Scott Wilhelm 324's page

1 post. Organized Play character for Scott Wilhelm.




1 person marked this as FAQ candidate.

I would like people's opinions. If you can bring new (to me) citations of the rules, I would really like that a lot.

Throwing Shields are Tripping Weapons. You can make Trip Attacks with a Throwing Shield.

If you have the Improved Trip Feat, then you don't Provoke Attacks of Opportunity when making the Trip Combat Maneuver Attack.

Throwing Shields are Ranged Weapons. I figure you Trip with a Throwing Shield by throwing it like at their feet or something. Well, making Ranged Attacks Provokes Attacks of Opportunity.

So, let's say I have Improved Trip, and I want to Trip you with my Throwing Shield, and lets assume I am in one of your Threatened Squares.

Do I Provoke an Attack of Opportunity because I am making a Ranged Attack in a Threatened Square?

Do I not Provoke an Attack of Opportunity because I am making a Trip Maneuver, and I have Improved Trip?

If I do not Provoke an Attack of Opportunity, does that logically imply that something weird is going on? Like Combat Maneuvers are generally melee things, and when I trip you with a Throwing Shield, am I actually not Throwing it? Would that mean that you can't Trip with a Throwing Shield at Range?

Or is something else going on? Like the fact that Throwing Shields can be unclasped to be thrown, you can also unclasp them to drop them in order to not be Tripped by your own Tripping Attempt as a Free Action, too? That would still allow for Tripping with a Throwing Shield by throwing at at your opponents' feet. Can you have it both ways? Can you elect to provoke an Attack of Opportunity by Tripping your Adjacent opponent by throwing your Throwing Shield at their feet?


Let's say I am a Wizard.

I cast Possession of some big, strong Fighter.

I get into melee.

Do I get to use his Feats?

Let's say I'm not just a Wizard, but an Eldritch Knight, and I have some good Feats.

Do I get to use my own Feats?


I don't get this Feat .

It says you get a round of rage back if you drop a foe.

Recovered Rage wrote:
Whenever you reduce a foe to 0 or fewer hit points while you are raging or using raging song, you regain 1 round of rage

Okay, but

Recovered Rage wrote:
You cannot use this feat to regain more rounds of rage or raging song each day than your daily maximum number of rounds, nor can you ever exceed your maximum number of rounds.

So that means you don't get any more rage. This Feat seems a lot like not having a Feat at all!

Entering Rage is a Free Action. You get a number of Rounds/day. I'm thinking in terms of playing a Dreadnaught: Fatigue is not an issue. What does Recovered Rage actually do for you?

Can someone explain why I should work this Feat into my build? Can someone explain why anyone should work this Feat into any build?


Let's say I have a level in White Haired Witch, Feral Combat Training, and Panther Parry.

I move out of a Threatened Square, Provoking an Attack of Opportunity.

Panther Style Feats allow me to make Free Action Attacks in retaliation whenever I so Provoke AoOs, and Panther Parry specifically says my Free Action Attack Comes first.

FCT lets me make this Attack with my White Hair, and whenever I hit someone with White Hair, I get a Free Grapple Check.

If my Grapple Check is successful, my opponent has the Grappled Condition.

Grappled creatures are not allowed to make Attacks of Opportunity.

So, did I just find a way to score bonus attacks by provoking Attacks of Opportunity that then don't happen? Per RAW this looks right, but it seems like shenanigans to me. Well, it's definitely shenanigans, but is there a RAW justification for allowing your victim to still get his Attack of Opportunity?


Archon Diversion says you have to have at least 1 hand free to divert an attach from your ally to yourself, so do you have a hand free when you are wielding a 2 handed weapon?

The rules say that to remove a hand from a 2 handed weapon (and to put it back on) is a Free Action, and it the way it has been worded in the past is that Free Actions can be taken as part of another action, even when it's not your turn. For instance, a Giant Octopus that makes an Attack of Opportunity with a Tentacle then gets to use Grab to make a Grapple Check as a Free Action. So that would suggest you the Greatsword-wielding Paladin does get to use Archon Style.

But if you are wielding a 2 handed weapon, doesn't that pretty much mean that you don't have a free hand unless you are a Kasatha or something?


If a Rogue is Swallowed Whole and is cutting her way out with a Light Piercing or Slashing Weapon, does she get her Sneak Attack Bonus?

Arguments in favor: It seems to me that the creature would have a discernable anatomy--the Rogue is inside it's anatomy! The Swallowing creature would not get its Dex Mod to AC: it's not like you can duck out of the way of something inside you. The Rogue in question has a Feat that is something like the Mouser Underfoot Assault Ability. The creature is Flatfooted while the Rogue is in its square, and if you are in its gizzard, surely you are in its square!

Arguments against: Swallowed Whole is essentially a more extreme version of the Grappled Condition, and maybe the creature is too restrained to attack effectively. Maybe a creature that can swallow you whole is biologically adapted to contain what swallowed it, inside the Froghemoth's gizzard maybe is not a particularly vulnerable spot, and the Rogue choice of targets from the inside might be considered somewhat homogenous.

I'd like to hear people's opinions.


I was just reviewing somebody's character build. He is using an Urumi with the Repositioning Enchantment, and he has the Repositioning Strike Feat. In this way, he would gain 2 Reposition Combat Maneuvers off of a single Crit.

Is this legal? You don't normally get 2 things off of 1 thing.

For example, If I had Greater Bull Rush and other party members and I had Paired Opportunist, If I Bull Rushed someone, my allies would get an AoO because of GBR, then I would get an AoO because of PO. But I just got an Attack of Opportunity because of Paired Opportunist, not because of GBR, so doesn't everyone else get an AoO off of that, too?

The thing is, though, I'm not finding any specific rules about Crit Triggers like I do with AoO triggers.

I'm pretty sure that if you have Repositioning Strike and Bleeding Critical, when you crit, you do get to Reposition and Bleed, don't you? That suggests the 2 Repositions from Repositioning Enchantment and Repositioning Strike are kosher.

And if you had a Flaming Burst Repositioning Weapon, wouldn't both score on the Crit?

It just seems too good to be true, and I want to check this out with the community.


So, let's say I have a Spiked Throwing Shield. I know that AC enhancements are placed seperately from weapon enchancements, but what about throwing and melee enhancements?

So, here's my weapon.

A +1 Small, Spiked, Throwing Shield, that gives me an additional +1 Shield Bonus to AC, +1 Attack and Damage when used to Shield Bash, and +1 Attack and Damage when thrown. What does this weapon cost?

1000gp for +1 Enhancement, Shield Bonus to AC
2000gp for +1 Enhancement Bonus to Attack and Damage when used to Shield Bash

for 3000gp + whatever a masterwork throwing spiked shield costs?

Or do I have to add an extra 2000gp to enchant it as a +1 Throwing Shield? If this were the case, it would be the only such weapon in the game: a +1 Dagger gives its +1 whether you stab with it or throw it, but "Throwing Shield" has its very own entry as a weapon, and that might mean, you have to enchant it separately.

Thoughts? Lore? Official Rules Quotes? Show a munchkin some love and click on the FAQ button?


What does "potable" mean?

What is a "potable?"


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I think I have hit upon a very clever use of White Hair, and I would like to vet it with the community. I have been reviewing the Forum for comments perhaps about my use: a very simple idea I'm surprised nobody seems to have thought of it before. But if you have please step forward, and lets share ideas.

Most of what I found about the White Haired Witch is all about bemoaning how underpowered it is: cool as a concept, and useful as a 1 level dip, but a totally lame character. Admittedly, I am ending up using only 1 level of WHW for my build.

So, in addition to vetting my build with the community, I would very much like people come forth with Powerful White Haired Witch builds. Really, anything that calls for more than 1 level in WHW seems like fair game. I've still only found a use for 1 level.

One thing that occurs to me about WHW that's cool is that when someone is Grappled in your hair, you aren't, so if you have Reach, you can Grapple your opponent, then step back and ravish them with spells while they struggle helplessly in your tresses.

But please do share if you think you have found something cool to do with White Hair.


I think I’ve come up with an awesome build that uses Bull Rushing with Shields. What do you think? Is it legal? Is it awesome? Does it work and play well with others? I’d prefer RAW-based answers to game balance and conceptual judgments, because I want this character build I’m cooking to be PFS legal. Also, I’d love to see any of your ideas for uber bull rush builds that you think are better.

Boris (the Butcher) Bravaski

St 16
In 12
Wis 14
Dex 14
Con 13
Cr 10

1Ranger1: Weapon Focus Klar, Improved Shield Bash: DPR: 1d6+2=5.5

He’ll probably use a klar in 1 hand and throwing weapons in the other, spears and hammers at this point.

2R2: 2 Weapon
3R2F1: Double Slice, Power Attack: 2(1d6+4)=15

So at this point, it’s pretty straight forward, a 2 weapon fighter with a good AC because his weapons are shields. He could be using a large spiked shield and a klar, trading 1 point of attack bonus for 1 point of AC, or Long Sword and Klar, trading 1 point of attack bonus for +1 damage.

4R2F2: Improved Bull Rush
5R2F3: Spiked Destroyer
6R2F4: Shield Slam

On both shields, I expect the character to have +1 Bashing and +1 weapon enhancements. The bashing enchantment makes those shield bashes damage as if the shield were 2 sizes bigger from 1d6 to 1d8 to 2d6. The items would cost about 6000gp each built up incrementally so the most expensive enchantment would be 3000gp.

Shield Slam gives a free bull rush with every shield bash, and Spiked Destroyer gives a free armor spike attack with every bull rush. The attack routine is Bash/Bull Rush/Spikes & Bash/Bull Rush/Spikes. Boris the Butcher has a Strength of 16 so has a +3 Mod. So the DPR is 2(2d6+4+1d6+4) = 39. If he uses Power Attack, every attack goes up by +2 damage, making the DPR 47. Respectable at level 6.

7R2F4Cavalier1: Tactician, Mount, Paired Opportunist, Greater Bull Rush

The Paizo community is divided as to whether Improved and Great bull rush at their collective +4 to Bull Rush attempts granted by Shield Slam. But even if the DM denies that, he won’t deny my giving my allies Attacks of Opportunity granted by Great Bull Rush. Also, due to the Cavalier’s Tactician class ability, all allies get the Paired Opportunist feat, so when they get an attack of opportunity, Boris gets one, too along with another armor spike attack. So the DPR has just jumped another 18.5 points to 57.5

8R2F4C1Rogue1: Sneak Attack 1d6, Trapfinding

To be honest, I’m not sure that Rogue is the best way to go, here. I was thinking that since this character gives out AoO’s when people form up with him, there would be a lot of flanking opportunities, too. Also, since Sneak attack works for both the shield bashes and for the armor spikes, this is going to turn into something like an extra 4d6/round when he can use it.

It also seems maybe I should work in a level of Alchemist or Magus so I can use Enlarge Person, which would stack with Bashing but more importantly increase the size of bull-rushable targets. In a homespun campaign, I could just be a Vivisectionist-Alchemist and have it all.

9R2F5C1Ro1: Combat Reflexes

So, here is something interesting. When Boris uses Tactician & Paired Opportunist, he gets the Attacks of Opportunities the others get due to Great Bull Rush, his attack of opportunity will be another shield bash accompanied by another great bull rush, entitling another round of attacks of opportunity. If Boris has a Dexterity of 14, then that is 3 attacks of opportunity/round. If any of his allies also have Attack of Opportunity builds, say with Greater Trip, Vicious Stomp, and Punishing Kick, or MOMS with Snake Fang, then this becomes a huge AoO party with everybody getting an extra 3-4 attacks/round. AoO builds are good alone, but awesome together! If a lot of allies formed up with Boris but were lacking Combat Reflexes, then they could work out a tactic where the allies took turns taking their AoO’s so Boris could realize his full 3.

10R2F5C1Ro2: Weapon Specialization Klar

Of Course!

11R2F6C1Ro2: Racial Heritage, Goblin, Roll with It

I dunno, Roll with It just sounds cool. Boris should have something defensive going on.

12R2F6C1Ro3: Sneak Attack 2d6

So let’s say Boris gets to flank his ally who also has an AoO build. Then his DPR is 5(2d6+6 +2d6+1d6+4 + 2d6). 172.5/round, not considering extra enhancements on his weapons or belts of strength, Ioun Stones, or anything like that. Plus, he’s throwing out attacks of opportunity to his allies like Mardi Gras beads. And there are times when bull rushing is tactically devastating, like when there are pits, cliffs, and ship’s railings to push people over.

So, questions? Comments? Builds of your own?


I can't believe no one has ever asked this! Say Maxwell has a +1 Brilliant Energy Ghost Touch Mithril Earthbreaker hammer, and his teacher returns as a ghost. Maxwell attacks. The hammer is Brilliant Energy, so it should fail to affect the ghost at all, but the hammer is Ghost Touch, so it should affect the ghost just fine. What is the ruling?

The hammer doesn't work, because brilliant energy trumps ghost touch?

The hammer works partially: it damages the ghost in the manner of ghost touch weapons, but the touch attack property of brilliant energy doesn't work.

or maybe

It's full on: Bang, bang Maxwell's Silver Hammer, baby!


I have a grappler character, and I want her to be able to use her abilities against incorporeal monsters. The "incorporeal" property of monsters says they can't be grappled (or tripped). If your weapons are magical, they have a 50% chance of inflicting damage. If they are ghost touch, they inflict damage reliably, and a ghost can use them, too.

It doesn't specifically say that weapon's other properties become ghost touch, too, but that would be a poor interpretation of the rules, wouldn't it? If Olga is wearing Ghost Touch armor or armor with Ghost Touch spikes or Ghost Touch gauntlets or Amulet of Mighty Fists with the Ghost Touch enchantment, shouldn't she be able to grapple and pin a ghost or specter, and then with a ghost touch net, rope or dwarven deurgar (the 10' chain weapon), then tie up the ghost?

Doesn't "Ghost Touch" mean that the item is like solid material to a ghost?


I want clarification on using craft skill use in Pathfinder Society games. Is it illegal to make any items at all, or is it just illegal to make items that go into your list of possessions that last into the next session?

So, an alchemist can't use his craft skill to make Alchemist Fire vials at lower cost nor sell them to other Society members. I get that. But what about using the Craft skill to make items during the adventure for use during the adventure?

What if, for instance, in a scenario we were in a town, and we were expecting an army of marauders, is it illegal for the dwarf to help the town prepare by helping hammering out arrowheads for the town watch to use? Is it illegal for the alchemist to whip up vats of alchemist fire and acid for the townspeople to throw at the invaders?

If in a scenario we were camping for the night, is it illegal for the Rogue to use Craft Trap Making to create a perimeter of tripwire arrow traps to protect the camp?