PapaZorro's page

148 posts. No reviews. No lists. No wishlists.




Just curious, I was wondering what is the fastest way you can think of to become immune to critical hits 24/7? Is it to advance an Oracle revelation giving you Elemental Body? A Sorcerer Bloodline? Are there any spells that last hours/level that make you immune?
At what earliest level can you make this happen!!!


So it'll be several months until we start, but we'll be playing a campaign soon as pirates. This is NOT for PFS, most any races are available, as well as a few homebrew races (some of which have flight, one of which doesn't need to eat or breathe). So far we have someone interested in playing a Gunslinger and a Sorcerer, and I think another melee person.

I don't have to, but I was thinking of playing a character who could heal, but I don't want to be a Healing Battery. So I figured I could potentially go Oracle with perhaps the Waves or Wind revelation. Or possibly a Druid of some nature.

I know, I'm not being super helpful right now. I suppose I'd even consider a Cleric or Witch if there were some good domains/archetypes or something thematically appropriate, but I feel like if I stick with Oracle or Druid I can provide the out of combat healing/condition removal that we'll invariably need.


For example, if I take Fighter and variant multi-class into Oracle, after I received my first revelation, could I then apply my favored class bonus to that specific revelation? (assuming you're Aasimar or whatever).


Hey all, I'm making a Mounted Archer, it's for my friend's game where I'm playing a beta class he made up, so the important things to note:
Level 2 right now, going up to who knows how high.
I get bonus feats at levels 3, 6, 9, 12, 15, 18, which can be Fighter combat feats.
I was thinking Aasimar, Tiefling, or Human, if I play Aasimar or Tiefling I basically get to choose what alternate goodie I can trade out my spell-like ability for (such as +2 extra strength or dex for Aasimar).
We get 1 bonus feat for this campaign, but I already have 2 feats eaten up with non-archery related things I'm not going to change.

And I get the Mount class ability as a Cavalier.
I guess I need the most help with the Mount - can I use it's Ability Increase to raise it's Intelligence? Once I raise Int to 3 can I give it Escape Route and take that myself for unlimited ride-through without attacks of opportunity?
And just WHAT does combat-training a horse do?


Just think about it for a few minutes... Even if just for the use of Spell-striking Frostbite or Shocking Grasp, how awesome 'eh? Plus you can throw on Wand-wielder, or the sudden Empower Arcanas, or get Swashbuckler deeds... I just... wanna try this!


I do like the using the Barbarian's new variant multi-class option released in Unchained, but the Rage ability doesn't give you nearly as many rounds as the normal Barbarian gets, and my group's combats tend to last 10-17 rounds, with maybe 2 to 6 fights a day, depending.

So, besides the "Extra Rage" feat, how gain I have MOAR RAGE, or regain it easier? Spells/items/etc?

IMPORTANT NOTE: Orcs and Half-Orcs do not exist in our setting.


Maybe I'm slow on the uptake, but reading over the text of Dirty Trick Shaken is one of the conditions you can apply. Nowhere does it state this cannot stack with other Shaken conditions to Frighten. So if you were to say, have a level 1 Manuever Master Monk who uses Enforcer, as a full-round action could you punch a guy, Shake him via Enforcer, then Dirty Trick him to Shake him again, making him Frightened?


Just saw this AMAZING little spell! Look it up, go ahead I'll wait! :)

This is such a fantastic spell?
I figured, why not make a list of all the things it could apply to? Seeing as it refers to any action or feat that applies penalties to your attack rolls, let's expound!
1. Obviously Power Attack or Piranha Strike
2. Combat Expertise
3. Fighting Defensively
4. Dealing non-lethal damage with a lethal weapon and vice versa
5. Two-weapon fighting / Multi-weapon fighting?
6. Pushing/Dazing/Bloody Assaults!
7. Possibly non-proficiency penalty?
8. Improved Second Chance feat
9. Called shots


1 person marked this as FAQ candidate.

The whip is a one-handed weapon.
I read the rules on one-handed weapons and it says you can grip them with two hands to get strength and a half for damage.
Nothing in the description of the whip says you can't.
So as strange as it seems, it appears it's legal to do so.
WeIrD!
Am I missing something?


I'm playing a whip-wielding Magus right now, and was thinking...
Since the whip was Man's first creation to break the speed of sound and create a sonic boom - why not turn it up to 11!
I've never really created any spells so please lend me your advice on making it not too powerful but still good. What I primarily want to get out of it is the ability to Daze or Stun an opponent.

School: Evocation (Sonic)
Level: 2? 3?

CASTING
Casting Time 1 standard action
Components V, S, M (??? a piece of hair from a Banshee?)

EFFECT
Range: 0 feet
Effect: whip of sonic energy
Duration 1 minute/level (D) or until discharged (see text)
Saving Throw: none or Fortitude???; Spell Resistance: yes

DESCRIPTION

You create a length of sonic energy buzzing from your hand, functioning as a whip appropriate for your size. Anything you strike with the whip takes damage and must make a Fortitude saving throw or become Dazed from the sonic boom created by the contact with the whip. This spell ceases to function in an area of Silence.

After you have successfully used the whip to hit a creature a number of times equal to your caster level, the water is expended and the spell is discharged.

I was also playing around with the idea of maybe having it carry 1d6 or 1d4 sonic damage as well.
Basically what I need help with:
- Level of the spell. I figured since there is a saving throw, it's not inherently more powerful than Sound Burst which is a level 2 spell. It's fairly similar to Flame Blade and River Whip which are also level 2 spells. You also have to hit regular AC instead of Touch AC to make to spell a little less powerful. And I went with it imposing Dazed instead of Stunned, and Sound Burst causes Stunned.
- Also, if it might be better as a spell that functions more like Frostbite, that you have to use as a melee attack (though with Spellstrike could channel it through your whip).

Advice/thoughts/ideas?


1 person marked this as a favorite.

Looking through the Fiend Flayer's Infernal Moritifcation ability, you get to give yourself Constitution damage for more Arcana points. Specifically: "For every 2 points of Constitution damage the fiend flayer takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear THE NEXT TIME THE MAGUS PREPARES HIS SPELLS."

If you have some downtime, at least 2 days per point of Arcana you want, you can choose not to prepare any spells (they're already prepared from your first day of downtime after all), and you can continually increase your maximum arcana points available as long as you have days and don't go out adventuring.

Cheesy? Yes. RAW? Seems like it to me.


Just curious, I'm picking up Amateur Swashbuckler for a character of mine, but I want both Dodging Panache and Opportune Parry and Riposte, and my DM hates multi-classing :(

Though if there are any other items that provide other Deeds that would be nifty as well.


The weapon called a "Madu" was just brought to my attention, and it gives you some nice benefits for fighting defensively/using Combat Expertise if you're wielding one. However it's an exotic weapon. So if you're not proficient with it, and are just holding it in your off hand and not attacking with it, do you gain these benefits still?


I feel pretty sure I've seen this before - can anyone remember what it might be called?


Let's say you're doing a level or 2 a Master of Many Styles monk so you can Fuse Styles to get both Pummeling Charge and Janni Rush going on at the same time, the rest in Brawler or Sacred Fist Warpriest. Charging with Spirited Charge means you deal double damage, Janni Rush means you roll unarmed damage twice and add together, Rhino Hide just adds another 2d6 damage to each attack (or don't use armor depending on your build, whatever, this is just icing). Pummeling Charge allows you to make a ridiculous number of attacks on a charge.

Sooo.... anyone want to make a monster out of these things together? I'd love to see someone build one of these beasts?


1 person marked this as FAQ candidate.

I've heard tell that if you're holding the charge on a spell (like my Kensai whip-using frostbite build will) you can still use a wand or a scroll or something like that without losing the charge. Can someone please break it down for me, I've read through and it would seem to me using any of these items would cause you to lose your charge.


Just saw this little diddy in the ACH and ZOMG am I in love!!! Now my Magus/MoMS Monk is going to obliterate people with Frostbitten Snake-style driven Attacks of Opportunity!!!

Combine with the Longarm Bracers and Precise Strike deed to make AoO's at great reach doing excellent damage!


I was just curious - how many various classes/archetypes could you put together in a party (we'll say 6 players) that all buff the whole group?

Bard is an obvious choice, performances for everyone!
But I also know there's the Freebooter Ranger that can give a buff to everyone (granted vs a single target, but still a party-wide boost).
I suppose Clerics/Oracles have Bless/Prayer for party-wide buffs.

I'm sure there are more though, I'd love to see what's out there!


So for example your level 20 Large sized monk has Vital Strike and Improved Vital Strike, and also has the Style feat Janni rush. He jumps and attacks a guy, using all of these feats at once.

Does: Improved Vital strike turn 4d8 damage into 12d8 damage, then Janni Rush allows you to roll all those 12d8s twice? Or just add another 4d8 damage onto the 12d8? It's not a multiplication, so I don't know if it would stick the by x2 + x2 = x3.


Just curious about this spell in Pathfinder. What will/won't it give you? Can you get natural weapons? Can you get usable wings? Please cite your sources!!!


1 person marked this as a favorite.

Just noticing this lovely new addition to the srd called Ki Arcana, which allows you to interchange ki and arcana points.

So a Drunken Monk/Magus could conceivably get a LOT of Arcana points. Use it to fuel things like: Spell recall - then that one half-elf spell that allows you to temporarily gain a feat (crap - who remembers what it's called?). Gain Extra Arcana: Spell Blending. Have more spells on your list. Use Spell Recall to now prepare those. Cast those. Continue drinking until you HAS ALL THE SPELLS!!!


I've of course heard plenty of talk about The Wing, but as far as I can tell you cannot full-attack when using Crane Wing, which seems pretty lame. You either get to take total defense, which is a full round action with no attacks, or fight defensively, which is a standard action.

Why would anyone high enough level to get 2 attacks or more a round use this option (Ok, yes, it's good defense, but you give up many attack potentially).


Hi there, I was just wondering if there were any magic or alchemical items that allow you to still act while you're at negative hit points? They can be consumable or whatever, just hoping there's something out there that can do this.


I realized both of these Magus Archetypes can work together.

Benefit of the Bladed Scarf Dancer Hexcrafter is mainly that you can get your Int to AC. You can focus on Int almost exclusively and apply it to Hexes, AC, and Attack/Damage with the Prehensile Hair hex. You would actually end up with a very good AC.

Downside: lost crit-ness. You can compensate by maybe taking 2 levels of Alchemist to get an extra hand, hold a Bladed Scarf in one hand, and a scimitar/kukri/something in your other hand for when you want maximum crit-age.

Staff Master - again, poor critting. But you can pull the same Alchemist-dip if you want. You can a good AC bump and a high level weapon is pretty cheap eventually when you have a CL20 level 1 spell staff.

Hm.... can you actually hold a weapon in your hair and still attack with it? Can you hold a weapon in your hair at all?

And finally, if you went Tiefling with the tail, can it hold, but not *wield* one of the weapons to still gain the defensive benefit?


Just curious what people's opinions were, it really seems like a good enhancement bonus on your weapon, but how many classes get Spell-like/Supernatural abilities that would work well with this?


Thinking of my next character for whenever my current one bites the dust. We're playing Mythic, right now Level 5, Tier 1.

Thought 1: Play a Kensai Magus, probably dip 2 levels in Monk Master of Many Styles to pick up the latter 2 Snake Style feats. Snake Fang could be achievable by level 5 even, it allows you to Attack of Opportunity anyone who strikes at you and misses. With pumping your Int and Wis and Dex like crazy, your AC is going to be pretty insane, since all stats will apply to it.

Play a Dex-based Kensai, take Mythic Weapon Finesse/Agile weapon/dervish dancer to get dex to damage. Take Mythic Combat Reflexes to have unlimited AoO's. And of course Magical Knack trait. You end up with a very, very good AC (even touch), and just get to AoO the crap out of anyone who dares touch you.

Thought 2: Play a Hexcrafter Magus. Take Slumber Hex. Take Hexstrike feat (allows you to cast a Hex as a swift action if you hit someone with an unarmed strike). Take the Dual-Path Mythic feat - select Archmage and Champion. Pick up the Mythic Hexes path ability, non-mythic opponents auto-fail saves against your hexes for 1 round. Take the Mythic Weapon Training Champion ability, now you can apply any feats that apply to a specific weapon (Hexstrike and Unarmed strike) to all weapons in that weapon group. Use the Monk weapon group. Grab an Urumi (crit 18-20/x2). Now you can Hexstrike through using your Urumi. Play a Dex-based character. Grab the Armor Master Champion path ability so that max dex bonus to AC no longer applies to your light armor (heavier if you take more times).

What are your thoughts? Ways to improve these characters?


I'm playing a Mythic campaign right now, Level 5, Mythic Tier/Rank 1, and I'm just not feeling my current character. I'm considering switching and was thinking about trying out a Hexcrafter Magus.

I figured I'd take Hexstrike (cast a Hex as a Swift action after a successful unarmed strike) coupled with the Mythic Hexes Archmage 1st level Path ability. Perhaps also taking the Universal 1st level path ability that lets you take no aging penalties, and starting my character off as old as possible, to get a free +3 to all mental stats at no penalty (Hey, it's Mythic, that's not too cheesy).

So if I take the Sleep Hex, hit someone with part of my full-round-attack (yes part of it will have to be unarmed strikes), I can cast Sleep as a Swift action, and if they're not Mythic they automatically fail for 1 round, before attempting a save. Any companion nearby now has the chance to Coup-de-Grace them!

Plus all the benefits of being a Magus. and Mythic.

What say people? And which stat to focus on? I could focus entirely on Dex and take Mythic Weapon Finesse to add my Dex to ALL (finessable) attacks. Focus on Int and make sure people fail those saves. Focus on Str and just be a brute. So many thoughts!!!


So..... this works doesn't it? Given the FAQ on Spell-likes, Assamar's can enter Eldritch Knight as soon as they gain proficiency after level 1. I'm not saying this is a GOOD combination, but it works doesn't it?

Alternately - Oracle of Battle 1 (take the revelation to gain proficiency in all martial weapons), Wizard 1, EK 8 or 10, DD 8 or 10, depending on your likes. You get almost full Wizard casting, excellent BAB, and the ability to use all scrolls and wands and such off both the Wizard and Cleric spell list.

Something to think about.


Howdy. So I finally got myself a Greater Hat of Disguise, and can have Alter Self up whenever I want. Now - this means that if the form I pick has any of the following abilities, I get them: darkvision 60 feet, low-light vision, scent, and swim 30 feet.

I was curious - ARE there any creatures which have all four of these abilities? If not - are there any that have at least 3? Would love some input.


So my GM is being very nice and letting my Ninja character switch out Poison Use for something... you know... Useful.

I'm debating between the Thug's Frightening ability, which allows you to actually Frighten someone with an Intimidate check instead of just shake (making it quite useful all of a sudden).

Or the Swashbuckler's Martial Training, allowing me to take Combat Trick twice, and gaining proficiency in a martial weapon.

I just hit 10th level, so I've taken, most importantly, the Invisible Blade master trick. I've also got: Offensive Defense, Vanish (obviously), Forgotten Trick, and Fast Stealth I think. I also picked up a homebrewed trick that allows me to cast Nondetection (great vs. people with See Invisibility).

I do have the Scout Archetype.

Feats: Bludgeoner, Combat Reflexes, Human feat sub for Skill Focus: Perception and Survival so far (going to pick up Orc bloodline via Eldritch Heritage). Sap Adept and Sap Master, and Dampen Presence (screw you Blindsight/sense).

I've got Str 22 (24 w/ Belt), Dex 16, Con 14, Int 8, Wis 12, Cha 16 (18 w/ Headband).
I've also got a Goz Mask to help me see through fog/smoke. And a Ring of Ki Mastery, making Forgotten Trick suddenly much, much better. Also have an item of Negate Aroma (screw you Scent) and will shortly be getting a pair of Slippers of Soft Step (screw you Tremorsense).

I usually use a Kusarigama for the reach ability and Bludgeoning quality (allowing me to benefit from Sap Adept/Mastery). And sometimes I use my shortbow w/ blunt arrows (again, allowing me to benefit from Sap Adept/Master).

So with the Thug's ability I can Frighten people I hit, even with an attack of opportunity (if I pick up the Enforcer via whenever I want via Forgotten Trick: Combat Trick - Enforcer. Making them flee before they even get to me/by me.

And with the Swashbuckler's Martial Training I can take Forgotten Trick: Combat Trick TWICE!!! Allowing me to pick up an even... huger number of feats on the fly, even those that are branches.

So as we're getting higher in level... How often are groups seeing enemies immune to being Frightened? And if I took Martial Training, what would be a good Martial Weapon to gain proficiency in?

I'm planning on continuing Ninja, continuing to increase strength, and just being an Invisible Menace to society.

Mainly though.... go for the versatility of Martial Training and double-Forgotten Trick: Combat Trick? Or the Frightening ability?


Hey there, I was wondering if there was a complete guide to the various ways to increase your strength.

Obviously everyone knows level ability points, items that give you an enhancement bonus to strength, and the Tomes/wishes.

What other ways are there though?

The Rage spell I believe gives you a +2 Morale bonus.

Orc bloodline gives you Inherent bonuses (won't stack with Tomes).

What else???

A final question- is it possible to make an item that gives you a continuous bonus to your strength that ISN'T an enhancement bonus? Seeing as you can get luck/sacred/morale/insight bonuses to almost EVERYTHING, is this possible? Or is that just a little too much cheese?


All righty then. I just want to see if I'm doing it right.

Say I have a level 15 Ninja. Say he's using a Kusarigama for normal 10 foot reach. Say he picks up Lunge to add an extra 5 feet to his attacks. Say he becomes Enlarged so that he's Large sized...

So how far how can he strike someone? Is it: 10 (weapon) + 5 (Lunge) + 5 (Enlarged) = 20 foot reach to strike Bob the Ogre? Or am I missing something?


Hey all,

So the descriptions in the Monstrous PHysique spells/Undead Anatomy spells say that you can get Pounce if you change into a creature that has it.

HAS anyone come across any monstrous humanoids or undead who actually GET Pounce?

Or is that inclusion in the text just a Pouncetease?