Kobold

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179 posts. Alias of Sanjiv Jagtap.



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I came across 1.1. somehow (https://paizo.com/download/PZO2102%20001-029-1.pdf), but can't find 1.2.


I initially wanted to create a Gnome Paladin of Brigh (Clockwork lady come to life), but she's a neutral diety and therefore (as I understand it) can't have paladins.

I was trying to make a distinctly Gnome paladin. Gnomes are often chaotic, but they often pursue chaos *through* order, i.e. science or arcane arts. Even humor is built upon understanding laws, and bending them.

The principle I wanted to play with was that well-structure machines give rise to innovation. "Life births from Machines," be they clockwork like Brigh, or natural like Gozreh, or arcane like Nethys. But of course all those deities are neutral, hence they don't have paladins, and hence my dilemma.

If we knew the diety that give Brigh her divine spark in the first place (if that's what happened), that would be a good candidate, *except* I imagine it would likely be a chaotic aligned diety. Bummer.

So I'm looking for a diety that fits this Gnome's concept. The obvious options to consider are
> Sheylin - Patron of beauty that's enabled by order.
> Abadar - Patron of order, so long that it perpetuates order.
> Erastil - Patron of keeping people safe from the wilderness via community
> Torag - Patron of order and discipline

This post was initially super long so I just rewrote it, but important things to add:

Gnome has 7 int. So whatever the motto is, it has to be one this simple Gnome can grasp.
I.e. "Order is the cradle of freedom." Or "If the machine works, good things will happen."


I want to be able to hint to my players that a splinter group of thieves are actually noble group of secret agent good-guys. One way to do this would be to have one of the thieves be a paladin who could bust out recognizable paladin powers. The lay-on-hands and cha-bonus to AC would be especially useful if the PCs are about to TPK this underpowered but information-rich NPC group. The idea is to give the players a hint, but not give the NPC group plot-armor.

So I want to have at least one of this crew be a paladin, but I feel the traditional paladin class will have to be changed a bit. It's important to me that these NPC thieves be more like stealthy thieves and not brutal bandits. I'd also like them to appear more scrappy and under-dog esque, because while they may be cool and involved in dire work, they won't succeed without the players.

So I was thinking about some hybrid between paladin and rogue, or paladin and monk.

I feel that for a paladin to tolerate being among thieves he'd have to be very quite and subdued, minding his own business and trying to get away with acts of goodness as much as he was able hoping his fellow thieves didn't object. This would mean spending much time helping or healing others on the fringe, and spending more time within himself rather the engaging with the corrupt world around him.

I don't expect this character was formally trained as a paladin, but that he came to this path naturally and spontaneously due to his own nature and devotion. This is the whole 'unexpected underdog' thing. And for that reason I'm imagining a character more like a monk.

But a paladin who can do sneak attack damage would definitely surprise players and give them something to gawk about, and often times I think that's basically half the job of the GM.

Am I overthinking the need to make a fusion class? Could I realize this character concept simply through multi-classing a paladin, monk, and rogue? Or is there a vigilante archetype I should consider?


Suppose a character has a racial trait that allows them two languages whenever they level up linguistics, and then give them a headband that boosts int, and provides ranks in linguistics. Are the languages pre programmed into the headband, or does the user learn the languages they want, as allowed by their racial ability? Once the languages are chosen, say the user removes the headband, and then puts it on again. Will the headband have to re acclimate to the user? Does the headband then have the same languages pre programed into it for that user, or does the user get to choose again?


I've read that the Gunsmithing feat allows players in PFS to buy some types of primitive firearms at full price (if they have the appropriate level of fame). My question is about the lore surrounding this. Are players with the Gunsmithing feat part of a special "you can buy guns" club, or are they supposed to have crafted the weapon themselves, paying the full price in materials and time used? This would matter to a gnome with the Master Tinker alternate racial trait.


It seems that a Cleric with the Animal Domain can't really make much use of his ability without also having around pet animals who are already inclined to obey or cooperate with him. Is this true? What's involved in obtaining these pets, and readying them to be of use? And how, then, can I use them?

Preferably, I'm looking for options that could fly in PFS.

A LITTLE RESEARCH
"Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level."

The spell takes a standard action and verbal and somatic components, and "A spell-like ability has a casting time of 1 standard action unless noted otherwise."

Speaking is a free action. "Handling an animal is a move action, while “pushing” an animal is a full-round action."

"Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request."

QUESTIONS
1. I think the key detail is that using diplomacy to make a request can take as little as one round, and the spell like ability gives the ability to speak with animals for at least a round. So imagine it's intended use is to ask animals to do things. Is this significantly different from handling an animal? Is there any synergy between the two abilities? Exactly what rolls would a player have to make to ask a friendly but untrained dog to fetch something?

2. What would it take to use this ability in combat? A standard action to trigger the ability, and a free action to speak to the animal, or a move action, as with handle animal?

3. Would this ability provide any help in training an animal?

IDEAS
I imagine that I could ask animals questions like "what did you see," or "what did you smell," or "what do you hear?" That seems useful for scouting.

I could ask: "What may I call you?" which could make it easier to issue commands later. Perhaps useful for an animal I have just come into contact with.

These things, at least, would be universally allowed by just about any GM. Beyond this I'm uncertain.


I couldn't figure out how to make a Gnome fighter, so I thought the next best thing would be to make a human fighter, raised by gnomes, using gnome weapons and techniques, as per the Gnomes of Golarion book.

I mainly have questions about the order in which I should position my feats, but also, I'm not sure how much of this is PFS legal, and to what extent I'll have to develop contigencies in case GMs rule against aspects of my build. I hope I can use a whole host of gnome weapons, but am prepared to only use the gnome hooked hammer. I think tripping is a must, and reach weapons are preferred. TWF is optional, but also perhaps required, if I'm going to be using a signature double weapon.

The point buy:
18 STR (with +2 racial)
15 DEX
10 CON
13 INT
10 WIS
10 CHA

The str is a bit high for the concept I initially imagined, but for a melee fighter, I sort of feel like I have no choice. I considered dropping it by 2 to raise CHA by 2, but I don't think I have the feats and skill points to make use of bluffs and feints anyway. The dex is enough for TWF, and I can also take advantage of armor training, and combat reflexes. The int is high enough for combat expertise, and the trip feats.

Conservative feats:
Human 1: Exotic Weapon Proficiency: Gnome Hooked Hammer
Character 1: Weapon Focus: Gnome Hooked Hammer
Fighter 1: Combat Expertise
Fighter 2: Improved Trip
Character 3: TWF
Fighter 4: Weapon Specialization: Gnome Hooked Hammer
Character 5: Combat Reflexes
Fighter 6: Greater Trip.

I don't really see any room for feinting feats in there, or much of anything else.

What I really want, instead of those first two feats:
Human Trait: Adoptive Parentage: Gnomes. This racial trait replaces the human bonus feat, but provides additional languages, and weapon familiarity.
Character 1: Ancestral Weapon Mastery. Can be used to grant weapon-focus with gnome weapons.

Ideally, I could use the ripsaw glaive, the flailpole, and the battle ladder, if I so chose. But I understand there's some uncertainty as to what's a "gnome weapon," so I want to be able to swtich to the Gnome Hooked Hammer on the fly if I need to.

If a GM did not count the other gnome weapons as part of the weapon familiarity, could I reasonable ask the GM to consider my ripsaw glaive as a guisarme, my flask thrower as a sling, and my battle ladder as a quarter staff? This would let me eventually buy masterwork weapons without fear.

Armor track
I can afford 125GP Four Mirror Armor at level 1, and it'll provide me 18AC until level 3. 250gp would get me to 19AC, but I'd rather buy more or better weapons.
At Level 3, I can pay 1650GP flcor masterwork Fullplate to get 21 AC, which will bump up to 22 at level 7. Along the way I'll also be able to pay for enchantments, I expect. It think this is the most cost effective way to go.

Weapons
At level 1, I was hoping to buy a gnome hooked hammer and a sling with bullets, leaving me less than 5gp to spend. I guess I could buy rope.

Is there a good reason to save some money, and only buy an 8gp guisarme and maybe a spiked gauntlet? Or should my first level feat be TWF, and start off dual wielding a club and a wooden stake, or a quarter staff? I chose Combat Expertise first because it basically kept things simple for me, cancelling out with Weapon Focus if I just wanted to increase my AC by 1.


I'm peeved that my gnome fighter in PFS can't use a battle ladder or ripsaw glaive without taking Exotic Weapon Proficiency, but here I want to try and rationalize that decision. I think just about any (perceived) deficiency in the rules can be overlooked, as long as they support a strong and authentic lore. Ditto with the opposite case.

Weapons in the Gnomes of Golarion book are described as being lesser-known... So they could be lesser known, even among gnomes... Honestly, I'm not buying it. I started this thread so that others could help me justify the decision for myself, because I'm failing on my own.

The thing is that if reach tactics are so obviously vital to gnomes, then it seems weird to me that there's no common gnome reach weapon. The flail pole, at least, should be a gnome-flail-stick, or whatever. And I suppose gnomes are more whimsical now and less innovative, and so sticking two weapons together, or using objects in unusual ways (see Gnome Hooked Hammer, Flail Pole, or even Battle Ladder) are the best they can do. But then how does the Gnome Pincher get through? And if innovation IS something that's common in gnome society, then we need that flask thrower, or that shrillshaft javelin, or that ripsaw glaive. I just wish the judgement of gnome weapon (gnome pincher, gnome hooked hammer) vs non-gnome weapon (battle ladder, flash thrower) was more consistent.

Meh.
I think it's also odd that there's no gnome cross bow. The double crossbow seems like a good fit. And I also wish the battle ladder was a monk weapon.

Perhaps my biggest issue is that I'm confusing DnD 3.5 gnomes with Pathfinder Gnomes. In 3.5, each gnome basically had a PhD is something, according to the Races of Stone (or whatever). They even seemed (iirc) to devalue magic, as to them, the real world was much more interesting. The PF gnomes would probably share the latter trait, but in contrast, are always on the move, perhaps not settling down and thus missing out on the advantages of a steady workshop, or industry. And hence no steam-punk mechs.

But with all the moving around, and with all the trying to know and accept other races, it'd be fantastic for gnome weapon familiarity to encompass ALL other races' weapon familiarities. Perhaps that could be some sort of fighter archetype.

Well anyway. It doesn't make sense to me that the symbol of gnome ingenuity is a hammer combined with a hook. Or rather, if it is, then I don't see why gnomes can't have multiple favored class bonuses, given their lack of focus, and their desire to combine things. At least let there be a feat that allows this, the way there is for humans.

Is the issue of making Gnomes OP? I know that they currently start off with the most race points, thanks in part to their inherent magic.


If I were Two Weapon Fighting with a Battle Ladder (that has the trip property), can I do two trip attacks instead of two melee attacks? Or if I were TWF with a gnome hooked hammer, could I make one hammer attack, and one trip attack with the hook, as a full-round action?


Are Gnome weapon focus and Weapon focus feats that stack, or do they replace each other, in terms of applying for subsequent feats? I.e. Weapon specialization?

And I'm also trying to get confirmation that the text "You gain a +1 bonus on attack rolls with gnome weapons (weapons with "gnome" in the title)," applies to the "gnome weapons" described in the Gnomes of Golarion book, even though the word "Gnome" isn't written as part of their description.


"A flask thrower significantly extends the range of thrown substances...such as ... thunderstones." But the range of a flask thrower seems to be 20ft, and thunderstones apparently can be thrown at "a range increment of 20 feet." So what exactly is the benefit?


I'm looking around and getting nothing but confused, concerning the Flurry of Blows (FoB). I don't know what old information is valid, and what's changed.

Is the FoB strictly equivalent to
> TWF and Double Slice for melee monk weapons and unarmed strikes,
> and to rapid shot for shuriken?
Or are there other features of the FoB? It think it's clear that there are, or that there should be.

1. Can the FoB be used with a single weapon alone? I.e. a single temple sword, used to make iterative attacks? Can this weapon be held in two hands to do 1.5str damage?

2. Can the FoB be used with a single weapon, as long as it's used as a two weapons (i.e. a double weapon), in order to make separate attacks with different components of the weapon? Must this weapon be wielded to do 1str damage on each attack?

3. Can the FoB be used to deliver one attack with a quarter staff (2H), and another attack with an unarmed strike (i.e. feet)? Is this one important way in which FoB differs from TWF?

4. Can the FoB contain any combination of ranged shuriken attack, melee monk weapon attack, and combat maneuver for trip, disarm, or sunder?

5. Can gauntlets be used as part of flurry of blows? [Unless it's stated somewhere otherwise, I think the answer's an obvious yes]
___

In terms of discussions about monks vs. fighters, to me, it makes sense that Monks trade AC for better damage, in 'stand-your-ground' combat. Also note that monks don't get any reach weapons (unless they take exotic weapon proficiency with monk weapons, or simple weapon proficiency etc). And they don't even get bows or crossbows or slings. It's not even certain if they're proficient with gauntlets. And they have an effective -1BAB to hit on single attacks.

Essentially, pit a monk against a fighter, and even in rough terrain and whatever, I don't see how the monk stands a chance. Monk's don't initially have medium ranged options, so Deflect Arrows is a defense mechanism at best. Once they get within 10 ft, the fighter has access to his reach weapon. And closer than that, the fighter has better AC and higher damage output, and likely higher relevant stats too. The monk does have some cool 'save or suck' options (combat maneuvers or stunning fist), but a fighter with a spiked gauntlet for back up seems like they'd do just fine.

Monks do have higher saves, and some justification for running around naked, avoiding armor check penalties. So perhaps the thoughts are Spellcaster > Fighter > Monk > Spellcaster?


If my sorcerer is wearing brass knuckles on both hands, and is also holding a wand in each hand, does she threaten attacks of opportunity?


I read that multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies.

I read that the amulet of mighty fists grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks.

I read that gauntlets modify unarmed strikes, and thus can be used by monks with their unarmed strikes.

My interpretation is that a monk CANNOT use a +5 amulet with a +5 gauntlet to get +10 to attack with unarmed strikes.

However, do melee weapon special abilities stack? Is there any reason to have both enchanted gauntlets, AND an amulet of mighty fists?


By the rules, must improvised weapons be limited to club-like bludgeoning weapons, or can we try and cobble together more exotic weapons, with features like blocking, trip, or even monk?

What if I want to tie a kitchen knife to the end of a 10ft pole in order to gain reach?
Or fashion a net (exotic weapon) from dried laundry on a clothes line?
Or stick a flail to the other end of my glaive? Could this be a double reach weapon with the trip special feature?

Are there any special rules that would make this possible? Say, a gnome's alternate racial trait to be proficient with any weapon he crafts? What if he straps a bear trap to the end of a hammer, to make a snapping hammer? (The hammer's a standard weapon, but what the gnome's done is make an "improvised exotic weapon?")


1) If a Tower shield weighs maybe 45 lbs, how strong would a character have to be to reasonably wield it as an improvised weapon, while NOT having it strapped to his arm, or otherwise "equipped" as a shield? (So we're not talking about a shield bash, we're talking about using a two handed improvised weapon of some sort).

16 str means a character carries heavy objects with one arm.
18 means they can break objects like wood with bare hands.
20 means they are able to out-wrestle a work animal or catch a falling person.

2) How much damage would such a weapon do? It's heavier than anything I've seen in the weapons table, but it's weight is distributed in a more balanced way. In my mind, I'm imagining Proto Man (brother o Mega Man) using his signature shield as a weapon.

3) To switch between having the tower shield equipped as a shield, and having the tower shield equipped as an improvised weapon, is a move action all it'd take?

4) If someone is simply holding the tower shield without having it equipped as a shield, could it be used to grant partial cover?

5) If someone is non-proficient with a tower shield, can they use it as normal, except without the ability to also attack?


If I take
1. Catch off guard,
2. throw anything,
3. Improvised Weapon Proficiency,
4. Splintering weapon,

1) Can I use magical, enhanced arrows as *improvised* daggers, and on a successful hit add the 1d4 bleed damage, as well as get the special effects associated with the arrow? I imagine that the arrows break anyway after a melee hit, anyway. And ditto for using arrows as improvised thrown weapons.

2) Would I forgo the +1 to attack from the masterwork quality of the arrows, since "masterwork" improves an item's effectiveness at it's intended task, and I'm using the arrows in a manner different from what it was specialized for? All other bonuses from the arrow remains though, right?

3) Can I draw arrows as a free action, even though I may use them as improvised melee weapons (or thrown weapons)?


1) Can Biped Eidolons NOT have claws evolved onto their feet,even though the PRD description says "this evolution can only be applied to the limbs (legs) evolution once?"

2) Can a Tiefling with the fiendish sprinter racial trait NOT have the claws racial trait manifest on their feet, even though the trait allows that "their feet [may] resemble those of a clawed predator?"


Taken from an earlier thread: "how do you dictate the entry "deal 1d8+STR damage to self with item in hand" if the character in question isn't holding anything? Do they deal more damage to themselves with their fist than they would otherwise be capable of inflicting? Is it non-lethal damage in this case?"


I'm not trained in one myself, but what do you guys think about the stats and properties applied to the three-section staff? I'm ambivalent, because I can see how they had to adapt an unconventional weapon into Pathfinder's existing weapon set. But I'm having a hard time imagining how my character would use the weapon in such a way as to reflect the stats.


Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Helping those in need and Respecting legitimate authority
I thought the reason paladins were lawful good was because spreading and maintaining that kind of civilization was what would lead to the most good for the most people. Therefore, paladins are justified in going off on PFS missions IFF they believe that supporting the PFS will ultimately lead to a lawful good world. In support of the PFS in this way, it seems that they can do almost anything 'for the greater good,' no? And while they may not undermine local authority, it seems that paladins would be absolutely fine in breaking the law, if no one found out.

The other aspect of "lawful good" seems to be to recognize that we have commitments to one another. But the key phrase is "one another," not "the law." Respecting the law is a proxy for respecting one another. And if a law is tyrannical and unfair, paladins may respect the "lawful" aspect of it, but still recognize when it lacks "goodness."

Acting with honor
Honor is an expression of both trustworthiness, and a commitment to higher ideals, meant to inspire (or shame) other people to join you in pursuit of those higher ideals.

How much of that is relevant when someone's trying to stab you in the back? It seems that all bets are off when you're dealing with evil forces that only want to tear people down. Isn't that why paladins have Detect Evil, in order to know when they must put aside their ideals and do what needs to be done?

Will acting with honor against an evil foe help convince it to not be evil? I.e. add some bonus to a diplomacy check? If not, then why not use poison, lies, and subterfuge to remove it as a threat? Is it honorable to not cheat in a fight with the devil, or is it just stupid?

Or is acting with honor less about the bad guys, and more about maintaining the moral and sense of identity of the good guys? Is it essentially advocacy of 'lawful goodness?'

punishing those who harm innocents
I think the priority is to give innocents faith that the world will be fair to them when they have been harmed. Otherwise, they have little reason not to turn to evil or lawlessness themselves. Or am I mistaken, that the priority is actually to harm the criminals? I.e. to use Smite? Is delivering divine wrath the paladins main objective, over all else?

Essentially, will paladins fall if they fail to smite evil?


Is it like TWF, but without Double Slice?

So monk level 1, with 18 strength,

(1) flurrying with a two handed monk weapon, or unarmed, or any combo:
I attack at -1 BAB,
I add 4str damage to the first attack,
and 2str damage to the second attack?

(2) And without flurrying, with a two handed monk weapon:
I attack at +0 BAB
I add 6str damage to that single attack?

Is there a feat *like* Double Slice that monks can take?


Lots of small questions.
> Can an aasimar be a sorcerer with an infernal bloodline?
> Can non infernal sorcerers learn infernal healing?
> Can smite be used on an individual who was made to detect evil via a corrupting touch? How long will that smite last?

From a RP perspective, that one may so easily 'change the polarity' of one's aura is a humble reminder that mortals can choose to be good or evil, and must constantly make this choice.

I'm thinking about this for a PFS Andoran character.


1) If I see two people in a tavern whispering to each other, can I cast whisper at one of them, make an nominal whisper that could easily go unnoticed by the person, and then listen in on at least that person's side of the conversation, for ten minutes?

2) Do people need to whisper for the spell to work? For example, if both people were speaking at a normal volume, would the message not go through at all?


I was pondering the idea of a level 1 character (no specific class) using switch-hit tactics to
1) Use heavy cross bows at long range
2) thrown weapons at short range
3) switch to long spear to incur attack of opportunity at shorter range
4) step back and drop caltrops to keep enemy at bay, while maintain long spear threat.

Or am I mistaken that caltrops do not prevent five-ft stepping?

Quarter staffs and clubs are cheap, so one could get some bludgeoning weapon options pretty easily.

One thing to note is that these are all simple weapons. That's kind of neat. How successful could I be at creating a caster combatant?


I'm toying with the idea of a single goblin tribe being decimated and reconstructed over the course of a level 1-X campaign. The tribe would almost be like a reoccurring character, except different in each incarnation.

But what are the rates at which an entire goblin tribe might spawn from 2-3 surviving goblins? And how much might they diverge from their nature, given the guidance of bugbears, or a wizard, or whomever?

I'm ok doing this as a custom, hombrew setting. But I think it'd be neat of I could pull off something like this in standard Golarion.


While smaller, under privileged, and without voting rights above ground, this rat might be more free underground. I'm not sure whether to make a character who's happy and free, pursuing treasure and trade--or a dark crusader with a chip on his shoulder.

I'm not that fancy of a player, but I do like multi-classing. What might I build? I'd like a martial type character.

I like the little bit of rage and flavor that Titan Mauler might bring, given the racism this character might've experienced from characters larger than himself. Can I use Jotun Grip to dual wield heavy crossbows as part of my switch-hitting rotation?

Ranger seems to fit the character's underground or urban exploration, and I could use it to get some TWF feats to go with the Jotun grip. Favored enemy human seems too obvious, and I'd like to see him move on, and fight for more abstract versions of justice.

Maybe he has a back story as a monk, where some elder Sensei noticed the fiery rage inside him, and decided to try and teach him a thing or two. Which is all fine and good, but for how long can one deny his inner anger and rage? The sensei archetype seems like it'd get me that wis to AC bonus, and not overlap with his weapon use, or maybe sharp-claw feat.


Is it true that at first level, a Zen Archer cannot buy any weapon with which he can flurry? Max monk starting gold seems to be 60gp. Short bow costs 75 gp.

Do most GMs simply assume that the archer starts off with a normal shortbow? Similar to how Gunslingers start off with a gun?


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I just noticed the other gnome thread was revived from 2011. So hey, here's a gnome thread for 2013. Let's talk about gnomes.

I like gnomes. I like what I read in Races of Stone from DnD 3.5, and I also like what I've found in PathFinder. I think gnomes are a great vehicle for players who want to be inventive, and for that reason what I want is an option to choose gnomes from all across the spectrum. Ie. gnomes who are closer to fae, and gnomes who have better acclimated to this world, such as spriggans. Essentially, this would allow the various gnome variants from DnD 3.5 to all evolve from the core gnomes presented in PF.

Because what I expect of gnomes is hyper evolution. Not just hyper cultural evolution (where each gnome settlement might be more likely to develop their own unique cultures), but a wide range of genetic (or magic or whatever) mutation as well. So we'd be more likely to have elemental or terrain based gnome races, and the like. So I think that gnomes are especially well suited to being iterated on with the Advanced Race guide.

But one issue with me is that I simply never saw gnomes as the Garden Gnome variety, and I wonder, really, if anyone who plays a gnome wants to play that. If you exist, nows the time to speak up.


I'm playing in a custom, alternate recent history campaign where the GM's changed a lot of small things in order to fit a swashbuckling theme (located in the french and dutch colonial islands). The concept is great, but the rules are a mess. Two of the main changes are related to the availability of guns (they're simple weapons, and are all over the place), and certain restrictions on magic use (magic was only recently introduced into our world, and the reasons why are the main focus of the adventure).

Frankly, I don't want to play a min-maxed build, but I just got scolded for not building an optimized bard. I figure that making smart choices about some things will free me up to make stupid choices about other things. And really, I like having builds that look funny, but which survive anyway.

If guns were a simple weapon, then how would I take advantage of that?

My current approach would be to shore up the switch hitters. For example, to take a two-weapon fighting ranger, and give him quick draw so he can cycle between guns before getting into melee. Essentially, use a bow or crossbow at long range; guns at shorter ranges, and then melee once enemies have gotten up close and personal.

I think a full BAB class can get the most out of this, because the get more attacks sooner. Or can I get the same out of a pistol wielding bard?

I'm then looking at the skirmisher archetype for rangers, and I think that a lot of those tricks are more valuable when coupled with guns which are more likely to hit. But is that worth giving up some limited spell casting?


There are spell casters with combat pets, but what about warriors with magical pets? What if instead of playing a druid who had an animal companion, I essentially played an animal who had a druid companion?

Or something like that. What I really want to do is play a fighter, and have a bound genie or something. Would this be something like a reverse summoner, where the PC had the characteristics of the eidolon, and he could summon an outsider who had the characteristics of a summoner PC?


(1) how much can one level up the Profession skill before the return on investment begins to diminish? I.e. What's typically the max to which a profession skill would be leveled?

(2) Is it feasible to pick up a new profession each level, role-play permitting? Are there advantages to this?

I.e. When in the big city, a curious fighter might enjoy spending his evenings going to the theatre, and through happenstance might find himself getting involved in the ticket scalping business. Once he's in with whatever semi-professional street guild organizes those scalping activities (in the casual time between adventures, mind you), it seems reasonable that he might be involved in other aspects of their business network, such as being a bookie, or at least keeping the bookie company as he works. i.e. "hey, you're a big guy. Why don't you hang out with me as I attend to some business?" This would function as an internship and apprenticeship, and a shrewd character might be able to pick up the tricks of the trade over time. And as this character becomes cozier with his shady friends, he may hang out with them during their day jobs, such as a tailor or an inn keeper, even helping out on occasion.

And so on. I think there are a variety of professions which wouldn't be too difficult to learn during the short, intermittent spurts between adventures. I.e. any profession in which "on the job training" lasts perhaps a session or two.

For this particular impromptu character, I also like the idea of him submitting play-reviews as sort of a freelance journalist. Or perhaps becoming a playwright or editor himself, as he uses his visits to the theatre to network and ask for advice.

Anyway, I think this is cool, but I wonder how useful it is.


My GM seems to think that I can do everything except speak, AND THAT'S AWESOME! I don't know if he's just being lenient or whatever (and I don't have a problem with that), but i'd like to know what the actual rulings would be.

1) we faced a coven of hags.
2) they cast what I think is baleful polymorph. I failed the first will save but passed the second.

What can I no longer do?

Can I perform the ritual to summon my synthesize eidolon?

When synthesized with my eidolon, and "speaking through its voice," can I speak as normal?

As a rat, can I still cast spells which have verbal components but are not language dependent?

As a ninja rat, can I still apply sneak attack damage? I.e. via my acid splash or ray of frost cantrips?

excerpt from baleful polymorph) wrote:


If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability),...

So it seems I keep all this stuff if I make the save. Including my [potential] ability to cast spells?

excerpt from baleful polymorph) wrote:
... and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own.

So I keep my mental stats. What about my physical stats. I.e. my constitution? Do I still retain my original racial modifiers to these?

excerpt from baleful polymorph) wrote:


It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points).

So at level 5, am I a rat with 5 HD?.

excerpt from baleful polymorph) wrote:

It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

I assume this doesn't negate the first section of what I quoted, but adds to it.

I.e. I retain spell casting, AND spell like or extra ordinary abilities.


As a gnome summoner who can summon a small eagle, can I cast reduce person on myself and then ride the eagle? Or are there restrictions to that?

Riding on the eagle, how far can I travel assuming a minute of summoning? With a fly speed of 80, and at least a minute duration, will I be able to travel... say, 9x(80x2)=1440 ft, assuming two move actions, and I'll have to rise and then land 20 ft? Or do running rules apply to the eagle, such that I'd multiply that by another 2, getting around 2900 ft?


Some evolutions say that they can be taken "1 additional time for every 6 levels the summoner possesses," or things like "this evolution can be taken once for every five levels the summoner possesses."

Alternately, some say "The summoner must be at least 5th level before selecting this evolution."

These both refer to summoner levels, not character levels, correct?

In contrast, feats like Extra Evolution apply to the character level, not summoner level.


Basic party argument of what to do next:

Situation: Level 3-4. We're effectively in a haunted castle. We were first attacked by small earth elementals, then by lizard folk, and now by some sort of ethereal jaunting while spider with a human face. The first two sets were [relatively] easy, but this last left me with -7 con, and left the others worse (more squishy).

And we didn't defeat it, either. Basically, one of the party members effectively cast a spell to make it friendly towards us, but then collapsed unconscious right after doing so (ongoing con damage from poison). When we got the caster back up, the magical beast was gone, but is presumably friendly for 3 hours.

Our options are to
(1) hole up somewhere and heal up (afore mentioned janitor's closet).
(2) scout around, then rest.
(3) scout around, secure the area using remaining fire power. then rest.

The main difference between #1 and #3 is that with #3, we'll be opening up doors, and maybe asking for trouble (i.e. traps and foes). But would these foes not come for us anyway? Is there any reason to believe that we have a chance of being left alone by the other denizens on the floor?

I suppose it makes sense, since if we're in the castle, we're likely a threat, and as long as we're unknown to the denizens, we're likely to be avoided.


the Aquatic gets the Nat Armor evolution for free, and I don't think this prevents it from getting the +2 Nat Armor evolution again at first level.

Is that true?


I was thinking of a concept for a high Int barbarian gnome who can't read (like the True Primitive barbarian archetype), but who's still smart and inventive (i.e. still a gnome). I imagine him living in the wilderness, and he may not know what money is.

The Master Tinker trait lets gnomes be proficient in any weapon they personally craft, but crafting is difficult and takes times. Bone and other natural materials can replace wood and steel in weapons or armor, and those weapons cost half the amount as they would normally.

1) Will bone weapons effectively take half the time to make? And do I have to put forward 1/3 the price if I'm scavenging off of fallen enemies?

2) Are the current rules for daily crafting built with the assumption that crafting is taking place during the downtime of the day? If not, then should I multiply progress by 0.2? 0.5?

3) What are the rules for repairing broken weapons? If I use feats like Splintering Weapon, how much hp damage does the weapon actually take? Can I make it take 0 hp damage, and just succeed on a DC 20 craft check?

4) Are there some major downsides to bone weapons? I.e. will it be impossible or impractical to make masterwork quality ones?

**what to craft**
Crafting exotic weapons is where I expect the fun to be at.

1) I think the idea of a double sling or Halfling Sling staff fits the style of the character, whereas bow might not. Can I use craft weapons to craft ammunition as well, such as "sharp stone" sling bullet?

2) The Ultimate Combat "Flying Blade" hits at -2, except on attacks of opportunity when it hits at +2. Would it be too big of a feat investment to take both Combat Reflexes and the Quick Draw Feat? I expect this would allow me to get Attacks of Opportunity (at +2) against enemies moving towards me, but then be able to quickly switch to another weapon (and back) when it's actually my turn, and hit without the -2 penalty.

**what class to take**
I would like a whole lot of combat feats in order to take most advantage of my variety of weapons. However, I feel the character would be richer if he took a class which granted him minimal weapon proficiencies, so his weapons crafting abilities would take a more center stage.

The first set of options include the unarmed fighter and various monk classes. The second set of options include spell casters like the sorcerer and the summoner. If I take sorcerer or summoner, would that open the door to make crafting easier and faster for me in the future?


The reason I ask the question is because for the first time I wondered if its the players' job to provide interesting characters, for the purpose of entertaining the other players.

You can see why this might be a novel thought, right? Some say that the GM has all the narrative control, and the players rarely have an opportunity to exert narrative input in a way that's not disruptive.


I want to confirm that at a level 2, a synthesist summoner with a biped eidolon

1) can take his free claw evolutions on his limbs (legs).
2) can take a slam attack for 1 evolution point
3) will reach the quota of 3 natural attacks with the natural attacks mentioned above.

Under this configuration,

1) can he do 3 attacks as part of a full round attack? At what penalties? Can he speak during the same round as he does this attack, or perform a knowledge check?

2) If he were to charge someone with a slam attack, would only 1x strMod be added to damage, rather than 1.5x strMod?

3) when fused, can the summoner used simple weapons like a long spear or crossbow normally? I understand that all natural weapons become secondary attacks while weapons are being wielded.

4) This just came to me, but can this synthesist summoner dual weild two shields and still use his claw attacks (legs) at full BAB?


What kind of action is it to give and take a weapon during combat?

Can two characters have a single spear between them, and pass it back and forth, such that they can hold their ground and make standard action attacks?


I'm a medium sized character who has a long spear that does 1d8 damage, and has 10ft reach. What happens if Enlarge Person is cast on me?

I get that I get reach, so I can make melee attacks at 10ft...But does that mean I have no options for attacking 5ft from me?

I get that my weapons go up a damage increment, so 1d8 turns to 1d10.

But is the 10 ft reach of a spear also effected? And what does that mean? Can I still attack people 10ft away from me, or would they be too close?


My question is whether one has a choice to hear a message, or communicate a message?

I.e. if I'm spying on some guards from a distance, can I spook them out by whispering to them?

If I'm hiding 15 ft from a guard who've I've made the target of a message spell, will he be able to tell from which direction I'm speaking from, since he might be hearing me twice, once from the spell, and once normally.

What if I see two people whispering off in the distance? If I cast a message spell on them, will I be able to listen in on their conversation without them knowing?

http://www.d20pfsrd.com/magic/all-spells/m/message


A variety of bloodlines offer two claw attacks, and I'm sure I've been using them incorrectly.

example

Quote:


Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

So if

STR: 14(2)
BAB: 3

Do I make two attacks at +5, or less than that?


Quote:


Alchemist's Lab: This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.

Artisan's Tools: These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.

Artisan's Tools, Masterwork: These tools serve the same purpose as artisan's tools, but masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.

It does seem like artisan's tools would be all that's required to craft alchemy, and that the lab would provide an additional benefit to that. It further seems that one could get another +2 if at least one of those were masterwork quality (I know masterwork bonuses don't stack).


At around level 2, the GM informed us to have back up characters ready, in case our current ones died. I got a character concept, but now I'm thinking of what class levels would make sense for it.

Background

One thing our party did was rescue a child from a zombie-experiment, only to bring her back to the hub town and find out she was a street urchin who no one cared about, and who was likely to have a horrible life. She was smiling and content when the party left her, but it was the GM's point that there was nothing the party could really do for her.

My concept is to take advantage of the Childlike and Pass for Human feats, and create a halfling who's been living among the street urchins, and providing some level of low-key, under-the-radar protection. If the party ever returns to this town after my current character dies, this Halfling would know of them and the good deed they did for one of his own (the child that was rescued), and thus would be a willing ally.

build

Ok, but what would a character like this need to be capable of, given that he'd have to provide safety and solace to himself, as well as to the abandoned on the streets? I tried tackling this myself, but I'm not finding any clarity.

This character would be introduced at level 3 at the earliest, and would already have his two feats eaten up by Childlike and Pass for Human. So I know that's putting quite the burden on the build, beyond the fact that he'll likely have to multiclass.

Given the cold nights, hot days, and lack of shelter, I can't imagine this character surviving without the aid of magic, specifically, Endure Elements. The good news is that virtually all casting classes can take this as a level 1 spell.

Being a protector of the street urchins, I figure he'd have to be able to fight thugs on occasion, but still not wear armor, not carry around big weapons, and not make a habit of killing people.

He'd also need a fighting style that fit. I'm thinking either
1) improvised weapons, with Monk of the Open Hand...He could defeat monsters with toys.
2) style combat, through either unarmed fighter, or monk of many styles
3) Flowing Monk
4) stab things. Though I'd prefer not to have stabbing and murder be this particular character's repertoire, and in fact I wouldn't mind him taking vows of peace, cleanliness, and poverty.


If one wanted more Ki, it seems pretty tempting to class in monk for Ki/day=WIS, and some in Ninja for Ki/day=CHA. And then add in monk vows, and it seems you can expand that number.

To somewhat balance out the burden, it seems that the Ki from vows scales with level. In RAW I've seen this specifically tied with monk level, but my gut tells me it should be character level. What's the latest understanding of this rule?

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