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![]() I'm making a L5 Monk who would use Dragon Style for kick attacks and use his hands to hold a Bo Staff for a 1-action Parry (+1 Circumstance bonus to AC). Am I missing something or do you not need proficiency in a weapon to use its traits like Parry? This would make my monk even more hilarious ("Oh this stick? I just use it to keep things away...I don't even know how to use it. The real weapons are my FEET!") ![]()
![]() From the work of Reddit user BlackBacon, I created a spreadsheet for myself to look at how a Combat Maneuver specialist stacks up. In the Playtest Bestiary, it appears the REF defense is almost always lower than the FORT defense. All hail trip, our new king of combat maneuvers? A little hyperbole there, but trip has been given some love in PF2. It works on creatures up to 2 sizes larger than you (up from 1). On a success, a creature is tripped; on a Critical Success, it also takes 1d6 bludgeoning damage--while not much, it does make those Nat 20s or Critical Successes feel good at the table. Another boost is that Trip now inherently works on flying creatures (Prone Condition: “If you’re Climbing or Flying when you would be knocked prone, you fall instead.”) Critical failure, as always, is you falling prone instead. Trip also has substantial weapon support (13 weapons, but half are gated as Uncommon weapons). Grapple is a mixed bag but definitely has been nerfed from it’s PF1 incarnation. You no longer can grapple creatures much larger than you (2 sizes larger max), but you only need one free hand and suffer no penalty for using just that one hand. You can no longer maintain a grapple and damage at the same (with one monk class feat exception)--in the 3 action economy, it seems like you are expected to Grapple with one action and then Strike on subsequent actions. There is no grappling “flow”--your opponent’s status can fluctuate between Grabbed and Restrained from round-to-round depending on how you roll...with no way to progress from Grabbed to Restrained. Currently, there are no rules for tying up a foe. Finally, Critical Failure is really bad for a grappler now--your opponent can reverse the grapple and give you the grabbed condition or force you to fall prone! Grapple has no weapon support. Thoughts? ![]()
![]() Unless I missed something, reach weapons no longer have the donut of death? Reach wrote:
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![]() Bruno, a handsome and beautiful tetori monk, is currently poring through the playtest materials and working on a very rough guide to PF2 combat maneuvers. Bruno welcome all thoughts and discussion and looks forward to seeing how initial analysis changes after we see maneuvers in actual play. PF1 to PF2 Overview:
CMB and CMD no longer exist, so without the full-, ¾- or half-BAB progressions of PF1, theoretically any PF2 class can be good at basic combat maneuvers if A) they can max their STR and B) can make Athletics a Signature Skill. However, certain classes are built with the ability to enhance their attacks/maneuvers, giving them better action economy and DPR. At a glance:
POSITIVE CHANGES
NEGATIVE CHANGES
Early Maneuver Rankings:
(*): A poor option. (**): An OK option. (***): A recommended option. (***): A great option. DISARM (*) vs REF: If you succeed...you only grant a +2 circumstance bonus on further disarm attempts until the start of the creature’s turn. So, since all maneuvers are tagged attack, if you attempted to disarm your foe with your first attack and “succeeded”--they’d still have their weapon and you’d continue your way down the multi-attack penalty line (-5 on your second disarm attempt, -3 if you “successfully” disarmed on the previous attempt). On the positive side, someone else could use their best attack with the +2 bonus to attempt to disarm the foe and hope for a Critical Success...or you both could just attack. Disarm Weapon Support: 10 weapons...but since Disarm is hot garbage, it’s better to get a weapon that supports another maneuver (like trip) and treat the disarm trait as a situational option. GRAPPLE (**to***) vs FORT: Grapple is a mixed bag but definitely has been nerfed from it’s PF1 incarnation. You no longer can grapple creatures much larger than you (2 sizes larger max), but you only need one free hand and suffer no penalty for using just that one hand. You can no longer maintain a grapple and damage at the same (with one monk class feat exception)--in the 3 action economy, it seems like you are expected to Grapple with one action and then Strike on subsequent actions. There is no grappling “flow”--your opponent’s status can fluctuate between Grabbed and Restrained from round-to-round depending on how you roll...with no way to progress from Grabbed to Restrained. Currently, there are no rules for tying up a foe. Finally, Critical Failure is really bad for a grappler--your opponent can reverse the grapple and give you the grabbed condition or force you to fall prone! Until we see how grappling plays out in actual games, this Grapple is a situational 2- or 3-star maneuver. Grapple Weapon Support: 0 weapons. Not even a net. SHOVE (*to**) vs FORT: Like Grapple, Shove is a mixed bag. While you can now Shove creatures 2 sizes larger than you, you can only push them 5 feet, 10 feet on a Critical Success (vs the scaling distance you had in PF1). Furthermore, there is the risk of falling prone on a Critical Failure. As AOOs have been severely reduced, Shove is situational at best. Shove Weapon Support: 5 weapons. Of note, this includes the only d12 weapon capable of a maneuver--the Maul. TRIP (****) vs REF: Trip has been given some love in PF2. On a success, a creature is tripped; on a Critical Success, it also takes 1d6 bludgeoning damage--while not much, it does make those Nat 20s or Critical Successes feel good at the table. Another boost is that Trip now inherently works on flying creatures (Prone Condition: “If you’re Climbing or Flying when you would be knocked prone, you fall instead.”) Critical failure, as always, is you falling prone instead. Trip Weapon Support: 13(!) weapons...but half are gated as Uncommon weapons. For martial melee weapons, the Guisarme has high damage and Reach, making it a nice control option while the Scythe with Deadly makes for wicked crits. For uncommon martial weapons, Monks with the Monastic Weaponry class feat should consider the Temple Sword; Goblins and Gnomes with the Weapon Familiarity ancestry feat should consider the Horsechopper (reach, versatile P) and Gnome hook hammer (two-hand d10, versatile P) respectively. Suggested Stat Array:
Athletics is STR-based, so you’ll always be looking to pump your STR as much as possible. DEX edges out CON as the inflated L1 HP gives you some cushion. WIS improves your mental defense and perception. INT and CHA are your low-priority stats. For martials, your stat array:
If you are caster that focuses on self-buffing:
Ancestries:
When looking at Ancestries, we’re generally looking for a non-STR Ability Flaw, medium size (so you can affect up to huge-sized foes), and solid HP. For traits, we’ll be looking for options that directly increase our Athletics, improve our defenses (since we’ll be in melee), give us access to maneuver weapons or give other useful options. TL;DR RATINGS -- full breakdown will be in guide
Backgrounds:
While the backgrounds are pretty varied, we want to make sure that we can follow STR > DEX > CON > WIS (or Casting Stat). Since this is primarily from the POV of martial characters if a background forces INT or CHA, it’s automatically 1 star, adjust as necessary if you’re a caster. If a background grants you the ability to take STR and either DEX or CON, it’s 2 stars. Farmhand is 4 stars because we get Assurance in Athletics and we will keep that maxed during our career. Acolyte (***): STR or WIS + Free. Student of the Canon, (Deity) Lore. Acrobat (***): STR or DEX + Free. Steady Balance, trained in Circus Lore. Animal Whisperer (**): WIS or CHA + Free. Train Animal, Animal Lore. Barkeep (***): CON or CHA + Free. Hobnobber, Alcohol Lore. Blacksmith (***): STR or INT + Free. Specialty Crafting, Blacksmith Lore. Criminal (***): DEX or INT + Free. Experienced Smuggler, Underworld Lore. Entertainer (***): DEX or CHA + Free. Fascinating Performance, Entertainment Lore. Farmhand (****): CON or WIS + Free. Assurance (Athletics), Farming Lore. Gladiator (***): STR or CHA + Free. Fascinating Performance, Gladiatorial Lore. Hunter (***): DEX or WIS + Free. Survey Wildlife, Hunting Lore. Laborer (***): STR or CON + Free. Robust Recovery, Labor Lore. Merchant (*): INT or CHA + Free. Bargain Hunter, Mercantile Lore. Noble (*): INT or CHA + Free. Courtly Graces, Nobility Lore. Nomad (***): CON or WIS + Free. Assurance (Survival), (Terrain) Lore Sailor (***): STR or DEX + Free. Underwater Marauder, Sailing Lore Scholar (**): INT or WIS + Free. Assurance (Arc/Nat/Occ/Rel), Academia Lore Scout (***): DEX or WIS + Free. Forager, Scouting Lore. Street Urchin (***): DEX or INT + Free. Pickpocket, Underworld Lore. Warrior (***): STR or CON + Free. Quick Repair, Warfare Lore. Classes:
Bruno working on this section right now. Bruno currently work his way through Barbarian (***), Fighter (****) and Monk (TBD). Ranger, Rogue and Paladin next. You can view the evolution of this section at the google doc linked at the top of the post. Maneuver Weapons:
A list of weapons able to deliver maneuvers. A more thorough breakdown and rating of weapon traits that complement maneuver builds will be forthcoming. Helpful conditions:
The following conditions are helpful in that either they lower your enemy’s defense (FORT or REF) or penalize a relevant skill (Acrobatics or Athletics to escape a grapple). Whether you can inflict these yourself or a fellow party member drops these on your enemy, these definitely make your job as a lockdown artist much easier!
Fatigued: -1 AC and saving throws per action until the start of your next turn Frightened: Penalty to checks and saving throws Sick: Penalty on all checks Sluggish: Conditional penalty to AC, attack rolls, Dexterity-based checks, and Reflex saves Magic Items:
This section is hyper-focused on items that specifically boost your STR, your Athletics skill or a specific maneuver.
Armbands of Athleticism (L9 or L17)
Bruno welcome your thoughts and experiences as the playtest continues. ![]()
![]() Bruno, a handsome and beautiful tetori monk, collect info on combat maneuvers from various sources while on break from teaching gym classes to babymuscle wizards at Academae. Here is what Bruno know so far: COMBAT MANEUVERS
Bruno not know if there will be PF2 equivalent of the Agile Maneuvers feat. OPPOSING DC
Bruno best guesses for relevant save:
GRAPPLED CONDITION PENALTIES?
EXAMPLE MONSTER STATS
MATHING IT OUT
If Bruno was a handsome and beautiful 3rd level monk with 18 STR and expert proficiency in Athletics, his grapple bonus would be:
Bruno, who also a high-flying and flexible 3rd level monk with 14 DEX but only trained in Acrobatics, his trip bonus would be:
Even though Bruno could easily grapple all monsters (as Bruno do), trip equally attractive option for Ogre as it targets weakest defense. THINGS TO PONDER
Updated question: Will there be feats to increase Athletics/Acrobatics bonuses in general or maneuvers specifically? If Improved (Maneuver) and Greater (Maneuver) no longer exist, will we see skill feats specific to particular maneuvers that grant additional effects? Examples: Master Proficiency in Acrobatics and Level 7 allows you to take a trip skill feat to trip a creature 2 sizes larger or perhaps trip them into any square adjacent to you? Legendary Trip feat allows you to trip ANY size creature and inflict a condition as well? Maybe additional effects on Critical Successes? Since combat maneuvers attack FORT or REF defense (not CMD), flanking an opponent does not help you; in PF1, you would get +2 attack bonus for flanking which would apply to your maneuver. In PF2, opponent gets a -2 to AC -- and you don't target AC with maneuver in PF2. If Bruno make any mistake, please let Bruno know! ![]()
![]() The Sanctioned Content Key reads: Sanctioned Content: Legal Character Levels
However, the chronicles are:
I'm guessing I should use the Chronicle level ranges vs the Sanctioned Content Key ranges, correct? ![]()
![]() Bruno, a handsome and beautiful Tetori, try to figure out how to use Shifter as grappler. While Bruno could obviously go with Druid, Bruno want to challenge self to use full BAB shifter dip to make a PFS-legal pouncing grappler who pins on the charge. Maneuver Master Monk 1/Shifter 4/Brutal Pugilist Barbarian X Build:
Human STR 18 (+2 went here) DEX 14 CON 14 INT 9 WIS 14 CHA 7 Trait: Bred For War, Reactionary L1 Shifter: Power Attack, (Human) Toughness
For Brutal Pugilist maneuvers, choose CMB for Grapple and Sunder Key Abilities:
Tiger Minor Aspect: You gain a +2 enhancement bonus to your Dexterity score. Tiger Major Aspect: Your shape changes to that of a dire tiger. While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), the grab ability with both your bite and claw attacks, and pounce. Pounce: When a creature with this special attack makes a charge, it can make a full attack Shifter's Rush: When you use a move action to move 10 feet or more or when you charge, you can use wild shape as a free action during that movement. Flurry of Maneuvers: At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. Animal Fury: A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus. Things to Discuss with your GM AKA Table Variation YMMV:
1) Retraining rules 2) If you grapple with a grab in the initial natural attacks, can you use the bonus maneuver from Flurry of Maneuvers to grapple and pin? 3) Double check that GM is ok with Animal Fury working with the Dire Tiger bite (i.e. getting bonus bite attacks during a grapple maintain). 4) Reasonable amount of free actions in a turn vis a vis this build Only Magic Item Used in Example Pounce Attack:
While there are many grappler standard magic items you should buy for the example pounce attack only this item is factored in: Anaconda’s Coils: The wearer gains a +2 enhancement bonus to Strength and a +2 competence bonus on grapple combat maneuver checks. Treat the enhancement bonus to Strength as temporary ability bonus for the first 24 hours the belt is worn. In addition, the belt grants the wearer the constrict ability for 1d6 points of damage plus the wearer’s Strength modifier. Pouncing Flurry of Maneuvers at Level 7:
While you can pounce with a flurry of maneuvers at L5, the build picks steam when adding in Animal Fury with 2 Levels of Barbarian and picking up Greater Grapple. At Level 7, before Power Attack or Pounce bonuses:
Again, as noted previously, the only magic item equipped in this example is the Anaconda's Coils. The hit and damage can easily be boosted. Round 1
Charge
Bite
Claw 1
Claw 2
Bonus Maneuver
Total Pounce Damage:
Round 2
-or- 2 Grapples (Normal + Greater Grapple) for
Grapple to damage (twice)
Very Partial List of Magic Items to Consider: Headband: +WIS Neck: Furious Dueling AoMF, Holy AoMF or Furious Merciful AoMF Shoulders: Cloak of Resistance Body: Bodywrap of Mighty Strikes Belt: Anaconda's Coils Hand: Gauntlet of the Skilled Maneuver - Grapple then Mantis Embrace Wrist: Armbands of the Brawler (until supplanted by Anaconda's coils) Ring: Protection, Eloquence Slotless: Dusty Rose Ioun Stone slotted into Wayfinder ![]()
![]() Just an idle thought every time I see item quality referenced, I kind of wish that instead of: Poor, Standard, Expert, Master, Legendary It went: Poor, Basic, Expert, Master, Legendary If only for the three middle levels as a light reference to the D&D BECMI boxed sets. Such a weird and minor thing to think about, but every time I hear "Expert" and "Master" I keep flashing back to those classic box covers. ![]()
![]() You can see Wes' original e-mails in the blog post and much lengthier follow-ups in the comments. While the back-and-forth exchanges are primarily concerned with Half-Orcs, you can absolutely see how this would apply to Goblins in PF2. While here are some selected excerpts, I suggest reading the blog/comments for the full comments and more context...but you can see how it struck me in relation to Goblins. James wrote: First, regarding half-orcs… the direction we took with them in their racial description is one we went back and forth over, and in the end we decided to go with the darker, grittier version. Golarion (and Pathfinder) often skews toward mature topics, and while we did tone down the language a bit for half-orcs, retaining their brutal and depressing origins was important to us. Certainly not ALL half-orcs are the product of orcs raping humans, but orcs ARE intended to be evil creatures in Pathfinder, and that’s one way to ensure that point comes across. Especially when there are other very popular game worlds where orcs are presented almost as the good guys. In the end, each and every player gets to choose how his player came to be, and in this case, having a half-orc PC whose parents were loving is a great way to set that character apart from the histories of most half-orcs. Wes wrote: Ultimately, despite many of us having strong personal reactions toward and opinions about elements of our campaign setting, we felt that it was important to include them, taking our setting from the PG status of many games to something closer to PG-13 or even a hard R. It’s our philosophy that facing such elements, including them in our game, and treating them with the gravitas such serious and often personal topics deserve is far preferable to pretending they don’t exist. This is a position that will lose us book sales and will turn off some customers. We know that, and ultimately that is each consumer’s decision. I certainly would not let my 10 year old nephew loose in a library of our works without context and guidance. But Pathfinder is also a game about choices. The game works just as well without halflings, rangers, and lizardfolk as it does with them. So if there’s any element a GM doesn’t want at her game table, the game is entirely hers to customize, and I believe the stronger for it. Wes wrote:
Wes wrote: Making major changes to races thoroughly established in our world’s continuity is more difficult, though. Saying that there’s one moon today then saying there’s two moons the next is going to raise a lot of eyebrows. With something established, there needs to be logical additions or evolutions. With orcs, maybe those of a lot of areas are crazy–damaged by their exposure to the deepest of Darklands radiations–but maybe that’s not the case all over. That’s a bit tricky considering how strongly so many players feel about orcs, but I don’t think it’s undoable. Half-orcs are easier, though, and I think more discussions about the race of a child born of half-orc parents (or a half-orc and human) will be coming up in the near future. My take is such children will be half-orc (we are NOT going the route of decreasing percentages when it comes to half-races), giving that entire race much more potential to know and not hate their parents. There’s definitely room in the stories we tell for whole communities of half-orcs seeking the comfort of their own kind, though I can’t say quite yet what shape something like this might take as our published works. Ultimately, though, we built the Pathfinder campaign setting to be a place where players can indulge any type of game they want. That’s why we have a viking-themed country, a necromancer’s paradise, an Egyptian-styled region, gothic horror land, Conan-land, knight country, and tons more all on the same map. If we’ve got room for all that, we’ve got room for happy half-orc families and the occasional good-aligned orcs. With additions like that, including the comparatively dull rainbow of human variation should be a breeze, but we always need to know what we’ve missed, so keep letting us know! Wes wrote: I have a half-formed theory here about racial backgrounds and whether PCs embrace them as part of their characters or seek to be exceptions. Like, you certainly get plenty of elves that grew up as elves in Elfland, but far fewer half-orcs or drow who grew up as exemplars of their race. That might have a lot to do with those being less than typical heroic races, but subject matter might factor into some decision as well. Needs more data.
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![]() I know navigating the introduction of goblins into PFS will be a bit tricky to navigate, but something that might help is an evergreen scenario or mod (or perhaps a series of intro quests) that dive a bit deeper into the lore of the rehabilitation of certain sects of goblins and their induction into PFS. ![]()
![]() I hope rules language and game terms are standardized across PF2e. A significant chunk of rules questions in 1e were from language and terms not being consistently applied the product line. I don't have the link right now, but I remember a discussion where someone from Paizo noted the desire/need to balance the readability and accessibility of the rules vs standardized terms. (And, yes, these are not mutually exclusive.) ![]()
![]() Haven't seen much discussion about this archetype for the Slayer. I'm most interest in discussion of PFS level play (up to L12), but I interested in any thoughts. Pros: From L1 can use Studied Target for Intimidate, can choose Enforcer/Intimidating Prowess as Talents, can do nonlethal with butterfly blades, bonus +hit and damage dice progression with butterfly blades, gains Brawler's knock out. Cons: Loses Slayer's reduced Sneak Attack progression, quarry, tracking abilities What interests me is that by taking Ranger 2WF combat style, going STR and avoiding the DEX pre-reqs, you become a pretty mean 2WF combatant who doesn't really worry about that loss of Sneak Attack. L1 +0 hit with Butterfly 1d6 (19-20) L3 untyped +1 hit with Butterfly Blade (1d8/19-20) -- 2d6 if Enlarged (Assume Improved Critical taken at L8) L9 untyped +2 hit with Butterfly Blade (2d6/17-20) -- 3d6 if Enlarged So, at level 9 you are basically ITWFing with a pair of Improved Critical Greatswords with no TWF penalty. If you can regularly Enlarge from L3-L8, you do so with only a -1 penalty. This is before you factor in Studied Target. Depending on how you want to spend your feats/talents, you can go Enforcer/Intimidating Prowess and then consider Killing Flourish/Gruesome Display to make the most of your high Intimidate skill. Your AC will be average and your Will save will need bolstering (either Iron Will or 1/2 Orc w/ Sacred Tattoo & Fate's Favored). Thoughts on if I'm missing something obviously bad about this archetype? ![]()
![]() For PFS, I was considering a pure Goliath Druid. However, being able to have rage rounds and heavy armor/martial weapon proficiency via a small dip seems like a solid option (especially since I was planning on taking Heavy Armor Prof anyways). With Shaping Focus, I still maintain my Goliath Druid Wildshape progression. Limited rage rounds simply means I use them when in a position to strike vs immediately at the beginning of a fight. ½ Orc Armored Hulk Barbarian 2/Goliath Druid X:
STR 19 (+2 race) DEX 14 CON 14 INT 8 WIS 13 CHA 7 Racial: Sacred Tattoo, Skilled Trait: Fate’s Favored, Berserker of the Society L1 Armored Hulk Barbarian
L2 Goliath Druid w/ Growth Domain L3 Armored Hulk Barbarian
L4 Goliath Druid
L5 Goliath Druid
L6 Goliath Druid
L7 Goliath Druid
L8 Goliath Druid
L9 Goliath Druid
L10 Goliath Druid
L11 Goliath Druid
Since I'd only take this character through L11, I'm not looking past that. The barbarian levels keep me a strong melee fighter at low levels, the giant shape (+rage) makes me reach 2H smasher from L6 onwards. All the way through, I'll have access to Druid buffs and situational spells. Thoughts? ![]()
![]() I'm working on building a 1/2 Orc with the alternate racial trait Sacred Tattoo (and Fate's Favored). My question, by RAW, does Sacred Tattoo still work in Giant Form? What about other forms? Sacred Tattoo:
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Goliath Druid:
At 6th level, the goliath druid can use wild shape to become a Large humanoid of the giant subtype. This functions as the alter self spell, except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus. If the Large humanoid form she takes has rock throwing, she gains rock throwing (range 40 feet, 1d8 damage). If the form has the aquatic subtype, she gains the aquatic and amphibious subtypes. Polymorph: While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form. ![]()
![]() I GM more than play currently and have the following characters either sitting with GM credit or conceived and ready to go: -Cleric 1/Unchained Monk X: Flurries a Katana for non-lethal damage (Mock Gladiator trait) with Enforcer for intimidation. (Made before Iron Fist came out, but seems like a Colleen Wing clone now lol) -Halfling Sylvan Sorceror: Rides a T-Rex. Casts control spells then wades in for mop up. -Maneuver Master Monk 1/Untamed Rager Barbarian X: Reach control with Dirty Trick and Trips, can easily smash face as needed. -Pei Zin Life Oracle: Basically a full caster Oradin with Fey Foundling and conjuration specialization -Unchained Rogue 3/Urban Barbarian X: Elven Curve Blade damage goodness with out of combat utility -Far Strike Monk with Rope Dart Whatcha got cookin'? ![]()
![]() Concentration Check Rules:
Vigorous Motion If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you’re casting) or lose the spell. Violent Motion
Casting Spells While Mounted:
You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you’re casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level). So, the following scenarios are covered if you cast:
How do GMs handle concentration checks for when your mount attacks and you cast a spell before or after? Obviously there will probably be table variation, but do these seem reasonable options to offer up to a GM? -Mount stationary, makes single standard action attack, you cast before or after that attack = No concentration check
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![]() I'm strongly considering a Halfling Sylvan Sorceror with a T-Rex animal companion as a mount for PFS. The general idea would be to cast a buff or control spell as needed to open combat and then wade in to help with mop up. Spoiler:
Halfling Sylvan Sorceror
Str 7
Traits:
Race: Outrider FCB: HP (because I’ll be near frontlines) L1
L2
L3
L4
L5
L6
L7
L8
L9
L10
L11
Seems pretty straightforward, but wanted to make sure I wasn't missing anything. Between Enlarge Person and the companion size increase at L7 giving the T-Rex reach and my battlefield control spells, I should be able to generally be able when to pick and choose which foes to chomp with Smiley. ![]()
![]() Been noodling around with a PFS-legal Rope Dart build trying to figure out where to take it after level 5. It takes one level of Farstrike Monk for the sheer about of feats and the ranged flurry (which is basically Rapid Shot). I chose rope dart because it means only one weapon to enchant. I would only use the rope dart on targets at 15' or less to avoid any confusion. I'd take Lore Warden for the extra Skill Points. I'm guessing I would keep taking Fighter levels (for Weapon Training and Advanced Weapon Training: Focused Weapon). The fighter levels also give me feats to feed the feat-intensive ranged style. I could take some additional Monk levels to where I could get Barkskin via Qiggong. Honestly I'm open to any thoughts. Spoiler: Lorewarden Fighter X / Far Strike-Qiggong Monk 1 STR 14 / DEX 19 / CON 12 / INT 9 / WIS 14 / CHA 7 Traits:
L1 Fighter Lore Warden
L2 Far Strike Monk
L3 Fighter
L4 Fighter
L5 Fighter
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![]() What is something you've seen rarely, or maybe even just once, at your PFS tables? I've only seen a non-multiclassed non-archetyped Fighter once. He wielded chakrams so he could attack from range or melee with the same weapon type. I've also only seen a pure Flowing Monk woodchipper once (basically take the frontline and trip/reposition/sicken enemies into following allies' full attack range). ![]()
![]() This is a very rough sketch of an idea for a utility fifth-man for PFS play. Basic concept is ability to share teamwork feats (tactician choices at L2 & L9), use teamwork feats solo (Fighter's Tactics) and have a versatile tactic that benefits party (Dirty Tricks). I'm not 100% convinced about anything so I'm open to critique and commentary: Human
TRAITS:
L1
L2
L3
L4
L5
L6
L7
L8
L9
L10
L11
![]()
![]() DC 10:
Sammy T moved to Chicago 16 years ago to study and perform improv comedy. While he does not perform as much as he used to, he still occasionally makes the funnies. DC 15:
He is the host of a pop culture/current events podcast that features Chicago actors and comedians. DC 20:
He attended Michigan State University, Wayne State University, University of Michigan (Dearborn) and NYU...but he does not hold a degree from any of those institutions. DC 25:
He was almost expelled from high school for running for Prom Queen as a joke because the rules didn't say you had to be a female. Michigan high school principals and superintendents in 1992 didn't have much of a sense of humor... DC 30: Shadow Lodge forever ![]()
![]() Been thinking about creating a character who can buff or summon as necessary, but still retains the ability to contribute to DPSing when spells or summoning are not needed. I'm perfectly content being the "fifth" man in a normal party. In combat: High-ish initiative to buff or summon as necessary (standard action summons come online at L5). Use longbow to help focus fire or clean up as needed, counting on my general party buffing to keep me doing adequate damage. Out of combat: can act as a face or back-up face, has 3 of the key knowledges as well as spellcraft. Human
STR 10
Traits: Heirloom Weapon: Longbow, Reactionary Skills: Max: Diplomacy, K: Arcana, K: Planes, K: Religion, Sense Motive, Spellcraft Domain: Heroism L1: Point-Blank, Precise Shot (paying my archery dues); can spontaneous change spells to Summon X or Cure X
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![]() My -1 is Venture Captain Longspear Lux, a dual-cursed Life Oracle vexed by the spirits constantly tugging at his leg (lame) and tangling him up in combat (haunted). My -8 is his daughter, Nyssa Nox, a teenage Animist Shaman who befriended the spirits that haunt their family and now counts them as her allies. My -7 is Lux's EoTT protege, Atavisk, the musclebound shield-bashing worshipper of Rovagug who was the bouncer in Lux's bar, the Longspear, in the Coins district. My -2 is Bruno Breakbone, a very handsome and beautiful Tetori, was once a disciplined monk who was corrupted by the temptations of Lissala (become a Tetori/Brutal Pugilist Barbarian). He eventually ended up as the Physical Education teacher at the Acadamae. My -5 is the "Fabulous" Moolah, a dirty trick Untamed Rager barbarian who is destined to be his wife. At some point, I will create a character who struggles with his father's heritage and is inherently tainted by the magic from the gifts of Lissala (most likely a bloodrager). What are the connective narratives for your characters? ![]()
![]() Just making sure I'm parsing these abilities correctly: Savage Dirty Tricks (Barbarian Rage Power):
Once per round while raging, the barbarian can attempt a dirty trick combat maneuver in place of a melee attack. This attempt does not provoke attacks of opportunity. If successful, the target takes an amount of damage equal to the barbarian's Strength modifier and must succeed at a Fortitude save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or take an additional penalty from the dirty trick based on the type of dirty trick performed and the following table. Initial Penalty / Additional Penalty
On a failed Fortitude save, the opponent takes this additional penalty on top of the dirty trick's original effect. The additional penalty lasts for 1 round (though the initial penalty lasts as long as normal), and can be removed with a move action. The initial effect cannot be removed via mundane means until the additional penalty is removed (though magical effects like remove blindness/ deafness work). Removing the initial effect also removes the additional penalty. If the target is immune to the initial penalty, then it is unaffected by the additional penalty. For example, a barbarian using this rage power attempts a dirty trick combat maneuver against her opponent to blind him. She succeeds and her opponent fails his Fortitude save, so he becomes staggered as well as blinded. Regardless of whether he had succeeded at his saving throw, the opponent still takes an amount of damage from the barbarian's combat maneuver equal to the barbarian's Strength modifier (unless he has damage reduction or would otherwise be able to prevent this damage). Likewise, if her opponent were immune to blinding effects, he would not suffer from the blindness or the staggering effect, regardless of his saving throw. This power can only be used once per opponent per rage. Kitsune Style:
While using this style, you can attempt to perform a dirty trick in place of an attack at the end of a charge. Kitsune Tricks:
While you are using the Kitsune Style feat, you can apply two different conditions with a single dirty trick combat maneuver check. Removing both conditions imparted in this way requires only one action. 1) Once per rage per opponent, I can use Dirty Savage Tricks to use DT in replace an attack.
Am I reading that correctly? Second Bonus Rules Theorizing for Fun That Don't Affect Me But I Was Wondering: DST: "The additional penalty lasts for 1 round (though the initial penalty lasts as long as normal), and can be removed with a move action. The initial effect cannot be removed via mundane means until the additional penalty is removed (though magical effects like remove blindness/ deafness work)." KT: "Removing both conditions imparted in this way requires only one action" Assuming you don't have Greater Dirty Trick and didn't pick conditions that precluded move actions, how would handle clearing the conditions on the next round? Barbarian's turn: Barbarian uses Savage Dirty Tricks to DT as an attack. He uses Kitsune Tricks to inflict two conditions (Blinded and Deafness). Furthermore, the foe fails his FORT save and gets the second tier penalty of Blinded, which is Staggered. Foe's Turn: He has a move action and decides to clear a condition. What is legal to clear? I believe it is: He can clear Staggered with a move action.
Normally, he could clear both Blinded and Deafness with a move action per Kitsune Tricks, but the DST-inflicted Staggered condition "shields" Blinded for the 1 round it is in effect. ![]()
![]() I'm toying around with an Untamed Rager Barbarian. Primary focus: Reach weapon controller using Dirty Tricks, Tripping & Intimidation. Secondary focus: 2H damage. I'm trying to keep it pure barbarian. If I don't go Intimidating Prowess/Cornugon Smash/Hurtful, I would consider Dirty Fighting/Imp Trip/Grt Trip, Dirty Fighting/Superior Dirty Trick/(1 open) or the boring-but-expected extra rage feats for Beast totem into Pouncing. Spoiler: Human
STR 18 (+2 human) DEX 14 CON 16 INT 9 WIS 10 CHA 7 Trait: Bred for War (+1 CMB/Intimidate), (+1 open trait slot) FCBs: Superstition L1
L2
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![]() I'm considering a Dirty Trick using character but am a little leery of possible table variation in PFS. As a player, I've never used DT but I've done lots of tripping, bullrushing and grappling (which included explaining the grappling rules on a regular basis since most folks aren't familiar with those). As a GM I've only had two players ever use DT on a regular basis and I only thing I required was that they explained how they were enacting the DT (i.e. if they said "I blind it with DT" and I would simply ask "how are you blinding it with DT?" and 99% of the time accepted the explanation unless it was undoable against the creature) For players who use DT, what are your experiences using DT in PFS? Any tips on minimizing table variation? For GMs, any thoughts on how you adjudicate DT? ![]()
![]() I'm noodling around with Weapon Master's Handbook and I'm struggling between two different builds. One is a DEX-based Swashbuckler 1/Lore Warden 10. Using the Swashbuckler Mysterious Avenger archetype and Slashing Grace gives me DEX to damage, some nice class skills and, with the DEX focus, a good AC. The damage (such as it is for a battlefield tripper) is meh. The other is a STR-based Lore Warden 11 which does about 50% more damage overall thanks to 2H Power Attacking with the whip, meaning I can help mop up as needed or harass spell casters with a readied action. However, its AC is lower and has a less robust skill selection. Both use Cut From the Air and Smash from the Air because the idea of whip-cracking projectiles and ranged spells out of the air is just too fun an idea not to have on a battlefield controller. Also, both have atrocious Will saves and I'll have to invest in fixing that ;) Any feedback would be welcome! DEX Whipper: Mysterious Avenger 1/ Lore Warden 10:
Human
Trait:
L1 Swashbuckler: Mysterious Avenger (proficiency & finesse with whip)
L2 (and beyond) Fighter: Lore Warden
L3
L4
L5
L6
L7
L8
L9
L10
L11
L11 (No Magic Items):
STR whipper: Lore Warden 11: Human
Trait:
L1
L2:
L3:
L4:
L5
L6
L7:
L8
L9
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L11 (No Magic Items):
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![]() Toying around with a vanilla fighter that TWF with Kukris (or Daggers) that then takes Advanced Weapon Training: Focused Weapon for boosted damage dice. STR-based whip & trip/disarm Lore Warden who gets Cut From Air and Smash From Air who is not only a battlefield controller and can help defend pals, but can do decent-ish support damage (approx +20ish per hit). Anyone else have some ideas? ![]()
![]() I'm looking at a building out a Mesmerist with the Spirit Walker archetype. I'm hoping for a little feedback for anything obvious I'm missing or overlooking. His combat role would be debuffer/controller caster and his non-combat role would be face/skill monkey. In combat, I'll be looking to Hypnotic Stare my opponents, slip in an Intimidate and then hit them with a spell. Spirit Walker archetype lets me affect undead better and has the silly fun Continued Animation and Command Undead to help my frontliners (or give me a personal meatshield). Doctor Phantasmos: HUMAN STR: 8 DEX: 12 CON: 14 INT: 12 WIS: 10 CHA: 18 Traits:
I'm uncomfortable dumping STR any lower than 8. Even though I'm a full caster, DEX is low because I'll be using Noble Scion of War (+CHA to Init) instead of Improved Initiative. WIS at 10 because I'll get the Mesmerist Towering Ego (+CHA to WILL) at L2. L1:
L2:
L3:
L4:
L5:
L6:
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L8:
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L11:
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![]() How often do you inspect character chronicles or character sheets? How often do you ask for resources? This is not a discussion about whether it's a positive or negative thing to audit (and definitely not a discussion about whether you are a good or a bad GM if you do or don't audit), but a discussion on what your routine is when you do check someone's stuff. My routine at the FLGS-- ALMOST EVERY GAME
I honestly am not looking at boons or exact purchases, I'm just making sure they have their sheets and they're being properly being filled out. A MAJORITY OF GAMES (2/3rds)
VERY RARELY (only a handful of times)
All this is done in a very amiable, efficient way. If there is an issue that needs to be resolved, I try to work with the player to find a solution. I've only had to flat out deny a player their character once (and they were a problematical player for many other reasons). ![]()
![]() Looking for a little C&C on TWF Strength Slayer dual-wielding kukris. I only plan on playing it to L12 in PFS. STR 17 (+2 Human)
Traits:
Human FCB: 1/6 Talent L1 TWF, Power Attack (Human)
Things I'm not sure on:
Thoughts? ![]()
![]() Just a little thread to chat about how things went down during actual gameplay in Core games (i.e. not theorycrafting). In 8 days, I had 4 games of Core: 3 as a player, 1 as a GM. Silent Tide / FLGS:
5 players. 3 brand new PCs (no PP), 2 PCs with 2 PP but played by folks new to PFS. I convinced both of them a CLW wand would be a good purchase. Party:
This was my first time ever playing Silent Tide. Yikes, it was a bit rough at times given the Sorcerors were reduced to firing light crossbows/casting ranged touch spells with tons of penalties at times and the melee folks occasionally dropping to negatives. Storming the tower(?) at the end was particularly nerve wracking for my true 0XP/0PP character. I'll admit we used the hell out of those CLW wands and all of us who used them promised to carry the healing burden the next time we played with those characters again. To Scale the Dragon / CON:
4 Players. All pregens. Tier 5-6. Party:
I've played this before and, like before, abhorred the whole sled mechanic. We muddled through it thanks to a nice GM. The only fight I was pre-emptively worried about was the Remorrhaz. I figured it would spell the doom of 1 or 2 of the front liners and possibly be a TPK with the pre-gens. Paladin hits, sword doesn't melt.
Well, that was unexpected! Frozen Fingers of Midnight / CON:
6 Players L2 Elf Sword and Board Fighter (elven curveblade) L1 Rogue L1 Sorceror L1 Rogue L1 Reach Cleric of Cayden and since I didn't want to basically play a clone of the other player's PC and step on their toes, I rebuilt my Reach Cleric into a L1 Falchion Paladin The only tricky fight was the warehouse scrum where, at various points during the fight, 4 of us went unconscious...including the lucky L1 Rogue who barely survived a great axe crit when they were taken from full to about -10 (remember kids, a CON of 12-14 is a great thing). Luckily the cleric and I were never out at the same time and we could do damage control as needed. Crypt of the Everflame / FLGS:
5 Players GM: me, pressed into service at last second due to too many sign ups/walk ins L1 Sorceror
Since it was basically a table of players new to PFS, with a possibility of 3 them not coming back (they were just dipping their toes into it) I did my best to make the experience RP friendly and rules-light as I could, only introducing concepts like take 10/take 20 or delaying when it gave them a distinct advantage. The only fight I was worried about was the stupid shadow fight, which with much GM nudging and playing suboptimally on my part, they barely overcame with about 6ish STR damage between 2 players. They were about to breach the second level when time ran out. Biggest thing, which is always true, but feels magnified so far:
Personal Observation:
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![]() Looking for a second set of eyes to make sure I'm parsing the damage die FAQ correctly. Bloodrager (Rageshaper)
L1
L4
*(assuming "increase by one die" = "increase by one step") L8
L10
I think that should all check out. ![]()
![]() For the PFS Core Campaign, which only uses the CRB, I'm considering a Dragon Disciple as I've never played one before. My current inclination is a beatstick Paladin 4/Sorcerer 1/DD X, primarily for the CHA to saves, 2 smites and CHA synergy. I'm also considering Barbarian 4/Sorcerer 1/DD X for the sheer "moar str plz" aspect. Both options would use a 2H weapon, although I'm not sure if going reach would be advised. Thoughts?
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