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1 person marked this as FAQ candidate.

Hello, there!
This probably was already settled at some other thread, however, Dr. Google didnt guide me to it :(.

So, let me ask, does the Unchained Eidolon with the Ancestor subtype gains the ability score changes associated with its racial traits?

My instinct, as a DM and a Pathfinder player, says this was not their intention.

However, the book says "An ancestor eidolon gains only the standard racial traits of its race", which, at first glance, would include the ability scores.

For instance, does a Eidolon with orc ancestor subtype gains +4 str, -2 int, -2 cha and -2 wis?

Was there any clarification towards that?

Thank you all for reading.


So, an old core rule (since Dnd) was that you only deal half your damage when sundering objects, unless you had the Improved Sunder Feat.

So, imagine my surprise when I checked Improved Sunder (in the srd website) in the middle of a game and noticed there was not a mention to the full damage thing.

So, I go to the damaging objects section on srd and find out there is no mention what so ever of dealing half damage to objects!

Is the SRD right? Did they change the rules about sundering?

Every attack from any melee weapon deals regular damage to objects now?


I searched for a thread about this, but couldn't find one.

What are the specific rules in order to someone identify a Hex being cast?

The Spellcraft skill doesn't seen to apply, since the skill says that it can be used "to identify a spell being cast", and hexes, normally, are not spells, neither spell like abilities.

So, if I want to identify which Hex the witch has used and its effects, as someone can do with spells and spellcraft skill, what should I do?


Ok, first of all, I dont want a ubber duber gameplay effective character. I just want to add some more gameplaying effect for my Eidolons, but maintaining the concept of the character.

So, concept: Half elf (female) Broodmaster Summoner, servant of Halani Celanil (Forgotten Realms Elven Goddess of Beauty and Love) who only summons "cute and beautiful things". I want her to be some totally optimistic, kinda childish, character. Despite the comical material of only summoning adorable creatures, I pretend to engage her in a serious vibe, as the campaign itself is set in a time of great pain and evil, where mostly people only focus on beating the enemies, winning the war and surviving. She will be the opposite force, a gentle and hard working pure soul who wants to remind people what really matters in the world, which is beauty, in all its terms, and that THIS is the reason why they (and her) should fight for.

So, gameplay now (campaign starting lvl 5).

I took half elf for the Eidolon favored class option (1/4 evolution pool points, yay!) AND because the original settlement of the campaign is at an elvish forest.

Feats: Lvl 1 (Extra evolution), lvl 3 (Scribe scroll), lvl 5 (Extra evolution again).

My Eidolons:

1 - Nero: Biped small eidolon. Evolutions --> Skilled (5 times): Stealth, Disable Device, Use Magic Device, Percepetion, Perform. Yep, he is the rogue of the team. And he is actually AMAZING WELL at it, with ridiculously high bonus on the main rogue skills AND evasion. I also took Shadow Blend evolution for him, mainly because it will let him use stealth to hide in more scenarios, hence the concealment. And because it really suits him. The Skilled on Perform is JUST for roleplay, because he is a cute little half satyr (adorable).

I have no complaints about Nero, besides being a rogue for the group, he is actually really useful in combat, using magical items with his + 16 Use Magic Device bonus, sniping while doing it (with his + 18 Stealth bonus), if possible.

2 - Wolpie, the Wolpertinger (you dont know what a Wolpertinger is? It is awesome, google it up. Upper dubber cute).

Wolpie is giving me the most trouble, actually. I took for him the quadruped base form, flight, and scent evolution. But, as he MUST BE a small eidolon (because of the broodmaster archetype), he has NO DMG what so ever. His AC is pretty good, actually, because I gave him all the natural armor bonuses. I also gave him the 2 eidolon feats (fly-by-attack and mobility).

But he is pretty much useless. I mean, he has scent, which, in my opinion, is a really underrated ability. And he can fly, what is useful in a lot of exploring situations. But thats it. In combat, he is pretty much a flying bag of "please, expend the AoO in me sir, I have 28 AC!".

I dont know to proceed from this point forward. What should I do with Wolpie? Give him a poison bite, so he can annoy some bosses, from time to time?
Try to make him large eventually and prey the gods he actually manages to do some damage?

And about the whole Broodmaster archetype "give me more eidolons" thing? How to actually efficiently gameplay it on the battlefield? I mean, I REALLY like the roleplay possibilities of this archetype, but I ain't seeing the best way to gameplay it.

Any of you, great masters and players of old wisdom, have any ideas?


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Ok, I have figured a really funny concept for a build that I want to try out now, and I would like you guys to help me make it real:

We all know (most of us, at least) that you can't use acrobatics to move through threatened squares if you are wearing medium or heavy armor, as written at the Acrobatics skill:

"You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor."

BUT only now, reading again this skill (always something new to discover) I found out an exception I've never heard of:

"If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes."

This actually means that Dwarfs CAN use acrobatics to move through foes, even on heavy armor, just as full plates, because they have slow and steady:

" (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance."

After all that small talk, I REALLY want to make a dwarf wearing full plate, rolling arouund the grid and astonishing everyone with his grace on metal.

I am thinking about some Fighter/Rogue build, taking only 2 levels with rogue. The 2 levels on rogue are mainly for: acrobatics as class skill, and Lethal Acrobatics:

"Lethal Acrobatics: When a rogue with this talent successfully uses Acrobatics to move through an opponent’s square without provoking an attack of opportunity, that opponent is considered flat-footed to the rogue’s next attack until the end of the rogue’s turn."

Then, with fighter, I'd go with Dodge, Mobility, Power Attack, Imp. Overun, Charge Through and the Bullet Charge Style Feat.

So, any other thoughts on the build? Lets smash da fools!


So, I am intending to roleplay an urban barbarian soon, and while reading his "Crowd Control" ability i got confused about the "intimidate bonus" part.

The ability says at the last part:

"(...) and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds."

However, if you read the intimidate skill you get the feeling you can only intimidate ONE target per action:

"Intimidate

Influence Attitude

You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier."

The two ability doesn't sound compatible for me. Also, hypothetically saying that you CAN influence more then one person with intimidate, how does the DM calculate the CR?

Does he apply on test for each person in the crowd? That seems the most reasonable to me .

Thank you for your attention!


2 people marked this as FAQ candidate.

One of my players is intending to do a master of maneuvers, monk archetype for a rpg game this sunday, so i was checking the archetype, and suddenly I got confused about using the flurry of maneuvers.

Would it be possible for the character to use the one of the maneuvers from the flurry of maneuvers to grapple the foe and, with the second maneuver from the flurry, pin it?

Reading the rules I am not sure if the "pin action" is considered another grapple maneuver or only an action that is inside the grapple maneuver, but is not considered a maneuver itself.

Also, when the character attempts the flurry of maneuvers he must declare which maneuvers he is attempting. But in order to pin, the foe must already be grappled, so, having in consideration that the pin action is dependent of the grapple sucess, would he able to declare it simultaneously with the grapple maneuver?

I hope I got myself understandable. . .
Thank you all for the consideration!


My friend is starting dmastering at Pathfinder, and one of the players pretend to play an ogrekin barbarian, so the DM asked for my opnion about the issue.

Reading the race, i got the impression that the +1 lvl ajustment is too low for a character that receives +6 strength (maybe +2 if he gets the large arm characteristic) and +3 on natural armor.

I understand the the idea was to balance the character with the randomly generated good and bad qualities.

Still, i understand it is an overpowered race.

I d like to know the general opnion about that, so i can give my friend the best advise.


So, I ll start playing on a new group next week and intend in doing a net adept chain fighter, but reading the net weapon i gog confused
It says the net has 5 hps.
In combat, in order to deal dmg to the net, should one make a sunder attempt or an ordinary attack against the net AC (in this case, wich is the correct AC?)