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One thing about the evangelist is they must perform the obedience every day or they lose access to all abilities of the evangelist including aligned class. Most of the time this is not a problem but, in some cases, you may run into a situation where you cannot perform the obedience. That means if the 5th level cleric 10th level evangelist fails to perform the obedience, they have the powers of a 5th level cleric. I would assume that you still get the BAB saves HP and skills, but you lose everything else.

In some cases, the obedience requires specific items. Most of the time these items are not difficult to obtain and do not cost much but without those items your character is screwed. For example, a evangelist of Abadar that does not have a collection of coins, gems, and keys will not be able to perform the obedience and lose the abilities. If the GM put the characters in a situation where they lose all their equipment the evangelist could be in trouble.


The way I see it the biggest constraint on a deity’s power are other deities. If there are other deities that have an interest on a planet then it will be difficult for another deity to destroy that planet. If there are no other deities opposing the destruction of the planet a deity will not have much problem destroying one.

On a planet like Golarian where there are many deities that have interests a deity would have an incredibly tough time destroying it. An uninhabited planet that would not affect the interests of another deity would be a lot easier to destroy. In some cases, though destroying a planet might have repercussions that affect things that other deities might have an interest in. For example, destroying an uninhabited planet might affect other planets in the same system. In which case the uninhabited planet would be considered significant if the other planet has other deities with interests in them.

Another thing to consider is how much resources the deity may need to destroy the planet. Destroying a planet may deplete a deity’s resources to the point where they become vulnerable and other deities may exploit that.


From what I have read on Gorum he did not really care about causes as long as it resulted in battle. I believe he would even support both sides of a war just to encourage more violence. I could see a young barbarian whose family was slaughter by witches declaring a war on witches. Gorum would probably be more than happy to support this. If the campaign was set in Golarion it would make sense for the character to be from an area in or near Irrisen and have the White Witches be the ones that killed his family.

Inquisitors are not clerics are supposed to be given more freedom in their actions. To become an ex-inquisitor requires the character to become corrupt or change to a prohibited alignment. The rules do not really define what corruption is, so that is pretty much up to the GM. I do not see that Gorum would consider attacking arcane caster (or really anyone else for that matter) as being corrupt.

This actually sounds like kind of a cool character to play.


The cleric of Erastil can work fine. As Melkiador pointed out as clerics level up their weapons become less important. If you go this route, you do not need to focus fully on archery to be effective. If you go human, you can pick up point-blank shot and precise shot at 1st level. That will allow you to function as an archer at low levels before your spells begin to come into their own. Take Deadly aim at 3rd level to get some extra damage. Take the Animal (or Feather) and Good domain. Use your 5th level feat to take Boon companion to boost up your animal companion to full progression. After this spend your feats boosting your spells or other things instead of archery.

At low level your archery will give your character something valuable to contribute to combat. After your spells become more effective you can still use it when needed. One thing it may be useful for is to finish off a wounded target without having to use spells. This will probably be mostly at the end of the combat after you have cast your spells. Using a bow to finish off a target with a few HP left is a good tactic. An opponent with 2 HP left can still attack and damage a party member. Putting the wounded target down saves the parities resources so is away good.

Your animal companion will also give you something else to contribute to combat. When you get the animal companion at 4th level it will be pretty weak, but once you get to 5th level and take boon companion it should be fine.

If you go Inquisitor of Erastil take the feather domain. It replaces speak with animal to a bonus on perception. Follow the same feat progression I listed above to 5th level, but after that go more of an archery focused character. Pick up Rapid Shot and Manyshot at 7th and 9th level. This character will be more of an archer than the cleric. Bane and Judgements will keep you chance to hit and damage up even with the slower progression of feats. There are some archery focused feats but not a lot. This character will be very good at skills.


The spellkiller inquisition also gives Disruptive as a bonus feat even though they do not meet the prerequisites. They also add both DEX and WIS to initiative once they reach 2nd level. In addition to getting multiple teamwork feats as bonus feats, they can change their latest teamwork feat a number of times per day equal to their WIS bonus. This means they have access to pretty much any teamwork feat they qualify for. Judgements could explain the combat bonus. If the person is using something like Hero Lab, they may have simply checked to many boxes and forgot to uncheck those they were no longer using.

Inquisitor is one of the most complex classes with tons of options. I would suggest reviewing the character again after reviewing all the features of both the archetype and inquisition.


Staggering Critical is probably a better thing to build to. The nice thing about it is that even if they make the save, they are still staggered for 1 round. It does require Critical Focus and a BAB of 13, but it works on any creature that is not immune to the staggered condition.


Prestidigitation can already be used to clean a surface, so sanitize is not really needed. Plant Growth has an enrichment option so Bless Plants is also not needed. Repel Vermin is already a spell. Detect Metal might be able to find ore. Fabricate could be used to transform raw ore into a more refined state and to ferment liquor. Ventriloquism already exists.

Not sure what (un)luck of the road would do but there is probably a spell for that as well.


Personally, I do not see the problem with the archetype and the deity. I can easily see a follower of Gorum regarding most arcane casters as cowards. Usually, they do not use weapons and armor and have little to no skill in combat. They also often use enchantments and illusion in battle which Gorum might consider cheating. Even if this is not the main focus of Gorum’s religion it is not incompatible with his teachings. Religions often have multiple sects with different ideas. Gorum is Chaotic Neutral and if the idea generates conflict and battle, he is probably ok with it.

The Witch Hunter archetype specifies they focus on hunting down arcane casters, especially witches. They do not have any problems with divine casters. So, the character not focusing on the divine casters is not a problem. The Bloodrager may be an arcane caster but is still a warrior, so him getting a free pass is fine. The only party member that the character might have problems with would be the wizard.

In all honesty I think your forcing the character to drop the inquisition is uncalled for and overreacting. You are justified in making sure the character is legal, so removing the extra feats and stats are perfectly acceptable.


The normal Magus cannot teleport his magic weapon to his hand from a mile away by spending a point of arcane pool. Nor can a normal magus spend points from his arcane pool to convert all his damage into energy damage including force and sonic damage. Being able to do force damage negates the need to use Ghost Touch because the weapon is already doing full damage to an incorporeal creature. Sonic Resistance is extremely rare, so that make that even more valuable. Nor can the normal magus gain spell resistance 22 or above by spending a point form their arcane pool.

Other than agile what enchantment is going to be that valuable to a bladebound magus that they cannot already get through spending points from their arcane pool?

Also, since the maximum bonus is capped at +10 and the magus will want a good enchantment bonus to hit having other enchantments will prevent him from adding other with his arcane pool. If I have a +5 Holy Keen sword, I can only add +2 more in enchantments. That means I cannot add Speed or Vorpal to the weapon.


The blackblade is also an intelligent item that always matches the players alignment. It also gains more languages and skill points as it levels up. By 20th level it has +11 in Knowledge Arcane and knows common and 4 other languages. It also communicates through telepathy. It also has several abilities not available to other weapons. The black blade is also free and does not count against the characters WBL, that means the magus can end up with more magic items then other characters. When you factor in just the INT of a 20th level blackblade it is worth at least 62,315 gold. That is a little less than the combined value of a +6 belt and a +6 headband.

Another thing to consider is that a lot of the other enchantments are going to be worthless for a magus. Without the ability to channel energy a Grayflame enchantment is of no use to a magus. The Guided enchantment would actually make the weapon worse for a Magus.


The limitation of intimidate not being able to create stronger fear effects is a case of the specific overriding the general.

Instead of Enforcer I would suggest Cornugon Smash. It can be used with any melee weapon. It does require you have and be using power attack, but most melee focused martial characters will be doing that.


The rules are quite clear that no magic armor can have a enchantment bonus higher than +5. That does not include the increase from special abilities that count as an enchantment bonus. It only includes the bonus that increases the AC of the armor. The absolute maximum allows for the combined enchantment bonus and special abilities are +10. In order to have a special ability the armor has to have at least a +1 actual enchantment bonus that means the maximum special abilities can be is +9. If the armor has an actual enchantment bonus of higher than +1 the maximum in special abilities is reduced by the increase in enchantment bonus. So, at +2 you can have a maximum of +8, +3 would mean a maximum of +7 etc.


Actually, it is needed because flurry of blows removes the 1.5 STR for attacks in the flurry.


Flying kick has some advantages and limitations that the dimensional feats do not. The big advantage it has is that it does not cost any Ki, so can be used a lot more. It also only allows a single move of limited distance. It does increase as you level up but will never match the distance you can cover with abundant step. It is great for getting to an opponent or group of opponents that are together.

Abundant Step allows you to move a much greater distance, but cost Ki. This can allow you attack a character you may not otherwise be able to attack. Since the character will have Wind Step, he could even teleport to a flying target and activate Wind Step. When you take Dimensional Dervish, you can make multiple moves and attack targets that are not close to each other. Dimensional Savant allows you to be your own flanking partner, which allows you to really exploit Outflank. Throw in improved critical and combat reflexes and it can get pretty crazy. But remember that abundant step cost 2 KI. Using every turn is going to run down your pool very quickly.

Taking both increases the number of full attacks the character can make. Between the two the character should be able to make a full attack almost all the time.


Mage Armor last 1 hour per level so should be cast out of combat. Multicassing also means giving up +1 BAB which delays abilities like power attack and will delay feats with a BAB prerequisite. With only 1 hour duration on the Mage Armor it will take all 3 of his spells slots that it can be used in. That reduces the number of spells he can actually use to 1 Divination spells plus mage armor. Using Magical Knack prevents him from taking traits that would benefit his monk abilities. Besides the character is already 7t h level which means it has already taken its 2 traits. Spending a feat for extra traits is definitely not worth it.

Missing more often, doing less damage, delaying Fort and Reflex saves, and delaying access to other monk class abilities are not worth 3 hours of Mage Armor.

I would probably go with Leg Sweep instead of Elbow Smash. Knocking someone prone puts them at a disadvantage and they provoke an AoO when they stand up.


I disagree with the multiclassing. Single level dips to gain spell casting is not worth delaying your primary classes abilities. Often there is already a similar spell caster in the party that can use those magic items. If you really want Mage Armor buy the spell caster in the party a pearl of power or similar items and get the benefit for much longer.


The value of improved Initiative depends on the character. If the character gains a significant advantage from going first it is good. For a spell caster that needs to get off a spell or a rogue who gets sneak attack if they act before others in the first round it is decent. For a martial character it is not as valuable. Dimensional Dervish is a lot better than improved Initiative. It is fairly decent for something like a sorcerer’s bloodline feat, or if your build is complete and you don’t have anything else to take.


Dimensional Ability removes a major limitation on dimensional door. Since abundant step is a move action it allows you to teleport your full distance and still do other things including a single attack. This allows you to do things like teleport and grab an item. You also can also get your AoO’s after you teleport and can perform immediate actions. If you need to accomplish an action like pulling a lever to turn something on or off you can accomplish that in a single turn. Too me that is much better than a +1 insight bonus and a minor once a day ability.

Dimensional Assault does not give as much to the monk but still lets you perform a charge. For someone using dimension door as a spell it is a lot more valuable. For the monk it is basically a feat tax for Dimensional Dervish.

Dimensional Dervish is pure gold. It allows you to move between attacks on a full attack. You can also use abundant step as a swift action. Being able to attack foes that are spread out all other the place is something very difficult to achieve. The rest of the feats in the build are really good.

Improved initiative is not that good of a feat so diminish the second build. Iron will may be useful for an unchained monk depending on his WIS. Those feats kind of diminish the second build. This build has as many if not more dead feats as the other build.


Since the object of the game is to have fun you kind of answered your own question. You said the first option is more fun and flavorful. As long as the campaign will go high enough that you actually get to play the character after the build comes online the first build would be my recommendation.

The dimensional feat chain actually gives you useful abilities with each feat. The ability to act after using dimension door can be very useful even if you cannot attack. Dimensional Assault has an incredibly long range. The ability to attack from over a half mile away is pretty good. In my opinion this build actually has the better progression of abilities as well as a higher end result.


For me the primary reason for slayer is to use a STR based build. That allows you to use those feats and class resources for other things. If you go DEX based, you will not have that flexibility. Going slayer will still give you more skill points and better class skills, but that is and the bonuses for studied target are about it.

The STR based build will probably not qualify for double slice until 10th level. You need at least a 15 DEX for double slice. unless you are using a 25 point buy that might be difficult.

Either way will work it is just a matter of what you want out of the character. The main reason for Hellcat Stealth is that will allow you to be able to get sneak attack more often.


The weapon categories are light, one handed, two handed and ranged. Crossbows including hand crossbow are in the ranged category, not one handed. The feat does specify it works with thrown light- or one-handed weapons.

Hand crossbow

Cost 100 gp Weight 2 lbs.
Damage 1d3 (small), 1d4 (medium); Critical 19-20/x2; Range 30 ft.; Type P; Special —
Category Ranged; Proficiency Exotic
Weapon Groups Crossbows

Description

You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. A hand crossbow fires standard crossbow bolts, like those used by light and heavy crossbows.
You can shoot, but not load, a hand crossbow with one hand at no penalty.

You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.


Also gravity bow is a personal spell and cannot be cast on someone else.

You could use a light or one handed weapon and cast lead blades on yourself. Since neither the spell, nor the feat actually increases the size of the weapon they would not stack. Both abilities say that the weapon is treated as one size larger. Both are working off the actual size of the weapon, so they do not stack.


Most of the answers you are asking are in the description. The description states it uses a standard action. That means using it does not end your turn. But it will limit what you can do with the remaining part of your turn. You cannot do anything that requires a standard action, or a full round action. You can take other types of actions like move actions, swift actions etc.

For the rest of it look to the spell teleport.


Azothath wrote:

Considering a WPrst 3, Sor 3, PrC-MT 10 (std build) leaving PrC-Evang 1 for later...

Both the warpriest and sorcerer gain access to 2nd level spells at 4th level, not 3rd.


The Equipment Trick specifies the spell is treated as one level higher, but does not actually raise the level of the spell. If all purpose does raise the level of the spell it would also require a 2nd level spell slot to cast. All includes restriction. Since neither class has a 2nd level spell slot at that level they cannot cast the light spell as a 2nd level spell. The prerequisite for mystic theurge is the ability to cast 2nd level spells.

Even if it worked it is highly limited due to the fact that 2 of those 3 spells have to be from the warpriest spell list, which is a slower progression, and are further limited to those equal or lower level than your combined spell ability.

The reality is that you would need to be a 4th level warpriest and 4th level sorcerer. That means at 20th level you will have 4th level warpriest spells, and 7th level sorcerer spells. Your caster level in sorcerer will be 16th but you won’t get the higher-level spells.


Slayers make great scouts and don’t need to be the face. They can easily do the dirty scoundrel. Focus mostly on skills like Bluff, Disguise, Perception, and Stealth. But also put some points Acrobatics, Climb, Sense Motive, Survival and Swim. If you take the slayer talent trap finding add Disable Device to the list of focused skills. Basically, you are a rogue that is actually good at fighting.

Instead of taking skill focus for sense motive take it for stealth and pick up Hellcat Stealth instead of alertness. Being able to use stealth while under direct observation is very useful in or out of combat.


Slayer is basically a combination of Ranger and Rogue. They can be built to be nearly any type of sneaky combatant. If you take Trap finding you can be a rogue that does not suck at combat, but they can also be a lot more. With the right archetype or slayer talent and feats they can be built to be many different things. They make great assassins, spies, some excel vs specific opponent, and some are warriors with strange mystic powers. What are you looking for your character to do out of combat?

The problem with Vanguard is that it replaces the 2nd level slayer talent. You are using that to pick up two weapon fighting which means you would have to put that off. You could use your 3rd level feat to pick up extra slayer talent or you would have to wait till 4th level.

Personally, I like the Stygian Slayer archetype. Being able to go invisible makes it easier to get sneak attack. The ability to use some wands, scrolls and staves makes for an interesting martial character.

Slayers get all social skills except diplomacy as class skills. They also get all the skills needed to sneak in places (Acrobatic, Climb, Stealth, and Swim). That gives them lots of out of combat utility.


If you went slayer with VMC bard you could get Accomplished Sneak Attack, Dirty Fighting, Improved Critical, Improved Dirty Trick, Improved Two Weapon Fighting, Power Attack, Quick Dirty Trick, and Two Weapon Fighting by 9th level. This is assuming you are human, and you will be using your slayer talents to pick up Improved Dirty Fighting (Underhanded Trick) and Quick Dirty Fighting (Combat Trick). That will with a 20 STR give you four attacks at +11/+6 doing 1d4+13 +4d6 sneak attack, and +11/+6 doing 1d4+7 +4d6 sneak attack for the offhand. This build is heavy reliant on sneak attack damage. You can use the human FC to get an extra slayer talent.

I am not sure what you expect to gain for out of combat utility form the bard VMC. You don’t have that many knowledge skills as class skills so bardic knowledge is a lot less useful. Putting in a point and getting a +8 bonus is fairly decent but putting in a point and only getting +5 is not. You don’t get lore master till 15th level so cannot take 10 or 20 on knowledge skills till then. Bardic performance will take a standard action so will prevent you from attacking. At 11th level they become a swift action but studied target is also a swift action. Since perform is not a class skill and you will probably not have a good CHA versatile performance is not that good.

If you want to have out of combat utility put some points into INT and use your FCB for skills. With a 12 INT a human slayer gets 9 skill points per level. Silver Tongue trades out skilled so that actually reduces out of combat utility. Use your other feats to boost your out of combat ability. Swap the bonus feat for focused study which will give you skill focus on two skills at 8th level and by 12th you will get skill focus on three skills. Use the feats you would have lost for VMC to boost out of combat utility. If you take skill focus on perception and sense motive and alertness you will gain massive bonuses on both at 10th level. Don’t forget that studied target applies to both those skills.


Improved two weapon fighting has a prerequisite of DEX 17. Since weapon finesse uses DEX to hit you will want to have at least an 18 DEX, but probably higher. Trained Grace has a prerequisite of 9th level fighter. At that level Trained Grace will give you a +4 bonus to damage, which is the same as an 18 DEX gives. Trained Grace also uses up the characters advanced weapon training. The character would be better off taking Focused Weapon and doing d8 damage instead of d4. Focused weapon is so good for a fighter build that they should be using their 5th level feat to gain it at 5th level. Armed Bravery basically gives a fighter good will saves. That is much better than Trained Grace. Trained Grace is only useful for a two-handed finesse build. For something like an elven curve blade or a spiked chain it can be useful, but for a two-weapon fighting build it is a trap.

If you want a STR based build Slayer is the way to go and they do not get access to trained grace. If you are worried about skills the slayer is also the superior choice.


If you go slayer, you can use slayer talents to pick up ranger combat style two weapon fighting. This allows you to ignore the prerequisite for feats gained through taking those talents. This means you can build a STR based two weapon build. Take power attack and weapon focus at first level. Use slayer talents at 2nd, 6th and 10th level to pick up two weapon fighting, improved two weapon fighting and either greater two weapon fighting or double slice. Accomplished Sneak Attacker will get you an extra d6 of sneak attack. Take improved critical if you want, but keep in mind that sneak attack damage is not multiplied on a critical hit.

You can also pick up combat expertise and quick dirty trick to use your first attack to blind your target which would allow you to get your sneak attack damage on the rest of your attacks. Greater dirty trick would also be useful. Doing this will take up all your feats and talents up till 9th level. You will need to take the combat trick to pick up an extra combat feat if you go this route.

If you don’t go with my optional suggestions the rest of your feats and talent can be spent on other things. This character would deal less damage but have a lot more things they can do out of combat.


Many people who are introverts are comfortable with social interaction in specific circumstances. For this character he could be shy most of the times except when he is communication what he knows. Basically, he does not speak a lot, but when he does it is well worth listening to.

If you really want to play that up leave his CHA at 10 (or even drop it to 8) and take clever word play for perform oratory. He does not get versatile performance till 11th level anyways. Put a few points into diplomacy and sense motive before that and then when you get to 11th level move those to perform oratory. I would put at least a few points into perform oratory before 11, but not many.


A better way to build the character would be to take deadly agility as early as possible. Also use your 5th level normal feat to gain an additional advanced weapon option and pick up focused weapon at 5th level. At 9th level use your advanced weapon option for Armed Bravery to gain your bravery bonus on all will saves instead of iron will. Gaining Focused Weapon early makes the build a lot more viable. At 10th level the your damage from the Kukri goes up to 1d10.

1) Weapon Finesse
1) Deadly Agility
1) Two Weapon Fighting
2) Piranha Strike
3) Weapon Focus
4) Weapon Specialization
5) Advanced Weapon Training (Feat used to gain Focused Weapon)
6) Improved Two Weapon Fighting
7) Double Slice
8) Improved Critical
9) Greater Weapon Focus

Don't skip greater weapon focus. With the extra attacks it value is increased. It not only increases your chance to hit, it also improves your chance of confirming a critical hit.


By using knowledge skills to identify monster weaknesses you are aiding the rest of the party. So, why are you not interested in aiding them further with bardic performances?

Inspire courage is one of the better boosts in the game especially for a larger party. When I am talking about the size of the party, I am also including summoned creatures. Wizards get summon monster as a spell so there is no reason this wizard could not focus on summoning. A great tactic for this character would be to summon on the first round then activate inspire courage on the latter round. Don’t forget that the bonus from inspire courage applies to the save vs charm and fear. Preventing the fighter from getting charmed is very useful.

Inspire Competence can also be useful. Use it when the rogue is dealing with traps, or when the party is searching for something. Use message to whisper in the ear of the party face to give him a bonus to his social skills.

Versatile Performance can also be useful. Take the trait clever word play and select Oratory as your versatile performance. This lets you use you boost 3 skills using your INT modifier. It also means you get 3 times the bonus per skill point. Even though perform is not a class skill it still gives you a good bonus to diplomacy, perform oratory and sense motive. That frees up skill points for other things while still giving your character valuable skills. Use your other trait for something like Hwan Artist to get perform oratory as a class skill and at 11th level you can have a +19 or higher diplomacy and sense motive. VMC also allows you to redistribute the skill points for those 2 skills, so you can put skill point into them before you gain versatile performance and redistribute them at 11th level.

Lore master is something will find very useful. By the time you gain it your bonus on knowledge skills will probably be high enough that taking 10 will usually get you what you want. The ability to take 20 means that when you really need to make the roll you will.

If you really want to play the knowledgeable sage, I recommend that you give the performances you are dismissing another look. There is nothing that says your performances have to be frivolous entertainment instead of wise advice.


Take perform oratory and consider the bardic performances as giving advice based on your knowledge. You don’t recite poems or sing songs you tell the people what they are doing wrong. The versatile performance can also be reskinned as using your knowledge to figure out the right thing to say or what the other person is planning. Basically, you are a teacher.


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Lord Fyre wrote:
Mysterious Stranger wrote:
Hero System is my preferred system, but I like Pathfinder 1E. I friend got me into Pathfinder, and I started running it after a while. I have a substantial amount invested not only in books but also in Hero Labs. When Pathfinder 2E came out I took a look and found that Hero Labs for 2E is only available online, so that killed any interest in using that and put me off from upgrading. Pathfinder 1E is a mature system that has enough options to make it interesting. The system works very well for a simple game that does not take a much effort to create a character but offers enough variation that I can create pretty close to the character I want. If I want a more complex system that allows me to do anything I will use Hero System. I see no reason to invest more money in a third system.
Off topic sidebar: In your opinion, which is better Fantasy Hero or Pathfinder?

Fantasy Hero is the better system, but Pathfinder has more resources available. Setting up a FH campaign is a lot more work, but worth the time if done properly. The combat system is far superior and allows a lot more tactical options.

The big difference is that Pathfinder is a complete game. Fantasy Hero is more of a structure that allows the GM to create the game they want.


War Priest is mainly to get the sacred weapon so you have scaling damage. Focused Weapon does the same thing. The big drawback of the warpriest is the lower BAB. One other thing about the warpriest is that the many of the feats you will want have a prerequisite of +1 BAB. This means you cannot take those feats with your bonus human feat because the warpriest does not qualify at 1st level. With warpriest you will be using spell to boost your combat ability.

If you are open to other classes besides fighter slayer may be worth thinking about. They can pick up ranger combat feats that allow them to ignore prerequisites. This would allow you to do a STR based build that would mean fewer feats are needed. Studied Target and sneak attack would also boost your damage. Sneak attack would not always be available, but when it is, would be deadly.


My build already includes focused weapon. At 9th level he is has a +2 for weapon training bonus, using Trained Grace would increase that by 2 but would mean he does not get the DEX to damage. My figures assumed an 18 DEX which means the bonus would be identical. My build also did not factor in the stat increases for 4th and 8th level or a belt of dexterity. Once those are factored in the DEX to damage will be greater than trained grace.

I also did not factor in any magic items. A mithral breastplate is fairly cheap but mythral full plate costs a lot more. At this level I am not sure the extra cost for full mithral full plate, and a sash of the war champions is worth it. Don’t forget you need to buy two magic weapons and will want to probably a good belt of DEX. You will also want to have enough for the rest of the big 6. If you go with a +2 mithral breastplate and a +4 Belt of DEX it will cost 24,200 gold. +2 Mithral full plate and a slash of the war champion will go for 18,500 gold without a belt. The belt not only increases your AC it also boosts your chance to hit, damage, and reflex saves. The mithral breastplate will have a max DEX bonus of +7 at 9th level.

As long as you keep armor training you can put off purchasing the slash of the war champion until higher level. The difference between full plate and a breastplate is only 3 points. The breastplate will give you a slightly better touch AC which can be important.

Weapon Master also loses Armor Training so a slash of the war champion will be worthless with that archetype.


You will want both double slice and two weapon grace. Two weapon grace allows you to use DEX to damage while using two weapon fighting, but you only get half you DEX bonus to damage with the offhand weapon. Double slice allows you to get the full DEX to damage with both weapons.

The only bonus to damage two weapon rend will give you is 1d10 + 1.5 DEX bonus. It will not gain the bonus damage from other feats or bonuses like weapon enchantments. You also cannot get a critical hit with it or trigger feats or enchantments from a critical hit. This also assumes you hit with both weapons.


The best way to maximize this build would be to take the following feats. Double Slice, Greater Weapon Focus, Improved Critical, Improved Two Weapon Fighting, Piranha Strike, Slashing Grace, Two Weapon Fighting, Two Weapon Grace, Weapon Finesse, Weapon Focus, Weapon Specialization. For Weapon Training take Light Blades, and Focused Weapon. This will take all your feats and weapon trainings.

This will still not match a two-handed fighter using a falchion with half the feats and weapon trainings. The fighter with Greater Weapon Focus, Improved Critical, Power Attack, Weapon Focus, Weapon Specialization and Weapon Training Heavy Blades will have a DPR of 45 vs an AC 19. The fighter using two Kukris will have a DPR of 43.35. That might seem fairly close but the fighter using the falchion still has 6 feats left to spend. When I start adding things like Furious Focus, Cornugun Smash and Hurtful to the Falchion wielding fighter his damage goes up much higher

The above numbers do not take into account magic weapons or other factors. It still gives you an idea of what the build is capable of.

Weapon Master means you don't get Focused Weapon. That actually lowers your DPR to 38.25.


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Hero System is my preferred system, but I like Pathfinder 1E. I friend got me into Pathfinder, and I started running it after a while. I have a substantial amount invested not only in books but also in Hero Labs. When Pathfinder 2E came out I took a look and found that Hero Labs for 2E is only available online, so that killed any interest in using that and put me off from upgrading. Pathfinder 1E is a mature system that has enough options to make it interesting. The system works very well for a simple game that does not take a much effort to create a character but offers enough variation that I can create pretty close to the character I want. If I want a more complex system that allows me to do anything I will use Hero System. I see no reason to invest more money in a third system.


This is the reason I do not allow 3rd party material in campaigns I run. RAW there is a valid argument that the parent class feature is not actually replaced. If the character had multiple archetypes that ended up trading away all normal arcana individually, I could see allowing an elf to use his favored class bonus to gain extra arcana. I am not sure if there are any combinations of 1st party archetypes that could cause that to happen, so it might be a moot point.


This ability replaces the magus arcana gained at 3rd, 6th, 9th, 12th, 15th, and 18th levels.

After reading the archetype I have changed my mind about if this would work. The Ability states it replaces the magus arcana gained at specific levels, not that it replaces the entire class feature. The fact that it specifies it replaces the magus arcana gained at specific levels indicates it is not removing the base class feature. If it had stated it replaces all magus arcana instead of listing each one individually that would have indicated it is replacing the parent class feature and the favored class bonus would not work. So, RAW this looks like it should work.

This is also a third party archetype and those are notorious for being poorly written. That being the case there would have never been an official answer even if Piazo was still supporting 1st edition. With that in mind you are going to want to check with your GM about it. I could easily see a GM deciding that it does not work.


The way I see it is that the hexes from the spirit or wandering spirit are part of the class feature of the spirit or wandering spirit. This is further supported by the fact that the description of spirit specifically mentions that the hexes of the spirit are added to the list of hexes the character can choose from for their normal hexes. Likewise, the wandering spirit is specific that the hexes of the spirit can only be accessed by using the wandering hex.

The Draconic Shaman archetype does not gain a primary spirit but is still able to choose shaman hexes. That seems to be a clear indication that there is no link between spirit and the hex, and that only hexes on the list of the spirit are associated with the spirit. If it was the spirit that gives access to the hex how is the Draconic Shaman able to use a hex when he has no spirit?


You are the GM so you can do whatever you want, this kind of falls under rule Zero. The only thing you really need to worry about will this make the hydra too powerful for your players. Another concern would this make the hydra powerful enough to justify an increase in CR. The Cr increase is only relevant if you are using normal XP rules for character advancement.


Having an effective slayer level allows the ability to function. If the class feature that has an effective class level modifies an ability that the original class does not have the class feature does not give that class feature. A good example of this is the druid’s animal companion. Animal companion has the ability Share Spells. The Cavalier has a class feature that functions as the Druids Animal Companion with the effective Druid level being equal to the cavalier’s level. The Cavalier does not have the ability to cast spells so they do not gain the benefit of share spell. This is the same thing as the sanctified slayer increasing the DC of class slayer class abilities.

Having an effective slayer level allows the sanctified slayer to use studied strike, it just does not advance the DC of anything except the slayer talent granted by the archetype.

The wording on share spells does not specify it has to be a druid spell, but it does specify it must be from the same class that grants the animal companion. That line is what allows a Ranger or other spell casting class to use share spells.


Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

The wording of the studied Target from the sanctified slayer says they gain the slayers studied target class feature. RAW it only increases the slayer class abilities, not those of the inquisition class features. The slayer specifies slayer class abilities, not simply class abilities. Since spells are not a slayer class ability the DC of spells are not increased. It would however increase the DC of any slayer talents the character gains from the archetype.

At low level it is not much of a problem, but at higher level it becomes incredibly powerful. At 15th level it grants you a +4 to the DC of your saving throws. That is equal to a mythic character with spell focus, greater spell focus and mythic spell focus, but it works on all schools of magic. Since studied target is an untyped bonus it stacks with any other method of raising the DC of the spell. That incredibly powerful and there is no way I would allow it in a campaign I run.


While I agree this will not work, nothing the OP is asking about is 3rd party material. The Cyclopean Seer is from Inner Sea Monster Codex, which is published by Paizo. The Cyclops is from the Bestiary which is also published by Paizo.

None of those abilities have anything to do with the mythic rules. Spending a mythic point only works on things that specifically mention mythic points.


The questioned was asked in the rules forum, and the RAW answer is pretty clear. That is all that really matters for a rules question

If it had been asked in the advice, then like everyone else my answer would be that no sane GM would allow that.


The description of the deck of many things does not mention rolling dice, so the flash of insight has no effect. Since as far as I know there is no such thing as a d22 or d54 there is no way to roll those.

I also agree with Claxon that there is no way I would let a player choose the result of a draw from a deck of many things. The deck is an artifact and those are usually not affected by any but the most powerful magic and even then, it is not guaranteed.


No they do not interact because superior feint does not require a bluff roll. With superior feint you miss with your one of your attacks and the creature you were supposedly attacking is denied its DEX bonus until the beginning of your next turn. This means the target loses its DEX bonus vs all other attacks by the swashbuckler in this turn. It would also lose its DEX bonus vs any AoO the target provoked in the next turn before the swashbuckler acts.

Confounding shield allows you to take 10 on your bluff roll when using a normal feint. Since superior feint does not require a bluff roll the ability to take 10 is irrelevant.

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