Disenchanter

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Quick question:

For the fighter archetype Weapon Master, there is a blurb about selecting a single weapon type instead of a weapon group.

pfsrd Weapon Master entry wrote:
Devoted to the perfection of a single weapon, the weapon master’s meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill. The weapon master must select a single type of weapon (such as longsword or shortbow). All of his abilities apply to that weapon type.

So I must pick a single weapon instead of a broad group. Cool stuff.

pfsrd Improvised Weapon entry wrote:
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Does this mean that improvised weapon can count as a type of weapon? Can I use this class feature to gain benefits when using specific improvised weapons?

It looks like it would work to me, because the weapon master weapon choice says nothing about needing proficiency, unlike feats like weapon focus. (silly, I know, and I'm sure there is a catch somewhere that I'm missing)


So I'm considering getting into Society Play, and was looking for something different. From what I've read so far, Beast-bonded archetype for Witch seems PFS legal. Though this issue wouldn't even come up until very late in the characters career (level 10), I was wondering if I understood how the rules interact in this situation:

With twin soul, I can move into my familiars body when I am "gravely injured". I could persist in this form indefinatly, but could "return to my[its] own body (if available) by touch".

So by my understanding, I can leave my body and merge with my familiar, go have an adventure, then come home and jump back into my body? That would avoid the whole "spells and effects of permanent duration" issue, and also not cost me in having to resurect myself.

Tried searching the forums on this, but didn't find anything. If this has already been discussed/resolved, just point me there please?


So, I'm thinking about getting into some society play. I've been looking at making something that might be welcome in a majority of groups without going full spellcaster (been playing nothing but full casters in my other groups). So far, its looking like paladin.

My plan with the character is (get ready to laugh) a more reactionary playstyle than proactive, focusing mainly on melee combat and (I must be going crazy) healing.

Since I'm new to society play, I figured I'd ask you guys for some tips on this one.

Human Paladin
Stat Array:
Str 16
Dex 10
Con 14
Int 7
Wis 9
Cha 16 (+2 Human for 18 total)
Tanked the int because I'm not going for a skill focused build, and with human racial 2 skillpoints/lvl should get me most of what I need to qualify for things.

Traits: Magical knack, <open slot>
Want what spells I have to have increased effect/duration for later levels

Feat selection:

1 Fey Foundling (all that delicious bonus to lay on hands healing)
Human Power Attack
3 Greater Mercy/Extra Lay on Hands (I can't decide on this one - Will I need more uses/day with this setup or will I need that extra dice of healing?)
5 Selective channel
7 Extra channel/quick channel (This one is going to depend largly on my 3rd feat choice - quickened if I picked up extra LoH, extra channel if I grab Greater Mercy)
9 <open slot>
11 <open slot>

So I plan on spending my lower levels like a chump fighter smiting when I can, hopefully getting good use of lay on hands.

By the time I get first level spells I plan on using things like heroes defiance, compel hostility, challenge evil, and knights calling. Was reading that there are a majority of humanoid enemies in society play, so I assumed a good number of mind affecting spells would work well.

The main goal of this setup is to somehow survive until level 7, when I can get 2nd level spells. The plan is to use shield other with a lesser metamagic rod of reach, and with the magical knack trait have it last a good 6 hours. Will be investing in pearls of power to free up other 2nd level slots as money comes in.

I'm thinking best case scenario, my turn is a standard SMASH AND SMITE with a swift healing thats going to be doing 3-8hp/2 levels.

Worst case scenario: Dragon breaths on party doing tons of damage. 50% of each guys damage gets redirected to me. I use heroes defiance, stand right back up. My turn utilize a quick channel as a move and a standard channel. And pray it doesn't get its breath weapon ready again soon. Could also declare smite just for some dodge bonus to ac.

Things I'm unsure about/debating on changing:
-Is shield other combined with heroes defiance going to be enough to keep me standing when everybody gets hit by fireball-esque moves? I'm unsure what level of damage society encounters put out.
-Switching my STR and DEX scores and play it with a ranged weapon. Really feat starved for ranged feats, but might work for later levels.
-Switching my STR and CON scores and taking a level in unbreakable fighter, and getting fast healer instead of power attack. Toss on a belt of +2 con for a total CON of 18 so my LoH works for +2 hp (minor) and a wand of infernal healing to save me LoH uses (fast healer+18con+infernal healing=30hp out of combat healing per cast). Might be too ineffective at damage, mainly considered out of concern for cost of consumables (was reading they are a big deal in society play)
-Those level 9 and 11 feat slots. Theres a few choices I could take (pick up the feats I didn't take at 3 and 7), but wasn't sure if I should be doing something like improved critical instead.
-The 2nd trait: Wayang spellhunter (I think thats the correct trait name) Regional trait to reduce metamagic cost by 1. Is heighten with metamagic reducer cheese to drop the spell level allowed in PFS? I've seen the forum post, but nothing in official faqs.
-I'm aware of the life oracle, the idea behind this build is I'm doing a similar thing-I'm extending everybody elses hitpoints and getting MUCH more use of LoH, wider range for more tactical positioning, and other options in combat for damage. Life oracle might be able to do this better (haven't really mathed it) but I am looking for something that isn't a full caster.
-Archetypes: I was considering Sacred Servant for the domain powers/divine bond options, but only if I wont be starved for smites. Am I going to get multiple chances to smite in society play? How many encounters per module should I expect?


I'm looking at the FAQ here and I wanted to make sure I understood this correctly.

Lets say I have a quickdraw shield and the QuickDraw feat, reducing the time to ready/put away the shield to a free action. Lets say I also have a two handed weapon (falchion for example) that I keep in hand at all times. This lets me enter combat and put away the shield (free action), put my other hand on the falchion (free action), give it a full round attack, take a hand off of the falchion (free action), and don the quickdraw shield (free action), effectively letting me do a full round attack while keeping the shield ac bonus on the enemies turn.

Now, what happens if the falchion has the defending weapon property? Can I use it to gain the typeless ac bonus if I attack with it in the method described above? I am using the weapon to make an attack action as specified in the FAQ, so it looks like it would work. I just wanted to make sure because I couldn't find a precedent in the forums. (if there is already a post on this, please pardon my weak google-fu skills)


So, a few silly questions from a guy with weak google-fu skills.

1) gunslingers are proficient with firearms, but the feat 'rapid reload' says it requires 'Exotic Weapon Proficiency (firearm)'. I'm not seeing that feat granted by the gunslinger class, so do I actually need to take ewp for firearms when I'm already proficient, or is there some errata/rule I'm missing?

2) Holy vindicators stigmata ability says that the bleed damage cannot be stopped by 'curative magic'. Is it possible to use a Periapt of Wound Closure to negate the bleed damage? It says it negates damage, but as it requires the heal spell to craft, I'm not sure if that counts.

3) I know there are only rules for lg and ce paladins, but are there any ways to circumvent those requirements? Some obscure archetype, feat, or even an example of an npc paladin from an adventure path/module?

4) Are there any specific rules for crafting before a campaign starts? Haven't been able to find anything on the web other than house rules/ opinions on this one.


http://www.d20pfsrd.com/feats/item-creation-feats/brew-fleshcrafting-poison -item-creation

I'm not really understanding part of this feat. What monster abilities qualify for fleshcrafting? Ex? Su? Sp? Do traits (construct, undead) count? Movement modes (burrow, swim)? Senses (blind sense, tremor-sense)? What counts as an 'ability'?

Also, for setting the caster level, by my reading, the only thing it would really effect would be for dispel checks against the fleshcrafted effect?

For temporary fleshcraft poisons, what determines the duration?

The concept seems really interesting, but the wording seems vague, and a search of the forums didn't yield an answer.

Thank you for your time.