Cleric of Brigh

Renarin Kholin's page

Organized Play Member. 143 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.

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Is there a way to increase the Gray Warden's Slaying Judgement? Would you allow having sniper's goggles or something similar to increase range?

Just some questions about conjuration(infernal binder)...
1. Is there still an alignment restriction if it's just VMC?
2. Do you get the +3 to knowldege(planes)?
3. If I took Improved Familiar before the level 7 ability (at level 19) does it do anything?

If I have a competence bonus on my next attack and a competence bonus to trip, would they stack if I decided to replace my attack with a trip maneuver? I would assume that I would just take the higher one, but I wanted to double check...

So I'm in a new campaign as a paladin. My character is easily the oldest at 34 with everyone else being 17-20. In my backstory my pc has just become a father to a baby girl. I was thinking of uping the fatherly-ness and become the party dad. However, besides the lame dad jokes, how else do you be fatherly? I pay for the group during meals and when staying at an inn. Should I have talks with my new children or scold them or what?

I just hit level 9 on a PFS melee character and am looking for some advice on which feat I should take and what items I should buy...

He is currently a super mobile melee support character, who uses tumbling and tripping to control the battlefield. And while he is not optimized to deal that much damage, he has so far been helpful to most parties he has played in.

The Build So Far:

Ninja 4/Unchained Barbarian 2/Lore Warden 2/Whirling Dervish 1

HP 70

STR 14
DEX 20
CON 12
INT 10
WIS 10
CHA 14

AC 24 Touch 16 Flat-Footed 18

Fortitude +10
Reflex +13
Will +3 (+5 for a total of +8 while raging)

BAB +8/+2
CMB +10
CMD 26

Acrobatics 20 base/24 jumping/26 tumbling
Bluff 6
Climb 6
Diplomacy 14
Disable Device 9
Disguise 7
Escape Artist 9
Handle Animal 6
Heal 5
Knowledge (Local) 8
Perception 14
Day Job 10
Sense motive 4
Sleight of Hand 9
Stealth 9
Use Magic Device 6

+1 Adamantine Dueling Trident
Akitonian Blade
18 Javelins

+1 Glamered Comfort Mithral Breastplate
Mithral Quickdraw Light Shield

Headband of Havoc
Quick Runner's Shirt
Cloak of Resistance +2
Belt of Tumbling
Boots of the Cat
Efficient Quiver

Feats and Special Abilities
Unorthodox Strategy

Canny Tumble
Confounding Tumble Deed
Spring Attack
Combat Expertise
Improved Trip

Acrobatic Master
High Jumper

As I said previously, I just hit level 9 and I have an empty feat slot I haven't decided on. I also have 10,000 gp I can spend on items. I have a couple ideas, feel free to give any and all input.

I am jumping between three different feats...

The first is Greater Trip.
If I am tripping with my trident I get +18 minimum with additional +6 for canny tumble, rage, and flanking. Greater Trip would give me an additional +2 as well as getting the enemy to provoke AoOs.
The problem with this is that I nor most other people I play with have combat reflexes. This means that the enemy I trip is usually going to be free to stand up, and the only reason why I could get by on 24 AC up till now was because of the -4 to melee attacks while prone. It would, however let us get an extra attack in on casters who don't care about being prone.

The second option is circling mongoose.
This lets me move and full attack when I start next to the dude. Allowing me to canny tumble/confounding tumble and get two attacks per turn in, or a trip and attack, or other stuff...

The third option is Two-Weapon Fighting.
This is similar to circling mongoose. It doesn't let me move and full attack, but it does give me a third attack with my shield.

I haven't really thought about what to spend my delicous money on. But right now I think my two weakest points are AC and damage.

I can spend 9,000 gold on my armor, shield, and a ring of protection to boost my AC up to 28.

Or I could boost my trident up to +2 giving me 3 more to trip and an extra hit and damage with my regular attack.

The third option I am thinking is a brown thorny ioun stone this would give me +2 competence to trip as well as acrobatic.

Once again, these are just some things I thought of. I'm sure that you guys have some awesome ideas to and I would love to hear them :D

So I'm thinking of creating a new PFS character and need some advice on a level split...
The character is a simple magic using blacksmith as a backstory, however I want him to have a familiar and a bonded weapon.
Because of all of this, I am thinking about going Wizard Conjuration Creation and Magus Soul Forger. However I don't know what level to split them. As this is PFS it only really goes up to level 11. I was thinking about going Magus 3/Wizard 8 so I get the minor creation wizard ability. The other option is Magus 6/Wizard 5 this gets me the magus arcana broad study... Any input would be great...

Pummeling Style for refrence

What are your guys thoughts on removing the "This ability works only with unarmed strikes, no matter what other abilities you might possess." line? It was my understanding that this was placed in pummeling style to balance it out when you could make a single massive crit. But they have since removed that part but still kept the thing that sort of (not really) balanced it. Keep in mind you would still have to get your attacks to count as unarmed strikes like with Feral Combat Training
Running it by you guys before I ask the GM.

A couple questions dealing with the Immovable Rod

  • If you jump up and plant the rod, what is the DC to pull yourself up so that you are standing on top of it?
  • What is the DC to stand and attack on a single rod?
  • What is the DC to climb in the air using two immovable rods?
  • What is the action to get a moveable rod to move again?
  • using climbing and jumping can you move up the air with just a single rod?

Are any of these answers different if I was using a weapon with anchoring?

A quick question on the thorny ioun stone. It is a legal ioun stone found in inner sea combat. My question is how I decide what the resonant power is. Do I pick either athletic or acrobat, or do I roll and have a GM sign off on it?

has there been any updates on retraining traits?
Are there any legal work-arounds like taking and retraining additional traits?

7 people marked this as FAQ candidate. 1 person marked this as a favorite.

Just a quick theorycrafting rules question. If I ready two attack actions with overwatch style, can I then vital strike with both readied attacks?

So one of my pfs characters has just hit level 7 and i need some advice on the direction to go.

He is currently a super mobile melee fighter that can easily pass through enemies threatened squares and get to flanking positions to help ally fighters. He is however fairly unoptimized for damage and due to multiclassing his will save is embarrassing

the build so far:

ninja 4/unchained barbarian 1/ranger 1

HP 49

STR 14
DEX 18 (16+2)
CON 12
INT 9 (8+1)
WIS 10
CHA 14

AC 23 Touch 15 Flat-Footed 18

Fortitude +7
Reflex +11
Will +2

BAB +5
CMB +7
CMD 22

Acrobatics 16 base/20 jumping/22 tumbling
Diplomacy 11
Perception 11
(while this isn't all of my skills these are the ones that are most important character wise. I do have at least one point in every STR and DEX skill. I will probably be putting my level 8 ability point in INT giving me one extra skill that i can max or spread out.

+1 adamantine trident
mithril quickdraw light shield
+1 glamered comfort mithril breastplate
quick runner's shirt
cloak of resistance +1
boots of the cat
belt of tumbling

unorthodox strategy(+2 to tumble)

spring attack

acrobatic master
combat trick (canny tumble)

I just hit level 7 and have around 10,000 gold that i could spend, so with that in mind here are the options i was think of...

Option 1: leveling the barbarian AKA the defensive option
With a level 2 barbarian i not only get improved uncanny dodge but also a rage power, which would be superstition. Then with my gold i could buy a headband of havoc, letting me rage as an immediate reaction and giving me a +5 to will (2 untyped 3 competence). The feat is currently undecided.
While this option does cover one of my big weaknesses it doesn't really push the character in any supportive direction.

Option 2: leveling the ranger AKA the damage option
When I hit level 2 with ranger i get a free feat in a combat style. If i choose two weapon fighting that gives me an extra attack (giving me 4 attacks a turn if I use a ki point). For my level 7 feat I am looking at taking circling mongoose. This lets me use canny tumble for the almost guaranteed first hit and still full attack with flanking. With my money I would probably upgrade my shield for attacking either going +1 bashing shield or upgrading it in the weapon enhancement side.
The current problem is that I wasn't planning on having my character be the main damage dealer, and there is also usually 1 or 2 characters who are optimized for smash-in-face combat. Keep in mind however, I will probably be taking circling mongoose sometime, either now or in the future for the tumbling full attack option

Option 3: starting a swashbuckler AKA the support option
While it might seem weird to go into my 4th class, hear me out. A swashbuckler not only gives my dex to hit for my trident, but it also gives me some fun deeds and more importantly panache. This lets me take the feat confounding tumble deed which makes it so all of my allies should be able to hit for one round. I am not sure of what to buy...
The drawback is I can only count on doing this two times a day as I probably won't be the one to make a killing blow, nor will I be getting a lot of crits. Note, I will be taking a level in swashbuckler before my character is done, but I am not sure if this is the most opportune time for it.

Option 4: leveling ranger AKA the control ranger
With this ranger, instead of going two weapon fighting and moving around we go for a more controlling build with tripping, the underhanded style from ultimate intrigue lets us take combat expertise and it's related feats without having 13 INT. So we would take that for our style feat, then take improved trip for our 7th level feat. Then with our gold we enchant our trident with the dueling enchantment from pathfinder society field guide. This would give us a +13 to trip against a foe who is flat footed if we successfully tumble past them with canny tumble.
While we would have a decent trip, we would still have a problem with non-humanoid enemies and our damage would go down to effectively 0

two other options, while they wouldn't take everything up, can be substituted if you like them better...

Akitonian Blade... Is a reach weapon, so if I want to try a combat maneuver I could potentially do it without taking a AoO. Also blasts my jump checks into the stratosphere, literally.

extra rage power... simple, gets me an extra rage power if I want to go barbarian 2, lots of options, looking at knockdown stance or something similar.

Thanks for reading all of that, I would love to hear your opinions. If you think any other options might be better for me, just let me know. I do have a healthy supply of prestige points, so if you want to retrain something that is also an option. Keep in mind that this is a PFS character, so if it needs GM approval it probably won't work.

1 person marked this as FAQ candidate.

Just a quickie, If i am a hex channeler witch, who then prestiges into envoy of balance and takes the spiritual equilibrium endowment, the power level of my main channel does not change, right?

Looking at the prestige class mystic theurge... in PFS spell like abilities don't count towards pre-reqs. Meaning you won't be able to get your first level in until 7 and at 11 you still will only have access to 4th level spells...

IDK it seems like a lot to give up, but the flavor is so tempting....

just a quick question...

Is there a intelligence based caster that can channel both positive and negative energy?

doing a quick search I have only found three options. the necromancer wizard, can only channel to turn or command undead. the spirit whisperer life wizard, can only channel positive energy. hex channeler witch, absolutely perfect but banned in PFS because of exploitable wording.

Are there any other options that i missed?

So I was thinking about making an oracle/paladin lifelinky tank thing. Originally, I was also going to buy Boots of the Earth, however PFS has errata'd it so you can only use it once a day, and while this would probably be ok most of the time, it got me thinking about other options.

I was wondering how good an oracle/inquisitor is? Also would it be worth it to grab fast healer with the healing judgment? If I wanted a mount would it be worth it to go 4 levels of cavalier and grab horse master? At this point is it any better than just the normal oradin?

So I have a conjuration/creation wizard. I will mainly be using summoned creatures in combat, however I was also hoping to use a standard action when I don't summon a creature to create a weapon. My strength is a 14, and my dex and con are high enough to survive in melee combat. I was wondering if there were any ways to boost my attack so I can hit things more often, or is my only option spending another action to cast magic weapon.

Don't worry about weapon proficiency, I have improved improvisation and quick learner, and my gm is letting me stack it favorably.

If a character uses the feat Antagonize to intimidate an enemy and force them to attack, can they use the diplomacy part of the feat on a later turn to give minuses? Or is the 24 hour thing at the end of intimidate apply to the entire feat?

Is the heavy load the max you can carry? what are the penalties for going over?

Just looking for some advice.
I have a ninja character who maximized acrobatics, specializing in tumbling... I am currently looking at boots for my character (who is PFS fyi).
I was thinking that i would just buy boots of striding and springing for the increase in movement speed. However, I already have 40 ms and dont know how much increasing that to 50 would affect things. So I have expanded my search.

The boots I am currently looking at:
boots of the cat... Act as a psuedo-feather fall with unchained barbarian rage, but at full speed, so flavor win.

cat burglar's boots... Allows a reroll for acrobatics once a day, which i hear is better than a flat bonus.
As i dont currently have this adventure path, I am hoping that this isnt the best choice so i wont have to buy it...

daredevil softpaw boots. gives all my attacks +2 untyped bonus if i tumble. which is handy considering i do it all the time, and when i get circling mongoose can tumble during a full attack, while dual weilding...

If you guys have any other options I am willing to hear you.

Just a quickie...
If I have canny tumble(link), and succeed in my acrobatics check, then replace my attack with a trip attempt, does my enemy get their dex to cmd? and do I get +2 to trip?

After a normal hit with canny tumble, if my weapon had ki intensifying(linker), and i tried to free action trip him, would the bronemy still lose their dex? and would I still get +2?

I am mongoose circling(link2.0), and I trip them on my first attack, does my next attack count as flanking?

sorry for the lame questions :/

Backstory: My character was on a boat and jumped to a nearby dock to clear an area of enemies. The dock was 20 feet away and 5 feet up. Rushed for time, we concluded the DC would be 40 (20 for long jump+20 for high jump). Which was fine, this character can make the jump without rolling. However, wanting to make sure I have the information in the following scenarios Also as this character is PFS if there is any RAW on this topic that would be preferred...

Searching the forums i have found that a lot of people use the old 3.5 rule where you make a parabola with the apex being 1/4 your distance, this is fine for some jumps, my dock example would have been around a DC 32 if you were following these rules. However this doesn't always work, especially if you need to travel up more than you need to travel forward, jumping to the top of a 10 foot wall 5 feet away for example.

just a quickie,
I have a character who might be using a halfling sling staff, is it PFS legal to reflavor it from a club with a sling to a baseball bat?

nothing crunchy would change as far as i can tell, but feel free to let me know if I am horribly wrong...

so not sure if this should be in the rules column, but if so just let me know...

I am thinking of creating a baseball player inspired character, going for a creation wizard to get a couple free baseballs a day, And using a club as a sort of improvised sling for when i need that ranged attack. All though i might just go fighter for extra feats (deflect arrows, snatch arrows, etc.)

Possible Rules Question: There is a slim chance I would want to take a similar character to PFS... is using an improvised sling even rules legal?

Advice Question: Are there any other options that might make this better? As a GM would you prefer instead to just re-flavor a Throw Anything?

just wanting to see if I should get my hopes up... do you guys think the errata'd quick runner's shirt will become pfs legal. As far as I could tell, the old one was banned because you switch your shirt every combat and get a free move action.

for those who haven't read the ultimate combat errata, the new QRS has to be worn for 24 hours and your turn immediately ends after you take your extra move action.

So I'm playing a ninja and would like to have a horse for flavor and cross country traveling... while looking for a way to handle my horse in combat I found the spell carry companion. This is pretty much what I'm looking for, a way to have a horse when i need it. and safely store it away when i don't. I have a high enough UMD to just use a wand, and while it would take a while to go through all of the charges, I was hoping for something more permanent.

Is there something that lets me cast carry companion (a second level spell) once or twice per day in a similar style to the silver spindle ioun stone?

are there any viable builds that deal with a wizard/sorcerer just sundering everything?
I know that break is a spell, but is there anything else that would support this build?

did a quick search and only found one unresolved thread from two years ago...
has there been any updates on this question?
here is the link to spell specialization

also, while the original thread was dealing with animate dead from a cleric/wizard... would it change anything if it was summon monster from a sorcerer/wizard? one being divine/arcane and the other being arcane/arcane...

So just a couple questions about the interaction between this feat and two others...

question 1. can you use canny tumble while you are spring attacking to get bonuses to hit? this question has been asked before on the rules forums, but it was back in 2012... while it seemed like most people were saying that this was not legal, due to the way spring attack already negates AoOs, there were a couple voices for the other side. also it was two years ago and i don't know if there has been any changes to rules or errata or something...

question 2. when you are attempting a circling mongoose, you still provoke AoOs so canny tumble would work here... at least for the first attack. Would you be able to continuously tumble to get bonuses even though that opponent would no longer be able to attack you?

just a quick double check...
I cast summon monster I at first level, how many attacks does my monster get?

The weapon gnome pincher has "disarm" as well as saying it gives +2 to disarm and steal combat maneuvers. Does this mean it grants +4 total to disarm attempts or is it being weird and stating the bonus twice?

Also, do you think it is unreasonable to waive the "have a hand free to steal" rules if you are dual wielding gnome pinchers? ...asking for a friend...

just a quick question.
Is it rules legal to have mithril armor be a different color? It doesnt affect much beyond the flavor...
If it isn't allowed, can you use a glamered armor to change color, or does that only let you change it into different clothing?

In a recent thread someone mentioned an item called Akitonian Blade. This magic weapon lets you triple your acrobatics check to determine how far you can jump. Does this include high jumps, or only long jumps?

So I'm playing a pretty unoptimized creation wizard in a home game. I am about to hit level 3 and can't decide what direction I should go for feats.
My whole characters shtick is being able to do a lot of things with average quality. For my feats I have taken fast learner and improvisation so far and I am really liking being able to help my team with knowledge craft skills.
I am thinking about going for improved improvisation considering it would increase most of my skills by 2. However I dont know what I want to do after that. Should I focus on a single spell, most likely summon monster, with augment summoning and similar feats? Or should I stick with the multiple options route with spell mastery and flexible wizardry?

EDIT: another option is focusing on ray attacks and pick up feats like precise shot and weapon focus...

So just a quick question, I know that a jump cant go past your maximum movement for the round. Is this just counting one direction or both the jump up and the fall down?
Example: my movement speed is 40 ft. and I have a near infinite acrobatics bonus. Assuming I take a double move can I jump 80 feet up or only 40 feet? does the answer change if there is a ledge to land on 75 feet above you?

So I'm thinking of creating a conjuration/creation wizard for PFS. I was curious what are some of the legal things that I can create with Create Gear. What weapons can I make? Are keys a legal option? what tools are A-Okay?

So I'm looking at creating a hunter and am currently deciding on an animal companion...
I would like to choose a megaloceros. Is this a legal option even if I only have bestiary 2 and not kingmaker?

My friends and I are starting a level 10 campaign. And being the unoriginal nerd that I am, decided to build a sniper. I have successfully increased my range to the extreme, however I am hitting a road block being able to actually see my target when the distance is this big. What are my options, without using the eye slot if possible, to increase my perception, even if it is just minutes or rounds per day?

my build so far:
I'm probably going for human, for flavor and the extra feat. I haven't nailed down my classes yet but i'm leaning towards gunslinger (musket master) 1, slayer (sniper) 1, and ninja (sanctified rogue) 8. The gunslinger gives me weapon proficiency and rapid reload, slayer decreased range penalties and studied strike, and the ninja for sneak attack and a charisma based assassinate.

For feats I'm going for improved far shot (point-blank shot->far shot->improved far shot) as well as precise shot and bulls eye shot. I'll probably pick up vital strike too. this leaves me with at least one extra feat, possibly two if i decide to take the combat ninja trick.

We are starting with the average WBL of a 10th level character, so 62,000 gp. I am grabbing lesser sniper's goggles for my ranged sneak attack. I'm also grabbing a rifle with distance and possible reliable or seeking. Ill just pick up minimal armor considering I don't plan on being in the danger zone too often... My DM has allowed me too use a spyglass as a scope if I want to, which would cut my perception negatives in half, however if you guys propose something super I could switch to a far reaching sight for those super long range touch attacks. After buying all this stuff it leaves me with just over 15,000 gp left.

just how long range?:
So we are starting off with a rifle, range increment of 80 feet. we add the enchantment distance which doubles that to 160 feet, and because of the wording it should apply before we add on improved far shot which increases it further, to 240 feet. that means if we are max distance we can shoot a target 2,400 feet away. And with far shot and the slayer (sniper)'s ability accuracy it should only be a -5 to hit.
However the problem comes when we have to actually see the target. the normal penalty is +1 DC/10 feet. So being able to spot someone 2,400 feet away is a 240 perception DC MINIMUM. My gracious DM is allowing me to use a spyglass as a scope which lowers the DC increase to +1 DC/20 feet. However that is still a 120 perception check to see someone standing in an open field...

EDIT: forgot to mention that my perception is currently at 12. that's with putting a skill rank in it every level and a +2 for class skill. unfortunatley i have 10 wisdom

My question is a two part
part one: can a familiar, with charisma 11 or higher, activate a silver spindle ioun stone.
I know that familiars can have ioun stones circle them, and that contiunius effects do work on them, but is activating a silver spindle too close to using a wand?

part two: assuming that the familiar can effectivly use the ioun stone, what level would it be counted as for determining caster level? is it the same as the master's level or is it 1 or something else?

My question is a two part
part one: can a familiar, with charisma 11 or higher, activate a silver spindle ioun stone.
I know that familiars can have ioun stones circle them, and that contiunius effects do work on them, but is activating a silver spindle too close to using a wand?

part two: assuming that the familiar can effectivly use the ioun stone, what level would it be counted as for determining caster level? is it the same as the master's level or is it 1 or something else?

Just doing a quick double check before i spend some gold...
My familiar can effectively use the silver spindle ioun stone, right?

so i'm building a two weapon fighting rogue and would like one of his weapons to be a shield bash...
if I pick up a mithril shield (for weight and acp reduction) can i also make it a masterwork weapon buy adding 300 gp to the cost, giving me +1 to hit?

I'm looking for some advice.
I currently have just over 5k gold saved up and looking to buy some equipment and can't decide, My character is a flank buddy ninja for a barbarian, so while I'm not the primary damage, I am expected to do some stuff for the team. We are about to hit level 4

The first option is a +1 adamantine short spear. It would not only set me up for adding on merciful for some extra damage but also adds the potential path of sundering armor and stuff to further help the team.

The second option is a +1 mithril breastplate. This would raise my ac from 21 to 23 and lower my ACP by 1. While its not as exciting as the spear, I am usually taking 1-2 attacks a round and not being hit is pretty cool.

The third option is boots of striding and springing. Letting me move 50-70 feet a round and increasing my acrobatics, which help me get into awesome flanking positions without an obscene amount of AoOs

If you have any other options I'd love to hear them...

in case you are questioning me adding enchantments on later to armor my table uses the PFS rules where you only have to pay the difference instead of extra

So I'm going over some stuff and i realized i didn't know some of the rules for tiny creatures in combat... I'll just list out my questions.
1. Can two tiny animals flank a medium person?
2. Does moving through a tiny animal's threatened square provoke and AoO?
3. Does a medium person have to roll an acrobatics check to move through a tiny creature's square?
4. Can I build a wall of chickens in between a fighter and my fellow caster?

So I'm looking at creating a familiar with the figment archetype...
at level 3 the familiar gets a eidolon evolution.
Can I only choose evolutions from unchained summoner or is the APG/UM fair game?

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