Headhunter Wayfinder

Petrus222's page

429 posts. No reviews. No lists. No wishlists.




Does the extra damage from the three startoss styles feats apply to melee damage done with a thrown weapon? (e.g. daggers, clubs, short spears, throwing axes etc.)

RAW seems to imply yes, RAI, I'm not so sure.

Thoughts?


Does the "2 handed Thrower feat" work with a sling or slingstaff?

I can't really think of a good reason that it wouldn't but I thought I'd throw it to the boards.

Also do Belts of hurling work with a slingstaff?

I didn't see a FAQ but it's early and the coffee hasn't kicked in yet.


Reading most of the weapon master style feats they say "while using this style...." But slipslinger doesn't. Does that mean you can use the two styles simultaneously without any special ability to do so? (Only interested in the first feat in the slinger style chain the others from it aren't needed.)


If a character took weapon specialization (splash weapons), would the bonus damage apply to the target only, or the target and the splash victims too?
For alchemist bombs the splash does by virtue of the damage being based on the minimum to the target, but for alchemist fire or holy water? It's not so clear to me. (e.g. Point Blank shot FAQ specifically says the damage is only added to the target.)


5 people marked this as FAQ candidate.

Bane - "Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus"

Furious - "When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal."

These appear to be untyped bonuses to an enhancement bonus which suggests they'd stack...

So would a +1 furious, bane(demons) sword wielded by a raging barbarian against a demon be effectively a +5 sword against the demon?

My bloodrager would like to know.

Any thoughts?


5 people marked this as FAQ candidate.

If a MoMS is fighting defensively with the new crane riposte and snake fang, does a miss invoke one or two attacks of opportunity?


What's the general consensus on someone who's raging using a combat style.

I'm looking at crane (difficulty fighting defensively while raging?)
and/or snake (difficulty sense motive check).

I can't seem to find much that says you can't, but it sort of feels a little off.


1 person marked this as FAQ candidate.

Context: I'm trying to up the damage potential of my Maneuver Master monk and am considering Medusa's Wrath which would proc off the flat-footedness and a successful UA strike.

From the sword description:
To snag armor or clothing, the attacker makes a trip attempt. If successful, the victim doesn't fall prone, but instead is snagged and stumbles forward, leaving the victim flat-footed for the remainder of the round.

From greater trip:
Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

So does using the sword in conjunction with greater trip get you an AoO against a flat footed opponent?

RAW I'd say yes. (After all it was a successful trip attempt)
RAI not so sure.

Any thoughts?


Janni Rush
" make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike's damage dice twice and add the results together before adding modifiers..."

Vital Strike
"Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses."

So if you used both feats together, would this double the dice twice for 4dX (where dX is that unarmed damage dice) or just add the dice again for a total of 3dX?


Originally my idea was to take a reach weapon, and stand behind the party meat wall, but then I realized with a 2 handed reach weapon, I'm pooching myself out of spell casting which defeats the purpose of going kensai... so if anyone knows of a one handed reach weapon or has a better suggestion for a non-reach weapon it'd be appreciated.

I was originally going to with a medium sized fauchard and take the -2 to hit since I'm large, but -4 when casting is a lot. Falcata or even tetsubo are looking better at this point. Any thoughts are welcome. (The character will have a high strength.)


What does he threaten?

For a large reach weapon It'd be 15-20ft out... But a medium?

Any thoughts?


Can a maneuver master monk with the appropriate whip mastery feats do a flurry of manuevers with it at range?

My gut says absolutely, but I could see an argument about it as a whip isn't a monk weapon...

Any thoughts?


1 person marked this as a favorite.

Is there any reason monk couldn't wear the corset of dire witch craft from UE?

If not how would you cost out adding enhancement bonuses to AC on it? The standard costs for armour or something more complex?

It kind of looks like his might be a good but expensive way around the no armour limits for monks.


Difficulty - low wisdom.

Hey all,

Where would you take this character?

For a way of the wicked Campaign we rolled stat's, and in a moment... well something I decided I'd try playing an Orc and UA fighter. However come 2nd level we discovered the party needed a little more crowd control, and given that my group doesn't typically use the combat manuevers all that much I thought it might be fun to branch into manuever master.

So my current build is

Str 22
Dex 12
Con 10
Wis 6
Int 14
Chr 6

lvl 1 - UAF; Feats Unarmed strike, Power Attack, Boar Style (originally I had thought I'd go MoMS but that didn't happen. After speaking with the GM I can probably retcon this to another style feat, potentially Janni.)
Lvl 2 - Maneuver Master/Monk of the four winds/ qigong monk.
Bonus Feat - Improved Trip, Elemental fist from the four winds.
Lvl 3 - Monk (as above); Bonus Feat - Improved disarm and Regular feat Combat reflexes.

So where next? I'm thinking the next level will be UAF to pick up the feat Vicious Stomp but after that I'm not sure.

Option 1: Go Monk the rest of my levels - More maneuvers, semi limited Ki pool, crappy crappy AC that may or may not be made up for by the maneuvers with a reach weapon.
Option 2: Go UAF the rest of the way and specialize in a two handed Monk weapon (Probably the double kama for it's trip feature) and wear light armor. UA strike anyone who gets in close.
Option 3: Take two levels of ranger to get TWF and then go UA fighter the rest of the way and specialize in unarmed strikes.
Option 4: Take levels of alchemist or magus to get some self buffs and AC from Shield etc.

Anyways any suggestions would be appreciated. We're playing that if I wear armor, I can't do a Flurry of Maneuvers, but maybe that's not such a big deal either. Also where would you put the bonus points at 4th, 8th etc. I'm torn between wisdom, dex and strength (well con and int too depending on the build.)

Any thoughts would be welcome. This character has some neat potential, but it's a razor thin line I think between awesome and oh god why.


Any thoughts other than Janni style?


A friend is planning to run a way of the wicked campaign and gave us the option of using the focus and foibles or 25 pt buy... foolishly I went with the foible and after planning out a Monk ended up with the following stats before choosing my race:

Str 18
Dex 12
Con 10
Wis 8
Int 16
Chr 8

Of course the low wisdom here makes the monk a less appealing choice... or does it?

So two questions:
1. What would you play with these stats? (race/class) (I'm serioulsy considering teifling, hobgoblin or orc for the race but pretty much anything from ultimate races is open. The party could probably use another melee type character though.)

2. Could I still use these stats and play a monk?
No wisdom means I'm not getting any benefit from the AC bonus... so suddenly light armor is a possibility. Of course that means losing fast movement and flurry, but if I've lost flurry for another ability (eg MoMS) maybe that's not such a big deal... and several of the monk archetypes don't use wisdom for their 1st level special abilities (eg elemental fist/perfect strike instead of stunning fist/punishing kick.)

Anyways any thoughts are appreciated.


An alchemist PC in my game would like to make something akin to a healing belt... but I can't stand the flavor of said item.

How much would this item cost:

The Decanter of Remidial Solution
-effect creates up to 3 cure moderate potions a day (2d8+4)

Requires Brew potion and Create Wonderous Item.

Cost:
Spell level (2 for an Alchemist) x Caster level (4 for an Alc) x 2000gp x 3/5 (for uses per day) ....

9600gp to buy
4800gp to make

Seems a little high in my opinion but maybe not, did I mess up the calculation?


Has anyone given anythought to or actually built an eidolon with the snake style and the 1 pt evolution skilled: sense motive?

Is there potential there or am I developing a sub with screen doors in the conning tower?


So tonight we had a TPK but I'm wondering how exactly did you or your players actually kill "the mother".

In our 3rd level party we had:
Elf 2 ranger/1 cleric (Archer)
Elf 2 rogue/1 wizard (two wpn fighter)
Halfling 3 rogue (optimized for stealth)
Human 3 fighter (Sword and shield tank, optimized for AC)
Human 3 witch (focused on buffing/debuffing and healing)

We didn't kill the lone lacedon in the one room so he ran and warned the others and while the dice were against us (the cleric only did 4 pts of damage with 3 channel energys) and the rogue didn't get land a single sneak attack, that doesn't change the fact that with a constant darkness effect in confined quarters how does a party without darkvision survive?

We were a fairly dex reliant party so suddenly losing 5-6 pts of AC and not being able to hit our opponents consistently was bad enough, but enemies who could full attack for 3 attacks a round, channel negative energy to hit the group and cause paralysis? WTH?

Anyways since some people obviously have lived through it how did you? It's distinctly possible that we missed something obvious or was this another case of needing to bring the castaways with you to be effective like the cannibal camp was?

(In which case I have to ask why are the enounters being designed for a much larger party than the typical 4 to 5?)


I need to make a new character for my Serpent Skull game and I've decided to base him on this miniature:

http://www.reapermini.com/OnlineStore/bloodstone%20gnome/latest/14556

I was thinking rogue (scout and sniper archetypes), 20 pt buy, specializing in the use of spear and blow gun but I could also be talked into short bow or halfling sling staff if there's a way to get the slinging faster at later levels while letting me take the halfling sniping racial alternate.

My only condition is that he needs to take skill focus (stealth) at level one. Other than that I'm pretty much open. Any thoughts or suggestions, particularily about multiclassing with a a martial class are welcome.


Do the bonuses for the feats add to the calculated CMB for the sorceror's 1st level ability with the vine? RAW I'm not sure, it could either way depending how strict you are. RAI? I'm not sure either to be honest.

Any thoughts?


I've been thinking about playing a Druid or Cleric in our serpent skull game and was wondering what the consensus would be on this:

Is it possible to snipe with spells or domain abilities? (Eg. the icicle or firey bolt from the water and fire domains.)

Any thoughts?


Any one out there have a feel for whether you'd add your stength mod to blowpipe damage or not?


How lethal are other people finding Pathfinder modules? Are the BBEG's typically intended to kill multiple party members?

MINOR SPOILERS:

We played though Carrion hill recently where 2 of 5 PC's died to the BBEG (who was only killed due to some relatively heavy deus ex machina on the GM's part) and in this last session of Serpent skull it was very clear that we weren't intended to be able to tackle the natives camp at level 2... (but what was the alternative? Just sit back and let the rest of the castaways be eaten after 4 of the 5 NPC's got captured while the PC's were out of the camp?)

I'm just finding it hard to get attached to a character if the game design is that they're supposed/intended to die routinely, but then I don't enjoy the game as much if I don't care about the character either. (Kind of a nasty little conundrum that leads to why play the game at if you take it far enough.)

Any thoughts or advice?


So my 2nd level dwarf barbarian recently ran into the critically sharp business end of a scimitar weilded by the leader of a village of cannibals and snuffed it hard.

Since the lone raise dead scroll we have would probably end up bringing me back as a ghost or costing me a level and 2 con, I'm thinking it's probably for the best that they bury him and move on... which of course means I need to play a new character.

So in the following party breakdown what would recommend to keep the party up and running? (Especially noting all of the castaways other than Sasha of the red mantis, were captured and dragged back to the village for dinner.)

Current surviors include:
2nd level elven ranger/cleric
2nd level elven TWF rogue with the intent of multiclassing into wizard.
2nd level human fighter (sword and shield.)
2nd level witch who in theory is healing focused, but is afraid to get close to melee due to low HP and AC. (The PC has also intentionally avoided taking offensive spells for RP reasons).

I was originally thinking of a halfling ranger (archery) or rogue(APG sniper) but the party really lacks any arcane firepower and the cleric is likley only a one level dip for the elf ranger, so maybe druid would be an acceptable compromise? Our GM says he has a way for the party to meet me that works well, but I'm currently unaware of it.

Anyways, thoughts and suggestions are welcome.


If one had IUS and TWF could one combine the two with spell combat?

I'm assuming RAI the answer is no but some clarification may be needed.


Hasted Assault (Su): A magus with this magus arcana can
sacrifice one of his prepared magus spells as a swift action
to move more quickly. This functions as haste, but it only
targets the magus and the duration is equal to the level of
the sacrificed spell. That magus must be at least 9th level
before selecting this magus arcana."

Assuming a 9th level caster with 16 base strength and no boost items, and a +2 wpn:

Round 1 Sacrifce 3rd level slot, cast Bull's strength and attack,
(+5 for 20 strength, -4 for spell combat, +2 for wpn.)
so attacks +9/+9/+4

Round 2 Enlarge person, and attack
(+6 for 22 strength, -4 for spell combat, +2 for wpn.)
So attack +10/+10/+5

Round 3 and on attack as normal with sacrifices of lvl 1 and 2 spells.
(+6 for 22 strength, +2 for wpn.)
So attack +14/+14/+9

At level 9 with no other buffs. Do fighters and monks really compare here? (genuine question... it just seems really powerful to me.)


1 person marked this as FAQ candidate.
Quote:

Spirit Totem, Greater (Su):... In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage.

Spirit Totem, Lesser (Su): ... This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier

Just want to be sure I'm reading this right.

Is GST intended to deal 1d6 slam attack or 1d6+chr mod? I think it's the latter, but RAW it's 1d6 which could actually be worse than 1d4 +chr mod.

Any thoughts?


For an upcoming serpent skull game, our party consists of:

Elven ranger archer
Elven Rogue (2wpn fighter)
Human Life witch
Human or half elf fighter (sword and board)

Which leaves me trying to figure out what to play. Among my current considerations:
human ki-mystic monk
half-orc barbarian with a double axe
dwarf barbarian with great sword
human barbarian with a pair of short swords (or falcata and short sword)
halfling sorceror (verdant)
halfling wizard (diviner)
Elf wizard (transmuter)

In short with the APG, there's too many shiny options and I'd like to try them all... but looking at the party mix what are we really missing or do the other four characters have it basically covered?

(I'm also open to other suggestions for characters as I'm pretty much up in the air for all of them. To be blunt the barbarians are all based on mini's I have as opposed to the monk which I've never played and the casters who I have a background idea for as opposed to a mini.)

Any thoughts or suggestions are most welcome.


If not, is this a good place to put one together? (Or is there any point?)


I mean there's the obvious "hulk smash" role where it's all about the damage, but at the same time the rage bonuses to strength make several of the combat manuveurs attractive too. But I really wonder if the slower feat progression (as compared to a fighter) actually makes that a better or at least equivalent approach to just maximizing damage output.

So I guess I'm curious, what do people see as the role of the barbarian in a party from an optimization standpoint? Does/as anyone built barbarians that do more than just hit stuff repeatedly in combat?


What's your take on this, could a player combine the two?


So I was watching Enchanted the other night with my daughter, and it suddenly occured to me: Virtually every princess/heroine ever created by Disney is a mid level druid.

My wife just rolled her eyes, but am I really that far off?


RAW the rules seem to imply that mithral-izing a heavy shield doesn't do anything in terms of treating it like a light shield. Was that actually the intended interpretation or a small oversight?

Should mithral heavy shields be treated as light shields?


Does any one know of any magic items that actually replicate a feat?

More specifically I'm wondering how much and how you would go about costing a trinket or set of gloves that gave the user a specific Exotic Wpn proficiency (only useable with that weapon type, and on constantly)?

Any thoughts?


Any body else read any of his stuff or am I all alone with that?


Current text:

"Reach (Ex): One of an eidolon’s attacks is capable
of striking at foes at a distance. Pick one attack. The
eidolon’s reach with that attack increases by 5 feet."

Lets say my Eidolon has 4 tentacles. Does taking reach mean all four tentacles now have reach or one has reach and the other three don't?
For comparison's sake, the wording in Imp. Damage and Energy Attacks are very explicit whereas the wording for reach is open to either intepretation:

"Improved Damage (Ex): One of the eidolon’s natural
attacks is particularly deadly. Select one natural attack
form
and increase the damage die type by one step."

"Energy Attacks (Su): An eidolon’s attacks become charged
with energy. Pick one energy type: acid, cold, electricity,
or fire. All of the eidolon’s natural attacks deal 1d6 points
of energy damage of the chosen type on a successful hit."

A line to clarify this in the reach description would be useful.


Out of curiousity would you allow alcehmists (and alc/ftr's) to take

Wpn focus bomb?
Wpn specialization bomb?
Improved Crit Bomb?
Shot on the run?

How about:
Vital strike?
Two wpn fighting? (To throw two at once)

(My apologies if this is a double post.)


Something seemed seriously off to me when I thought about this last night so and I came up with an absurdly low number for it so I open this up to the boards wisdom:

What would the cost of a quarterstaff that could cast shilleagh (CL 1) on itself 5 times a day be?

And would the enchantment affect both ends for 2 wpn fighting?


1 person marked this as FAQ candidate.

Semi-hypothetically speaking here:

My character invests his feats in TWF, improved shield bash, etc up to and including Shield Master (Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's shield bonus to attacks and damage rolls made with the shield as if it was an enhancement bonus.)

Taking his heavy spiked shield he enchants it to a +4 Bashing shield.
Then enchanting the shield as a weapon he adds +4 Defending to it.
The shield itself gives a +2 shield bonus to AC.

If he maxes out the defending aspect I just want to be sure I'm calculating the various bonuses correctly:

AC:
+4 enhancement bonus from the shield
+4 bonus from the defending wpn aspect
+2 shield bonus
+2 from Shield Focus and GSF
Total +12 to AC

Attack/damage bonus:
+2 enhancement to attack from Shield master feat
+2 to attack from Shield Focus and GSF (?)
+2 enhancement to damage from Shield master feat
+2 to damage from Shield Focus and GSF (?)
(No enhancment bonuses from the wpn due to their use for defending AC)
Total +4 damage/ +4 attack (?)

Now the funny bits (apart from the SF and GSF focus effect on att/dam).

If I'm wearing a (spiked) gauntlet in my main hand would I be considered wielding it... even if I've chosen not to attack with it? That would mean I'm not technically 2wpn fighting making the shield master feat bonuses function without the TWF penalties.

Now truth be told, I'm considering something similar to this with a character whose maxed out his UMD skill with fighter training in the "close" group. (Prolly Wpn focus and specialization in shield bash too if I can find the feats for it. Add in throwing and returning on the shield as a weapon and suddenly I'm the medival Captain Ameri... er Golarian.)

Anyways, if I do this... is it cheezy or too min-maxy for most?