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Guess I must have overlooked that...Thanks.


Is there a specific place in the books that it says this?


So I put the character into practice using the tiefling concept. Thus far, he's been exactly what I hoped for; good, consistent damage with a variety of energy types and a decent defense (my GM let me take flaws from Unearthed Arcana to get a few extra feats I really wanted).

The GM and the player who knew gunslinger rules pretty well agreed with my initial interpretation of the rules regarding spellstrike, ranged spellstrike, and touch spells. So even when Shocking hands isn't pumping out an extra 5d6 damage, Being able to cast Daze every round is nice as an extra effect.

However, I came across another pair of questions that seems a little overpowered.

I use Pool Strike, and let it sit on my Pistol for up to the duration of one minute; from my understanding, I can discharge that upon my next attack through spellstrike or ranged spellstrike. So combine that with the aforementioned Shocking Grasp, since spells in spellcombat can be cast first or last. I'm looking at 7d6+1D8, for a ranged touch, no save, at 5th level. Does this seem right and accurate?

Also, for the other question; spells that grant multiple touch effects over the course of its duration(frostbite, chill touch; each granting 1 touch attack per level). I know I can only discharge one at a time. But for the duration of the spell, is it RAW legal to continue the process?

Round 1:SpellCombat, Ranged Spellstrike to cast Frostbite (+1d6+level in nonlethal cold damage, 1/level). Shoot for Weapon Damage plus Frostbite.
Round 2: Spellcombat, Ranged spellstrike to cast Chill Touch (+1d6+str damage, 1/level) Shoot for Weapon Damage +Frostbite+Chill Touch

So in round 2, we've got 1d8+2d6+caster level (5 in my case).

I know Pathfinder has a different set of damage scaling then old 3.5 did. Is this set-up overpowered and RAW legal?


Yeah, given that I love the early Devil May Cry games and the anime, Dante should have clicked. Tiefling didn't even occur to me; and I can see a few ways that could work.

Now I'm just being lazy; how do alchemical cartridges work?


So I'm working on a build that utilizes the classic gunslinging-style anime mage. My schedule for the game he's designed for is very irregular, so I was just going to fill the role of extra damage for the party. I thought about using the Spellslinger archetype for simplicity, but I wasn't really impressed with it.

Now using the Gunslinger Magus seemed to be a interesting pair.
I could use the arcane pool to power the pistol, and the myrmidarch archetype to do ranged spell strike. A single level of the Gunslinger class let me utilize grit and a few neat tricks from that class, then power the rest of the build with Magus levels.
Thus far, I've got an Elf with 18 Dex and Int, 14 Cha, 11 Con, and 10's in Charisma and Strength. I'm looking for good ideas for arcanas and feats, as well as other ideas for build methods.
Here are the feats and Arcana things I've liked so far

Dodge/Mobility/Deft Shootist Deed- Extra AC and the ability to keep moving to stay away from melee when it gets tight; when it does, and I can't get away, at least I can fire without concern.
Rapid Reload (Pistol)- Duh! Anyone know a way to reload as a swift action?
Craft Magic Arms and Armor- Cost and role-playing thing, but useful to have.
Point Blank Shot- I was torn between this and Weapon focus; It's hard to get damage bonus. but with the myrmidarch, I can get specialized and that tree.

I'm starting at 5th level, and I try to build up to 10th level just so I have a progression plan. Can some people please help me out? We're using 25 build points and most races are allowed except for the Uncommon Races.


I'm looking at building a character for future games, and I'm looking at a doing a few Tian Xia characters. I don't have many of the books, so it's hard to find information to flesh out the character (thank god for the wikis). Does anyone have any decent sources that are almost purely fluff?

Anyways, I'm working on a ninja (yes, I'm atypical and I will use the class itself). I'm building them at a generic 6th level (the level range I feel that characters really begin to be able to sling power in their given area and develop into truly unique entities) and 25 build points. So for concept, focusing on typical skill sets of DD, Perception, Stealth, and Acrobatics, I'm wanting to make sure the character is efficient in combat as well as having that ninja-y flair. Weapons wise, I'm thinking a wakizashi (even though in reality, the short sword itself was more accurate to a ninja-to) and the kusari-gama.

Does anyone have any suggestions as far as feat combinations? Right now, I've got TWF, Weapon Finesse, and a feat for extra Rogue talent (used for another Ninja trick), plus my human spare. For my tricks, I've got shadow clone, wall climber, and vanishing trick, plus my extra.

I'm thinking taking routes to go unarmed, but I know that is statistically as inefficient as it comes without being a monk. But Improved Unarmed Combat and a style feat I thought would add some unarmed flavor to him (especially if like the monkey stance, I don't have to be unarmed to get its benefit).

Suggestions, critiques?

STR 14 DEX 16 CON 13 INT 12 WIS 12 CHA 16 (after the +2 racial bonus)


I'm looking at the druid archetypes, and had a question about the totem transformation...

Each type I use the ability, do I pick a different option? Or am I bound into one permenantly? And if I do get to pick different options, can I only use one at a time? I'm using HL, and it seems that it railroads me into that end result. But is that true?


At the mention of reading the samurai post from Mark Hoover, it reminds me slightly of my most recent one. We are doing Pathfinder rules in eberron, and I opted to play a warforged fighter (adamant body). The DM, in his folley, opted to make the warforged an insane monster stat wise (started with 22 STR, for example, and 32 hp at 1st level). No one else got this kind of treatment (a goliath barbarian, an escaped slave human fighter from Darguun, a halfling rogue who thinks he's a fighter (wields a greatsword), a kitsune wizard, and a changeling oracle. Most of the players, minus the goliath and the human, are all about the bizarre and silly. The halfling is constantly stealing stuff simply because he's a rogue. I asked him out of character once if he thought he was a good role-player with that character, and he thought he was. I just shook my head.

Well, after a few session, I convinced the DM to let me kill off the warforged (with all the stat-bonuses, it wasn't even fun really). So I decided to go a different route with the character. Hobgoblin Samurai under the Order of the Blue Rose (for those unwilling to get the books out, an order that is promotes peace and tranquility and disdains needless violence) from Darguun.

The DM decided that I was the enabler for the escaped slave to get free, but I simply remained for a long time afterwards until I left in search of glory and Dhakaan relics (my personal backstory, but one easy to incorporate into adventuring).
Throughout our initial travels, the party is constantly restraining the rogue to keep him from stealing things. My character, instead, simply sits and speaks with him in character and actually logically convinces the poor halfling of the error of stealing.

So we go to Rhukaan Draal (goblin empire capital) for a quest, and as we are leaving with our merchant friend, we are jumped by several bugbears who felt cheated by our merchant NPC that is taking us where we need to go.

With it role-played perfectly, the samurai agent of peace doesn't threaten the bugbears into cowering or fleeing, but instead hanging their heads and contemplating the error of their ways. My entire argument started on the premise that it was against the laws and code of the Lhesh Haruuc to fight with merchants, as they well knew, and to defy the Lhesh is to invite war upon him. Then I continued on how they shouldn't be squabbling over petty grudges, but contributing in a more positive manner to society as the ancient Dhakaans did to showcase goblin superiority over the 'lesser' races. After all, the goblins held an empire together for over 10,000 years. The humans can't do 1000.

Afterwards, the DM, who was trying not to die of laughter, gracefully awarded me a hero point. The other players, used to hack and slay or "good roleplaying" being nothing more than clowning around, were awestruck. Now, their characters are actually happy to travel with this deranged hobgoblin...


So I've been invited to a D&D game that evolved into using the Pathfinder rules. No biggy, but I'm relatively new to a lot of the changes that were made (like the samurai and Ninja class actually being worth a look).

Anyways, due to some twisted reason, my DM altered the Warforged from the Eberron campaign setting to one that was just a construct with an IQ and remained critable. So at first level, I wound up with more hitpoints (by about 30), hit like a freight train, and can't be stopped. While the power gamer in me is going "WHEE!" I'm a bit bothered. So after talking to my DM, I'm either going to scrap the character or build something that doesn't require conversion.

So I was thinking a Hobgoblin Samurai, and working out the details. I was thinking one who followed either the Ronin path or the Path of the Warrior. Base backstory is that he is the descendant of one of the ancient Dhakaan emperors and fell in battle to one of the Daelkyr lords. As a result, the family name was tarnished, and would explain starting with crappy gear.

I was thinking something along the lines of a weapon of legacy from the old series to attempt to submit to the DM and see that goes. Due to time constraints, I don't have the time to really flush one out with story and stats.

Any help? I'm thinking either a katana, nodachi, or naginata as the weapon. Thanks.