Abominable Snowmen

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I'm trying to create a ranged character that makes custom bows (i.e. arm-mounted arrow-launchers) and fires a single powerful arrow from them each round in combat. He would be either an Android (from inner sea bestiary) or a Human.

I think my only options to accomplish this are:

1. Fighter /w Vital Strike chain (as far as I can tell this is extremely sub-par compared to a Manyshot build), possibly with a level of Wizard or Sorcerer into Arcane Archer.
1d8*Number of Attacks + Deadly Aim, Weapon Training, Weapon Spec, etc.

2. Myrmidarch Magus using Ranged Spellstrike using Snowball/Reach Shocking Grasp, limited by spells per day (acquired at level 4).
1d8 + between 4d6 and 15d6 (empowered / intensified)

3. Grenadier Alchemist using Explosive Missile and ideally Targeted Bomb Admixture (acquired at level 4). Limited by Bombs per day, but can use alchemical splash weapons in a pinch for backup or against weaker enemies.
1d8 + between 2d6 and 10d6 + INT with a bomb
1d8 + between 2d6 and 10d6 + 2*INT with Targeted Bomb Admixture
1d8 + 1d6 + INT with Alchemical Fire

Any of these could benefit from Kirin Strike (+2*INT damage to an attack as a swift action if you have identified the target using Kirin Style) but that isn't until level 9 and takes 3 feats, or it takes a 2 level MoMS monk dip, holding back spell progression for magus or holding back bomb progression for the alchemist.

I think the fighter Crossbowman archetype might be useful here, but I'm not sure what the intent is when every feature says "when a crossbowman attacks with a crossbow as a readied action" ?? Can I ready an action to attack a certain enemy as soon as my turn ends? x.X

Which of these do you think is most viable? Or, does anyone have any recommendations for how to do this besides what I have found so far?

Note: I'm not wanting a stealthy character, so I'd prefer to not have the solution involve sneak attack (not that ranged sneak attacks are particularly viable).


If you were to use a Double Crossbow with the Explosive Missile alchemist discovery, could you shoot both bolts at once? You would have to load one bolt separately, but when you make the attack from the Explosive Missile standard action can you fire both? I'm not saying to fire 2 bombs, but to fire a regular bolt alongside an explosive one.

The actions would be to load one bolt as a move action, then use your standard for Explosive Missile to load a infused bolt and fire it. If you have to move then you can still fire a single infused bolt.

Explosive Missile:
Benefit: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.

Double Crossbow:
Benefit: Make one attack roll. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bolt.

Drawback: Due to its size and weight, you take a –4 penalty on your attack roll if you’re proficient with it, or –8 if you’re not.

Load: Loading one bolt is a standard action; the Rapid Reload feat reduces this to a move action. Crossbow Mastery allows you to reload both bolts as a single move action.


So, I read that the designer of Improved Two-Weapon Feint intended for Two-Weapon Feint to be a prerequisite, but until you get iterative attacks at level 8 Improved Feint is strictly better than Two-Weapon Feint (Either a full attack with a feint and one attack at -2, or a move for a feint and then an attack with no penalty). In the interest of being effective until level 8, what do you guys think about taking Improved Feint at a lower level, then taking Two-Weapon Feint at level 7 and Greater Feint at level 8 using Combat Trick?

This gives the benefit of Improved Two-Weapon Feint, plus gives more group synergy since the feint applies to their attacks as well for that round. It costs one feat more but it's also more effective at lower levels. The only other downside is having to take a feat at level 7 that isn't useful until the next level.


Just what the subject says.. Thinking about making a bombing-focused alchemist and I'm trying to pick what race would be best, since it makes a very big difference for this build. I'm going for damage primarily and battlefield control as just a bonus on the side.

Overview of the races:
Goblins get the Fire Bomber archetype, which gives +1 damage per die of fire damage the bomb deals. They get access to Scrap Bomb, which changes the bomb damage to piercing and inflicts 1 bleed damage per die of bomb damage (reflex save prevents bleed). Finally, they can get the feat Flame Heart, which increases their effective alchemist level for bomb progression by 1 level (gets each extra 1d6 of damage a level earlier). The Fire Bomber archetype is also compatible with the mindchemist archetype, to save a discovery.
For their ability scores, +4 Dex adds to your to-hit chance, which is useful at earlier levels but isn't as important after a few since Touch AC doesn't tend to increase very much. -2 STR and -2 CHA aren't important for this build.

Tieflings, on the other hand, can pick either Grenadier or Mindchemist archetypes to increase bomb effectiveness, but not both. +2 DEX and +2 INT are the best abilities for a bomb build, and the favored class bonus is +1/2 bomb damage per level. Alternate racial traits can give prehensile tail, which is pretty useful for using potions and attacking with alchemical fire or splash when not bombing. Fiendish Heritage trait at level 1 can give +2 INT extra if your DM lets you use it / pick your bonus... not sure if mine would be down with that or not.

Half-Orcs are comparable similarly to Tiefling but only get one of the ability bonuses (INT probably) and don't get a tail.

Gnomes are worth mentioning for Pyromaniac alternate racial trait giving +1 effective level of bombs and +1/2 bomb use per day for a favored class bonus.

TLDR; Which race would you say is the best choice? Goblins seem to have the most options to increase damage, but seem less versatile and it takes more investment of feats and discoveries to take all the bonuses they can get.


Pretty simple question but I can't figure out exactly what is supposed to happen.

Alchemist fire damages a target, enemies in a splash radius, and for a second round damages the target.

The alchemist Throw Anything class feature allows you to add your int bonus "to damage done with Throw Splash Weapon, including the splash damage if any."

Now, I know the int bonus applies to the main target and the splash damage in the first round when you throw the alchemist fire, but does it apply to the second round burn on the main target?


I guess I'm just wondering what everyone thinks of this archetype and any suggestions anyone might have for how to build one well. I've been wanting to play a monk-like unarmed character who is feral and runs around with a lion and this seems like the closest I can pull off until Animal Archive comes out in December I guess. It seems like this archetype aims to make an unarmed melee druid possible, but I can't see it being effective in that role, 3/4 BAB and nothing added to make it more viable. Wild Shape gone makes melee even less viable for this archetype if anything...

The concept is exactly what I've been wanting, but it seems like the only effective build would be to just focus on casting and be a druid who doesn't shapeshift, can't get domains and can't read. But you can punch stuff hard if things get dire. Am I missing anything here? I know full-spellcaster is still a great thing for a class, it's just not what I would've hoped for from this theme and it just seems categorically worse than a regular druid.


I've been spending a ton of time trying to figure out the best way to implement this. 1 level druid with 4 levels cavalier and horse master feat into monk? This delays the Monk so long it's not what I want to do.

Honestly I can't think of any other options that allow me to be taking mostly Monk levels. Boon companion only gives +4 levels so besides a 1 level druid dip it only works until level 5. Eldritch Heritage doesn't work with wildblooded sorcerer bloodlines or I could've taken that with Sylvan bloodline.. Are there any options I'm not considering? I could take Leadership and take an awakened animal as my cohort if my DM lets me, but that isn't available until level 7 -.-


Animal Companion Rules wrote:
This lists the animal's total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal.

What is "as normal"? The only point of comparison I can find is what is normal for eidolons (which seem to follow the same progression, besides evolutions and maximum attacks):

Eidolon Rules wrote:
This lists the eidolon’s total skill ranks. An eidolon can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Eidolons with Intelligence scores above the base value modify these totals as normal (an eidolon receives a number of skill ranks equal to 6 + its Intelligence modifier per HD).

I'm thinking about making a character with an intelligent animal companion for RP purposes mostly (Human Eye for Talent into intelligence, druid and 1 level dip into oracle with Bonded Mount nature mystery for 6 base int). It'd be at 8 intelligence at level 1 or 2, and 10 intelligence by level 8. Was just wondering exactly how many skills the animal would end up with.


How do these two abilities interact?

Bardic Knowledge wrote:
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Superficial Knowledge wrote:
A master spy gives the appearance of knowing more than she actually does. Starting at 3rd level, she can make untrained Knowledge and Profession checks pertaining to her cover or assumed identity as if she were trained and gains a bonus equal to half her level on these checks. For example, a master spy masquerading as a noblewoman can make untrained Knowledge (history) checks about the kingdom and Knowledge (nobility) checks about its noble and royal families as if she were trained, but she cannot make untrained Knowledge (nature) skill checks to identify herbs.


Feral Combat Training wrote:
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.

I'm specifically looking at "effects that augment an unarmed strike." The monk class bumps up the damage dice of unarmed attacks every 4 levels, can deliver stunning blows via unarmed attacks, and "There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes."

Does this feat allow a monk to use all his natural attacks at full BAB plus full strength in combination with unarmed attacks?

Furthermore, "A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons." Does this make the relevant natural attack count as a manufactured weapon for the purpose of spells? This seems like it's an insanely powerful feat in combination with synthesist or even just a 2 level Ranger dip O.o


Dragon Style says:
"Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round."

Dragon Ferocity says:
"While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus."

Agile Weapon Property (applied via Amulet of Mighty Fists) says:
"Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons."

Do you determine the strength bonus from the feats before the entirety of the bonus is changed to DEX by agile? Do you get 1.5x Dex on the first strike plus .5x STR on all strikes? Or, is Dragon Style completely incompatible with Agile Weapon and you can either choose 1xDEX on the first strike OR 1.5xSTR and gain .5xSTR across the board regardless?


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I've been reading a lot about Eldritch Heritage and the Sylvan bloodline and every other way to get an animal companion I could find; I want to make a rogue with an animal companion >.>

Anyway, from what I'm reading the general consensus seems to be that you can't use Eldritch Heritage for Sylvan since it's level 1 power also counts as it's arcana, and you don't get the arcana from the feat. (Note, I haven't found any dev responses; it says it "replaces" the power but "counts" as the arcana, the difference and how this would interact with Eldritch Heritage isn't entirely clear). Furthermore, there is nothing that indicates you can take Wildblooded archetype bloodlines with Eldritch Heritage.

I'm thinking I might try to convince my DM to let me take Eldritch Heritage with the Sylvan bloodline if I take a 1 level dip into sorcerer to get that bloodline anyway (and it's arcana), simply using Eldritch Heritage to allow the bloodline power (animal companion) to continue to gain strength as I level up as a rogue. This might bypass the issue of gaining an arcana from a feat, since I'll already have the arcana.

So, is this a legitimate way to work using Eldritch Heritage to gain an animal companion that grows with my total level (-5) rather than any particular class level? Or, more generally: How does Eldritch Heritage interact on a character who already has the same bloodline chosen from normal sorcerer levels?

Edit: People have answered the final question above, it is answered very clearly in the Eldritch Heritage feat. However, the exact rules on how Wildblooded bloodlines, Eldritch Heritage, and Sylvan Bloodline in particular interact are still unclear. Just thought I'd update the original post to reflect what has and hasn't been answered.