Myojo's page

No posts. Organized Play character for illyume.




In the Deific Obedience feat's text, there's wording to indicate you don't get both the Evangelist boons for normal level-up and the boons from a prestige class, but there doesn't seem to be anything indicating you can't get multiple boons from different prestige class sources.

If you take Sentinel, then take Evangelist (setting Sentinel as your aligned class), do you get the boons from both prestige classes?


I've got a brutish sort of combat-focused druid I'm playing right now, currently level 7. I'm looking ahead at a few different feat options, and I'm trying to decide which feats are likely to work out well for him.

Right now, he's got the following:
Level 1: Combat Reflexes
Level 3: Power Attack
Level 5: Natural Spell
Level 7: Sacred Geometry

(Yeah, I took *that* feat. Tossed Extend Spell and Echoing Spell onto it, and I use it for stretching out the long-term party buffing stuff I do with my somewhat limited (14 wis) spellcasting ability. It's worked out well enough for us so far. Plus, the hilarity of a supposedly-stupid nature dude breaking out a set of blueprints and critiquing the architectural soundness of some complicated structure is fun.)

Also, because we're playing Hell's Rebels and we get some bonuses I've picked up Alertness and Iron Will as bonus feats, because not missing shady dealings is nice, and there are some will saves (confusion!) that would be really bad for my character to fail. Based on the info in the player's guide, I expect I'll be picking up Toughness and a floating whatever-you-want bonus feat before all too long, too.

As it happens though, I've not got a real clear picture of where I want to move forward from here. There's a few neat feats I could take up, and it's not exactly like I absolutely need anything more at this point, so it's more a matter of choosing things that will help me serve my role a bit better in the party (thrashing our enemies when things inevitably turn to a fight), or give me new fun options on shenanigans I can pull.

Right now, some of the top contenders I've got kicking around:
Powerful Shape -- It's not super strong, but it's an obvious choice for fighty-focused druids; makes most everything I do just a little bit better.
Multiattack -- I like turning into shapes with lots of attacks; kind of fun stacking a bunch of things together to make even the weaker attacks scary. Getting a -5 on all secondary natural attacks isn't as fun though, so reducing that penalty by 3 would be pretty neat.
Improved Unarmed Strike so I can toss some headbutts and such into my normal attack routine when I really need to throw out a high number of attacks. Probably would just pick up the feat by paying a bit of lip-service to Irori and pick up one of those 4,300gp-ish ribbons from Inner Sea Gods that grant Improved Unarmed Strike and I an't remember the name of. Seems better to spend a bit of gold than to use up a feat. I think Lamashtu will forgive my druid for sneaking a little something from another deity (item just requires the creator to worship Irori, doesn't require the user to actually worship or anything).

Also sort of pondering taking up a style chain (would probably sneak into it with said item above). A couple top contenders for that:
Wolf Style, Wolf Trip, and Wolf Savage -- I do a decent amount of tripping, and that bestow curse thing for really messing up someone who's prone next to you just seems fun.
Kraken Style, Kraken Throttle,, and Kraken Wrack -- I do a LOT of grappling attempts. Sure, I'd also have to pick up improved grapple to get into this style chain, but it seems a small price to pay (especially since it gives a decent bonus too) for what's essentially a free poor-man's constrict on everything (that stacks with actual constrict!) along with a few other interesting options for grapples.

I kind of want to make whatever I pick really count, y'know?


Demon Mother's Mask

Say I have a Lamashtu-worshipping character who's naturally small-sized, but who can polymorph (for hours a day) into forms ranging from tiny to large (soon will be diminutive to huge)...

The restriction "within one size category of the wearer’s size" in the second-to-last sentence of the mask's description, is that based on the wearer's natural size category, or their current (polymorphed) size category? On most items listing a size category restriction, such as the Ring of the Grasping Grave I assume this means the wearer's current (polymorphed) size category. Given the nature of the ability on the Demon Mother's Mask though, I suppose there's some room to assume it's limited to the wearer's natural size category instead.

I may need some clarity on this so I can know for certain what creatures my character might have access to raising as an army...

Scarab Sages

Rules question that may decide some of my feat choices...

If I'm a mouser swashbuckler in an opponent's square and using Underfoot Assault, and have Step Up and Strike (and Combat Reflexes)...

If the opponent takes a five foot step away from me, do I get two attacks of opportunity? (Once for Underfoot Assault, and once for Step Up and Strike) Or do I only get one? (Because the enemy only took a single action)

Liberty's Edge

Per the wording on the Polymorph subschool:

CRB wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form.

Is the Kitsune racial trait Agile dependent upon their kitsune form (and thus lost in their human shape or Fox Shape) or is it retained while using the kitsune's racial polymorph abilities?

ARG wrote:
Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.

For that matter, what about the Fast Shifter alternate racial trait?

ARG wrote:
Fast Shifter (Su) - You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic.

Or even Chage Shape?

ARG wrote:
Change Shape (Su) - A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Liberty's Edge

Familiar Satchel
Price 25 gp; Weight 6 lbs.
Category: Adventuring Gear

This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.

--

What's the action(s) required to climb out of one of these things, do you figure? I'm... uh... asking for a friend...'s familiar. Yeah, for a familiar.

Liberty's Edge

CRB wrote:
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.
CRB wrote:
Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. 25 Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can't flank an enemy.

Does the interaction of these two rules mean that tiny creatures are never able to charge, since they must move into an enemy's square to make their attack?


The relevant rules text:

APG wrote:
An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier.

Unlike a wizard's starting spells text ("The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.") the alchemist class write-up doesn't strictly mention that the extra formulae from high intelligence have to be 1st-level spells.

So my question: Can a hypothetical 20-int alchemist (+5 modifier) start play with 5 first-level extract formulae known (2 from base features and 3 from int mod) and 2 second-level extract formulae known (from the remainder of the int mod)? Obviously, he wouldn't be able to actually brew the second-level extracts until level 4, but could he have the two of them in his formula book from the get-go?


+ target: Aroden

What happens? I've got a player wanting to do this.

My assumption is, similar methods have been attempted already and nothing happened then and nothing will happen now. Do we have any concrete evidence of this?


5 people marked this as FAQ candidate.

Since the original post in another thread is generating so much discussion, but people seem to have decided the question's not clear enough to merit being flagged as a FAQ, I figured I'd ask again here.

Shields are armor. They're also listed on the weapons table.

Light Shields (both wooden and steel) are listed as light weapons, assumedly allowing shield-bashes as part of a two-weapon-fighting action with the reduced attack penalties most light weapons allow.

Heavy Shields (both wooden and steel) are listed as one-handed weapons, assumedly allowing shield-bashes as part of a two-weapon-fighting action, but with full attack penalties.

If you have a heavy shield strapped to one arm, and your other hand is empty, are you able to adjust your grip (as a free action) to wielding the shield with both hands, to apply 1.5x strength on damage, increase power attack damage, etc. like "normal" one-handed weapons?

Further points:

From Weapons section:

HEAVY SHIELD
Price 7 GP/20 gp
Type martial
You can bash with a heavy shield instead of using it for defense. The shield entries for heavy shields appear on page 11"

From Armor section:

You strap a heavy steel shield to your forearm and grip it with your hand. A heavy steel shield is so heavy that you can't use your shield hand for anything else... Shield Bash Attacks: You can bash an opponent with a heavy shield. See "heavy shield" on the Martial Weapons table for the damage dealt by a shield bash with a heavy shield. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon.

The rapier entry in the weapon section specifically states: "You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength modifier to its damage.", as does the Sword Cane and the Whip.

The shield entry lacks such text, but could be interpreted as disallowing two-handed wielding due to its entry reading:

"Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon."

instead of

"Used this way, a heavy shield is a martial one-handed bludgeoning weapon. For the purpose of penalties on attack rolls, modifiers to damage, and qualifying for feats such as weapon finesse, treat a heavy shield as a one-handed weapon."

or similar text.

Getting a clarification one way or the other would be pretty helpful. It's easy enough for GMs to house-rules whichever way they prefer if there's a disagreement about the ruling, but that sentiment doesn't work as well when things like Pathfinder Society Organised Play are involved.

(P.S.: If I've missed anything important in this post, or if it's too lengthy and confusing, or anything, please feel free to suggest such and I'll fix stuff up to be better organized for requesting a FAQ)


I've got another one of those funny "how-do-rules-work" questions:

Transmutation: Polymporh wrote:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

and

Transmutation: Polymporh wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

Two particular items of note for the character I'm planning out are the Helm of the Mammoth Lord and the Minor Cloak of Displacement.

Both of these magic items "provide constant bonuses and do not need to be activated" that interest me: "The tusks of the helm provide a gore attack dealing 1d6 points of damage for a Medium wearers (or 1d4 points of damage for Small wearers)" for the Helm of the Mammoth Lord, and the 20% miss chance on the cloak from "This item appears to be a normal cloak, with a pattern very similar to a major cloak of displacement’s nocturnal designs, but when worn its magical properties distort and warp light waves."

---

According to exactly what the polymorph subschool rules state, it seems like these are the sorts of constant, non-activated bonuses that should be available while polymorphed, but I could see things due to the flavour text on the items being ruled as "but they rely on the physical nature of the magic items so they won't function while melded with your animal form".

Am I likely best off advocating to GMs that these items continue functioning while my character's polymorphed, or am I likely better-off purchasing tiny-sized versions of both, and having my party members put them on my character after he shapeshifts?


5 people marked this as FAQ candidate.

My understanding of Attacks of Opportunity had always been that they essentially "recharge" at the beginning of a character's turn. Example:

PCs are 1, 2, and 3
Enemies are A, B, and C

Initiative scores fall as:
PC 1 = 20
PC 2 = 16
Enemy A = 15
Enemy B = 14
PC 3 = 10
Enemy C = 2

During the first round, PCs 1 and 2 move into melee with A and B. A and B hit PC 2 really hard (let's assume he's a rogue or something), and now PC 2 wants to back off on his next turn.

PC 3 wants to get into a flank, but doesn't have enough movement to go "around", so he moves through threatened space and provokes an attack from all three enemies. C can't because he's still flat-footed, but A and B take their attacks.

C goes, and now all three enemies are engaged in melee (somehow) with all three players.

End of round

Round two: PC 1 attacks, PC 2 disengages. Because of bad positioning, even if he withdraws he provokes from Enemies A and C.

Enemy A took an attack of opportunity last round (and it hasn't been his turn again yet). Does he get to take an attack, since it's a new round?

---

I've been reading through the rules on AoOs again (since I've been building a character who may be both provoking and using a lot of AoOs eventually), and I'm finding the following wording:

"An attack of opportunity is a single melee attack, and most characters can only make one per round."

"If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round."

I don't see anything about AoOs connecting to characters' turns during a round. Instead, it looks like AoOs are reset at the top of each round (essentially at initiative count 'infinity'). Does that understanding seem correct?

Liberty's Edge

Humans and human-shaped creatures aren't the only ones who can ride mounts, right? Say if I have a lizard and I'm a fox, can I ride the lizard?


After having a brief discussion a few weeks back with some Pathfinder buddies regarding the Fox Shape feat, I've been quite taken with the idea of building a character (Pathfinder Society-legal) that actually makes use of the feat.

Here's what I've come up with so far:

Starting Stats:
STR: 5 DEX: 19 CON: 15 INT: 10 WIS: 12 CHA: 14
Class: Barbarian
Archetype(s): Urban Barbarian (need that +4 dex rage), and Superstitious (trapsense is boring, extra initiative bonus is fun!)
Race: Kitsune, taking the fast shifter alternate trait.

Feat/Specials Progress:
1: Controlled Rage, Crowd Control, Weapon Finesse
2: Lesser Beast Totem, Uncanny Dodge
3: Fox Shape, Sixth Sense
4: Lesser Elemental Rage, +1 Dex
5: Improved Uncanny Dodge, Piranha Strike
6: Sixth Sense +2, Rage Power? (Maybe Reckless Abandon)
7: Keen Senses, Combat Reflexes
8: Elemental Rage, +1 Con
9: Sixth Sense +3, Swift Kitsune Shapechanger
10: Rage Power (Flesh Wound, maybe?)
11: Greater Controlled Rage (+6), Vulpine Pounce
12: Come and Get Me
13+: ??? (Unlikely to be used in any post-PFS modules)

The idea behind this build being to stack dex upon dex upon dex, getting an agile amulet of mighty fists the moment he's got 18 fame, voluntarily provoking attacks of opportunity since his AC and HP will both be pretty good anyway, and ripping things apart with natural attacks [bite/claw/claw while raging, +gore attack if I get a Helm of the Mammoth Lord)

I figure I'll put a skill point or two into UMD so he can attempt to cast Mage Armor and Cure Light Wounds / Infernal Healing off the wands he'll carry (gotta be self-sufficient in PFS), some points into diplomacy and intimidate, and plenty of points into acrobatics.

Personality-wise, he's probably going to end up being the calm, composed, refined sort... who flies into a frothing, animalistic bout of fury once battle starts.

I'm a little bit worried about how he'll play in low levels (before he gets an agile amulet of mighty fists) due to having 5 str (3str while fox shaped). He's not going to be doing much damage, so I'll probably be going for trip/disarm attacks in combat. How stupid of an idea is it to try to bite an enemy's weapon?

I do have a GMball of credit to bump him instantly to level 2, and 2/3 of level 3, so he won't be in that awkward spot for too long.

Anything I seem to be missing, or any suggestions on other rage powers or feats I ought to be looking at?

2/5

The Rule, as clarified in a FAQ:

How many animals can I have at any given time?
During the course of a scenario, you may have one combat animal and as many noncombat animals as you like. Noncombat animals (ponies, horses, pet dogs, and so on) cannot participate in combat at all. If you have so many noncombat animals that their presence is slowing a session down, the GM has the right to ask you to select one noncombat animal and leave the rest behind. A summoner's eidolon is considered an animal companion for the purposes of counting combat and noncombat animals. If you have more than one class-granted animal companion (or eidolon), you must choose which will be considered the combat animal at the start of the scenario. In general, a mount, a familiar or mundane pet, and your class-granted animal(s) are acceptable, but more than that can be disruptive.

http://paizo.com/pathfinderSociety/faq#v5748eaic9os6

Let's say I'm fond of guard dogs, and my character purchases half a dozen of them with his starting gold.

If I pick one of them as my combat animal at the beginning of a scenario, and something unfortunate happens to kill him during the first fight, can I pick a different dog to replace him in later fights, or am I out the extra helper for the rest of the session?

Grand Lodge

I've been digging through books and notes, and I haven't been able to find anything comparable to masterwork tools for Perform: Dance.

Is this one of those things that could fall under the 50g generic "Masterwork Tool" option?

If so, does a uh... 50g masterwork... ahm... "pole" sound alright for giving my day-job checks a little boost?


What math, exactly, is followed if I coup de grâce something with an attack that does 1d4-3 damage? 2d4-6, deal one point nonlethal if the total is 0 or less?

And if I do fail to do any lethal damage, what's the fort save, if any?


One of the characters I currently play is an inquisitor with the Redemption inquisition (Pathfinder Player Companion: Faiths & Philosophies)

At level four, I'll be gaining the following ability from this inquisition:

Redeemer's Mercy (Su): At 4th level, any weapon you wield gains the merciful magic weapon special ability. The weapon immediately reverts to its original abilities when you cease to wield it.

The way that's written, I'm not entirely certain whether this effect would apply to natural attacks my inquisitor has (since natural attacks count as weapons for the sake of things like weapon focus) or not. I've done a bit of poking around--and admittedly could be missing something--but I haven't been able to find anything clarifying this one way or another.


The group I'm GMing for has made it most of the way through the first chapter of Rise of the Runelords without much trouble: They've enjoyed Sandpoint, have fitted themselves right in, have tackled each encounter thrown at them with relative ease--and are

Book 1 Spoiler!:
currently taking a break in the Catacombs of Wrath after a harrowing encounter with a feisty quasit.

More Spoliery Stuff:
After the party found Tsuto's journal, they caught on pretty quickly that bad things were about to go down and ran to fetch Mayor Deverin, who came along to the Glassworks and read over the journal herself. After a brief discussion, Deverin suggested that the adventurers should investigate the smuggler's tunnel below the Glassworks to neutralize the quasit threat mentioned in Tsuto's journal.

They caught onto that hook wonderfully, and should surface again soon. Now, though, they're discussing plans for helping Mayor Deverin and the town guard (Hemlock's off to Magnimar to request additional folk for the guard and all) to fortify against the impending goblin invasion. Obviously, this is a bit off-track for the campaign.

My question is: What suggestions do people here have for gently nudging my players back on-track, encouraging them to take the goblins on at Thistletop itself rather than waiting for them to show up at town? I've contemplated having Deverin muse on a thought along the lines of "Now that their contact [Tsuto] in Sandpoint isn't in communication with them anymore, the group at Thistletop is likely to soon get restless and realize something is up. They're likely to make better preparations for us if they realize this. If we strike now, we might still be able to catch them off-guard."

Alternatively, I suppose I could rewrite a significant portion of the rest of the chapter, and actually let the goblin hordes attack Sandpoint. It'll be tough work managing out a big fight like that, but it might be kind of fun too.