Xakihn

Name Violation's page

Organized Play Member. 4,519 posts (4,584 including aliases). No reviews. No lists. No wishlists. 10 Organized Play characters. 9 aliases.


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i too have pondered on the point of "adding" a class skill that is already a class skill, other than to alter skills just to make the class incompatible with other archtypes

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KarmicPlaneswalker wrote:

In a recent session at our table, the topic of item creation came up again and it was pointed out that certain classes possess features that allow them to emulate item creation feats with varying degrees of effectiveness.

Alchemists receive Swift Alchemy at 3rd level. Tattooed sorcerers receive Create Spell Tattoo at 7th level, etc.

While many of these point out they cannot replicate spells that need costly material components (or consume them on use), by RAW, do these class features completely ignore the base game mechanics that require price and material costs? Or are they still subject to those restrictions like the abilities they are emulating?

Does an alchemist not have to pay to make a flask of acid?
Can a tattooed sorcerer bypass needing to pay 4x the scroll cost when they create a spell tattoo?

Or are these abilities designed solely to save time, by skipping conventional crafting durations and reduce them to a standard action for the sake of expediency?

Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Create Spell Tattoo (Su): At 7th level, a tattooed sorcerer can create a spell tattoo (see page 16) once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level. This ability replaces the bloodline feat gained at 7th level.

swift alchemy doesn't reduce cost to create anything, just lowers the amount of time it takes.

as for the spell tattoo, im sure the intent is that it doesn't cost anything since it can also just go away if you make another one. it also doesn't give them the ability to make normal spell tattoos since they don't have the feat. thats what the line "She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit." infers to me anyway

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WHAT ABOUT USING GOLIATH DRUID FOR THE ARCHETYPE?
Get big, go smash

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If you're already using 3.5, check out Unearthed Arcana, it had a variant familiar for wizard necromancers that replaced the familiar with a skeleton that advanced HD as you leveled

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Java Man wrote:

Unless there are personal range spells that specify type then S2 must be independant of S1. I suppose it could also be the case that S2 is pointless.

paragon surge is the only one i can think of

"Range personal (half-elf only)"

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Pizza Lord wrote:
Nope, gold. Must consume one pound of gold or gold coins per day. There we go.

Electrum. they must consume electrum.

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My personal preference is 2 levels of cavalier with order of the cockatrice which gives dazzling display as a standard action rather than a full round and also ignores prereqs so you don't even need a weapon to do it. You can take an archetype like gendarme to still get power attack at 1st level, or emissary for full speed in medium armor at 1st level.

add 1 level or rogue with the thug archetype to turn shaken into frightened instead.

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I like to combo TWF and rapid shot. You usually need quick draw to get everyrthing going, but you can get a lot of attacks off. Add in favored enemy or sneak attack and its get high damage real fast

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i was expecting someone making a case for not needing the body to create a skeleton, trying to argue the body was a material component they could ignore.

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have you thought about taking druid herbalism instead of the domain?
gets you free potions everyday

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Yes. They work on any ranged attack roll, spell, weapon, or otherwise

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totem beast can be good

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wish i could find this

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The Hinterlander prestige class makes a decent cleric archer

or warpriest (arsenal chaplin) makes an amazing divine archer

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you might want to check the rogue archetype thug

"Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding."

In PFS i used a cavalier with order of the cockatrice and a level of thug rogue to great effect

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personally, i'd treat them like claws. Piercing + Slashing damage

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I was thinking of gloves of dueling, not the sash. Increase weapon training by 2,use trained grace, keep strength at 14.

But I'm just spit balling ideas. I feel like it's better to free up a couple feats and ignore dex to damage and double slice.
I like to keep some strength bonus for skill checks and stuff.

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Mysterious Stranger wrote:

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.

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

what if we did weapon master, drop double slice, slashing grace, and two weapon grace, grabbing focus weapon and trained grace weapon trainings with the feats?

also, a Sash of the War Champion seems a must for this build

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depending on stats, you might get more damage from the advanced weapon training trained grace

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the vexing dodger archetype does what the rogue is looking for. works especially well with a single level dip of swashbuckler with the mouser archetype

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Wizards, the 1977 Ralph Bakshi classic

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Bar Room Brawler paired with the advanced weapon training ability abundant tactics.

pull out any feat on the fly. especially nice when you need a very specific feat 1 time. like rat catcher or you can always use barroom brawler to pick up dedicated adversary to basically gain favored enemy on demand

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Soapbox wrote:
Sysryke wrote:
I'm dying to know Soapbox, did your GM finally concede the point?

He DID! Just last night. Now my modifier for Overrun is +16 at 4th level (even more if I rage or use my mutagen)!

He was dubious about me using the internet and this chat forum as a source of knowledge, but couldn't deny the evidence from the core rulebook you all provided me!

He also warned me that now he will have to increase the challenge ratings of future battles because otherwise I will literally be bowling over his monsters.

In this party there is me, Barbarian/Fighter, then a straight up Fighter, a cleric, a druid, an alchemist, and a witch.

He said he will be forced to kill off the other players just to challenge me and the Fighter in an average combat.

But I plan to calm him down by how I play... Using my special attacks sparingly.

Lets hope that works!

point out to the DM that a lot of the bonuses to AC also add to cmd. dodge, deflection, ect

Miscellaneous Modifiers
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

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Musta Joulupukki wrote:


God caller archetype says; "Any Summoner can select the god caller archetype"

"Any summoner (including the summoner from Pathfinder Unchained) can select the god caller archetype."

that is referring to the summoner and unchained summoner classes. it means the archetype can be taken by either class.

it does not mean it can be taken by a summoner with conflicting archetypes

it still can not be combined with other archetypes that replace or change any of the same things as it does

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link to relevant faq
link to magic item creation
you multiply by caster level, so a 12th level CL will cost 7x more than a 5th caster level

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link to it on d20pfsrd
Bonus
Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.

The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source.

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you have it correct. the additional dice is applied after critical damage is calculated.

for the big dice number question, i'll share my favorite example:
Butchers axe: 3d6
Oversized butchers axe: 4d6
Enlarge Perspn oversized butchers axe: 6d6
Enlarge Person oversized impact butchers axe: 8d6
(if you can get 1 more size catagory you can get to 12d6)
Vital strike/greater/improved: additional 8d6 each

on a crit, the 8d6 whoould get the x3 multiplier, but not other 24d6

there is a build i've seen that uses improvised weapons to get upto 12d6, but theres GM variation on "oversized improvised weapons"

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vital strike c
Feat chain with a+5 oversized, impact, furious, butchers axe, while enlarged. use 2 hand fighter archetype and titan mauler barbarian.

3d6 base becomes 8d6 after enlarged, over sided, and impact

greater vital strike. 32d6.

2 hand fighter adds 2x str mod to damage 40str for easy math (+30).

power attack+ furious focus + vital strike for 32d6+55ish.

use cyclops helm for nat 20. can only fail confirm on nat 1.

Or use furious finish for max damage guaranteed

deal maxxed 247ish damage from a +7 weapon (screw their DR) or 741ish maxxed crit

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Dragonchess Player wrote:
Liliyashanina wrote:

Now what is the conventional problem with this?

--Even with sword and gun, you still provoke AoOs when you reload
--Deft Shootist deed can help you, but it is expensive feat wise
--Relatively few rage powers help with ranged attacks
--Your off hand is limited to a cestus, or you pay another major feat tax/dip (for reloading via tails or tumors), or you get a specific dex belt that doesnt upgrade much for having a third "hand" 5 mins per day.

Note that the savage technologist (emphasizing this because it's important) is designed to be used in a Numeria campaign with technological guns that use batteries and don't need to be reloaded after every shot. It is not designed for a "normal" campaign with early firearms (the rest of Golarion).

Liliyashanina wrote:
In my view, sword and gun is kind of a trap. It forces you into basically useing a pistol and a Cestus for much of the game, and you will provoke AoOs from reloading. Mind you, these provoked AoOs may well miss you because your AC is at least 4 higher then that of a normal barbarian, but unless you want to go for come and get me shenanigians, thats probably not the bestest idea ever.
Sword and gun can work even in campaigns with early firearms, but require specific strategies: a prehensile tail (tiefling alternate trait or vanara), a dip in alchemist for Vestigial Arm, etc.

Air Repeater is an early firearm, and doesnt even use black powder. Has 6 shots. You dont even need the musket master dip

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monstrous companion is a trap feat. its strictly a worse version of leadership.

see if you can just take regular leadership instead, Kirin is a 13th level cohort

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I grok do u wrote:

GM's call of course, but Mother's teeth trait is not legal for aasimar, it is a goblin + Lamashtu trait.

You want the Lost Promise alternate racial trait that replaces your racial spell-like ability with the maw or claw alternate racial trait of a tiefling which gives you a 1d6 bite or two 1d4 claw attacks.

The trait Unscathed (magic) will increase your energy resistances by 2.
Or Clergy member (race) which is flavorful if you want to be serving a deity like Asmodeus. Either is a decent replacement trait for mother's teeth.

Concept/backstory wise, you could be the offspring of a fallen angel, who branded you as an offering to Asmodeus, and who has indoctrinated and molded you into the herald of evil you are to become (personally or through a church, sect, or cult). Nothing too fancy, but goes well with class features and traits.

easily replaced with adopted trait, which lets you pick up the tusked trait from half orc or orc for a 1d4 bite instead

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only 10 con on a frontline melee combatant? Ouch.

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Arkat wrote:
Falling Rock wrote:

In contrast, my melee-monster PC went the Vital Strike route, and frequently one-shot enemies with his impact earthbreaker.

If I could get one of my GMs to allow me to play a Large race, this would totally be the kind of character I'd LOVE to play.

A large Impact earthbreaker would be completely insane paired up with a charge and Greater Vital Strike!

But back on topic, I played a Dwarven Monk Zen Archer in the Giantslayer AP and it was fantastic.

*Laughs in huge impact butchers axe greater vital strike furious finish*

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Half orc with alt racial traits (sacred tattoo, shamans apprentice)
Orc horn bow weapon
Warpriest (Molthuni arsenal chaplin) gets weapon training
fates favored trait, reactionary.
swift action buffs, hits just as hard as a fighter, if not harder. Divine favor is a great spell for low levels, and once you have the 4th level spell Divine power you even have the same amount of attacks. Channel vigor is also a great spell for ANOTHER +4 to ranged attacks.
since Half orcs count as humans, take human favored class bonus for warpriest.
take all the same feats as the fighter, has weapon training just like fighter, and can spend swift actions to get better hit and damage numbers

sure you have a few less hp from a d8 hd vs a fighters d10, but you also get up to 6th level spells that can help a lot more than an average of 21 hp at 20th level. 20 feats vs a human fighters 22 feats.

at 20th you have 5 less bab, but can get an additional +11 to hit and 7 damage, from 2 spells, which makes up for missing 4 damage on precise strike

IF the fighter is hasted or has a speed enhancement on their bow, they can pull back ahead in DPS, but by less than an entire shots worth of damage

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i agree, iron stake would leave behind a stake, i'd even let it keep the material part. but it would just deal normal cold iron stake damage.

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buy a riding dog, put a pack on it

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Honestly, the Slayer class ahs most of this

I'd say slayer with an earthbreaker, maybe with the turncoat or velvet blade archetype

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Taja the Barbarian wrote:
Name Violation wrote:
Taja the Barbarian wrote:

As a starting point for getting the most at first level specifically, consider:

Human (for the bonus feat) or Half-Elf (for the bonus skill focus feat)
Rogue (Unchained)
Starting Feats: Martial Weapon Proficiency (since the proper 'hammers' are martial) and Skill Focus (Stealth).
Wield an 'Alchemical Silver' Light Hammer
Emphasize Dex and Int.
Spend skill points as desired (you should have plenty to go around)

Alternately, you could go Halfling (for the bonuses to stealth) and delay taking skill focus.

Most of the rest of your 'items' seem more like roleplay than game mechanics (the antipathies are very specific)...

you can get hammer proficiency a lot better.

theres an alternate ability for humans that gives 2 martial or exotic weapon profs, thats better than wasting a feat on 1 weapon.
"Military Tradition
Source Inner Sea Races pg. 214
Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait."
half elves can also trade skill focus for a weapon prof IIRC

Perhaps, but the second weapon is largely irrelevant since your only light 'proper hammer' option (for 'finesse training' purposes) is the Light Hammer, so either way you 'lose' a level 1 feat to get proficiency with the one weapon you want...

If you...

i know its a slight stretch, but dwarven maulaxe is a light exotic weapon that deals a d6 and is half axe half hammer.

also, if not a dex build, theres a trait for earthbreaker proficiency

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Taja the Barbarian wrote:

As a starting point for getting the most at first level specifically, consider:

Human (for the bonus feat) or Half-Elf (for the bonus skill focus feat)
Rogue (Unchained)
Starting Feats: Martial Weapon Proficiency (since the proper 'hammers' are martial) and Skill Focus (Stealth).
Wield an 'Alchemical Silver' Light Hammer
Emphasize Dex and Int.
Spend skill points as desired (you should have plenty to go around)

Alternately, you could go Halfling (for the bonuses to stealth) and delay taking skill focus.

Most of the rest of your 'items' seem more like roleplay than game mechanics (the antipathies are very specific)...

you can get hammer proficiency a lot better.

theres an alternate ability for humans that gives 2 martial or exotic weapon profs, thats better than wasting a feat on 1 weapon.
"Military Tradition
Source Inner Sea Races pg. 214
Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait."
half elves can also trade skill focus for a weapon prof IIRC

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except for the whole "You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. " part.

after you take a swift action, you could theoretically ready another swift action, but you can't actually perform said swift action.

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Lakke wrote:

& to be more clear: yes, ready your action for when they're in reach after warning they should stay out of reach & your allowed to interrupt chain of initiative in time whenever you're r

& yes, some try to overrule that & then it's time for magic... where their reality becomes a nightmare maybe a place where they aren't sure anymore if their hunt was justified by all parts of them & they can't even trust their own minds anymore

glad a necromancer came to resurrect this thread 12 years after the conversation died.

Late entry to the oldest necro'd thread of the year contest, but a possible winner

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TheMonkeyFish wrote:
Name Violation wrote:

Isnt there a PFS specific rule about sacred huntmaster with the animal domain?

I thought they get 2 stat points instead of the double companion shenanigans

That's Kingmaker, PFS just limited HD to CL+1 (Druid Level 16 at level 12, vs Druid Level 21 without the limit).

theres something PFS too i think.I might be thinking of the divine hunter hunter archetype, which is similar to the sacred huntmaster tho

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UberPorsche wrote:
AerynTahlro wrote:

Simple question... what happens if you take both of these traits?

Wayang Spellhunter
** spoiler omitted **

Magical Lineage
** spoiler omitted **

Am I missing something?

Wayang Spellhunter and Magical Lineage are both Traits, thus the modifcation should be listed as a trait bonus. These traits offer the same bonus and DO NOT STACK.

sure am glad you clarified this, and only 12 YEARS after it was posted

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Isnt there a PFS specific rule about sacred huntmaster with the animal domain?

I thought they get 2 stat points instead of the double companion shenanigans

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Oh hey, its my old "My horse is amazing" build making the rounds again.

They battered my poor build with so many nerf bats

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The ability to make a ride check in place of a saving throw is a feat, Indomidible Mount

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glass wrote:
Diego Rossi wrote:
For sure sharing the turn is against the rules
You may well be right (although I disagree that it is remotely as clear as you claim it is), but I literally said in my first post that "it is not strict RAW" so I am not sure why you are trying to turn this into a RAW argument.

Have you been in the rules forum?

Around these parts its like when Gordon Ramsey sees undercooked chicken...

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would a homebrew feat be a possible solution?
or reskin a different weapon?

i'd look at something like the feat shield slam, and se about making the inverse of that

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I'd say maybe go with vivisectionist alchemist, get sneak attack damage

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Usually I'd say Dedicated Adversary, but thats just favored enemy