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Mirror Universe Reiko, Assassin Aspirant:

Mirror Universe Iconic Reiko CR 3
XP 1200
Female Human (Tian-Min) Brawler (Snakebite Striker) 1 / Ninja 3
NE Medium humanoid (human)
Init +4; Senses Perception +8

----- Defense -----
AC 15, touch 14, flat-footed 11 (+1 Armor, +4 Dexterity)
hp 32 (1d10+3d8+7)
Fort +4, Ref +9, Will +2

----- Offense -----
Speed 30 ft.
Melee +1 wakizashi +8 (1d6+1/18-20) or
cestus +7 (1d4/19-20) or
kunai +7 (1d4) or
kusarigama +3 (1d3) or
unarmed strike +7 (1d6)
Ranged shuriken +7 (1d2)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +3d6

----- Tactics -----
Before Combat Reiko hides and studies her prey prior to combat, using her disguising abilities to study the target closely. After learning her foes weaknesses she will apply an appropriate poison and/or drink her defensive potions of mage armor and protection from good if she has determined it will help her kill or disable an opponent quickly. Reiko tries to ambush her foes from stealth or invisibility.

During Combat Reiko maneuvers herself to make use of her sneak attacks, either feinting an opponent within 5 feet or using allies to flank. Reiko excels at fighting in a defensive stance, and always uses Combat Expertise. She tries to single out enemies that seem to have weak a fortitude, such as spell casters, first to make her poisons have maximum effect. If cornered, Reiko will use vanishing trick and her acrobatics skill to escape.

Morale Reiko knows that a quick success means less chance of discovery. Reiko will attempt to kill foes quickly but does not hesitate to use her last vanishing trick to escape if she feels that the battle will result in her capture or if faced with an unwinnable situation.

----- Statistics -----
Str 10, Dex 19, Con 13, Int 10, Wis 12, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Combat Expertise, Improved Feint, Improved Unarmed Strike, Weapon Finesse*
Skills Acrobatics +11, Bluff +9, Climb +4, Disable Device +12, Disguise +20, Escape Artist +11, Perception +8, Sense Motive +6, Sleight of Hand +8, Stealth +11, Swim +4, Use Magic Device +6;
Traits amoral mercenary, threatening defender
Languages Common, Minkaian, Tien
SQ brawler's cunning, ki pool (3 points), martial training, ninja trick (vanishing trick), no trace +1, poison use
Combat Gear potion of cure light wounds (3), potion of darkvision, potion of mage armor (2), potion of pass without trace, potion of protection from good, potion of spider climb, alchemist's fire, bloodroot, blue whinnis, caltrops, drow poison, flash powder, impact foam, smelling salts, smoke pellet, tanglefoot bag, vermin repellent; Other Gear haramaki, +1 wakizashi, cestus, kunai, kusarigama, shuriken (10), hat of disguise*, sleeves of many garments, belt pouch, grappling hook, masterwork backpack, masterwork thieves' tools*, powder, silk rope (50 ft.), soap, tindertwig, wrist sheath, spring loaded, 26 gp, 9 sp, 8 cp
* The effects of this ability are already included in Reiko’s stats.
----- Special Abilities -----
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Expertise (-0/+1) Bonus to AC in exchange for an equal penalty to attack.
Improved Feint Reiko can make a Bluff check to feint in combat as a move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (3/day) (Su) Reiko have a ki pool equal to 1/2 her ninja level + her Charisma modifier.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-requisites and effects.
No Trace (+1) (Ex) Survival DCs to track Reiko are at +1, she also gains +1 to Stealth when she is stationary and not acting.
Poison Use Reiko does not risk poisoning herself accidentally while poisoning a weapon.
Sneak Attack (+3d6) Her attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks her target. Should Reiko score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Vanishing Trick (Su) As a swift action, Reiko can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Backstory (Adapted from PFS Pregenerated Character Sheet):

Reiko’s mother had no wish for her only daughter to follow the path of a ninja, but Reiko was pulled into it after their home was overrun. Her mother was brutally murdered before her and she was taken by a clan of bandits. After surviving for several torturous years in servitude she witnessed the bandits mercilessly slaughtered by ninja after the bandit leader had begun demanding tribute from the local area and disrupting trade. Driven by the fear of the possibility of becoming a victim again, Reiko has devoted herself to learning the killing arts that she saw that night. By using the ways of subtlety and disguise, she has set her eyes on becoming the most accomplished assassin in the Inner Sea.


Advanced Class Guide: Brawler (class); Snakebite Striker (archetype)
Ultimate Combat: Ninja (class); Vanishing Trick (special ability); Haramaki (armor); Kusarigama (weapon); Wakizashi (weapon)
Ultimate Equipment: Powder (equipment); Masterwork Backpack (equipment); Flash Powder (equipment); Smelling Salts (equipment); Vermin Repellent (equipment); Impact Foam (equipment); Sleeves of Many Garments (equipment/magic item)
Adventurer's Armory: Smoke Pellet (equipment); Spring Loaded Wrist Sheath (equipment)
Cheliax, Empire of Devils: Threatening Defender (trait)
Hell's Vengeance: Amoral Mercenary (trait)
Dragon Empires Gezetteer: Tian-Min (Ethnicity); Tien (Language); Minkaian (Language)
Ranged Tactics Toolbox: Kunai (weapon/equipment)


Riffle Scroll of Daylight (500 gp) Inner Sea Magic - Like an Oil of Daylight, but 250 gp cheaper for anyone with it on their spell list, plus it works in an area of silence.


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Jason Avery wrote:
Kristjan Justesen wrote:
Very interesting, I might have to find a group for my Venture-Captain Holy Vindicator. ** spoiler omitted **
That's not entirely true K-Ris. Mickey never signed a contract with any devil or demon. :P

True, Mickey's caravan visiting once in a while to his hidden Lodge in Dalun is probably the only friendly face he sees while trying to search for a way to deal with Fey's End and prevent the twisting of the Fey who raised him.


Very interesting, I might have to find a group for my Venture-Captain Holy Vindicator.

high level module spoiler:
His last group all signed contracts with devils and are now dead to him.

Why a 13 point buy on the pregenerated human spell-casting villains (cleric, inquisitor) when the non-humans and human fighter got 15 point buys? (I was assuming their floating +2 to a stat was put in their highest stat when checking the point buys).

I was wondering if the items in the subject order will be shipped with my January subscription. The order has been pending and the items not in my sidecart since the order was submitted.

Eastern Weapons - Ultimate Combat
The page for Eastern Armor on the Ultimate Combat section correctly has the updated prices from the errata/newest printing.

Armor & Shields Table - Ultimate Equipment
This page has the old prices for Eastern Armors.

I know that Ultimate Equipment doesn't have an errata or a more recent printing, but having the same equipment listed at different prices is strange, especially since most people will check the Ultimate Equipment book/pages prior to doing a search that would show the Ultimate Combat results.

This is a neat concept, I already had theory crafted up a thrower that throws weapons (I was thinking of throwing javelins, Greataxes, or something similar, but throwing enemies sounds so much more fun).

Standard ranged feats will help (point-blank, precise, deadly aim)

Two-handed thrower and quick draw could help you throw the people you have grappled (brawler two weapon fighting to grapple and then throw? seems fun)

Charging hurler - really unload your enemy into his bro

Perfect Style (Unfolding Wind) & Unfolding Wind Strike (get a ki pool and then double your range increment of thrown weapons, maybe you can make the people you are throwing returning or seeking with the use of ki? probably will need a laid back GM to make the returning work, but would be hilarious the first time you do it)

Just as a note, I did not read any of the prior posts in this tread, only the thread title.

Yes you are being a dick, no the paladin should not fall.

(Unless the paladin lit an orphanage on fire or signed away his free will for wishes to a devil on a contract he was allowed to read prior to his signing and ignored the warning by his Phylactery of Faithfulness that you gave him after the 1st 'boss' encounter at 1st level, or similar unambiguously heinous and not considerable marginally evil act, then yes you can make him fall, but at that point the paladin already made the conscious decision to and wanted to fall)

Amanda Plageman wrote:


Seven minis this time. I have hope then, since Occult Adventures has 7 Iconics (including the Phantom). Dare I hope that Set VII will be all Occult???? <crossing fingers>

There are multiple smalls in the Occult Iconics (Yoon, Meligaster) so it might be possible if WizKids makes enough money on set 6.

Secret Wizard wrote:

Debuffing Sensei:

S10 D12 C13 I12 W18+2 CH7

Quain Martial Artist, Honored Fist of the Society

1. Weapon Focus (Unarmed), Lingering Performance, Improved Grapple

3. Mantis Style

5. Crushing Blow

7. Mantis Wisdom

9. Mantis Torment

11. Dimensional Agility

13. Touch of Serenity

Sprinkle with Qingqong powers to taste. Use Mystic Wisdom to share tons of powers and boosts. You could theoretically share True Strike with it.

Your main role: teleport right next to the priority target, Stunning Fist his ass to oblivion. DC is going to be pretty damn high.

If Ability Focus is allowed as a feat, don't doubt in taking it.

Crushing Blow is good to enemies that would be immune to stunning and such, and it makes the enemy lose a phat chunk of AC.

Once you get Touch of Serenity, you can lock down high Fort or Fort-immune enemies such as Undead.

And on top of that, you are basically a Bard in terms of performances.

How do you get Weapon Focus at level 1? Monks have a 0 BAB at level 1. If you mean an Unchained Monk, archetypes aren't legal for PFS.


Chris Mortika wrote:

Two reminders:

1) The Grand Lodge Scriptorium uses slave labor to pen the Pathfinder Chronicles. (Indeed, we remove the tongues of the people we purchase on the slave blocks and then we place them under a life-long gaes to copy any printed material set before them.) So long as your PC is a Pathfinder, and he hasn't freed the Society's own slaves back there, you shouldn't get your knickers in too much of a twist.

WHAT? WHY? When this 0 level spell exists (WHICH IS FROM THE SAME BOOK /mindboggle):

Seekers of Secrets pg. 17 wrote:

Scrivener's Chant

School: transmutation
Level: arcanist 0, bard 0, cleric/oracle 0, skald 0, sorcerer/wizard 0, warpriest 0

Casting Time: 1 standard action
Components: V, S, M (fine sand and a vial of ink)
Range: 5 ft.
Target: one or more written objects
Duration: concentration, up to 1 minute/level
Saving Throw: Will (harmless, object)
Spell Resistance: yes (object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.

This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.

I really don't see why the Decemvirate hasn't just made a printing press with this spell in it and permanency to make some sort of magical copying machine. It would have to save them time and money.

Back on topic:
I have had played at a few tables with people playing Chelaxian slave owners, my Andoran musket master decided to just always coup de grace the enemy combatants because that PC made it known to the party that any live subdued enemies would be made into slaves. Plus my PC is a crazy vigilante (who is still trying to figure out how to free that PCs slaves).

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While I like the cover, he rolled an 18 (the side parallel with the table).

Please Cancel the following Subscriptions:
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Why the watermarks?

Any update on this?

I have still yet to get my Dungeons Deep case. I got the Gargantuan Red Dragon, and the Adventure Path #94, but the UPS tracking number I was given for the case still shows as not yet shipped.

So, is there a FAQ planned to explain which existing archetypes are compatible with the unchained classes?

If no, will there be any player companions that add archetypes or convert existing archetypes to the unchained classes (similar to occult origins, advanced class origins, etc.)?


Seeing as:
It is the year of the serpent
There are a lot of kobolds that live under Absalom
The Society has recruited or befriended some of the clans before

I wouldn't be surprised to see, and would like it if Kobolds become playable (Draconic Kobold Bloodrager is what I would play).

Gray Warden, you have a well written thread here and I hope that it receives a FAQ or at least an answer in thread.

I have a PFS Tiefling Grenadier Alchemist 3, and I apply my alchemical mixtures to arrows or if the enemy has high armor/low touch, but is out of bomb range or I am out of bombs, apply mixtures to dye arrows, no 1d8 damage but is against touch AC at longbow ranges.


Seth Gipson wrote:

1. Master of the Fallen Fortress has pregens for four of the APG characters that were designed to be used in the module. I would imagine (though tbh Im not certain) that those would still be usable for that module.

Yeah you can use them for that module, but they have 15 point buys and are level 1.

The time where the 15 point buy is most disadvantageous is at level 1.

I played as the oracle the one time I used a pregen of the two times I have played it and realized late that she has an 8 con and would go unconscious (and probably die from bleeding out) after tripping on a rock.

That being said, I would love to see all of the APG classes as pregens because not enough people play cavaliers or inquisitors, and almost every oracle I see is of the life mystery.

Seeing Balazar and Padrig as an unchained pregen and maybe getting people to try out different classes would be really awesome.

You get a great feeling when a new player describes what they want their character to be/do and you hand them a pregen to try out for their first or second game and they are excited after the game because the core of the class is exactly what they wanted and they can fine tune the parts they want to change/did not like or understand.


I am interested in this if you are still running your trial.


All of the spaces that I GM or play PFS are shared spaces, so they too have problems with noise. Some days are better than others, but cons are especially bad (sharing a large room with many other games) and I end up shouting for hours on end to make sure my players can understand everything in the scenario. A full bag of cough drops and several bottles of water are standard equipment for myself now.


I'm posting to get in before all the milk is gone from the fridge.

I get why they wanted this to go live as soon as the book was released.

I think most (probably would never be all when removing/limiting options are involved) of the issues would have been avoided if this post went up next Monday or was a special post later this week (Wednesday night or Thursday morning) after the book was on sale to the general public as a pdf at the least.

Order 3458156 has been pending since 4/10/15, and the order states that the payment authorization expires 4/17/15.
Is there something wrong with the order?

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NerdOfTheYear wrote:

As a Tax Officer in real life, I now have a burning desire to build a Accountomancer for a campaign. Suggestions for class/alignment? I'd like to think I'm lawful good, but I know a lot of people would disagree about Accountomancers :P

Also, echoing everyone else: that goblin is super adorbs.

LN or LE Inquisitor of Abadar (Infiltrator Archetype)

Domains: (There seem to be a few that would work)
Conversion Inquisition (Get those deadbeats to be upstanding citizens who always pay their taxes early!)

Heresy Inquisition (Tax Havens?!?! NOT IN MY GOLARION!)

Inevitable (Death & Taxes)

Law (Maybe also pick up Profession: Barrister and go tax lawyer)

Order Inquisition (You always count EVERY LAST COIN)

Recovery Inquisition (Audit & Repossess)

Reformation Inquisition (Root out the corrupt tax collectors who skim off the top!)

I agree, I would add up all the damage and apply the DR as per Clustered Shots. The adamantine bullet would all go through, but the use of normal bullets would negate the usefulness of the adamantine bullet.

If the creature had hardness instead of DR, you would apply the full damage from the adamantine bullet and calculate damage for each normal bullet minus the hardness individually, Clustered Shots doesn't help against hardness, just DR.

The way I see it, the feat allows you to shoot arrows/bullets/bolts in a tight formation to overcome DR, it doesn't let you pull off a robin hood arrow in arrow in arrow every time you shoot.

The player was probably trying to do this to lower the cost of using adamantine bullets or more likely adamantine alchemical cartridges (paper). This is where that player should have paid 50g for an oil of abundant ammunition and not worry about shooting all his money into a robot.

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Are the paladins stealing your milk without asking or something?

ohako wrote:

Lemme see if I have this straight.

Say I've used wild shape to turn into a carnivorous crystal. When I punch a bad guy (or really anybody), my punch damage is the ludicrous 7d8. Now I cast strong jaw on myself, which means I go up 'two sizes' on that pseudopod.

1. 7d8 isn't on the chart, so I find the next highest number of d8s. That's 8d8.
2. Then I turn that into d6s. So 8d6.
3. Then because I'm going 'up two sizes', I go up four ranks on that chart, to 16d6.

a) is that right?

Average damage for the initial crystal fist (fystal?) is 31.5 per hit.
Average damage for the 'strong' attack is 56. K.

b) any chance we're going to be seeing some errata either
1. toning down the cave druid
2. toning down natural attack damage for Medium-sized oozes
3. making an ooze shape spell that the cave druid can use instead of bowdlerized beast shape?

Is it that much of a problem of a level 10 (minimum level to do this) to be able to have a single 16d6 attack each round? Average damage of 56 for a whole round at level 10 seems fairly weak to me, when you could have barbarian/AC/eidolon pounce or arcane blasting/magus doing much more than this in a single round.

Alexander Augunas wrote:
Woodoodoo wrote:
Seems like if I'm going style feats I might as well go MoMS just not sure what alternatives I would choose instead of the monk levels and those feats
The problem is that if you want to go barbarian, you can't go Master of Many Styles because of alignment restrictions.

He plans on bypassing that restriction with taking the adopted trait to get the enlightened warrior aasimar trait which allows you to be a N or NG monk.

Woodoodoo wrote:
Skylancer4 wrote:
Soup wrote:
I'm surprised that no one has brought up the fact that the claws are moot in the build no matter how you get them because claws are Bludgeoning and not Piercing and therefore don't get the Weapon Finesse from Swashbuckler.

It is covered by the rule of creatures being a certain size they get to use Dex instead of Str. It was actually in one of the posts in this thread (I believe it was in the one explaining how the build worked, I'm going to guess you skipped through and didn't read all the posts). It is a blanket rule to not overly penalize small creatures and make them completely useless in battle.

That being said, the only issue with this being PFS legal is the claws, which is why people are discussing it. For it to work as intended, the character needs to find a way to "activate" claws on demand via class ability or an item/ability that grants them that wouldn't be overridden by the polymorph effect.

Wait, what? Can you point that rule out to me Skylancer? I seem to have completely missed it in here. :o

I also would like to know. I had read almost every post prior posting to my comment and just reread the thread now. I was still unable to find what allowed the swashbuckler's special weapon finesse (and thus agile, piranha strike, etc.) to claws. If the feral combat training feat was taken and applied to claws, I could see it work though.

Woodoodoo wrote:
You can take the enlightened warrior aasimar trait through adopted BigNorseWolf! Yay barbarian/monk!

Ah, I didn't see this. An interesting trait.

How are you guys getting the claws to work with the mouser finesse? Claws are Bludgeoning and Slashing and not Piercing and therefore don't get the Weapon Finesse from Swashbuckler.
Also, you can't be a monk and a barbarian, monks must be lawful, barbarians must not be lawful.

I'm surprised that no one has brought up the fact that the claws are moot in the build no matter how you get them because claws are Bludgeoning and Slashing and not Piercing and therefore don't get the Weapon Finesse from Swashbuckler.

BPorter wrote:
Sean K Reynolds wrote:
BPorter wrote:
Kudaku wrote:

I always assumed that the Andoran art (this is the same image as in the ISWG for Andoran) was an homage to Liberty Leading the People, which is one of the more famous paintings of the personified godess of liberty/freedom (many of which were also used by colonial and post-revolutionary USA as well as revolutionary France).

Duncan888 wrote:

GMs i play with often get frustrated by players with high AC in my games. So don't worry about ur ac when u can get dr 23/- . Still do great damage. Be extremely hard to affect with spells. And have pounce.

Human lvl 1 unbreakable fighter lvl 19 invulnerable rager 20 pt

Str 15+1@4,12,16
Dex 14
Con 17 +1@8
Cha 10
Int 10
Wis 11

1 racial heritage halfling
1 endurance
1 diehard
3 cautious fighter
RP superstitious
5 power attack
RP reckless abandon
7 improved unarmed strike
RP guarded life
9 dodge
RP beast totem lesser
11 improved stalwart
RP beast totem
13 crane style
RP beast totem greater
15 raging vitality
RP increased dr
17 heroic defiance
RP increased dr
19 heroic recovery
RP increased dr

Favored class 1/3 bonus to superstitious total bonus +6

You didn't take Stalwart prior to taking Improved Stalwart.

If you want to upgrade your Roc's armor more you could go with +1 Mithral Kikko Armor (for a large creature that is 5120g). Will give +6 armor bonus, +6 max dex, 0 armor penalty - so you don't ever need to spend feats on armor proficiency.

The +1 Darkleaf Lamellar Leather is nice and cheap too tho.


Darius Fundinn: Fey Foundling, Book Maker, Silver Crusader, Venture-Captain, is now at 13.2 after completing Eot10 last weekend.

(Male Snowborn Half-Elf, Life Oracle 4 / Hospitaler Warrior of the Holy Light Paladin of Magdh 4 / Holy Vindicator 5)

DesolateHarmony wrote:
A +3 Holy Adamantine weapon is about 53 000 gold pieces.

Yeah, 53000gp of Awesome. Plus he is Oath of Vengance, that screams Holy Weapon (to me). He could easily not go to +3 (stay at +1 maybe), and just use smite evil or hope power attack helps get damage through DR. His weapon is already Adamantine so he doesn't need to worry about DR/adamantine or Hardness 20 or less. But

With his Dex/Reach build, combat reflexes would be a great investment. He could even go for Fortuitous enhancement (+1 equiv.) from the Advanced Class Guide to make it so he can take a 2nd AoO on a target at a -5 to hit.

Ferious Thune wrote:
I didn't respond to the weapon question, because I don't really know the best answer. You'll be able to use Holy a lot more often, but it's an extra +1 enchantment over Bane, which is not an insignificant cost. I'd rather have a Holy weapon, if the cost isn't an issue.

I'd rather have a holy weapon as well. The bane thing I would only do if my PC was running into a specific type of enemy over and over and developed a hatred. A +3 Holy Adamantine [Weapon] overcomes any DR other than non DR/Good alignments.

If you have over 10 LoH/day you could think about getting the Feat Ultimate Mercy. Basically it gives the party free raise deads at the end of any scenario.

I also love the Deathless enhancement for Armor, Resist Energy 10 for any positive or negative energy damage to harm you, 25% chance to ignore any negative levels from an attack.

Depends on what your character has been encountering. Played in lots of scenarios with undead? Undead bane can be handy. Seen lots of demons/daemons/devils? Evil Outside bane probably will help out.
Now that they have Holy Weapon Balm (30g in the Advanced Class Guide), ghost touch weapons aren't that needed.
Don't forget that you can use your Divine Weapon Bond (not sure if you still have that) to make your weapon better as well (banes are +1 equivalent, so if you know what you are fighting, you can do an as needed bane with the bond).

In addition to the excellent options provided by previous posters, consider these if you don't feel like you need the Silver Smite Bracers:

Bracers of the Merciful Knight

Source Ultimate Equipment pg. 272

Aura moderate conjuration; CL 9th

Slot wrist; Price 15,600 gp; Weight 1 lb.

These golden bracers are engraved with images of celestial creatures. When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell.

I got my first case subscription, and though I like the sculpts and most of the painting (I agree with an earlier person that the face on the shifty noble woman was lacking), all of my City Watch Snipers (3) came with the bases separated and Haughty Avengers (3) came with their right arms detached from their bodies.

I think I like the 55 piece sets better, as like Skeld and others described their cases, there were tons of repeats (got 4~6 of many of the seemingly common mediums and larges).

My favorites are the Hill Giant Chief and the Pazuzu (whenever my Tengu drinks an enlarge potion, this will be my go-to mini!).

I saw the change and was wondering the same thing as the OP. After reading the thread, I would lean towards grey area for RAW, but probably it is not Intended to work in the way strong monks might want it to.

I have a slightly off-topic question that deals with Dragon Ferocity, if I were to use weapon finesse and have an agile AotMF and be in Dragon Style with Dragon Ferocity would I be correct in doing x2 Dex for the first attack and then x1.5 Dex for any other attack, as the agile quality uses Dex in place of Str?


Damanta wrote:

It's actually in the Pathfinder Society FAQ

FAQ wrote:
Animal companions of any type may not use manufactured weapons.
Since armor spikes are manufactured weapon, they are not allowed to use them.

Thanks, so I'll definitely save my idea for a home game then.


I'm not sure in that blog post where anyone definitively says that animals can't use weapons. I know that James Jacobs does say that he doesn't like animals being smart, but nothing about animals not using weapons. Jason Bulmahn seems to say that it is up to GMs to rule whether it is allowed or not.

Jason Bulmahn wrote:

2. Because we are dealing with something that has a real world analog (animal intelligence), it is pretty easy to get into heated debate about what an animal can and cannot do. Remember that we are running a game here, not trying to simulate every exact possibility of reality. That means that in some situations, the rules might not be able to properly replicate every situation without opening up the system to easy abuse. Some GMs will certainly view the weapon wielding animal companions in this way, which is why we left it open for GM interpretation (such as in PFS). I am going to let Hyrum and Mark make the call on this situation for PFS, based on their experience and vision for the Org Play program.


Jason Bulmahn wrote:

If you have questions about how animals work in PFS, I highly recommend you ask them in the PFS forum. Hyrum and Mark are going to pay a lot more attention to posts over there, and I am not fully qualified to answer such questions (and it helps keep design thoughts and theories from getting in the way of Org Play rulings).


Jason Bulmahn wrote:

In the end, if you want monkeys in your game wielding greatswords and using wands, thats fine. Its your game (Core Rulebook, page 9). The rules are relatively unclear so we left that door open at this time. Its not really what I envision the druid being about (and there are serious power balance issues to be considered, which is why many consider the druid to be terribly unbalanced), but for now anyway, the rules leave it open.

PFS, is another matter entirely, and I will not address it here.

Did any of Paizo's designers or the PFS leadership make a ruling somewhere not in the blog or in the blog's discussion thread?

I can understand not wanting ACs running around with swords or kukris, etc. I didn't think armor spikes would be necessarily different from an ACs nature of attacking, since it would be using it's body to attack.

I think I'll shelve my idea for a home campaign that I could convince the GM to let me use though, as having my AC build nixed by a GMs decision would probably be maddening.

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