderate transmutation; CL 9th; Weight —
This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon's enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.
CONSTRUCTION REQUIREMENTS
Cost +2 bonus
Craft Magic Arms and Armor, bull's strength, lead blades (Advanced Player's Guide), righteous might or giant form I

Sacred Weapon (Su)::
At 1st level, weapons wielded by
a warpriest are charged with the power of his faith. In
addition to the favored weapon of his deity, the warpriest
can designate a weapon as a sacred weapon by selecting
that weapon with the Weapon Focus feat; if he has multiple
Weapon Focus feats, this ability applies to all of them.
Whenever the warpriest hits with his sacred weapon, the
weapon damage is based on his level and not the weapon
type. The damage for Medium warpriests is listed on Table
1–14; see the table below for Small and Large warpriests. The
warpriest can decide to use the weapon’s base damage instead
of the sacred weapon damage—this must be declared before
the attack roll is made. (If the weapon’s base damage exceeds
the sacred weapon damage, its damage is unchanged.) This
increase in damage does not affect any other aspect of the
weapon, and doesn’t apply to alchemical items, bombs, or
other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one
of his sacred weapons with divine power as a swift action.
This power grants the weapon a +1 enhancement bonus.
For every 4 levels beyond 4th, this bonus increases by 1 (to
a maximum of +5 at 20th level). If the warpriest has more
than one sacred weapon, he can enhance another on the
following round by using another swift action. The warpriest
can use this ability a number of rounds per day equal to his
warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the
weapon might have, to a maximum of +5. The warpriest can
enhance a weapon with any of the following weapon special
abilities: brilliant energy, defending, disruption, f laming, frost,
keen, and shock. In addition, if the warpriest is chaotic, he
can add anarchic and vicious. If he is evil, he can add mighty
cleaving and unholy. If he is good, he can add ghost touch
and holy. If he is lawful, he can add axiomatic and merciful.
If he is neutral (with no other alignment components), he
can add spell storing and thundering. Adding any of these
special abilities replaces an amount of bonus equal to the
special ability’s base cost (see Table 15–9 on page 469 of
the Core Rulebook). Duplicate abilities do not stack. The
weapon must have at least a +1 enhancement bonus before
any other special abilities can be added.
If multiple weapons are enhanced, each oneconsumes
rounds of use individually. The enhancement bonus and
special abilities are determined the first time the ability is
used each day, and cannot be changed until the next day.
These bonuses do not apply if another creature is wielding
the weapon, but they continue to be in effect if the weapon
otherwise leaves the warpriest’s possession (such as if the
weapon is thrown). This ability can be ended as a free
action at the start of the warpriest’s turn (that round does
not count against the total duration, unless the ability is
resumed during the same round). If the warpriest uses
this ability on a double weapon, the effects apply to only
one end of the weapon.

from my calculations all of these things stack creating a "mega weapon"
I put this to Paizo staff please advise of your ruling on this combination so that it is not abused if it was not intended.

Grand Lodge

What do you think of this build for an AP
25 point buy no buy downs

Race Dwarf
Abilities : STR 16, DEX 14, CON 16, INT 13, WIS 14, CHA 8
Traits: Adopted(Halflings); Helpful, Armor Expert

1st: Fighter(Phalanx Soldier Archetype) Feat:Power Attack, Cleave
2nd: Fighter, Stand Firm, Feat: Goblin Cleaver,
3rd: Fighter,Phalanx Fighting, Feat: Improved Shield Bash
4th: Fighter, Feat: Great Cleave
5th: Fighter, Ready Pike, Feat: Orc Hewer
6th: Fighter, Feat: Combat Reflexes
7th: Fighter, Deft Shield, Feat: Dodge
8th: Fighter, Feat: Mobility
9th: Fighter, Shield Ally, Feat: Bodyguard
10th: Fighter, Feat: Spring Attack
11th: Fighter, Feat: Dazing Assault
12th: Fighter, Feat: Strike Back
13th: Fighter, Feat: Giant Killer
14th: Fighter, Feat: Cleave Through
15th: Fighter, Irresistible Advance, Feat: Cleaving Finish
16th: Fighter, Feat: Improved Cleaving Finish

Equipment required,
Large Spiked Bashing Shield+1
+5 Benevolent Mithral Breastplate
+1 Adamantine Bardiche
Boots of jumping and springing
Belt of Physical Might (Str + Dex)

Wand of Enlarge Person..

Specialized in being enlarged. Better then whirlwind attack because its a standard action.

while enlarged can starst of by standing next to Squishy Casters Spring attacks to the closest Enemy using Cleave and Dazing Assault to attack all opponents threatened by a polearm using enlarged Dwarf, using the Shield to bash closer opponents. then springs back to protect the Squishy casters. (also removing himself from the area for area of effect spells)

Grand Lodge

Aligned Class (Ex)::
Evangelists come from many
different backgrounds, and they show an unusual range of
diversity. At 2nd level, the evangelist must choose a class
she belonged to before adding the prestige class to be her
aligned class. She gains all the class features for this class,
essentially adding every evangelist level beyond 1st to her
aligned class to determine what class features she gains.
She still retains the Hit Dice, base attack bonus, saving
throw bonuses, and skill ranks of the prestige class, but
gains all other class features of her aligned class as well as
those of the evangelist prestige class.

the chosen class can it be a prestige class?

Grand Lodge

Ok so my latest PFS character is now 4th level and wondering what you all think i should do next. Favored class is Witch. plan to at least get to 4th level witch for the 10' reach hair attack (combined with enlarge person = 20' reach)

concept Real White haired witch from movies the type that can seriously Kung Foo.

so with

Currently

Human

Traits Adopted (by Halflings) Helpful, Gifted adept (Mage Armour)

STR 18
Dex 16
Con 10
Int 14
Wis 18
Cha 7

1st Monk MoMs = Panther style, Combat reflexes , Panther Claw
2nd White Haired witch (Primary Natural Hair attack)
3rd White haired witch (Constrict as free action) Weapon Focus Hair attack
4th Lore Warden fighter Feral combat training Hair attack.

5th ? Fighter Dodge + Mobility + combat expertise
6th ? etc.

in play i get a hair attack on every opponent that attacks of ops me as i walk past them if i hit i then get a free grapple and a free constrict if the grapple is successful.

so with 4 opponents i get possibly 8 free damaging attacks plus my normal standard action attack. and 3 attacks of op (plan to get body guard feat at some stage)

Grand Lodge

OKs so I am looking at building a Halfling Dodge monk or fighter and i wanted to consult your build expertise. so im building it for Pathfinder Society.

the concept i have decided to come up with is

Feats Required
Combat reflexes X Attacks of opp
Bodyguard +4AC to adjacent allies (more if wearing magical Armour)
Crane Style +1AC Dodge
crane wing
crane riposte
Cautious Fighter +2AC Dodge
Blundering Defense +1/2 Dodge AC to adjacent Allies

Traits
Helpful - Halfling +4 to Aid another

So my question is How should i build this character who assists others AC while they are adjacent to me are there any feats or abilities that i have missed that increase the dodge bonus to AC when fighting defensively.

I have calculated that is a +6 bonus to adjacent allies AC while fighting defensively +7 with total defense

Grand Lodge

So I hear a lot of people Slamming Rogues. I want you to prove Mathematically why they are inferior please compare them to another class and show your maths. to make things fare we are going to use PFS rules for character creation. once you have shown mathematically how they are inferior we will discuss.

Grand Lodge

ok so my question is a flowing Monk with the body Guard feat can aid another at an attack of opportunity to increase an adjacent ally's AC

would they also be flat footed

due to the second level Monk power?

Unbalancing Counter (Ex):

At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).

Bodyguard (Combat):

Your swift strikes ward off enemies attacking nearby allies.

Prerequisite: Combat reflexes.

Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Aid Another:

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

Grand Lodge

ok so here is what I am looking to do. I am going to build a Character for Pathfinder Society so all rules need to PFS Legal.

the character will have a familiar and i want to max out the familiar as much as possible. multi classing is entirely fine my initial class that I'm considering taking is Witch with the Beast bonded Archetype.

so my question to you all is to go Nuts and come up with a truly Awesome Familiar build

with this archetype witch power the plan is to also have some fighter levels for extra feats..

Transfer Feats (Ex):

Whenever the beast-bonded witch is capable of learning a new feat, she may choose to instead have her familiar learn the feat as a bonus feat. The familiar must meet the prerequisites for any feats that it learns this way. If her familiar is lost or dies, the witch can reclaim the feat slots and select new feats for herself, or apply the slots toward her new familiar.

Grand Lodge

Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.

Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.

Reach Weapons: Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures wielding reach weapons threaten more squares than a typical creature. In addition, most creatures larger than Medium have a natural reach of 10 feet or more.

your unable to attack so therefor don't threaten? or are you still able to threaten even know you cant attack. this is for the purpose of flanking

Grand Lodge

1 person marked this as FAQ candidate.

Can the animal ally feat which grants you an animal companion be the prerequisite for mammoth rider?

Can the mammoth rider choose something that is not in their list of steeds as a steed? As text is stating that it adds to the companion selection?

Assuming you can have a different animal say a snake viper for example will that now become huge?

Liberty's Edge

So I have some questions in regards to Rules. (this is for pathfinder society in particular)

character in particular is a Dwarf Stonelord 7 (paladin) Crusader 1 (cleric) Holy Vindicator 1 -one level of cleric for the 1st level divine spells requisite for holy vindicator)

Extra Channel states that paladins may take it to add extra positive channeling but a stone lord only elemental channels

second question and most important is "Vindicators shield" states you can put your channel energy into it can you place in the elemental channel?

third question Holy Vindicators Channel energy class feature states that it stack with levels in any other class that grants channel energy class feature dose that mean if you are a paladin and a cleric it adds to both or do you have to choose?

Grand Lodge

From the Advanced Races Guide, Under ORC

War Spirit Pouch

My Question is Which Craft Skill would be required to create one?