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RPG Superstar 8 Season Marathon Voter, 9 Season Dedicated Voter. Organized Play Member. 385 posts (423 including aliases). No reviews. No lists. 1 wishlist. 18 Organized Play characters.




Currently playing a sandbox exploration game. PCs are about level 6-ish.

Referring to the exploration rules in Ultimate Wilderness, what is needed to build a PC which is good at it?

Currently have linguistics for gazettes. Can fly. Perception focused (although the negative wis hurts) but at least its better than untrained survival (not a class skill so no point for me investing just for a +5 compared to perception which is although we are allowed a free rebuild so I could change it to survival if I can figure out how to make it work)

Problem with survival is, there are barely any items to use it for exploration. Mundane or magic. Most of the survival items are very narrow e.g. for getting lost or food and water with no general survival use so there still isn't much bonuses to be gotten for it to perception either.

I think that is all I can think of unless there is something I'm missing from the rules.


I've been wanting to make a halfling which makes use of the childlike feat for memes.

How effective do you think this combination of rogue talents would be? Assuming I'm interpreting them properly.

Ambuscading grapple: Grapple unaware target and sneak attack.

False attacker: Since grapple can be used in place of an attack.

Convincing lie: Persuade target someone else attacked him and have him convince everyone else the same. Start fights/conflicts.

The whole time: For good measure as a back up plan.

So walk up to person, grapple them for sneak attack damage, convince them to get into a scrap with someone else. Repeat until the whole town are in fights.

This of course makes bluff the most important skill. The only difficulty (since I want to take 10) is the size penalty to grapple for halflings. Need some way to negate that too...


I'm currently playing an UnC rogue and I'm thinking of capitalizing on the intimidate skill unlocks (despite the limitations of who demoralize can apply to)

While I don't think I'll have any problem reaching the shaken threshold for the intimidation, the DC which my target would have to beat in a saving throw is pretty much static (10+my own ranks in intimidate) Given that fact as I can't increase my own DC barring level ups, I'm looking to decrease their applicable will or fear saving throws.

So far my rogue can demoralize (so if I start with that, that will be a -2 to the next attempt which can be used for the stranger fear effects) and sicken my targets (so another -2) I've also found an item (which I think is kind of slotless and cheap?) which can increase my own intimidate to demoralize by +2 and decrease my opponent's saving throws by another -1.

So, so far all I can get is a -5 to their saving throws. Would there be anything else I can find? Even class features from other classes if you know of them, like antipaladin aura, would be helpful for me to know all my options.


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As the title above. Was playing a game earlier today when suddenly my GM said that my drone's camera stopped recording in an interview thing (I was playing a journalist/reporter type person) It looks more like story reasons but I'm pretty wary that something can just shut off one of my drone's modules like that without any way of knowing/stopping it until its done.


So we were playing a scenario and we ran into something which the GM took a lot of liberties at describing. Pretty much he described it a lot more menacingly and threatening than it should be, and the description also bore a lot of similarities to the confirmed enemies of the scenario. Even its weapon was one which is a lot more bad ass than it should be.

We had no Paladin, or we could have tried detect evil but the GM's description sold it for us because you know... it screamed evil, powerful and was a lot like the enemies which attacked the town. Unable to take any chances because we were unsure if it was the BBEG or something, we surprise round nova'd it to death.

Apparently it was a friendly NPC which was supposed to help us but looks like that didn't go as it should...

Later on the GM berated us as murderhobos and then SHOWED us the picture of the leshy we killed (which again, was completely different from what he described from its appearance to the weapon it had) I have no doubts he knew the effect of his description to us (or he would have showed the picture BEFORE), but he played the fool and acted like it was all our fault for deciding to murder something in cold blood.

We lost out on the scenario's boon and 1 PP by the way (which was the thing which pisses me off most since we all know those matter in the end) and the boon would have been very useful in the next scenario I played with another GM on this very same PC.

Needless to say, I no longer play PFS with his tGM anymore (although I still do homebrews with him because there is less evidence of losing out on anything) The VC also knows the GM really did some shifty nonsense here but instead of doing anything about it (since we are all friends) he just says to keep quiet about it and bribes me with stuff and other things.

But honestly (I actually forgot about this until I was auditing my sheets recently and VC also reminded me about it when I avoided said GM on RPG day because I wanted to try another game) this really pisses me off. Can a GM knowingly pull gotcha moments like this just to $%^&* over players? Because this is really unfair when details which players rely upon to make decisions are completely dependent on the GM.


How does it work exactly? It says fake the ability to use occult skill unlocks and that any results are fabricated. Does it mean that you still use it as the skill unlock, and it works as the skill unlock, but that its fluffed as being false? Or is the feature just whatever you can make up which is probably wrong depending on the GM?


Planning to make a Cayden "Paladin" for PFS. This might be the PC I take to seeker and beyond, depending on how effective he will be as I play. Build below! Assistance appreciated.

Race: Halfling
Race traits: Underfoot dodger, halfling luck, keen senses, sure footed (contemplating if the alternate +10ft movement would be better)
Class: Combination of makeshift scrapper rogue (and maybe sanctified), halfling opportunist and lore warden (latter can be booted if necessary)
Stats @ lvl 1: 10 18 10 16 8 12
Traits: Fight for Liberty (because its also pretty cool) and Improvised Defense

So the plan is to get Rogue to level 4 for debilitating injury and the two rogue talents (for both stand up and rogue crawl for the prone power) Then one level of lore warden followed by the full halfling opportunist so I can reach the capstone by 10 and have fun with it.

Why the capstone? Because I want to abuse Intrepid Rescuer (ironically eventhough I want to be Cayden Paladin, I have to "worship" Kurgess) So that means I will have to take Combat Reflexes. Similarly another feat tax for Halfling Opportunist in Defensive Combat Training leaves me with only two more feats to burn by the time I reach the capstone where one will be used for Improved Unarmed Strike because drunken kung fu. If I take one more level of Lore Warden I would likely go for Improved Feint too. Or the Brawler feat.

Which also means my weapon finesse and finesse training will be going on unarmed strikes which I will be using for my exploitative maneuver a lot. On the other hand supernatural improvisation will be used for more shield bonuses which I think should stack with improvised defence so my mug will be a +2 shield bonus to AC.

The plan in combat at least is for even if I have -2 AC and -2 attack when prone, I will still resolve my AoO first and be able to stack on debilitating injury for more AC (or less attack by the target) and I will also be a lot harder to hit by enemy ranged attackers. This also means a lot of my attacks will only be coming from one source (muh fists)

Increasing dex is totally a must so that is one belt gone, AoMF is a bit iffy because its too expensive for just one fist even if it means increased hit and damage. Then there is also that gaunlet and ion stone to boost my CMB a little bit more.

That is as far as I went. Is there anything else I may be missing which can be used for this build? Also will it be sustainable even until the later levels where I will be fighting bigger enemies with higher CMD?

Also in case anyone is wondering. I'm calling myself a "paladin" because I am going to tell my SA's are smites and my increased saves because halfling and opportunist are a result of my divine grace.


Anyone knows or has a list of feats which allows you to use certain stats as prereqs for the stats of other prereqs?

E.g. I know there is one in MTT which allows you to use INT instead of DEX for DEX prereq skills.

I am actually more interested in feats which will allow me to substitute certain combat feat requirements of STR to something else, if anyone knows of those.

Bonus points for feats which replace the feat prereqs of toher feats like that artful dodge feat.


So guys, when a person is climbing on his turn and sticks on the top, if he chooses to drop on the next turn, is it a free action to drop?

I remember seeing it somewhere but I don't know exactly. I just want to know where to find it again in case another GM tries to pull the rule 0 GM sthick because he thinks its too cheesy.


Know that fun (although limited) feat for Halflings called well prepared? Well I just saw the Ratfolk feat called Pack Rat andddddd...

Its all very similar except the Pack Rat feat is able to get any item within the limit. No roll required.

Consider that with the fact that Well Prepared advances at a lesser rate compared to Pack Rat and it seems like Halflings got the short end of the stick here.

Get it?

Gone are the days of fun. Time to ratfolk.


Assuming I am playing a barbarian and I get past a trap without triggering it. Can I then just sunder it magical or otherwise? (with the proper rage power for the prior trap)


Friend is making a new campaign tomorrow (although its more of a one shot for me since I will be leaving the state for a bit) That said there are some new players so I should be showing some tricks and possibilities they can expect to use/plan for so the least complicated class I could think of which may be interesting would be the oracle (spontaneous casting, mysteries and revelations giving a lot of options while narrowing them in scope, etc.) Also flavorwise oracle may work because I am supposed to be a teacher/examiner to the group (aka may also be an npc in the future)

Game starts at level 3, 4k gold to spend and rolled stats. I rolled up 18, 17, 16, 15, 15, 13 (without race adjustments and can be allocated anywhere) As far as I know the other PCs are barbs, a summoner and a cavalier.

For races I am currently looking at the half orc because there are no negative stat modifiers and the alternate racial traits will give me more weapons as martial (nets, flails, etc)

Curse will likely be deaf. I considered clouded vision (too low level for me to enjoy) and tongues (also too low level and my friends all already consider me the looney)

Mysteries are the problem. I've always known Ancestor is good but level 3 is way too low to get any of the good stuff. So it comes down to Metal, Battle and Wood. Metal has lead blades (always good) a way to always have a weapon on hand (Iron weapon) although it will easily be redundant through Skill at Arms (one of the reasons I want to metal or Battle) so I'll be wasting two revelations although they are pretty neat and Armor Mastery/Dance of the Blades for movement speed stuff (ahhhh pathfinder scaling...)

On the other hand Battle has Combat Healer (but oracle doesn't have enough spell slots to make that viable on paper, someone with better experience can share what they found?) Maneuver Master (thinking of a reach trip/disarm build actually) and Surprising Charge (since it is a one shot for me I get to Leeroy without care) I mean even spontaneous cast of enlarge person is good and I'll get perception as a class skill.

With Wood I get my favorite skill (stealth) but...those revelations! Wooden Weapon is good but will pretty much make the choice of Half Orc for the martial weapon traits redundant (so I'll have to look for a new race) but it will allow me to be those kung fu teachers with the big stick (quarterstaff) or try the reach trip nonsense (longspear) Wood bond also seems alright for versatility if I want to go ranged or melee but that would be pretty feat intensive. Speak with wood and wood armor seems good for utility and combat though I'd have to admit.

Also in terms of archetypes there aren't really many options. Seeker and Seer seems good in terms for flavor but the prior doesn't have disable device as a class skill (what!) with me unable to figure out how the seeker lore works and the latter will pretty much eat my first two (and only) revelations for the game.

So uhhhh, the above is pretty much just details of my train of thought going into this. Didn't touch much on feats because those may be easier if I take the usuals.

Tl: dr. Want to play combat oracle. Too many/little options that I need help to make something worthwhile. Preferably maneuver/reach/trip capable or at least beating up enemies with a big stick like some enlightened guru. Any help will be appreciated.

Forgot to mention the GM prefers to stick to core although if I can source things to him quickly and easily (e.g. phone) he would allow it so the simpler the better.


To save you from diving, Fanglord is one of the skinwalkers from

http://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp /skinwalkers-10-rp#TOC-Weretiger-Kin-Fanglord-

They get charisma when they shapeshift (yay!) but wait! Whats this? For all skinwalkers when they shapeshift they get:

While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

Is there even a point to play a Fanglord then? You pretty much nullify your benefit, or worse compared to the other skinwalkers.


I like the PrC. I really do. It has some really interesting features in it but here is the problem.

It has a feat tax which doesn't even help with anything. You get your HD as CMD which means if you are a class with a full BaB bonus, you just wasted a feat. That and CMD doesn't even help with the signature ability of the class (being exploitative maneuver) which keys off CMB.

Anyone have any ideas on how to actually make a good halfling opportunist which doesn't waste a thing/is effective. Anything with sneak attack is obviously one of the ways thanks to the level 5 ability and the PrC's sneak attack progression as well but then again the features which utilize sneak attack can be seen as a bonus and not a pull to the PrC and therefore is negligible.

Which makes ways to raise CMB actually more important to the class. So yeah any suggestions?


GM deliberately killed my PC off sooooo, here is revenge time. I need something which can wreck combat encounters. Thinking of going ranged archery route unless someone has better suggestions since I can unleash many damaging arrows from wherever I am along with that DR ignoring feat.

Campaign details:
Level 7, rolled stats with rerolls, 20& more standard wbl.

Any resource obtainable online. no 3rd party.

Firearms also allowed (in case some people are thinking of that) No limitations on magic. Tech guide has also been used by me (chainsaws wohoo!)

1/3 of the campaign is urban, the other 1/3 is everywhere else/travelling. Another 1/3 is the main locale which is a desert.

Most of the enemies encountered are either the standard humanoids or some custom aberrations by the GM. On occasion there are also dragons (one being the party's patron and another was the one which killed me last week)

Flying. Lots of flying enemies.

GM has also introduced technology and mechs/robots (constructs) These may be future encounters although that isn't exactly confirmed since so far they have been on our side.

Most of the enemies are Large or bigger with obnoxiously high DR so they won't get wrecked by the already preexisting duo of gunslingers in the party. I'm not counting the minions because they are easily wiped by AoE attacks. Non large BBEGs also have DR (though not as much)

Party composition is a gunslinger, ranger/wizard going on arcane archer and a sorceror DD. I was a primal companion hunter and another was a wizard (he also died, not going to remake a spellcaster apparently)

Party is also not good alignments. (all neutral except the one evil although their approach to everything is blowing stuff up)

If there are any other information you think might be needed feel free to ask.

As for me, I have no preference for characters to play right now (although if I am going to make my own its probably going to be archery for the reason I've stated initially) My playstyle has normally been rogue/martials with as minimal magic as possible to give you an idea. My only magic PCs have been bard (buffing), cleric (more buffing), hunter (buffing animal) and alchemist (self buffing)


Alright my PC died yesterday although depending on the answers on how blindsense interacts with other things, might be able to make a case for him to still be alive. The creature in question is some dragon which spouts electricity (not sure of the colour) likely to be young or something.

Ok now for the questions.

1. Obscuring mist. Is there still a miss chance?

2. Stealth in obscuring mist. Can it be detected?

3. Burrowing. Can a dragon in the air detect a PC which is underground?

4. Also burrowing. Can a dragon which has burrowed detect a PC underground?

I think the latter two is more important considering I know that you can't stealth from dragons (unless something has changed) because I'm under the impression underground shenanigans are only good with tremorsense. It would help if answers have sources which I can show the GM as well. Thanks.


Well besides the function of being a pretty good shield which takes up a ring slot for mages, what else can it do? I'm pointing at the wall of force part of the description specifically.

Wall of Force's first paragraph touches on how the "shield" can be destroyed but since it can be activated and deactivated at will as a free action I'm just going to assume that it can be remade at any time.

The thing I'm wondering about is the second paragraph.

There is no facing in PF, so how exactly is the directions the "shield" blocks from determined? The same with ethereal creatures. Does that mean they cannot attack with their ethereal weapons? Or would the benefit against such items/creatures only be the +2?

What about spells? What sort of spells is blocked (wall of force doesn't even mention anyway)


So people say this is a pretty decent combination of spells but by the looks of it there aren't many animals compared to magical beasts at later levels (implying this is a decent combination only at low levels)

Am I missing something? Or is there something else to this? Anyone has experience in using this combination? A cheat list?

Or maybe there are extra things to do which isn't exactly spelt out in the spell? Can templates be added? Dire animal? Advanced animal?

Yeah pretty much trying to find uses for this spell. I tried it (level 7 game) in a desert area. Hardly any choices of animals so he took pity and let me use an antlion (slightly nerfed by him) but fun nonetheless.


So after two weeks I decided to go with a hunter for my next character. I'll be using him tonight but may need some help to tweak the builds for both character and animal companion. Trying to stick as close to raw in first party resources as possible and knowing the gm as far as he is concerned it is no problem.

For the hunter I'll be using a halfling and taking the primal companion archetype.

Stats at level 7: 10 17 11 14 16 18
Alternate race traits: warslinger. May or may not be using adaptable luck.
Feats: Lucky Halfling, Mounted Combat (can be changed) Spirit's Gift and a currently unknown level 7 feat
Teamwork Feats: Friendly Fire and another feat not yet chosen
Skills (outside the norm): Bluff is at 21 (mask of stony demeanor), stealth 14, spellcraft 12 and UMD 11
Favored Class Bonus either to animal saves or hp
Items: Sling to make use of friendly fire (low damage means not much of a risk) and probably a Mithril Breastplate.

Choices between two ACs. One is Harry, an ape which will be introduced to the party as a troll and another is Puff, a T-Rex which will be introduced to the party as a rare dragon for shenanigans reasons.

Harry:
23 17 14 3 12 7
Feats: Combat Reflexes, Intimidating Prowess, Unchosen Feat
Tricks: Catfall, Cunning Pantomime, Second Chance Strike, Tangling Attack, Upending Strike along with other handle animal type tricks.
Evolutions: Improved Natural Armor x2 (total 21 when evolved), Rend (because trolls have it) Gore and Weapon training (all the way to martial)
Spirit's Gift will be used to give fast healing to make him more troll-like
Skills: Intimidate 7, Disguise 1 rank (for pushing skill sage with hat of disguise to look like a troll), Linguistics 2 ranks (for halfling and drow sign language in case of dominations)
Items: Flawed Opalescent White Pyramid Iounstone for martial proficiency with chainsaws (yes, I'm planning to use chainsaws), a chainsaw (keen if I can afford it) and hat of disguise.
No archetypes for this one because I'd rather keep share spells for buffs.

For the other feats I'm thinking of taking more teamwork feats which gives AoOs (I remember there were a few but I cannot remember exactly what they are) but other than that I'm at a loss.

Puff:
24 16 14 3 15 10
Feats: Intimidating Prowess, Flyby Attack and an unchosen feat.
Tricks: Not really that important at this time
Evolutions: Flight (Wings), Wing Buffet, Head, Bite (Not sure if powerful bite works here), Grab for bite (this leads to swallow whole later), Tail slap, Skilled (Fly)
Skills: Same as Harry except 1 rank from linguistics goes to fly.
Items: No Iounstone here unless I change the hat of disguise to the disguise iounstone.
I don't think I need share spells for this one but there aren't many archetypes to use.

Teamwork feats for this one is a lot harder I guess because I haven't figured out the playstyle (made it more for fun because we had some situations with dragons in the game) but meh.

The long term plans for this hunter is probably at level 13 to awaken the animal companions and turn them into cohorts so that Primal Transformation can be used on himself. Something like SNK's Titan as a result (hopefully a greater hat of disguise is enough to get medium for it) Considering its a long way away I haven't put much thought into it but the animal companions will probably take class levels to continue their current playstyles (if they survive that long)

So yeah some advice on feats and perhaps spells that I might want to use would be helpful. GM has given us 30k (more than WBL) if that helps and the campaign setting is in some sort of a desert with goo aberrations (at least I think its aberrations) which are immune to mind affecting effects (might be constructs as well but none of us are sure about that)


If you've read the Tech Guide you'll see a lot of cool stuff. One of them is cybertech. Recently in one of my games where everyone gets to get up to whatever shenanigans they want I got the idea of riding a T-Rex animal companion then I got the idea. To implant weapons into him just because mecha dinosaurs.

Then I saw the thing which stopped me. Both Int and Cons has to be able to take it. No, not either but both. An animal without a doubt would have enough cons but int? I don't think so.

Anyone know a method I can use to increase an AC's int enough to get them cybertech implanted into them? Barring the overpriced headbands of course.


Are we limited to the ones in the feat? Is there anyway to expand on the list? Just asking because I was thinking of taking the feat for a mount but the animals are small. With the exception of horse and camel which is a wee bit too boring.


If I have a wand. Example here is an Acid Arrow wand. Can I move, shoot with the wand and then move again?


For a home game that is. Using rolled stats I got 16 12 13 14 17 14 including the level 4 and racial adjustments with my dwarf. Yup dwarf. Of course I wouldn't mind changing to human if that is actually better especially since I would be able to use martial versatility and get 1/6 combat feats as a favored class...

Because in this setting we get to make our own gods, the god my warpriest is worshiping has the knowledge and madness domain. This becomes relevant because what I'm trying to do is the madness blessing. Specifically the major one which gets to set the actions of confused enemies which is why I can't use the cult leader archetype I wanted as it replaces channel energy.

Also using the variant channeling for the madness domain to harm by the way.

Alternatively until I reach level 10. I'll be trying to use the minor blessing as and when I can which barring channel energy means the feat tree for dazzling display.

Which brings to my feats as:
LV 1: Breadth of Experience
LV 3: Dazzling Display, Bonus: Gory Finish
LV 5: Persuasive
LV 6 Bonus: Disheartening Display (which will be giving the condition for minor blessing to work)
LV 7: Quick Draw

A bit of a mess I know because I really have no idea what I'm trying to play/build besides the "trolololol channel madness!" I think the persuasive and quick draw are the remnants of when I tried to make the cult leader and capitalize off Betrayer later on (through authoritative vestments and/or cloak of the diplomat) and realized I couldn't because I'll be too feat starved to pull disheartening display.

So yeah. Besides the madness domain thing, any assistance to actually make a character able to contribute to the party would be useful. As of now, we have two caster nukes, two ranged gunners and one synthetist summoner looking to put the hurt through natural weapon spam. And then there is me, only able to tank with 23 ac (because of heavy armor)

Also if it helps, the GM is letting us all start with 30k gold each which is slightly more than level 7 wbl I guess.


So all I know about channel energy is that clerics, paladins, oracles and warpriests can get them. Is anyone aware of any other ways to get them without being part of those classes like items, feats, archetypes, etc?

I ask because I just found out about channel foci recently and those need to have at least a use of channel on them to be activated which makes me sad.


An Underground Chemist gets precise splash weapons to deal SA damage when using splash weapons (wohoo!)

A rogue-underground chemist gets to take bomber as a rogue talent to get alchemist bombs at int/day (wohoo again)

I wish I could take it twice (since a specific rogue talent can only be taken once) but I can follow up bomber with bomber discovery to make my bombs a little more scary.

Blinding bomb is one of the obvious choices as with grease bomb or smoke bomb (with a goz mask or similar) but I was reading breath weapon bomb and saw this:

"Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist’s bomb"

Would this mean I get to deal SA damage on everyone hit whether or not they succeed their reflex save because they are considered to have taken a direct hit or would there be no SA to begin with because breath weapon is not splash weapon (unless specifying "direct hit from the alchemist's bomb" implies it should work the same anyway?)


How exactly does it work? I heard that it can be used in place of craft magic arms and armor to make the specified weapon/armor/ring/etc but crafting those things also need the spells with the actual feats? How does it work for a mundane with Master Craftsman?


So I as looking at some rogue talents and saw Card Sharp which made ideas in my head (wohoo!)

That is unrelated to my question though. While reading the feat the second last paragraph talks about enhancing the cards as a spellcaster. How is this done exactly? Craft magical arms and armor or something like that?


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The situation where this question came up for me is the swashbuckler deed called evasion which works the same as the rogue class feature. Can it be used as evasion for a feat prereq for a feat such as twist away?


Is it possible to make the spells into wands? (The level ones like bit of luck and touch of chaos) I'm not too sure because they don't even appear in the cleric's uhhhh "spellbooks"


I know you can regain luck for the archetype by using grit or panache as well but how about inspiration? Are we stuck with whatever we get at the start of the day?


Does anyone know or have a referrable list of books relating to Alkenstar and guns like APs, campaign guides, player companions, etc?


This is for PFS by the way. I'm playing a halfling cleric using the cloistered cleric archetype. Deity is Calistria for luck domain (although Desna would be equally good, just means I cannot choose to channel harm :P)

The idea for this cleric is just going support, instead of just being that healbot. Using the halfling favored class option I'll be getting more uses for Bit of Luck per day and I took the Lucky Halfling feat to help party members to reroll. I also took the helpful trait from HoG (and hopefully it will work well with the level 3 cloistered cleric feature)

Also I changed the channel feature to channel harm luck (I'll have to get selective channeling soon) So does this build seem alright? Is there something you would do different or suggest to be changed?


Assuming I am using a conductive weapon to and decide to use two bombs on it, would the bombs also crit if the weapon crits?


Is there an item like the Efficient Quiver only it can hold other weapons like swords? I don't really need something to hold ammunition. Only weapons.


If I use the monkey to take a 5ft step, can I full attack after taking the full attack's 5ft step? Monkey trance specifically says it doesn't count as a 5ft step although I can't think of any reason why it would be worded like that except for maybe feats that activate on a 5ft step or so you can take another 5ft step if it doesn't count as movement (the latter is my opinion on question)


So I was playing my halfling cavalier yesterday and my party member said he was underpowered since we were around level 5 and on a spirited charge crit all I did was 31 damage :( Anyone can tell me what would be a good build to use? Pretty orthodox since his sthick is charging XD

Current array is 15 16 12 13 12 10, he is also using an Axebeak as a mount so ride by attack charge gets me a trip as well ;) Would keeping a vanilla mount be better or using the bodyguard archetype?

He is also a vanilla cavalier (no archetypes) and Order of the Blue Rose (I like catching my enemies alive)

Also a selection of two traits.

Current feats are Mounted Combat, Stealth Synergy (Tactician), Ride by Attack and Spirited Charge.

The Axebeak's feats are Narrow Frame (to get into the medium sized places), Power Attack and Improved Overrun (not sure if its needed since I already have ride by attack but just in case)

Am I missing anything or is this good enough/is there something better? Thanks. Need advice up to level 12 since this is for PFS.


Race: Halfling
Class: Rogue (Sniper, Burglar)
Str: 9 Dex: 17 Int: 16 Cons: 12 Wis: 10 Cha: 12
Alternate Racial Traits: Adaptable Luck, Swift as the Shadows
Traits: Pragmatic Activator, Reactionary
Skills: Acrobatics, Bluff, Climb, Diaable Device, Disguise, Escape Artist, Perception, Sense Motive, Stealth, Use Magical Device
Feat: Point Blank Shot

For Further Levels:
I'll be taking minor and major magic trick to get detect magic and reduce person. Reduce person is to get more dex and stealth for sniping.

Choice Between:
Bleeding Attack
Sniper's eye
Slow Reactions
Stand Up
Trap Spotter
Ledge Walker
Nimble Climber
Undetected Sabotage
Wall Climber

Feats:
Precise Shot
Far Shot
Rapid Reload (Heavy Crossbow)
Crossbow Mastery
Fortunate One
Adaptive Fortune

Is there anything I am missing that might make this slightly better?


In the table, there is the emulate stuff like class feature, ability score, race and alignment.

Now looking at Besmara's Bicorn, there is an extra benefit if Besmara is your patron.

Would it come under class feature (since clerics and paladins get patrons?) or we can't emulate being a worshipper of a god?


Someone is making a Skull and Shackles game for us, so far the party composition is agreed to be wizard, druid, bard and oracle. Mostly spellcasters.

Since I am the versatile guy I just took out one of my Martial characters. I probably have two to choose from unless I really want to play my Dhampir lawyer (but I am not too sure if the ninja gets their Improved Unarmed Strike from their tricks with or without the prereqs)

So for the two choices,

Monk:
Archetypes: Master of Many Styles and Drunken Master
Stats: 18 14 12 12 18 6 (He is a Dwarf)
Alternate Racial Traits: Saltbeard and Stubborn
Traits: Brawler or Blessing of Besmira and Surprise Weapon and Grief Filled
Skills: Acrobatics, Climb, Sense Motive, Intimidate, Swim
Favored Class: Probably Escape Artist although hardness seems interesting...
Feats: Right now I'm just looking at the style feats. Crane, Panther (especially if I take dodge and mobility) and Snake seems like a good combination

First time I am making a monk so is there anything else I should look out for over the next few levels or suggestions of what I should add to this?

Fighter:
Archetype: Tactician
Stats: 16 16 14 12 9 8 (Also a dwarf. Somehow the classes I prepared the party picked for me to use were the dwarfs lol)
Alternate racial traits: Saltbeard (I might take Stubborn but not really sure about that)
Traits: Ancient Explorer or Ilizmagorti native and Inspired and Bruising Intellect
Skills: Climb, Intimidate, Swim, Diplomacy, Sense Motive
Favored Class: HP
Feats: I am making a switch hitter from melee and ranged using axes so up to Far Shot, Up to Cleave and Quick Draw? For Teamwork feats I'm looking at Lookout and Stealth Synergy.

Same as the questions for the monk and also is this viable or should I just choose to stick to melee or ranged?

If you've noticed, I've listed three traits. This is because the gm sees the ap trait as an additional to the two we are supposed to get and not one of the two.


So I've been playing for a while already and I noticed that some of the scenarios actually give good stuff (and some people have also been talking about the other cool stuff they've got before)

Spoiler:

Example: I've played We Be Goblins Too and there is that Owlbear thing that I can't use with my paladin (because Divine Hunter has no mount) which I feel is a waste.

Example: The guys I've been playing with always talk about their cool evil tattoos (Cultist's Kiss) and Axebeaks (Quest for Perfection) that will also not be able to be used with my paladin (fortunate since now he will never join those scenarios to let other character's I make that are more suitable a chance to get them)


Yeah quite a waste since by joining a scenario, another character cannot get the sheets with those special stuff anymore. So I'm guessing as a player I have to plan what scenarios my characters can and cannot join.

Is there some sort of a list or something we can use to find out about all these special stuff?


Playing a cleric of Desna with the Luck domain and I was just wondering if I can use Bit of Luck on myself?


I'm thinking of making a halfling cleric which uses the luck domain (since halflings are supposedly lucky) Probably one of the main sthicks he will do is buffing the party as well? Unfortunately I'm not too familiar with clerics in general (normally I just bug the clerics to heal me and thats it) Anyone can help me with build and playstyle?

From level 1 with a 20 point buy, this is what I have made so far. Also I'll be using the Cloistered Cleric archetype.

Strength 9
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 16
Charisma 16

Fearless
Adaptable Luck (instead of halfling luck)
Warslinger (instead of sure footed)
Weapon Familiarity
Polyglot (instead of keen senses)

Feat at level 1: Lucky Halfling (2 2 5 for saves isn't bad to help everyone with this feat)

Skills: Diplomacy, Heal, Knowledge (each level will be a new knowledge skill until I get them all), Linguistics, Sense Motive
Not too sure if I want to use the favored class bonus for skill points or hp (leaning towards hp though)

Weapons: Going for sling (I'll be ranged keeping out of the way) and since it seems Desna is the best bet for deities, fall back on starknife if I have to get into melee.

Two Traits: Not too use about what to use either.

For the rest of the feats after level one I'm probably going to go for the other halfling racial feats since the only feat I think a cleric would use is selective channeling? Any suggestions?

Yeah I don't know anything else about clerics. Is everything here alright?


I'm trying to make a paladin whose combat focus is shooting down enemies at range (with his trusty halfling sling staff :)) but after looking at divine bond, it seems that it will be useless since all the properties are for melee weapons...

Unless the properties also get into the bullets? Anyone can help me clarify on this or give suggestions on whether weapon or mount is better?


Can anyone explain how this would work because my friend used it in a game today and we're all confused.

1) According to Spell Combat we only get 1 touch spell per full attack so thats only 1 Vampiric touch per round right?

2) Is the hp absorbed 10d6 (at max level) only or does it also add in the weapon damage?

Basically it was a pvp situation and he killed two people getting all his damage in hp. No way we could have won that unless we made it a battle of attrition (I was playing a sniper that was draining strength per hit as our only other way of winning)


1 person marked this as FAQ candidate.

So, a rogue can use ninja tricks and a ninja can use rogue talents.
A ninja can use advanced talents.

The question is, can a rogue use Master Tricks?


This is the first time I'm posting in this board so I hope this is the right place. Now, on to it!

I'm going to need some confirmation/advice/assistance for a Vivisectionist-Beastmorph Alchemist (cliche I know but I have my reasons for the combination below) in a friend's game. I was supposed to play him today but some people took too long with chargen so I've got another week to fine tune for the next session. Frankly I think it is a good thing because I've never played anything other than rogue (which I initially made for this game with John Woo type stunts until I told myself "not again...") since I started years back in 3.5 except for very minimal attempts at cavalier and bard.

Starting at level 9 and after rolling 3d6 6 times, adding racial bonuses and the increase from level 4 and 8, his stats would be:

Spoiler:
STR: 16
DEX: 14
CON: 14
INT: 20 (+2 half orc, +2 from level 4 and 8)
WIS: 12
CHA: 10

We are allowed to reroll over and over again until we get what we want but I guess this is as good as any. Or we can 22 point but with everything starting out at 8 (totally weird and I guess worse)


And then from the half orc racial traits, its all the same except I got skilled (substituting darkvision although maybe I'll take darkvision back because it might be useful in some situations) and Shaman's Apprentice (substituting Intimidating)

The skills (9 ranks x 9 levels) went to

Spoiler:
acrobatics (to avoid AoO when moving into position)
craft alchemy (actually a new favorite after testing it out for a few games with a combat useless rogue. And it was extremely effective!)
disable device (this is because no one in the party actually can but it can be changed out if needed)
fly (reason below)
knowledge arcana
knowledge nature (which is also heal thanks to vivisectionist)
perception
spellcraft (to identify squishy victims)
survival (not too sure about this one but the general consensus I've seen is that it helps with harvesting natural poisons)
use magical device (because I loved using it as a rogue)

For feats, well here is half the idea...
Spoiler:
Improved Unarmed Strike
Improved Grapple
Strangler (use my sneak attack while grappling? Sweetttttt)
Level 7 Feat? Empty (here is where my problem is, and my dilemma for not using humans because that would be one more feat I don't know how to use)
Greater Grapple (Because if I am not mistaken, for two move actions I'll be able to move my enemy with me and use strangler on them at the same time in a round?)

Also not to forget Endurance from the half orc racial traits. I could easily switch to human (because its my fave race after halfling which is not suited for this being small and -2 str) if only I knew what feats to take at level 1 (as the extra one) and level 7 (we can use Leadership but I really have no reason to)


And discoveries? Here's the second half
Spoiler:
Feral Mutagen (claws and teeth? I'm a monstar)
Infusion (because I'm taking touch injection and this works with it)
Wings (very important because I need to fly!)
Combined extracts (easier to leap into battle if I have to spend less time buffing up)

I actually wanted to use lingering spirit and fast healing since my GM likes to play hard mode, but the problem is the only discovery I can go without at this point is combined extracts and infusion (but I chose them for the reasons above) as I need the other two.


I also have 9600 gold to spend and since I won't need weapons (unarmed or natural works for me (unless I want to use the orc's power and get the largest axe ever! or cowering in a corner somewhere when my mutagen runs out) I guess I have more options to take things up another level.

Spells uhhhhhh...did I mention I've never played anything but rogue? I could use FC for humans to get more but its not that important since the only ones I think I need so far is stuff like enlarge person, bulls strength, shield, protection from arrows, etc. (with infusion+touch injection I could even use reduce person on my victims)

Now here's the fun part!

The way I want to play this alchemist is just grabbing one enemy at the start of the battle and then flying off with him as high as possible (with greater grapple gaining altitude and doing damage with strangler) This means one enemy less for the party to fight even if it lacks the me that is good only for this one thing (probably the spellcaster since they have less CMD?) If they survive 5 rounds going up (since wings work in 1 min increments and I still have to get down) I'll drop them so they can take fall damage as well.

So.....

At level 10, this would be even more better because beastmorph can get pounce, trip and grab. Used in order during a charge might make grappling easier I guess? At level 14 if I survive that long, I can get rake (useful if I decide to pin an opponent instead for sneak attacks) constrict (more damage the way up?) or poison (which by the looks of it is possible to reach the dc 20+ levels although I'm not too sure how effective it will actually be by that point) Even blindsense might be useful since alchemy tools/weapons can blind/make things hard to see. Burrowing seems like another nice option if I want to take an enemy down and let them suffocate there (since the srd says the tunnels fill up behind)

However, considering that tentacle also has grab (something I just noticed a while back which might actually be considered the most important skill for this since grappling at -20 means not getting the grappled condition) it might make it possible to save the archetype if I want to play using poison immunity to my advantage or get another archetype altogether. And if I use it as a primary attack I can still use my claws and teeth as -5 naturals? Still the animal abilities like pounce and rake are pretty useful.

Another thing to note is that the other discoveries I'll go for definitely are mutagens (to increase the physical attributes) and maybe the crippling strike rogue talent since it deals strength damage from sneak attacks (that would help with grappling)

As for feats, the ones I currently think I'll have to use in the future are Body Shield (yay cover and quicker for my victim to uhhh...go splat?) and Rapid Grappler (although I think that I wouldn't need that extra standard action? Of course, I haven't tried this build yet to make a proper evaluation) Worst case scenario if I really don't know what feats to get is Extra discoveries...

So there you have it. Any help/advice/comments on what I need or don't need would be really appreciated. This is even more for spells (because as I said, rogue player which has no idea how to play/use them) and feats. Also maybe ways to make myself better at grappling or ways to increase CMB? (I only know size and strength...)

Note: I've missed out playing with these guys for over a month or two and I've missed out on a lot of sessions (my old cavalier also went byebye to some other dimensions for plot reasons) For some reason, everyone made new characters for today and as it turn out, half of us can take to the air and fight! Also out of the whole party, this alchemist and the fighter are the most likely to melee (our cavalier is going to rely on ride by flights so he doesn't count) Maybe useful information for people who can think of ways that bit will effect me?

Also forgot to mention, all pathfinder books are fair game according to the GM.