Hello! I'm thinking of making a Monk for PFS that attacks with scorching ray and sneak attacks. Any input would be appreciated. This is my build layout so far
This is a quick overview of what I have planned. Basically you can use drunken ki to fuel the powers. Magical Knack will make the Scorching Ray be treated as 11th level at level 12 and it will give three rays. 6d6 on a sneak attack on top. Vanishing Trick will always leave enemies flat-footed, can rely on thrown weapons when low on ki and can quick draw agile weapons for dex damage in melee. if you snipe as a far strike monk, you only take a -10 on stealth instead of a -20 as normal. I can edit this when I get home from work to make it a bit cleaner.
I'm using an Oracle/Fighter combination that throws rocks at things, and I'm thinking of giving him these two feats. Can anyone tell me how they would work together?
Prerequisite: Dex 13, Point-Blank Shot, base attack bonus +9.
Benefit: Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent’s CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity.
Normal: You must perform a bull rush combat maneuver to bull rush an opponent, and you must perform a trip combat maneuver to trip an opponent.
Prerequisites: Base attack bonus +1, proficient with weapon.
Benefit: Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can give your weapon the broken condition to automatically confirm the critical hit.
With Disposable Weapon, you don't make a confirmation roll, you just automatically crit, so I'm wondering how this would play out with Impact Critical Shot.
Note: They're both from the same source book, Ultimate Combat.
So, I'm playing a peculiar build. Oracle, Arcanist, Mystic Theurge and Evangelist and I'm going for lich. This is obviously not PFS legal.
My GM has allowed me to take the Leadership feat. Well, my problem now is passing him the fact that Rod of Wonders is PFS legal (which, I have yet to present that to him). Even Michael Brock acknowledges keeping the gems that the Rod can spit out in PFS.
So, my plan right now is to have my followers fire off the rod in 8 hour shifts. One rod will generate 9,504 gp in 24 hours.
A turn is 6 seconds, there are 86,400 seconds in a day, 14,400 turns in a 24 hour period. There is a 3% chance of getting gems, and they fire 4d10 gems worth 1gp each. (Max+1)/2*# of dice (11/2)*10 = 22gp average per trigger. Final formula = 14,400*.03*22 = 9,504 per day.
Fast forwarding. In a matter of two weeks, I'll be able to pump my Charisma to 30 at level 9 through the use of tomes and a +6 headband, which will give me a leadership score of 19, 46 followers at level 9, cycling out rods, generating 145,728 gold a day.
So....any advice on how to sweet-talk my GM into accepting this? :P
Trait - Magical Knack
"Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice."
Are you able to take this trait twice, one time for two different classes, since the trait bonus applies to a specific class?
Alright, so I have an Aasimar Oracle at level 1. I just completed a Module that levels him to 2. This is a PFS character and my Aasimar is Grandfathered in, just for reference.
I'm running a Musetouched Aasimar Oracle/Ninja.
Glitterdust qualifies as a 2nd level spell, Haunted Curse gives me Mage Hand as a bonus spell, and 3 levels of Ninja give me 2 Sneak Attack dice, allowing me to qualify for Arcane Trickster at level 5.
Flame Mystery gives me Gaze of Flames - Lets me see through Fog, Smoke and fire (60 foot dark vision to top it off)
One of my traits is Magical Knack - +2 Caster Level on spells, up to current hit dice.
Other trait is either going to be Armor Expert (-1 on armor check penalties for when I get Mithral Breastplate later) or Magical Lineage - Obscuring Mist.
My two first level spells are Obscuring Mist (since I can see through it which allows me to take AOOs and steath for sneak attacks) and Summon Monster I, so I can get a flank from my summoned creature.
I have a few options that I'm considering at the moment. I am considering taking Magical Lineage with Widen Spell so I can keep Obscuring Mist as a 1st level spell and have it cover a 40 foot spread.
I'm also considering using Spring Attack with this build so I can run through the mist dealing sneak attack damage and regaining my stealth afterwards.
Currently using a Masterwork Cold Iron Wakizashi.
So, if anyone has suggestions on how to pimp this character out more, I'm all ears!
We were running a PFS game yesterday and I was running a level 5 Inquisitor. I set a bear trap behind a door. When the enemy opened the door, I launched a readied Command spell at him and commanded him to approach. He noticed the bear trap, but the description says of Command says "Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal."
The question is, would this guy have been able to use acrobatics to jump over and avoid the trap although he provokes AOOs normally?
Command:
Command
School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric 1
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.
Bear Trap is located on page 186 in the APG.You can also find it at http://paizo.com/pathfinderRPG/prd/advanced/advancedGear.html
Bear Trap:
Bear Trap CR 1
Type mechanical; Perception DC 15; Disable Device DC 20
Effects
Trigger location; Reset manual
Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the creature's ankle and halve the creature's base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check
We were running a PFS game yesterday and I was running a level 5 Inquisitor. I set a bear trap behind a door. When the enemy opened the door, I launched a readied Command spell at him and commanded him to approach. He noticed the bear trap, but the description says of Command says "Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal."
The question is, would this guy have been able to use acrobatics to avoid the trap although he provokes AOOs normally?
Command:
Command
School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric 1
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.
Bear Trap is located on page 186 in the APG.You can also find it at http://paizo.com/pathfinderRPG/prd/advanced/advancedGear.html
Bear Trap:
Bear Trap CR 1
Type mechanical; Perception DC 15; Disable Device DC 20
Effects
Trigger location; Reset manual
Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the creature's ankle and halve the creature's base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check
the description of this feat says you must be mounted, but it does not say that your opponent must be mounted. Can this feat be used on an unmounted opponent to get the free bull rush?
So the Dust of Dryness forms a small pellet and breaks when thrown (I'm assuming when it hits something). What are the rules if you were to make a medium sized creature swallow it. If it were to break, how much damage would it do? Would it be a fort save or die? (Assuming it absorbed all 100 gallons worth of water). My DM and I are trying to figure out a good ruling for this.