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Organized Play Member. 131 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




I was looking at the Reaching Vines fungal graft and ended up a little confused. It lets the character Pull as a free action but doesn't say anything about grappling or grabbing the target.

How does that work then? The vines lash out, wrap around the target, pull it closer, and then let go?

Some related questions about Reaching Vines:

They're grafted to the wrist. If I turn large or huge, extending my natural reach, what is the reach of the vines? 10' not matter what, 10' past the length of natural reach, or more than 10' based on how big I get?

Would using the vines interfere with other attacks using the same limb?


Just for peace of mind, I'd like to get the general consensus on a disagreement I had.

Our level 7 alchemist took Promethean Disciple and used it to make an adamantine animated object. Here are the stats for it:
Large Snake Statue (Large Animated Object) CR9
N. Large Construct
Init -1 Senses: Darkvision 60, Lowlight Vision, -5 Perception.
Defences:
AC: 20/Touch: 8/Flat: 20 (-1 Dex, +12 Natural, -1 Size)
HP: ?? (6d10+30 size)
Fort: +2/Ref: +1/Will: -3
Defensive Abilities: Hardness 20, Immune: Construct Traits.
Offensive:
Speed 30ft, Burrow 30ft.
Melee: Slam +11 plus grab (x2) (1d8+9)(19-20 crit)
Stats:
Str: 22, Dex: 8, Con: -, Int: -, Wis: 1, Cha: 1
Base Atk: +6/CMB: +13/CMD: 22
SQ: 11
Construction Points:
Additional Movement - Burrow (1 CP)
Metal - Adamantine (6 CP): 20 Hardness, +6 NA
Improved Atk (1 CP) - +1 size catagory upgrade to melee damage.
Additional Atk (1 CP)- Gain a second slam attack.
Grab (1 CP): Applies Grab to Slam attacks.
Augmented Critical (1 CP): Increases Crit range to 19-20.

(DC 21 alchemy check, Cost: 8,500gp)

I think there are a few issues (caster level too low, cost too high, time to make is insane) but Alchemist insists its RAW... anyone wanna weigh in?


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I was typing up a reply to the "What do you play" thread that got out of hand and realized I have more complex char building guidelines than I thought. On the face of it were things like "I always pick classes with a decent amount of skill points" and "Tend to have multiple archetypes and have never not multiclassed" but then I thought about why I do that and started looking at the little underlying "rules" I give myself. Which got me to wondering if anyone else had anything similar. Or dissimilar.

The criteria I give myself for making chars:

1. Make sure I fit in with the party and setting
2. Know my role(s) and contribute EFFECTIVELY and CONSISTENTLY in my chosen areas (although a little versatility is better than perfect optimization).
3. Have something to do in combat, in social situations, and in at least one other area (scouting/traps, healing, crafting, knowledges, etc). A bored player is more dangerous than a thousand enemies. Also, be able to do at least one thing that isn't reliant on expendable resources.
4. Survivability. A dead char is no good to anyone.
5. Have fun, be interesting. Once I know what I'm doing, I try to find an unusual way of accomplishing it.
6. Try to find good synergies...A trapfinder needs good WIS/DEX which also make for good ranged characters or finesse fighters who are also WIS-based classes. Knowledges tend to be easier for INT-based chars. Melee often works well with Intimidate. If I'm already maxing Bluff, what else can I use it for? Stuff like that


With regards to roles, I don't really follow the prototypical fighter/thief/mage/cleric paradigm. Rather, I view things more like a checklist of potential obstacles and ways for the group to overcome them. Not every person has to be able to overcome every obstacle but every obstacle should have at least one person who can handle it and ideally a second player who can help or handle the obstacle on their own if necessary

Obstacles:

1. Gotta deal damage. Enemies aren't going to kill themselves
2. Gotta have a way to prevent, mitigate, or restore hp, afflictions, and ability damage (especially ability damage). Prevention is often more efficient than restoration
3. Gotta have a way to deal with attackers at range, magic or mundane
4. Gotta have a way to set up enemies for attack, protect the squishies, and keep the heavy hitting enemies pinned down.
5. Gotta have a way to deal with hidden threats, e.g. sensory abilities and skills(darkvision, see invisibility, good perception, sense motive, etc.)
6. Gotta have someone who knows stuff or we stumble around like a buncha idiots
7. Gotta have someone who can deal with social situations
8. Gotta have a way to deal with and understand magic, whether enemies, items, or whatever
9. Gotta be able to navigate the environment. If you're on a boat, someone needs to know how steer the thing. If you're in a forest, or a city, or on the moon, at least one person should know how to get around safely

There are multiple means of accomplishing most of these and (as above) varying degrees of synergy effectiveness based on class/race/etc.

So what are your rules?


Talking about Form of Flame, Water Form, and Magma Form (my revelation) here. The hours/level is great, but the 1/day not so much. I'd be fine with wandering around all day in elemental form but I foresee myself running into some situations:

1. As my size increases, my ability to navigate will diminish. Cities aren't built for Huge creatures, and while most dungeons have rooms that fit big folk, getting through the halls TO those rooms will be a pain.

2. I'll be an elemental. This will probably have an impact on any social interactions I might want to participate in.

3. Losing access to some of my gear (activated items) hurts a little. Okay, a lot.

So I was wondering if any of you know:

Q1. Is there a way to suppress the ability without ending it? Or, barring that, shift size without ending it (e.g. can you switch from one version of elemental form to another)?

Q2. Is there a way to keep my gear from melding into my form and/or allow it to change size with me? If there's no existing method, how would you price a magic item that keeps my equipment from melding or lets me activate it despite being melded?

I appreciate any advice you might have


The shadowdancer PrC gets a shadow "companion" at third level. What if someone were to take leadership and turn that shadow into a cohort?

How would you adjudicate this?


Am I the only one who feels obsessive about acquiring loot? Or spending it? I don't like that we're dripping with magic items, but I also hate the idea of not getting anything from my adventures. I hate feeling like I'm always poor but I can't stop thinking about the next big shiny thing my character is going to get.

Does anyone else feel like magic items infringe on your enjoyment of the game? (both ways...if I get rid of them, I don't get the enjoyment of having them while if I have them, I'm constantly feeling like it's not enough)

Any ideas on how I could approach it a different way?


Hey all. I made a golemancer, but I approached it less from the magic side and more from the construct side. I based it on the alchemist class, losing the mad scientist vibe for a more gadgeteer based one. Less Jekyll and Hyde, more Asimov. Less Frankenstein's monster, more Tik-Tok.

The Golemancer

The golemancer looks deep into life’s underpinnings and attempts to decipher the rules that it abides by. The golemancer’s greatest ambition is to replicate the beauty and intricacy of life with her own craftsmanship and, maybe, even improve it.

Role: In her quest to explore and understand, the golemancer seeks out the odd, the unusual, and sometimes the dangerous, necessitating alliances with anyone who can help them. In return, she offers her knowledge and expertise as well as the driving intellect that brought her here in the first place. If she doesn’t know the answer, she’ll figure it out.

In making some of the changes, I realized I didn't really like the mechanics behind extracts/bombs, so I changed those too. Now it's not a function of some "magical essence" that keeps others from using them but the complex nature of the components involved.

Let me know what you think


I've been trying to find something that's kind of like a bard but less...spoony. The battle herald is pretty close, but I thought I'd try my own class. I decided to base it off the inquisitor class, but it's really a mash up of bard, inquisitor, and cavalier. It's primarily a buffer with potential for some battlefield control and can be a face out of combat.

The Strategist

The lone inquisitor has a place in rooting out enemies of the faith, but sometimes the faith needs an army and, more importantly, someone to lead it. The strategist is pragmatic, cunning, and ruthless, seeking out the greatest threats to the faith and eliminating them.

Role: Strategists are often found in areas of great discord. They specialize in locating threats, analyzing them, and concocting strategies to defeat them using whatever and whoever is available. This means that though they prefer to work with those of their faith, strategists will even partner with those they hate as long as they are working toward their goals.

Alignment: A strategist’s alignment must be within one step of their diety’s along the good/evil axis. They tend toward neutral alignments due to their pragmatic nature.


Maybe I just failed at searching, but can "silent image" work as a sort of camouflage screen? Sort of like a wall of "ocean" a ship could hide behind? Or maybe put it in front of sails/flags to change our emblem?

I've read a couple threads that suggested that you could create moving images within the silent image; is it enough to simulate the movement of waves or flapping of cloth in the wind?


Are the costs for ship modifications presented in the player's guide reduced if the player makes them, as they are with crafting magical items? Or is the cost the same regardless of whether you do it yourself or get it done at Rickety Squibbs?


Looking for advice for healer/tank/support char for Kingmaker. I'm level 6, 20 pt build. I'll list a few ideas past lvl 6 too.

Dual Cursed Oracle (Life)/Elemental Kin Barbarian/Rage Prophet:

Dwarf
Hardy (+2 save vs spells,SLAs,poison)
Craftsman (+2 craft or profession)
Sky sentinel (bonuses vs flying critters)
stability (+4 vs trip/bull rush)

Favored class option, barb extra rage round

GM gets annoyed with dump stats so,
STR: 10
DEX: 10
CON: 18
INT: 10
WIS: 12
CHA: 14

Traits
Rothlander(+1 fort)
Glory of old (+1 save vs spells,SLAs,poison)
(optimistic gambler would be awesome, but I doubt I could convince my GM to let me use other campaign traits)

Curses
Lame/Haunted or Tongues

Class levels
Barb1: Fast movement, Rage
Barb2: Rage power (moment of clarity), uncanny dodge
Barb3: Elemental fury (gain rage rounds via elemental damage)
Oracle1: Revelation(Channel)
Oracle2:
Oracle3: Revelation (Life Link)
Rage Prophet1-10

Feats
1: Fey Foundling (+2 hp per die per cure spell)
3: Steel Soul (+2 save vs spells,SLAs,poison)
5: Revelation (misfortune)
7: Antagonize
9: Leadership (or craft wondrous)
11: Revelation (Energy body)
13-19: ??

Equipment (2/3 WBL avail, so 10,660gp)
+2 Headband of CHA
maybe +2 belt of con
Armor and shield of some kind
A bunch of lamp oil


I only get 12 rounds of rage right now, but with elemental kin, I gain one round of rage if I take my level or more in elemental damage while raging. At the start of the day, I figured I'd set a few squares on fire with lamp oil (1sp, 1d3 fire damage, lasts 2rds) and just run around. Call it my morning battle ritual or something.

I'll have a lot of HP and between life link, channels, and cure spells, I think I can keep everyone from dying pretty easily. What I'm not sure about is three things:
first, what spells should I grab?
second, how do I get enemies to focus on me? (antagonize?)
and third, what can I do offensively?

My DCs and attack rolls are gonna suck. I know I can use misfortune and ill omen, but what else?

Defensively, my AC isn't going to be great so I'm thinking I need displacement or blinking asap. DR might be good too.

Is there anything else I need to know or any other ideas that might be useful for me?


I'm new to witches and prepared casters in general so bear with me please.

We've just picked up a whale skull with carvings equivalent to seven scrolls. I have a couple questions about this.

First, how would a witch go about learning these spells? Normally, I'd burn the scroll in a special ritual and feed the ashes to my familiar. That doesn't seem to be an option here.

Second, supposing there isn't a good option for me to do it on my own, what other options are there? Could I pay a wizard to copy the spells over to scrolls? How much would this cost? Would there be a way to bargain with a wizard to include the transcribing as part of a finders fee for selling him the skull?

Third, because I wonder how often I'm going to have difficulty with this idea: what's the cheapest way to learn new spells? Is there any item/feat/etc that would make the process easier/cheaper/quicker? If I use blood transcription, can I cast it multiple times to learn multiple spells from the same dead caster (about 10 pints of blood in a body...)?

Is there anything else I should know about witches, spells, witches casting/learning spells, or any combination thereof that you'd guess I don't know based on the little bit I've said here?

Thanks for any help you can give.


It seems like there are a lot of game mechanics that evolve to simplify rolls/maths for players and abstract a lot of things as a result. My question is this:

How complicated do you think you could get in attempting to simulate a more realistic encounter without making it so complicated it requires a Ph.D. and a computer to play?

I think a lot about the sorts of mechanics I don't care much for but when I consider what it would take to replace them, I wonder if anyone would even play such a game. I think I would, but I enjoy math.

Is there a sweet spot (or sweeter spot) where encounters feel more realistic but aren't too complicated for everyone to enjoy?


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Hey there folks. Some of you all may have seen Broken Zenith's "How to round out your party" spreadsheet. I liked the idea so much I went and made my own. All credit goes to him for the idea and the basic layout.

Party Picker v2.0

Just pick one of the classes with the highest scores at the right of the screen. As you pick, the scores change. It calculates scores based on fulfilling party roles (traditionally filled by the cleric/fighter/rogue/wizard paradigm) as well as partially based on TarkXT's post here: On building a balanced group

It also assumes a four person party, but you can continue to add members to the group. After four people, it goes negative but as before, look for the biggest number (-1 > -2 > -3, etc.).

The second best thing is this: on the second tab (located near the bottom), you alter the ratings to fit your idea of how each class performs. If you don't think a barbarian rates a 5 in melee, change it to whatever you think is appropriate. Although, keep in mind that even though a character may carry both a greatsword and a longbow, he will primarily use one or the other. If you feel he uses both equally, you may want to adjust the ratings slightly to compensate for having two categories of DPR.

The best thing is this: you can add your own custom builds to cover what's not already there. You have a multiclass sorc/monk/gunfighter? Enter it in there and add your ratings and it will not only adjust the party scores, but it'll give you a rough idea of how your character rates in comparison to other builds. Just scroll down to the bottom of the builds on the second tab and add the class name, the build name, and the ratings.

Feel free to offer advice/critiques/questions. If something doesn't seem right, maybe it isn't. There may still be some tweaking to be done in the formulas.

Now, google spreadsheets does not support conditional formatting, but the original file makes it much easier to see which recommended builds are highest and color codes the builds into four rankings. If you want the original file, go here: Original

P.S. If you do think the ratings aren't right, please correct them and send me the corrected ratings. With enough people's ratings, I can recalibrate the Party Picker for greater accuracy. I'm also working on some other tools and could use some beta testers. One is a spreadsheet that shows character progression from level 1 to 20, including hp, ac, dpr, etc.


In this world, cars are common knowledge. Computers are common knowledge. These things we take for granted might be considered magic to a tribesman in the middle of the jungle.

In the same way, goblins, trolls, magic, and dragons are all a part of pathfinder. Someone I played with recently said this: "If you don't have ranks in the proper knowledge, you don't know anything about it." That kind of left me feeling off. I'm not a mechanic but I know what cars are and the basics of how they run. Why shouldn't an adventurer have a reasonable idea of what he's facing?

I guess my question here is: Is anything considered common knowledge in pathfinder and, if so, what? Further, how does that affect the game mechanically?

Thanks for any input


Recent posts have let me to wondering about the strengths and weaknesses of various builds and how each person has a different take on them. In the same sort of way that A man in black wanted an objective sense of DPR for comparison purposes, I'd like to get as objective (and accurate) an idea of class ratings. At least, as objective and accurate as statistics can provide.

To that end, I've created a survey with a list of builds and a bunch of categories (Melee, Ranged, Traps, Etc). I'll gladly share whatever results I may obtain as well as whatever develops from that information.

Survey

I'm looking to rate each build from 0-5 in the various categories. Try to rate within the confines of the listed build; even though some classes can do many things well, builds tend to specialize in only a couple things. If there's a build you want to rate that's not on there, feel free to post it here with ratings.

Some examples (just rough ratings):
A blaster wizard might be a 0 in melee, a 5 in area damage, a 2 in buffs, and a 3 in crafting.
An invulnerable rager barbarian would be 5 in melee, 0 in ranged, 5 in tank, 0 in Magic Utility.
An archeologist bard might be a 3 in melee, a 1 in tanking, a 5 in traps and face. And so on.

Credit goes to Broken Zenith for inspiring my curiosity.


Devil D Dervisher, goblin dervisher
Theologian Cleric (Travel Domain) 7/Sohei Monk 1/Two Weapon Warrior Fighter 8/Ninja (Bandit Archetype) 4

Number of attacks: 8
Number of statistically certain crits per round: 5
Each crit blinds, bleeds, and gives 2 Temp HP per crit
Number of statistically certain AoOs per round: 10
Total number of guaranteed attacks: 18 per round
Total DPR against 36 AC: 960.24
Total DPR against 44 AC: 798.85
Total DPR against 36 AC, 10 DR/epic: 699.04
Total DPR against 44 AC, 10 DR/epic: 565.54

Plus 18 STR or DEX damage
Additional Attacks: 57.19
+1 Attack: 8.63
+1 Damage: 28.12

(sorry about any formatting difficulties...)

How does he murder things?:

Dimensional Dervish + Outflank + Seize the Moment + High Crit
Outflank and Seize the moment both allow you to take an AoO if an ally crits
Dimensional Savant allows you to flank with yourself
You are your own ally
8 attacks per round*.3 chance to crit = 2.4 AoO (4.8 with both Outflank and Seize the Moment)
But, you also have a .3 chance to crit during those 4.8 attacks (.3 x 4.8 x 2 = 2.88)
Etc (2.88 x .3 x 2 = 1.73)
Etc (1.73 x .3 x 2 = 1.04)
After that, it’s not longer certain that you’ll get another AoO. 4.8+2.88+1.73+1.04 ~ 10 AoO

Always gets full attack because Dimensional Dervish lets you move+full attack
Can Dimensional Dervish in Surprise round, will probably act before anyone else even gets a chance
Doesn’t matter if there’s one opponent or ten, someone’s gonna die

There’s never a reason not to use Dimension Dervish, as far as I’m aware, but if you have to, you lose 8 attack and your DPR goes to 313.48.
Gotta use pearls to keep it going, but it’s so worth it

Build:

Racial:
-2 STR +4 DEX -2 CHA
Small Size (+1 AR, AC, -1 CMB/CMD, +4 Stealth)
Fast Movement (30ft base speed)
+4 climb/acrobatics (replaces skilled)
Darkvision 60ft

Ability Scores:
STR: 8 (10 base, -2 racial)
DEX: 36 (16 base, +6 belt, +5 level, +5 book, +4 racial)
CON: 20 (14 base, +6 belt)
INT: 10 (10 base)
WIS: 20 (14 base, +6 belt)
CHA: 14 (10 base, -2 racial, +6 headband)

HP: 218 HP (12d8+8d10+100con+7 favored class)
Saving Throws: Fort: +24 Ref: +27 Will: +21
Initiative: 16 Base Speed: 40
AC: 37 - Touch 37, Flatfooted 19 (+13 dex, +5 wis, +8 bracers, +1 size)
(40 with haste/dodge when attacking)
BAB: +16 CMB: +14 CMD: +21 (+2 when full attacking, +4 against disarm/sunder)

Attacks: 2x +5 bloodletting agile kukri
+40/+40/+40/+35/+35/+30/+30/+25, 1d2+31 dmg (15-20/x2) with haste when Dimensional Dervishing

Special Attacks:
Dimensional Dervish
Sneak attack +2d6, Pressure points(1 Str or Dex damage per sneak),
2 bleed on critical, 2 temp hp on critical, blinding critical

Class Abilities:
+10 ft base speed
Agile Feet (ignore difficult terrain 1 round, 8/day)
Silent Spell (Dim Door)
Always act + take standard, move, and swift actions during
surprise round
Add wisdom to AC
+2 Dodge AC during full attacks with two weapons
+3 attack/damage when using two weapons (+1 level, +2 gloves)
Ki Pool (4 pts)
Poison Use
No Trace +1
Forgotten Trick
Cleric Spells/Orisons (7 lvl 1, 5 lvl 2, 4 lvl 3, 3 lvl 4)
Channel energy 4d6

Feats:
Weapon Finesse
Two-Weapon Fighting
Craft Wondrous
Dimensional Agility
Combat Reflexes
Improved Two-Weapon Fighting
Dimensional Assault
Piranha Strike
Dimensional Dervish
Improved Critical
Dimensional Savant
Critical Focus
Outflank
Greater Two-Weapon Fighting
Seize the Moment
Blinding Critical

Skills: 66 total
High Craft, Perception, UMD, 1 to swim, climb, acro, spellcraft,
escape artist, and sense motive

Gear:
+5 bloodletting agile kukri dex to damage, 2 bleed on crit,
2 temp HP on crit
+5 bloodletting agile menacing kukri +2 attack when flanking
Headband of Mental Prowess/Ninjitsu
Belt of Physical Might
Gloves of dueling
Boots of speed
Necklace of adaptation
Ring of evasion
Ring of mindshield
Cloak of resistance+muleback cords
Bracers of armor +8
Gem of seeing

Manual of Quickness of Action
Pearls of power 6 @ 4th level
Handy Haversack
(Amazing tools) (if crafting, otherwise not included in totals)
Broomstick of Flying

Dervisher through the levels::

LVL HP AC ATT Fortitude Reflex Will Initiative #attacks Total DPR
20 218 40 40 24 27 21 16 8 960.24
STR DEX CON INT WIS CHA
8 36 20 10 20 14

LVL HP AC ATT Fortitude Reflex Will Initiative #attacks Total DPR
16 161 32 29 17 20 18 13 5 246.545
STR DEX CON INT WIS CHA
8 26 18 10 20 8

LVL HP AC ATT Fortitude Reflex Will Initiative #attacks Total DPR
10 82 24 16 12 11 11 11 5 .75 39.97
STR DEX CON INT WIS CHA
8 24 14 10 16 8

LVL HP AC ATT Fortitude Reflex Will Initiative #attacks Total DPR
5 43 18 11 6 7 7 8 1 2.43
STR DEX CON INT WIS CHA
8 22 14 10 14 8

He’s basically a badly designed cleric (w/ a light crossbow no less) at level 5 and a subpar fighter at level 10, but by level 16 he’s holding his own (actually, he should be holding his own at 13). He can only do three things: Fight, Craft, and Heal, and he isn’t great at healing.


Questionable Choices:

Legal issues

Does Seize the Moment work with Outflank? If not, DPR drops to 575.39 though I get a free feat

There may be other problems I'm not aware of.

Build/Equipment Choices

Okay, I have Craft Wondrous in there, and if I used it, I would actually have an additional 390k to spend which could go a ways. If not, ditch Craft Wondrous and Pressure Points (Using forgotten tricks to activate it as needed) and pick up Skill focus (stealth) and Hellcat stealth, max Stealth instead of craft for ability to hide while observed as long as its bright enough (light spells should ensure that most of the time).

Forgotten trick could easily be something else. A combat trick maybe. I don’t have much Ki, but with something like Ki Leech, I should be able to regain it pretty quickly

You could use a different weapon as long as it has the 17-20 crit range. I picked Kukri because I liked the Bloodletter kukris.

Class choices

May vary. The point of this build was to capitalize on the AoO’s provided by Dimensional Savant + Outflank. There aren’t a lot of builds that can reliably get 18+ attacks at ~60 damage a hit. But you wouldn’t have to do it this way…

Magus, Wizard, Sorcerer, Summoner, Witch…anyone that can cast dim door really. Wizard, Summoner, Witch, Druid, and Cleric can start getting the Dimensional Dervish feats at 7, everyone else has to wait until at least 9. Only Cleric, Druid, and Synthesist Summoner have 3/4 BAB. I’m told (repeatedly) that Synthesist Summoner is the best way to do it. Not my thing, but if you like it, go for it.

Fighter gives a lot of feats, but there are some other choices, so long as it has full BAB.

Since I only needed 16 BAB to get the most attacks possible, I dipped twice so I could pick up some interesting skills/abilities. There are lots of choices for those dips though, so long as your BAB reaches 16.


I love the idea of the dimensional dervish tree but there aren't a lot of options that can pull it off well (and wouldn't fall into gray areas like whether SLA's or other non-casting abilities work with it). Here's my take:

7 Theologian Cleric (Travel Domain)/ 1 Diviner wizard / 12 Two Weapon Warrior Fighter

EDIT: Dim door comes from travel domain spell so it should be RAW.

Goblin
-2 STR +4 DEX -2 CHA
Small Size (+1 AR, AC, -1 CMB/CMD, +4 Stealth)
Fast Movement (30ft base speed)
Tree Runner +4 climb and acrobatics (replaces skilled)
Darkvision 60ft

Traits: indominatable will (+1 will), Reactionary (+2 initiative)

20pt buy

STR 8(-2) DEX 20(+4) CON 14 INT 10 WIS 14 CHA 8(-2)

A pair of agile kukris
stat gear
celestial armor
half a dozen pearls of power
something with haste

1 C1 Channel Energy 1d6, Orisons/Spells, +10ft base speed, Agile Feet, Feat - Finesse
2 C2
3 C3 Channel Energy 2d6, Feat - TWF
4 C4 +1 DEX
5 C5 Channel Energy 3d6, Extend Spell(Longstrider), Feat - Craft Wondrous
6 C6
7 C7 Channel Energy 4d6, Feat - Dimensional Agility
8 W1 Always act in surprise, +1 initiative, familiar (Compsognathus), Cantrips/Spells, Scribe Scroll, +1 DEX
9 F1 Feat - Reflexes, Feat - Dimensional Assault
10 F2 Feat - Improved TWF
11 F3 +1 Dodge AC @ 3, 7, 11 during full attack, Feat - Dimensional Dervish
12 F4 Feat - Improved Critical, +1 DEX
13 F5 +1 attack/damage when using two weapon during full attack @ 5 and 9, Feat - Dimensional Savant
14 F6 Feat - Critical Focus
15 F7 Feat - Outflank
16 F8 Feat - Pirahna Strike, +1 DEX
17 F9 Attack with both weapons as a standard action, Feat - Greater TWF
18 F10 Feat - Blinding Critical
19 F11 TWF penalties reduced by 1, Feat - Seize the moment
20 F12 Feat - ???

Since dervish savant lets you flank yourself and you count as your own ally, outflank works really well to up your chance to hit. It also lets you take AoOs whenever you crit and with this many attacks and a good crit range from Kukri, that's tasty. Not sure if it stacks with seize the moment, which also gives AoO when ally confirms a crit. Weapon of awe cast during surprise round makes every crit cause shaken.

At level 20 you could theoretically get over 15 attacks (maybe as high as 19), most of them at >30 hit and >20 dam + crit per hit, and a lot of the critters would be blind if they were still alive.

Always act during a surprise round and almost always act first regardless, decent saves and defense. And you'd be cool as hell, *bamf*ing around the battlefield. Not much use outside battle though. Healing, I suppose, and crafting.

Okay, hit me. How many things did I do wrong?


Is there a difference between TWF and fighting with two weapons?

What I mean is, suppose you have 6 BAB. In one hand you hold a longsword, in the other a dagger.

1 If you take 2 attacks with the longsword, are you penalized?

2 If you take one attack with the longsword and one with the dagger, are you penalized then?

3 Or are you only penalized when you attempt a third attack with your offhand weapon (2 longsword attacks, 1 dagger)?

Here's a more specific scenario:

Bobert the ninja has BAB 11, a wakizashi and a pouch full of shuriken. He's adjacent to a monster and full attacks. The monster was already teetering and Bobert's first two attacks kill him. But the next monster is ten feet away. He can't 5 foot step over. Can he use his last attack to throw a shuriken?


Poisoned adamantine (for bypassing DR, +1 attack for masterwork) or viridium shurikens using Flurry of Shurikens could be a scary combo. But poison is so expensive it would be like throwing shurikens made of money. Enter Abundant Ammunition. Abundant Ammunition replaces any mundane ammunition, including shurikens. Poison is mundane.

The thing is, I can't find a solid answer to how long poison lasts after it's applied. If I applied poison to a handful of shurikens in the morning and used AA each time, what would happen? Would they last all day? Purple worm poison has a DC of 24 and costs 700. Drow only costs 75 with 13 DC and might put someone to sleep.

I could also use the Poisoner's Jacket, which creates three vials of poison a day (<= 300g) but go inert after an hour. But, since AA replaces it, does that refresh the amount of time before the poison goes inert?

And I wouldn't have to shell out for shurikens again either.

Any other mundane addons? Or is the whole idea just infeasible? What would need to happen to make it viable?


Hexcrafter Magus w/ 1 lvl Sorcerer dip (tattoo sorcerer/crossblooded - orc/marid)

Preface: After I read Walters Guide to the Magus and STR Ranger's Hexcrafter Guide, I really wanted to make one. It'll be my first time playing Pathfinder Society games though so I'm a little worried.

Character build:

Tiefling
+2 Int, +2 Dex, -2 Cha

Fiendish Resistance (5 resist, cold, fire, electricity)
Vestigal wings (instead of skilled), +4 fly
1d6 Bite (instead of darkness SLA)
Prehensile Tail (instead of fiendish sorcery)
Darkvision (60)

Traits: Magical Lineage (shocking grasp), Wayang Spellhunter (Frostbite)

20pt buy

STR 8 DEX 16(+2) CON 14 WIS 13 INT 19(+2) CHA 5(-2)

Feats

1 Magus1 Arcane Pool, Spell Combat, Cantrips, Feat - Weapon Finesse
2 M2 Spellstrike
3 Sorcerer1 Crossblooded/Tattooed Orc/Marid, Tattoo Familiar (Compsognathus), Mage Tattoo (Evocation), Feat - Intensify Spell
4 M3 Arcana - Arcane Accuracy, +1 INT
5 M4 Hex- Evil Eye, Feat - Sickening Spell
6 M5 Bonus Feat - Flight Hex
7 M6 Arcana- Prehensile Hair Hex, Feat - Extra Arcana (Slumber)
8 M7 Knowledge Pool, Medium Armor, +1 WIS
9 M8 Improved Spell Combat, Feat - Enforcer
10 M9 Greater Spell Combat, Arcana - Hasted Assault
11 M10 Fighter Training, Feat - Extra Arcana (Misfortune)
12 M11 Spell Recall, Bonus Feat - Multiattack (Or combat reflexes), +1 CHA

Main spells: Brand, Shocking Grasp, Frostbite, Fireball, Monstrous Physique


reasoning:

From the Sorc dip, I get +30ft darkvision, light sensitivity (?), Alertness, +4 initiative, +1 caster level for evocation spells, +1 damage/die, and I can change any of my energy spell to cold, a really low level familiar who will probably spend most of his time as a tattoo.

I'll pick up one (or two) Lesser rods of Rime and entangle at least once every fight. I'll hold on to it with my tail. With Sickened frostbite, I can potentially leave opponents Sickened, Fatigued, Entangled, and Shaken. I should be able to make all my Weapon attacks + hair and bite, or if I use monstrous physique I can pick up a lot more (multiattack makes them all at Full BAB -2). Between Shocking Grasp and an agile, keen rapier, my damage should be reasonable while Rime ensures good crowd control and debuffing.

Here are the issues I'm worried about:

1 Is multiattack legal?

2 Apparently there's an issue with natural weapons, weapon finesse, and spell combat. Does weapon finesse work with natural weapons and do natural weapons work with spell combat?

3 Further, I've been told that hasted assault doesn't work with spell combat either. Does haste work with spell combat? Does hasted assault work the way it should?

4 Can I use both Tattooed and crossblooded archetypes?


If my familiar is holding something when it turns into back into a tattoo, what happens to the thing it's holding? Does it turn into a tattoo w/ the familiar?

Related: Is there a way, by RAW, to turn a familiar into a pack animal? Say a compsognathus for instance. It couldn't carry much but, then, neither can I.

Also, do I keep alertness when my familiar is in tattoo form?


Hexcrafter Magus w/ 1 lvl Sorcerer dip (tattoo sorcerer/crossblooded - orc/marid)

Preface: After I read Walters Guide to the Magus and STR Ranger's Hexcrafter Guide, I really wanted to make one. It'll be my first time playing Pathfinder Society games though so I'm a little worried.

Tiefling
+2 Int, +2 Dex, -2 Cha

Fiendish Resistance (5 resist, cold, fire, electricity)
Vestigal wings (instead of skilled), +4 fly
1d6 Bite (instead of darkness SLA)
Prehensile Tail (instead of fiendish sorcery)
Darkvision (60)

Traits: Magical Lineage (shocking grasp), Wayang Spellhunter (Frostbite)

20pt buy

STR 8 DEX 16(+2) CON 14 WIS 13 INT 19(+2) CHA 5(-2)

Feats

1 Magus1 Arcane Pool, Spell Combat, Cantrips, Feat - Weapon Finesse
2 M2 Spellstrike
3 Sorcerer1 Crossblooded/Tattooed Orc/Marid, Tattoo Familiar (Compsognathus), Mage Tattoo (Evocation), Feat - Intensify Spell
4 M3 Arcana - Arcane Accuracy , +1 INT
5 M4 Hex- Evil Eye, Feat - Sickening Spell
6 M5 Bonus Feat - Flight Hex
7 M6 Arcana- Prehensile Hair Hex, Feat - Extra Arcana (Slumber)
8 M7 Knowledge Pool, Medium Armor, +1 WIS
9 M8 Improved Spell Combat, Feat - Enforcer
10 M9 Greater Spell Combat, Arcana - Hasted Assault
11 M10 Fighter Training, Feat - Extra Arcana (Misfortune)
12 M11 Spell Recall, Bonus Feat - Multiattack (Or combat reflexes), +1 CHA

Main spells: Brand, Shocking Grasp, Frostbite, Fireball, Monstrous Physique

From the Sorc dip, I get +30ft darkvision, light sensitivity (?), Alertness, +4 initiative, +1 caster level for evocation spells, +1 damage/die, and I can change any of my energy spell to cold, a really low level familiar who will probably spend most of his time as a tattoo.

I'll pick up one (or two) Lesser rods of Rime and entangle at least once every fight. I'll hold on to it with my tail. With Sickened frostbite, I can potentially leave opponents Sickened, Fatigued, Entangled, and Shaken. I should be able to make all my Weapon attacks + hair and bite, or if I use monstrous physique I can pick up a lot more (multiattack makes them all at Full BAB -2). Between Shocking Grasp and an agile, keen rapier, my damage should be reasonable while Rime ensures good crowd control and debuffing.

But I have some questions

Regarding PFS legality, is multiattack legal? Can I use Crossblooded and Tattooed archetypes together? Is there anything else I've done wrong?

Can Monkey Familiars use wands (with reasonable success)? Either way, if my familiar is carrying something and it turns back into a tattoo, does the thing it's carrying go with it? Is there a way to my familiar to carry my stuff for me (that is, can I give it a handy haversack and/or muleback cords). Do I keep alertness when my familiar is in tattoo form?

What would be good gear recommendations? Obviously my stat gear is Int then Dex, but is there any thing else? Robe of Runes looked good but I don't know if I can afford that by level 12 (with everything else I need).

If I have darkvision before I get the orc bloodline, do I still get light sensitivity?

Someone posted this in a thread a long time ago but never really got an answer. Since Prehensile Hair uses Int for str checks, my medium/heavy load is quite high. Could I use it to carry my party while flying?

How many glaring weaknesses does this have? I know a low str and cha is going to be problematic at times (I'm thinking of adventuring naked until I get my handy haversack to avoid encumberance) but am I underestimating it?

Any other suggestions?


My search fu has failed me.

Is there a consolidated reference guide for all feats/traits/class abilities/etc that allow stat substitution (e.g. weapon finesse, agile, Sage(Sorcerer archetype that subs Int for Cha), etc) or allows you to add one stat to abilities and skills of another (e.g. Inquisitor's cunning initiative adds Wis to Init, or Kensei(Magus) adds Int to AC)?

That was a bit of a long winded question, but I hope it was clear.

Edit: Ooh, if there isn't a guide, can you list the ones you can think of off the top of your head?