Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.
So the this allows you to use not use the natural attacks with style feats, monk unarmed strike damage with the natural attack and many this more .... it's not only for flurry of blows...brawling armor alters unarmed strikes so with this feat it alters the natural attack too...
Ah-haaaa! Very nice.
Breiti wrote:
Warpriest Sacred Weapon reads:
"...Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level ..." Its an allways on ability that alters the damage dice for example the natural attack dice from the tengu claws increase from 1d3 -> 1d6 if a warpriest has weapon focus (claws)
Breiti
Yes, I was aware of that, I was specifically referencing some discussion of the use of Sacred Weapon to gain a magic attack bonus. That seems to be limited to level/day rounds. Sorry I was not more clear.
This thread is only 2 weeks old so I hope this isn't necro:
Several of you list brawling armor, but doesn't brawling armor explicitly not apply to natural weapons like claws/beak? I'm confused as to how this is useful...Or is it only applying to the kick for your multi-attack types?
Thanks,
EDIT:
Actually, the more I look at the specifics of some recommendations here, the more confused I am at what is put forward.
Iemeres points out that Sacred Weapon only works on weapons which you have Weapon Focus for, and you only get 1 free Weapon Focus as a Warpriest. Iemeres also points out that it takes several Swift actions to cover all of a Tengu's natural weapons with the 4th level Divine Power capability...But the real knock here is that a Warpriest can only use Sacred Weapon for a number of rounds/day equal to their level. You really don't want to divide that between multiple weapons.
I am puzzled whether this is imbuing the weapon with a specific bonus called "Divine Power" or actually the spell "Divine Power," but I bet it is the former, because the latter would be quite out of reach for a 4th-level caster, and not only adds +1 to hit, but also various other strength benefits. Also, the spell in question is cast on individuals, not weapons, and would affect all of their attacks...So I really think it must be read as a specific bonus (not the spell, despite the SRD having a link to the spell). This means that there's significant diminishing returns as far as rounds of use/weapons imbued, because each weapon ticks off the daily uses of Sacred Weapon separately; two weapons imbued with Sacred Weapon's 4th level "divine power" use up two rounds worth of "divine power" every round of use, three weapons use three, and so on.
It isn't clear to me how a first level tengu Warpriest who picks up Feral Combat Training with their 1st level feat can flurry. Maybe a Warpriest who multiclassed into Monk after 1st level?
Shriga disentangles herself from Whosi and stands up, hopping once more to her prior perch and squinting into the storm in the direction the ship is going.
Splurg and Buz do catch her eye, however, and the not-THE-priestess makes grabby hands at the rum bottle.
The Long Shanks has fallen back against the railing, with goblins (well, at least one goblin!) and a cat hanging off of him! And here comes the tribe, too. That'll do for DOOOOOM from Shriga's perspective.
Now of course the trick is to be there early while there's still fingers to nibble.
BLEEEEEEEEEEEEE!!!!!
Shriga leaps off the bloated corpse and charges right at the Mad Captain, sickle lifted high for a swipe at his leg.
The lanky form of Shriga clambers over the rail, pirouettes off-balance past one corpse and hops up onto the belly of another that is particularly bloated (and was probably particularly well-fed before that).
Atop this domed perch she pulls herself up to her full meter's height, red eyes nearly on a level with the pirate's own, comes up on tiptoe for that extra two inches to meet his cyclopean gaze, and cackles delightedly. "Shorrtshanks!"
The not-THE-Priestess runs her purple-black tongue along her spiny teeth and stretches, raising her clawed hands on high as if to scratch at the ship's tattered rigging, dragging the half-rotted gull's wings up along with them. She postures against the storm and as the rest of the tribe -- a sea of grinning, gnashing teeth and red eyes -- starts pulling itself up onto deck behind the more aggressive goblins, Shriga caterwauls loudly with the wind.
And casts DOOOOOM!!! Okay. Maybe it's just "Doom". But seriously, as far as SHE is concerned, it's DOOOOOM!!!
"Laaaaaady Lastbreath tell'n me bout-chooooo!
Storm's brung'all us such'n a TREAT.
Knowin' hows much'n we needs to EAT.
And yeeeeou...
This sounds like it's going to be a bit more for the experienced pathfinder. I'll sit on the sidelines, and get back to reading the core rules.
Could be wrong but I think there's still a slot open (Only GM knows for sure). Lots of people have expressed interest, but most have not submitted characters.
What Pixel said above is truth. Gotta get your feet wet somewhere. This is bound to be foolish and silly and nobody is going to take it seriously...They're goblins, they're expected to die stupidly and do ridiculous things. My chief worry is gonna be suppressing the serious problem-solver in my head.
So if you've GOT a character concept, spill it. Lots of people have said they're interested, but few have actually submitted characters. Having read either Goblins of Golarion or We Be Goblins should put you in good stead for character generation here. :)
And you know, if this does fill up, there's enough activity that it would not surprise me if a second GM falls out of the sky to scoop up the folks who don't end up in the first batch.
But really, get involved and get playing. It's the most fun way possible to learn.
Whosi probably needs to redo skills for pathfinder; for AD&D; all those are class skills for a wilderness rogue except for knowledge: Architecture and Enginering.
There is a Rogue Archetype called 'Trapsmith' in the APG, but it hasn't got the Architecture or Engineering skills. Perhaps our benefactor will let you swap 'Knowledge (Dungeoneering)' for 'Knowledge (Architecture)' or 'Knowledge (Engineering)' or some such like?
There's a suggested 'Tinker' with the traits 'Improvisational Equipment' and 'Master Craftsman' somewhere around here with a skill list like that.
From most of what I am seeing, depended on how wedded you are to the idea, you might just be better off picking a class that matches the effects you want and describing your spells/feats as clockwork/technomagic. Sorry.
There seems to be some steampunky/clockworky stuff in the Rhune Pathfinder supplement but I haven't got it, so I don't know beyond the illos online...
For the most part, Shriga has spent the evening contentedly mumbling to herself and observing the deliciously violent storm. When the wooden wall smears Chief Krokk into the sand, she takes several seconds to react.
Shriga's head tilts to the left as she eyes this new development. The heavy weight of the fetish strapped to her scalp drags her a few steps that direction. She compensates by cocking her head to the right to get a better view, with predictable results. Finally, one finger goes out to touch the red smear on the ship's keel, which Shriga studies, cross-eyed.
The mumbling stops.
"Blee?"
Shriga takes stock of what's going on! Lots of fresh meat on the beach tonight! And then there's the one flailing away at Buz while the other goblin does weird things with his bizarre smoke-pole.
(Initiative!)
1d20 + 1 ⇒ (18) + 1 = 19
The not-The-Priestess's eyes light up, she throws up her bony arms in a flailing display of fish-hooks and decaying gull-wings and pronounces STORMY JUDGEMENT.
"BLEEEEEE!"
(Surge (p.94 of APG), cast as Bull Rush, attempting to knock the Longshanks away!)
Magic:
Domains: Evil (Touch of Evil: Sickened creatures count as 'Good' for purposes of spell descriptors for (1/2 cleric lvl min. 1) rds, 3+2/day), Oceans (Surge: Make CMB check against target using Lvl+Wis Bonus instead of normal CMB to pull/push creature as if using Bull Rush or Drag maneuver, 3+2/day)
Orisons: Detect Poison, Guidance, Virtue
1st Level: Cause Fear, Doom, Protection from Good (D)
Statistics:
Str 8, Dex 13, Con 10, Int 12, Wis 15, Cha 13
BAB 0, CMB -2, CMD 9
Feats: Channel Smite
Traits: Big Ears, Flounderer
Skills: Profession: Sailor +6, Heal +6, Craft: Ships (rafts!) +5
Combat Gear: Small Leather Armor, Cobbled Small Lt. Wooden Shield (Platter), 6 Darts, Cobbled Sickle, Cobbled Small Barbed Vest
Other Gear: Artisan's Tools (shipbuilding, crude), Tribal Fetish (Hunk of dead, pitted coral that looks something like a large seagull skull, Shriga tends to ornament it with seaweed tassels and bits of colorful shell and strap it atop her head), Jar of Pickled Eels, Ball of bits of String, Twine and Yarn, Bag of Bits of Sea-Polished Glass and Slippery Rocks, One Dead Seagull (usually replaced when she gets hungry) with a Crude Noose Around its Neck (worn on back, wings out), Spare Fish, a Bedraggled ex-Halfling Ball Gown (Originally Hot Pink), Various Fish Bones (Many Sharpened), Rather a Lot of Seaweed, Pet Crab ("Cuddles"), Assorted Tide Pool Slime
Background
Spoiler:
Shriga was born into the Gullchoker tribe and earned her name well prior to being uncaged for her incessant attempts to mimic gull calls. On a good day, this performance actually brought food on the wing. On a bad day, it didn't make anyone's headaches any more bearable. She is more skilled than most goblins of the tribe when it comes to the art of salvaging Things That Float and assembling them into Still Larger Things That Float, at times even taking raftbuilding and ship-repair to a level that could even be considered craft. Her other hobbies appear to involve faceplanting in tidepools and licking semi-toxic marine life. When she fell off a raft one evening, the more ingrogulated locals deemed it a relief. Unfortunately, a few days later as the tribe was engaged in breaming a larger captured hull, she flopped out of the shallows with a wide-eyed glassy look, a face full of urchin spines, and an almost inarticulate announcement that she had Spoken To Lady Lastbreath. Subjected to several days of alternately breathing dried stonefish smoke and attempts by the existing priestess to drown her, Shriga finally was reluctantly admitted as an apprentice. That incident occurred over a year ago, and at the last Spring tide, the priestess booted her out again, having announced to all and sundry that she'd taught Shriga 'as much as she needed to know' while grudgingly admitting that Shriga was 'a priestess' but certainly not 'The Priestess' and that anything else was 'between her and the goddess'. Shriga has spent a fair amount of time engaged in her disconcerting pastime of lying face-down in tidepools since then, a habit made even more disturbing since now she seems to be able to do it for extensive periods of time. When not apparently drowning inland, she is often seen wandering about with various bits of salvaged flotsam, small buckets with captured toxic sea creatures, and either glaring or looking with hungry cunning in the direction of The Priestess's raft.
Description:
Spoiler:
Voted most-likely in her litter to be mistaken for flotsam. Stormy-ocean dark grey-green hide, three foot two, many well-honed teeth, lean and bony, with charmingly scarlet enormous bulging eyes and...Is that hair or seaweed trailing down her scalp and back? Yes to both! She tends to be rather damp. Also slimy. Wears what was once a stunning halfling ball-gown. Now the only thing stunning about it is its color, which is a synapse-searing hot neon pink with undertones of scarlet where the sun hasn't yet bleached it. Over the gown she wears a sort of open long (on her) jack-coat of soggy leather, patched with kelp and turtle-skin and covered with tangled netting and old rusty fish-hooks. Many, many old rusty fish-hooks of various sizes. If it isn't propped up reverently on a post, a boulder or the remnants of a barrel, she will have a hunk of heavy coral which looks like a large bird-skull tied atop her head (not in the 'cool fantasy' I am wearing a skull way but in the 'I am ludicrously skinny and have a big rock on my head' way). Said hunk of coral is similarly decorated with seaweed and shiny shells. Usually has a dead gull on her back, partly making use of the available fish-hooks there and partly tied with twine, dismembered just enough at the joints to let the wings flap around when she is waving her arms excitedly. The gull is wearing a reasonably well-tied noose. She carries a freakishly hook-curved length of sharpened, ocean-patinaed jagged metal attached to a stick, and has what served in better years as someone's wooden trencher strapped to one arm. Has two alternating settings: mumbling, or shrieking at the top of her lungs. Also one factory default setting: face down in a tide-pool with her ears occasionally giving spasmodic twitches.
Shriga's Awfully Pompous Priestess Song
Spoiler:
(Alternately near-whispered and shrieked, to no perceivable rhythm or tune)
Clever, cunning quick,
She teaches us every trick.
All slippery and slick
Fun toxic things to lick!
From Laaaaaaaaaaady Lastbreath!
All that we could wish:
Drowning in anguish,
Wood, dead things and fish
All make a tasty dish
From Laaaaaaaaaaady Lastbreath!
Drown-dead gulls and drown-dead men
Things to fix and use again!
(Shriga doesn't have to rhyme.)
Shriiiiiiiiiiiiiiiiiiiiiga!
Calls Laaaaaaaaaaady Lastbreath!
The minimum starting gold is to reflect the fact that you're all starving goblin members of a failing tribe that has been hounded by enemies on all sides. You're not bright eyed heroes out to conquer the world. Lose everything down to the minimum. Don't worry, treasure will flow.
Also: everything used in the build must be Paizo-made. No Unearthed Arcana, no third party stuff. I've had bad experiences with both.
Gotcha. Dropping all the stuff, getting a padded armor (5 gp) instead. I'm not using any 3rd party stuff as far as I can see.
What do you think of my character? Do you have any suggestions to make?
You can get stuff for 3/4 the cost if it is 'cobbled together'. This means that it weighs double what it should and it breaks on a natural roll of a 1.
Which just adds wonderfully to the image of gobs running around with tied-together weapons too large for them that are as liable to damage the wielder as the target, IMHO. :)
That's a rule from the Goblins of Golarion Companion, btw, so totally legal here (I made a LOT of use of it!)