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Ok... I couldn't find what I was looking for. I was sure I saw a feat or Magus Arcana that let you use hexes with spellcombat.

It's been a while since I saw it, possibly was from a forum thread discussing the topic, and a home brew was proposed. I found all the d20pfsrd arcana including 3pp stuff, and it's not there, although they only list 2 splat books, I'm sure there are more.

However, based on the Hex Strike feat, and the Hexcrafter Magus Archetype, I'm asking you to consider this as a Magus Arcana.

Combat Hex (Su)

This arcana allows a Hexcrafter magus to choose one Hex that can be used to affect a single target. When using the spellcombat class feature (including taking the -2 to all attacks), instead of casting a spell as part of the full round action, you may deliver the effects of that Hex as a swift action after a successful hit. You must choose spell or hex for the round before making any attack rolls for the round. The target makes a saving throw as normal for the Hex, although a successful critical hit applies a -2 penalty on this saving throw. You must have the Hex or Hex Arcana class feature, and be at least 6th level to select this Arcana.

This keeps it in line for the Hex Strike feat, and also keeps it from stacking with other swift action Arcana. I didn't think it needed the AoO line, since hexes are SU and don't provoke normally. Since spell combat normally doubles damage on a crit, I thought a small penalty to the save was fair.

UC Hex Strike wrote:

Chanting and cursing, you put a hex on your enemy as part of your unarmed strike.

Prerequisites: Hex class feature, Improved Unarmed Strike.

Benefit: When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.

Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying hex.

Alternately I had considered making it more like stunning fist, where you had to declare which attack carried the hex that round, and if that attack in the sequence missed it was wasted, but then it shouldn't cost your swift action.

My question, is it fair and balanced? Let me know what you think.

1 person marked this as FAQ candidate.

Ok. So, any damage roll is split in half, that much is clear. But what about riders on the attack that trigger on a hit.

Say (an example from a scenario) there was an undead magus ghoul/ghast, and he used the Mirror Strike spell, after the damage was split between the two targets, do both of them have to save vs paralysis?

If it was a Monk/caster with scorpion style, after the damage was split, would they both have to save or have reduced movement?

If it was an Eldritch Knight with Shield-Slam, would they both be subject to the bull rush?

(I'm trying to cover all types of riders, so that it doesn't get bogged down in a single class/ability discussion. This should be a consistent ruling no matter what the rider is. EDIT *unless they specify first target creature like poisoned weapons)

I could have sworn that I saw a feat or arcana that allowed you to use single target hexes with spell combat instead of a spell...

Am I crazy? anyone know where it was, I'm sure it was 3pp ... but just looking to see if I can nail it down to start balancing.

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Thank you to all the staff and the many people who argued the points clearly in the threads to get this ruling posted.

APG FAQ wrote:

Half-Elf or Half-Orc: Can a character of either of these races select human racial favored class options?
Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).

Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ, another APG FAQ, and a Core Rulebook FAQ.

—Pathfinder Design Team, Thursday

Just thought I'd throw this out, just found it. Sorry if it was already a big deal and has passed, but 15ish threads about it can be happy at last.

First, I'd like to thank all the staff and the many people who argued the points clearly in the threads to get this ruling posted.

FAQ wrote:

Half-Elf or Half-Orc: Can a character of either of these races select human racial favored class options?

Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).

Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ, another APG FAQ, and a Core Rulebook FAQ.

—Pathfinder Design Team, Thursday

Just curious, since Aasimar and Tiefling are required to be half-human, will this ruling apply to them as well? PFS requires half human, so should they have the same benefits/penalties? (I know about the Scion of Humanity, but tieflings don't have that option.)

Does the Magical Knack Trait add to non-spell based level variables?

Magical Knack wrote:
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

For example a Fighter 2/ (caster class)2 ... examples:

Sorcerer Bloodline abilities, like the 1/2 level damage on touch/ray abilites?
Bard Song DCs such as Fascinate, etc.(will save vs 10 + 1/2 level + cha)
Witch Hexes (number of rounds evil eye lasts, DCs, etc.)
Cleric Domain powers based on level, much the same as above (since it's not limited to arcane like i originally thought)
Inquisitor powers, such as number of bane rounds/level of judgement bonuses.

I did a quick search, but couldn't find this unless i'm just blind. It's early, it's definitely possible I missed it.

Ok... I normally avoid AC/Mounts/Familiars, but I got a new boon, and now I have to figure out how I get a legal bear that I can use as a mount?

Can you normally ride an Animal Companion by giving it the proper tricks? Or is it only for "mount feature" classes?

Nature Oracle doesn't allow bears that I can tell.

Beast rider Cavalier doesn't allow bears until level 7, hoping I can get one sooner, and only for medium riders, small don't even get the bear option even though bears are medium normally.

Mad dog Barbarian, but i'm really not looking for rage mechs.

Sylvan Sorcerer gives AC, might work if you can ride an AC with the proper tricks.

Beastmaster Ranger, but looks like that's not until level 4, and still not a mountable option unless i'm small.

Druid, same as above.

Paladin, not an option.

Cleric with Animal domain, AC, if you can train a normal AC to ride that could work. Also not until level 4.

I'm really trying not to dip anything, and play straight... but it seems that the only way to do it is to dip and use boon companion for the rest.

Samurai, not a legal choice.

Anything else I'm missing?

You can't take Boon Companion until you get the AC normally right? Can't take it at level 1 when you don't get the AC until 4 with ranger/cleric?

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If not, why not? The unarmed fighter has a better list of weapons that are "monk" weapons than the Monk Class.

With all the faqs and erratas being done lately, can we get a ruling or some expansion of the proficient weapons based on 5 more books, one of them with a specific eastern section?

I appreciate the Design team and their constant updates, even the ones I don't agree with, because they are listening and actively trying to grow with the system.

And, I understand that there are a lot of things to do, it just seems like this is an easy non-balance skewing issue to fix with a quick post.

Not the most optimal, but I have a version built at level 9 that rocked a one-shot, but some of the options are not legal for PFS, so I need advice.

I have 8 GM credits so I can skip some of the hard early levels.

Character needs 1 game to be level 4, and then will get access to agile AoMF so can dump Str to a point.

Proposal is Aasimar (+2dex/wis) See invis SLA bloodline.

Looking at Str 10 Dex 18 Con 12 Int 10 Wis 18 Cha 7. Conversion Inquisition to get Wis to bluff/diplo/intim for social skills for PFS, would also consider to look at inq/domains and possibly just drop face-ability. Really looking hard at the Deception Sudomain 10ft teleport as an immediate action on a missed attack. Saves at level 3: F-6 R-7 W-9, plus evasion.

Traits: Magical Knack Inq +2CL. 2nd one either the aasimar one for non-lawful or go martial artist as I will not get past 2 monk, in which case I take the Lantern Lodge trait for Urumi wpn prof, and have a d8 weapon 18-20x2 crit that I can get made out of special materials. Will have access to MW/GMW myself, and several buff spells/abilities to make up for the lower BAB.

Unarmed strike and judgement/boar style will provide adequate damage once the AoMF is going, at level 7 bane will increase that even more. 4th level +7/7 for d6+5, +2d6 bleed if both hit. AC 18, 22 with mage armor and a friendly caster, 24 with Prot evil up. Anything else I can stack on here?

Looking at a new char for PFS, and although I generally hate the idea of firearms in my fantasy, I'm going to try one out for the sake of giving it a fair shake.

That said... I'm mixing in Bard for several reasons, not the least of which is the Jury Rig spell since i'm looking at the Mysterious Stranger Archetype to mesh better, and they give up the quick clear deed which I just know will come up vs. a BBEG.

I also have a plan to combine a Sound Striker Bard with a +1 Conductive Pistol and use it to channel Weird Words for those oh S#%t moments.

I figure with the Cha synergy, the spells to boost/catchall the stuff, and the bardic performances to boost the party, I'll be a general skillmonkey/face but still be able to hold my own if DPR is needed.

Looking at Str 8 Dex 18 Con 12 Int 10 Wis 10 Cha 18 Aasimar (dex/cha variant)

Favored Class Bonus will be for the 1/2 level bardic performance boost, focusing on Weird Words, and counting as level 9 at level 6 when I get it.

Looking at 1st gunslinger, next 7 bard (for move performances), then last 4 gunslinger for PFS 12th level completion.

Nice thing is, I get to start at level 3 with GM credits, so the first couple levels are already survived, and I begin with both point blank and precise shot, unless anyone can point out other feats that would be better, those 2 pretty much being required for the close quarters of most PFS scenarios. Not worried about rapid reload because I plan to have an Unseen Servant around to follow me and reload my weapon for me, and there's an item/spell etc that will do it by the time I plan to rely on the gun for more than occasional use.

Are there any traits I should go for in particular? Any items (PFS legal, so no bandolier) I should grab?

10 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

So... looking at the RAW. This is for a PFS character, so please keep it RAW.

Can a THF archetype using cleave apply his 3rd level ability Overhand Chop to both opponents? or does he have to wait until 7th level when he gets Backswing?

CRB Cleave (Combat) wrote:

You can strike two adjacent foes with a single swing.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

APG Overhand Chop wrote:
(Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
APG Backswing wrote:
(Ex): At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2.

Ok. Making a new character with some GM credits for PFS. I have a build in mind, and am looking to see if I missed anything.

Aasimar Musetouched (dex/cha) Gunslinger/Bard (sound striker)
Str 8 Dex 17 Con 10 Int 10 Wis 12 Cha 19 Increasing dex and cha at 4/8.
Using the Aasimar FVC bonus of 1/2 towards a bardic performance, specifically Weird Words.

Will be taking Gunslinger 1/Bard 7, then back to Gunslinger until 12, for a Gun5/Bard7... but counting as 10 for Weird words, giving him 10d8 +10xCha.

Also will be picking up a +1 Conductive Pistol(later of distance and +s as high as I can afford). Since per RAW (not interested in debating whether it works here, already been hashed out in 2 other threads) he can choose to spend 2 rounds of bardic performance to channel his Weird words on a successful hit into the target, targeting touch AC.

Just trying to decide if Mysterious Stranger is worth it(losing the quick clear deed), or if 2 grit will be enough to work with. I don't have the feat to take extra grit, but I expect to get consistent kills with that combo of channeling on a shot, so I can see getting grit back fairly often. Also, the Mending spell can repair a broken item as well, so carrying a light xbow for a backup weapon.

I have point blank and precise shot at 1st and 3rd, I don't need rapid reload until 7th or 9th when I have 2 attacks, (probably 7th for haste time) Lingering Performance is good, and Deft Shootist are also on the list, so one of them at 5th the other at 9th. With his performance and spellcasting, I expect to not have to use the gun much, just pack a hell of a shot when I do.

Any other traits/feats/item suggestions?

I was looking thru, you can use cleave to make 1 attack on 2 adjacent targets.

You can replace any melee attack with Disarm/sunder/trip per RAW.

Can you cleave trip? obviously doing no damage but putting 2 adjacent targets prone?

The Wild Stalker Ranger archtype gives up FE bonuses (which are situational at best in my homegame, and fairly non-existant most of the time) for Rage Powers at a -3 level. It does however, get 3 of them from levels 4-6, so I'm trying to see what the first 3 should be. Keep in mind that with the level adjust, I won't ever get to the 10th level ones, so the Chains have to be usable at tier 2.

And since someone will usually invariably say it, I can't just "buy a wand of Instant Enemy" as 2/3 caster class wands are extremely rare, and 4 level caster wands are pretty much non-existant as well, unless it's on a normal spell list.

So, most of the options to add spells known only use your class list.

Are there any other options for getting cantrips from other lists? For a prepared caster?

Page and ring of spell knowledge explicitly state spontaneous only, spell storing would require someone to cast it for you for each use(and is rediculously expensive for cantrips).

There's a trait, Two World Magic that does it, are there any other ways?

Specifically, for a witch to get some of the ranged touch cantrips for something to do after they get thru the hex/cackle chain, or when fighting things that are mindless (like disrupt undead for undead) and such. Would like to get both acid splash and disrupt undead added to class list, and can't "research" other options for PFS.

Ok. Trying to mix a ranger/druid Shapeshifter/Animal shaman build for the best DPS I can get to, although this is a concept build, so not ever going to be the best DPS. Natural weapon style character and wanna see how to get as much damage as possible.

If I had wanted to fully optimize it I would be lion/saurian, I know. But I was asked to not tweak it to the hilt, now the char is in play, and I should have done more since it's no fun not being able to damage things that were built to take the barb/falchion fighter a while to kill.

I'm trying to at least pull my weight combat wise and be somewhat useful next to a Falchion Fighter and a Barb greataxe wielder. I know i'll never keep up.

Race: Tiefling +Str/Wis -Cha, although i'm keeping the SLA so I can't use the racial for claws. Did take the tail racial.
20 pt buy, normal WBL. 2 Wolf Shaman Druid/ 2 Wild Stalker Shapeshifter Ranger. Druid took Wolf Domain, Imp trip feat and early entry into some ranger spells.

So far, Str 16 Dex 16(level 4) Con 14 Int 10 Wis 16 Cha 6. Char just hit level 5.

Bonus "Legacy" item created by the GM for each character, not to be counted into costs but also not completely under our control for abilities, mine is an amulet in the vein of AoMF and Nat Armor on the same item.(We don't have them yet)

3PP are allowed on a case by case basis, even some 3.5 options (we have a soul muse bard from arcana 3.5)

Will have no problems after level 8/9 keeping up, looking at around 26-28 str by then for 2 combats/day.

1st feat: Natural armor +2(tiefling)
3rd feat: Aspect of the Beast(claws)
5th feat: Power attack, unless someone can suggest better.
7th feat: Shapeshifting Hunter (will be 4/3, is allowed to work with the rage powers that were traded for favored enemy instead, altho at -3 level per the archetype)
9th feat: Shaping Focus (possibly traded for 7th)

Has Claw/Claw/Bite with a trip on the bite for 2 mins/day, claw claw for rest. +2 Str(size)/scent for 5 mins/day 6 round/day of shapeshifter as swift action (+4 str enhance, specifically stacks with polymorphs/wildshape) Will have Rage for 10 rounds/day at lev 8(morale +4str) as free action. Will have wildshape at level 7, canine options. (subpar), and jump straight to huge animal/large magical canine at 11.

Best I can find is claw/claw/bite on a wolverine for a canine type option, until I get magical beasts.

So far, i'm doing 3x1d4+3(+ trip on the bite), +4 with SLA, +6 with shift, at +7/+7/+7 (8 with alter self, 10 with shift)

I have the Bristle spell(APG), which trades Nat armor for hit, and I can cover PA for another +4dam in exchange for -2 AC.

Until level 7-8ish, I'm trying to find a happy medium for some extra damage, as the barb is doing 20-30 a round, (like they do) and the fighter is doing 15-20 easy. My best is 8-10 dam/hit, and the GM is having to use DR to slow them which makes me useless.

11 people marked this as FAQ candidate. 1 person marked this as a favorite.

Ok, i've seen several threads on the topics, but digging thru them didn't see anything official. Since this is for PFS, and I'd already burned several feats and class choices on the build, now I have a GM who says they don't, and one who says they do.

Did I miss it somewhere where there's an official answer, or is it up to GM variation?

Spiked shield, Heavy 1h weapon d6 x2

Bashing Enchant:
Bashing: A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. Only light and heavy shields can have this ability.

Moderate transmutation; CL 8th; Craft Magic Arms and Armor, bull's strength; Price +1 bonus.

Lead Blades:
School transmutation; Level ranger 1
Casting Time 1 standard action
Components V, S
Range personal
Target touch
Duration 1 minute/level (D)

Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades. Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.

For the stacking aspect, Bashing uses a different spell for the effect even, which is usually the dead giveaway. Just like Enlarge would stack with bulls strength.

I don't want to start the argument again, but plz link if there's a thread that's official on it.

Ok, based on another thread, I wanna just check this out to make sure I got it correct, and reference in that it's gonna be for PFS so it has to be RAW only.

Conductive Weapon:
Conductive: A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, who takes the effects of the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, he may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of lay on hands ability (a supernatural melee touch attack) to deal greatsword damage and damage from one use of her lay on hands. This weapon property can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

Moderate necromancy; CL 8th; Craft Magic Arms and Armor, spectral hand; Price +1 bonus.

Weird Words:
Weird Words(Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard's Charisma bonus (Fortitude half), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. This performance replaces suggestion.

(Assuming 6th level when you get this) Does this mean that you can spend 2 rounds of BP to do 1d8+Cha or 6d8+Chax6? Do they get the normal fort/half save for each d8?

Ok, so i've seen thread after thread on flurry of misses, and want to avoid that altogether. I have a way for a monk to get 2-3 attacks a round on a single target, or 2 attacks each on up to 4 targets, starting at level 3, at full bonuses. But, how likely is it for the GM to start having the enemies metagame this out of viability? AoO's always use your full attack bonus, with whatever modifiers (PA, Fight defensive, whatever) on every one, no matter how many you make, so no iterative misses.

This is for PFS play, and I have the option to put him together at level 3, would be Brawler 2/MoMS 1.

Human Monk Quinggong MoMS/Brawler Fighter:
either 8/4 or 4/8
Looking for 3 levels of Fighter for feats, BAB, HP, and close combat weapon training (+1hit/+3 damage), (not a big jump, but if you're gonna take fighter anyways, the damage hit is good for an all unarmed attack build)
MoMS for Panther/Snake combo style.
Combat Reflexes, Weapon Finesse(to cut down on MAD), Panther Style, Panther Claw, Snake Style, Snake Fang to start. Later Panther Parry, Dodge, Mobility, Crane Style, Crane Wing, Crane Riposte.

Stats: Str 10 Dex 17 Con 13 Int 8 Wis 18 Cha 7

Starting AC 17, Have wand of Mage armor to pass around for a 21.

Tactic is to run past, provoke, Panther Style/claw AoOs (up to wis mod) targets, and with both snake and panther up if they miss I get another AoO (up to dex mod). At 3rd, this will only be d6 damage, will pick up a guided/agile AoMF at level 4 to start getting bonuses, also close combat kicks in at level 4 to make around d6+7/8 per attack. At level 5 pick up dodge/mobility, so AC is now around a 27 (not counting the ability to use sense motive against the BBEG for my AC) for those provoking attacks. At 6, Panther Parry will mean my AoO goes first, if it does damage they take a -2hit/damage for theirs. At 7 Piranha Style, at 9 Crane Style, at 10 Crane Wing, at 11 Crane Riposte, at 12 3 styles at once and on a single target enemy I can hit him: once for my attack, once if he swings at me when i move, once for crane wing/riposte, once for snake fang since he missed, and once if I hit with a counter for snake fang as a swift.

If I go fig8/MoMS4 i'll grab combat style mastery, and Monastic training for 1d10 fists and free action style changes. If the other way i'll lose a feat but won't need those 2, so probably piranha Style for extra damage.

I'll have around 4 counterattacks from wis for panther, another 5 from combat reflexes for normal AoOs, and a solid AC or a maxed out Sense Motive if i need it for a big target.

Trade out for Ki Mystic and Quinggong so I have 1/2 monk + wis +2 Ki and Barkskin, Feather Step. If I go MoMS8 either Gaseous Form or Spring Attack.

For Single Target, you move/provoke, then take your panther attack, if they miss, your snake attack, if that hits, your snake fang swift, and then your normal attack for your turn. For 2-4 possible attacks on a single target at level 3.

Not optimized, but viable? Never gonna throw down the big numbers, but built to set up flanking and do a little to all of them so the AoE/Cleave tactic can work better. And most importantly, what are the odds on the GM metagaming the enemies to not swing at this target no matter how many times he provokes?

14 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.

Ok, spawned from another thread, have they done any major changes to the White Haired Witch archetype other than the swift to activate most of it's abilities? My concern is that a 4th level witch with the Prehensile Hair Hex is actually better with the hair, and has other hexes, than the WHW who gives up all hexes to specialize in the hair only.

White Haired Witch Details:

White Hair (Su)
At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.

The hair cannot be sundered or attacked as a separate creature.

In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities:

Prehensile Hair Hex:

Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

The Witch with the Hex, uses Str for everything concerning the limb. This includes hit, damage, CMB, carrying capacity, whatever. It's only 1 minute/level/day, but for that time it does it all.

According to the wording on the WHW Archetype tho, you only use int for Damage with the hair, not to hit, and only for CMB for a grapple, not for anything else, even tho at 4th level you get to trip with it as well, it does not use int for that rather it still uses normal CMB. Again, at 6th you may use the drag maneuver (called pull in this case but still a CMB check) but does not specify int over str, so low BAB and mediocre Str vs a scaling CMD that is hard for a fighter to keep up with makes this a lackluster ability.

I have to ask, did the author intend for this? If so, pretty much nothing other than the reach for hair attacks and the grab/grapple ability have any real chance of working, and that's not worth giving up all hexes for.

I would think that it was intended to -at least- get the same level of bonuses as the basic hair hex, and then build from there.

Something along the lines of "the WHW uses her Int as if it is Str for all attack rolls and Combat Maneuver checks made with the hair." would make sure that at least they scaled with the abilities later given for the archetype as bonuses.

Please hit the FAQ, if you would be so kind.

Ok, I have to build yet another PFS character to use up some low level GM chronicle sheets. Thought about a kinda interesting combo and want critiques, I know it's not optimal, i dump stats for caster DC's on a 20 pt buy, but is it workable? Will start at 3nd level, around 2,500g.


Str 7 Dex 16 Con 10 Int 19 Wis 14 Cha 7

5 knowledges maxed to ID creatures, arcana/local/nature/religion/planes perception mostly maxed.
other skills stealth/spellcraft/umd/acrobatics/sense motive scattered as needed.

Looking at the ancestor patron for buffs, especially Blessing of Fervor later.

Traits: Adopted for Enlightened Warrior(neutral/good non-lawful monk)
Two world magic(acid splash) for a damaging cantrip.

1. Witch: Evil Eye Hex, Feats: Weapon Finesse
2. MoMS Monk: (bonus)Kirin Style +2ac/saves vs identified creatures
3. MoMS Monk: (bonus)Kirin Strike +2 to identify creatures, once they are successfully identified you may spend swift 1/round to add double Int bonus to a successful melee/ranged attack, 3rd feat:Prehensile Hair Hex

This gives a base +12 to identify a creature(4 int vs. 15+cr, in order for Kirin Strike to apply.
Prehensile hair hex gives a 10ft reach natural weapon attack that uses int as the str score for the attack, giving a +5 hit 1d4+14 damage attack at level 3. Also, at 30ft range acid splash for 1d3 +8, +4 ranged touch.
So long as it's the only attack used that round, it is treated as a primary per a post by SKR to clarify that question on another thread, which is what got me thinkin this.

Mage armor gives AC 19 (4 armor 3 dex 2 wis), and you have IUS so you can swing (it sucks, but you do threaten for flanking if needed). F/R/W saves at level 3 will be 3/6/7. HP 16, not bad for caster.

Evil Eye still works for 1 round even if you save, and stacks for ac/attacks/saves so you can keep that up all day with cackle.

Witch has several touch spells that can then be delivered with the hair, and grabbing Combat Reflexes can let you get in some swings as an enemy tries to charge the (they think) unarmed caster, and an AoMF works on both.

I have a feat free at 1st level human, either Extra Hex(Cackle), or bump stats to str7/dex18/con10/int19/wis14/cha7 with the dual bonus human. tiefling gets 5 cha instead, and prehensile tail/racials.

At 4th level, i'll bump int to 20 and up my hair damage to d4+17, melee to d6+8, acid splash to d3+10 on any target I identify.

I'll pick up Cackle, Misfortune Hex, Slumber Hex, Flight Hex at 2/4/6/8 witch, Combat Reflexes, and Accursed Hex, Hex Strike at 5/7/9 (Hex strike only unarmed, don't have the feats for feral combat training and wpn focus(Hair) to use it with that.)

I know I've seen them, and heard of them, but can't find them on the SRD in any of the base books. Are they in UE? only one I don't have yet.

(The item that adds a spell to your list of spells known for spontaneous casters, I can find the ring but someone listed pages for ~1k for a 1st level spell.)

46 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

Ok, after going over about 500+ posts of over 2000 that I found, and not finding any clarifications or developer posts to actually define it, I'm trying to set a NON-INFLAMATORY and developer friendly tone to get this cleared up.

In a home game it would be easy, but for PFS and some lawyer type GMs you have to spell it out instead of use common sense.

I apologize for the wall of text in advance, but I want to line out some of the other things that will be impacted by the clarifications.

Sunder per the CRB:

You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition (see Conditions). If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.

This is very close to trip and disarm, but references the attack action.

JB posted a Vital Strike clarification and stated that "attack action = standard action" insted of just saying that it -should have said- standard action, which made a lot of nitpicky people immediately run to the books to jump on other ways to mess up the rules for backwards compatibility.

*(This is not to imply that i don't appreciate the response for itself, I like the feedback from the team. But it did, possibly unintentionally, cause more corner cases, not his fault, since I believe that he was just trying to avoid cleaving/full attacking vital strikes.)

Now, in several places there are references to being able to replace a melee attack with a disarm, trip, or sunder.

Notably, Monk Here.:

A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows.

Also, there are only 3 combat maneuvers in the CRB that are not standard actions, Disarm, Trip, and Sunder. Bull rush, overrun, grapple(which has its own laundry list of problems) and feint, call out standard action. The APG also added 4 more standard action maneuvers, Dirty trick, drag, reposition, and steal.

Feint is allowed to be a move action with a feat, and Grapple is allowed to be a move/swift action with a couple of feats, and overrun has its own mechanics for allowing attacks with it, so they are not important for this discussion.

Ultimate Combat added feats for the maneuvers that do require a standard action to complete in order to make them available in place of a melee attack, Quick Bullrush, Dirty Trick, Drag, Reposition, and Steal.

Sunder was not included, so it was either )a: believed to be too powerful and needed to take a characters entire turn, or )b: already believed to be available as part of a full attack.

As it stands, until a clarification occurs (again) concerning the reference to "an attack action", we are left with the situations below.

A character can sunder, using a standard action to strike an enemies weapon taking the same amount of "time" in game that striking that same enemies body would take for his full iterative attacks.

A Monk, who can flurry to Sunder items on an enemy for all 7 of his full flurry attacks, but only gets one sunder when not flurrying and no other attacks.

If Sunder was intended to be a standard action, please just say so.
If this is the case, then there would be a precedence for taking a "Quick Sunder" feat that requires the +6 BAB and lets you replace any melee attack just like the others in UC.

If not, then please clear up the 6 extra words in the CRB that are causing this headache for us.

Please rephrase the Vital Strike clarification, call it a standard action which gets rid of the synergy with cleave/charge/whirlwind, as that seems to have been the concern to begin with for the language used.

So, if a paladin ceases to be lawful good, he loses all class features and spells until he atones, but keeps proficiencies and such.

If an archetype trades Heavy armor prof for a different feat(I.e. Divine hunter gets precise shot instead, several others do similar), do they lose that feat if they violate the code or their alignment changes as well until they atone? Or does it qualify under the retains all proficiencies?

Only worried about it because for PFS and some sticky GM's, you could be miles/days/a whole module from an atonement.

In a home game i'd say it is not a divinely granted ability so is under the weapons/armor/shield profs as this is what it was traded for.

11 people marked this as FAQ candidate. 1 person marked this as a favorite.

Ok, there's another thread with daylight/deeper darkness, but the specific text in daylight is it's own case there, and for PFS, I need a lil clarification.


PFS Character has an Ioun Torch from APG, functions as a permanent Continual Flame. (which for PFS is actually a 2nd level spell on an item cast by a wizard instead of the 3rd level cleric version, causing this whole confusion)

Continual Flame:

School evocation [light]; Level cleric 3, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S, M (ruby dust worth 50 gp)

Range touch

Target object touched

Effect magical, heatless flame

Duration permanent

Saving Throw none; Spell Resistance no

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

A creature uses a SLA to cast Darkness, a 2nd level spell, which in this case is equal to the level of the light spell in use. (once again, if it was the cleric version of Continual Flame no issue would arise.)


School evocation [darkness]; Level bard 2, cleric 2, sorcerer/wizard 2

Casting Time 1 standard action

Components V, M/DF (bat fur and a piece of coal)

Range touch

Target object touched

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level

The ruling is that since the stone is using the 2nd level version of CF, the darkness trumps it even tho they are equal level spells. Is this correct? If so, is this intended?

If not for the (IIRC) change from 3.5 to sorc/wiz getting the spell at 2nd level, this would not occur at all, as in 3.5 light was 1st level, darkness 2nd, CF 3rd, and DD 4th, so each new spell was always a higher level than the others before it.

As several of the spell levels in this series were changed, is the Darkness text of "Magical light sources only increase the light level in an area if they are of a higher spell level than darkness." a missed edit, since all other versions of light/darkness have interactions based on equal or higher?

If this is intended, you have the situation where a 5th level wizard with CF cannot counter another 5th level wizards darkness spell by casting it in the area of effect, yet a 5th level cleric can. *(note, no argument on if they can dispel with touch/counterspell with a readied action at the time of casting, clearly those work)

I do not think this was intended, I think it was a glitch caused by copy paste of darkness and moving the spell levels around CF for diff classes, so please hit FAQ and see if we can get a clarification from an official, or if in my searches i missed this same case already please link me the old one.

Ok, so like the title says.

If you only got one 1st level sorcerer/wizard spell, and you never got caster levels so only had it 3 times a day, which spell would you choose, what book is it in, and why that spell?

Note this is PFS character, light armored so mage armor is out, and PFS legal.

I'm leaning towards shield, since it's a minute and most combats last less than 10 rounds, but open to suggestions.

Most fail the test since they'll only be at caster level 1, or i'd have much more choices I think. trying to avoid saving throw spells as well, since the DC will never be too good.

Ok, building a PFS Bard. Just finished my third game, and looking to make sure I have my plan right while I still have the rebuild.

Races to consider, Human for the feat/skillpoints and the spells known favored class bonus. Aasimar Musetouched for the stats/abilities and the xtra bard levels of performances.

Options I am taking:

Lingering Performance as 1st level feat.

Level dip crossblooded sorcerer, looking between the Undead(mind affecting work if they were humanoid); Fey +2 compulsion DCs; Infernal +2 charm DCs; Serpentine (mind affecting work on all beasts, magical beasts, monstrous humanoid). I get two.

Spells: disrupt undead, acid splash, one more cantrip, bards don't get them and they're useful; Shield spell or open to other suggestions.

Bard Archetype: Sound Striker, just to be able to do damage for the party.

Also considering the Dirge Bard, mind affecting work on undead but not if it requires humanoid, this would also remove one choice for sorc dip. If I do this, I will need to have a little higher int, since I lose versatile perform.

Any advice from anyone who has either: done something similar, or just has a high level PFS bard and can hit me some pointers as to what was or wasn't useful in the end.

Human Monk Underfoot Adept/Maneuver Master

Str 8 Dex 17 Con 10 Int 13 Wis 18(human) Cha 7 all bumps to dex (20 pt buy)

Racial Heritage Halfling at 1 to take the underfoot adept archetype, manuever master archetype, can trip colossal creatures at level 12.
If you take Weapon Finesse, and are using a finessable weapon(such as unarmed), you use dex automatically for your CMB per a ruling already posted. (Only applies to trip, disarm, and grapple so far as I know.) If you want more than the 2 maneuvers here, then you need to take agile maneuvers as well, but this build only uses finessable ones.

1: I.U.S.(Monk), Imp Trip(bonus), Racial Heritage: Halfling(Human), Weapon Finesse
2: Imp Grapple(Monk)
3: Combat Reflexes
5: Vicious Stomp
6: Greater Grapple(monk)
7: Fury's Fall
9: Pinning Knockout
10: Greater Trip(monk)
11: Rapid Grappler

Stats by level:

1: you have a +6 trip, can use a maneuver and an attack;
2: +7trip, +7 grapple;
3: +8/+8 trip/grapple;
4: +10/+10 (count as large and +1 to dex), can spend 1 Ki to roll twice and take the best result;
5: +11/11 can choose to add Wis to one maneuver, free attack on anyone tripped;
6: +12/14, trip/grapple, can make 2 damage checks a round now while grappling;
7: +17/15 trip/grapple;
8: +19/17, (counts as huge), can make 2 maneuvers as flurry;
9: +20/18, double damage 2/round to pinned opponent;
10: +23/19 trip/grapple, AoO for all allies on tripped target;
11: +24/20, can make 2 maneuvers as a standard(sweeping maneuver), gets 3 grapple checks/round;
12: +28/24 trip/grapple, (counts as gargantuan, 22 dex)

At 12th level, CMD equiv creatures ~34-36, numbers above include no magic whatsoever. Easy to get a +6/8 with items/spells/bard. You can also add wis bonus to either maneuver each turn, decided at start of turn.

Standard action: trip, free Unarmed strike(vicious stomp), then grapple while prone at +4(Sweeping maneuver), grapple to pin as move(still +4 prone)(great grappler), grapple to double damage as swift at +8 prone/pinned and no dex(rapid grappler/pinning knockout)
2nd round: Grapplex3 for double damage vs pinned opponent, all at +8 and no dex as well; Rinse, repeat.

This Spell


School enchantment (compulsion) [mind-affecting]; Level bard 2, inquisitor 2, sorcerer/wizard 2, witch 2

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Target one creature

Duration 1 minute/level or until discharged

Saving Throw Will negates; Spell Resistance yes

The target is suddenly beset with unexplainable doubts about the effectiveness of its actions and the righteousness of its cause. The creature takes a –10 penalty on its ability checks, skill checks, and concentration checks, until the duration ends, or until it spends its entire turn doing absolutely nothing (it spends a full-round action gaining focus). Spending an entire turn doing nothing discharges the spell.

gives penalties to skill/ability checks, and Intimidate DC to demoralize
has a DC based on the characters Wisdom. Does this make it easier?

As well, Bluff to Feint in combat is DC 10+Sense motive, does it make that easier?

1 person marked this as FAQ candidate.

Does this let you take the human favored class bonus? (Bold Mine)

•Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

It says any effect related to race, archetypes and racial feats have already been included with the racial heritage feat which is the same wording.

Racial Heritage
The blood of a non-human ancestor flows in your veins.

Prerequisite: Human.

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on

If i'm reading this properly, Racial Heritage allows you to take feats/archetypes of the race you choose.

Could you take it more than once? It doesn't say either way...

2 people marked this as FAQ candidate.

So, as these were the original three "Style" feats in the CRB, are they officially listed as such anywhere?

When the CRB came out, they weren't... but after Ult Combat did that get errata'd anywhere?

Ok, just making sure this is right the way I read it,

The Undead bloodline lets you treat corporeal undead as if they were humanoids for mind affecting compulsions and such.

So, with this bloodline, you can cast Sleep on undead can you not? as well as any number of other spells, so long as it has "mind affecting compulsion" in the line for school/descriptor?

Undead Bloodline Arcane:

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.


School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1

Casting Time 1 round

Components V, S, M (fine sand, rose petals, or a live cricket)

Range medium (100 ft. + 10 ft./level)

Area one or more living creatures within a 10-ft.-radius burst

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

altho, as written, the arcana describes it as mind affecting, but then just says treat as humanoid, which would also give you things like Mass bulls str and such as well.

And, once you have an arcana, it affects all spells you cast not just from the sorcerer class, but all classes so long as they are of the right type? i.e. fire for ele/dragon/orc, compulsion/fey, whatever?

Ok, I had the idea for a tiefling based on my love of the planescape setting, and finding a reference to Sigil in the actual PFS setting.

He's a tiefling, Oni Spawn, very beastial (alt racials claws and tail instead of spell/sorcerer stuff) raised among a Barbarian tribe (half orc adopted trait for a bite attack). He knows where he comes from, and starts out trying to control his animal side, hence Monk Master of Many Styles(LN). That doesn't work for too long, so he then tries to embrace it, Ranger Shapeshifter(CN). Finally finding balance, Druid Animal Shaman (TN). I know it's not optimal in PF to change classes, but the feel is there even if he's not the top end build. However, any help would be appreciated, as i've never built anything remotely feral/naturey. (usually rogue/light fighter/jack of alls)

Tiefling Tooth and Claw Warrior:

Oni Spawn +2 Str +2 Wis -2 Cha skills +2 disguise/intimidate
Stats Str 17, Dex 16, Con 10, Int 10, Wis 16, Cha 6 Bonus Str at all levels 20 at end.

Monk archetype, Master of Many Styles; Ranger Archetype, Shapeshifter;
Druid Archetype, Animal Shaman with Domain (Fur(animal sub), ferocity(str sub), nobility, light(sun sub), Destruction, blood or tactics(war subs)

Feats: Bonus levels 1 and 2 monk, 2 ranger, 1st, 3rd, 5th, 7th, 9th, 11th Needs: weapon focus nat, feral combat training,

level--class--bab--attacks--feats taken--
1 monk +0 (4/4/4) Wpn Focus (Natural), Boar Style(bonus MoMS), Imp Unarmed(monk), Stunning Fist
2 monk +1 (5/5/5) Boar Shred(bonus MoMS), Evasion
3 ranger +2 (6/6/6) Feral Combat Training
4 ranger +3 (8/8/8) Rending Claws(NWR bonus)
5 ranger +4 (9/9/9) Dragon Style, Endurance
6 druid +4 (9/9/9)
7 druid +5 (10/10/10) Dragon Ferocity
8 druid +6/1 (11/11/11)
9 druid +7/2 (12/12/12) Rending Fury/Eldritch Claws, Wildshape
10 druid +7/2 (12/12/12)
11 druid +8/3 (13/13/13) Imp rending Fury
12 druid +9/4 (15/15/15)

6 rounds a day +4 str, stacking with other polymorph specifically stated for wild shape/polymorph spells
7 minutes a day +10-20 feet movement, +2 nat bonus to AC, scent/low light vision, or rake attack pick one, can change min by min.
Summoned fav animal get +druid level in hp, can speak with them at will
Damage d4 claw/claw/bite , +3 str, 4 after lev 4, 6 after lev 7, with +2d6 on 2 hits after lev 1, +1d6 bleed after lev 2, another d6 on 2 hits after 4, only 1 claw for 1d6 at 9, and 2d6 on each claw after 11. so, assuming 2 of the 3 attacks hit, after 3rd level its 2d4+6, +2d6, +1d6 bleed; 5th level 2d4+10, +3d6, +1d6 bleed; 7th level 2d4 +12, 3d6, 1d6 bleed; 9th level you can either take Rending Fury, which gives you the rend damage on 1 hit instead of 2, or eldritch Claws for magic/silver; 11th level gives 2d4+12 +4d6 +1d6 bleed; these damages do not take into account the +4 str for 6 rounds or Wildshaping at 9+
Saves @12: Fort 11 Ref 11 Will 12
4th level spells from druid, wild shape huge 2xday (favored animal only)

This Char is also PFS legal, altho I don't know if it will be able to keep up with some of the munc... chee... optimized builds out there.

So, just trying to get this straight.

Can a MoMS take Dragon Ferocity with a bonus feat directly, or does he have to take Dragon Style first?

Master of Many Styles (Archetype):

The master of many styles is a collector. For every move, he seeks a counter. For every style, he has a riposte. Ultimately, he seeks perfection through the fusion of styles.

Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style's feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style's feat path. This ability replaces a monk's standard bonus feats.

Dragon Ferocity (Combat):

You attack with the strength of a dragon, your telling blows striking fear into your enemies.
Prerequisites: Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks.
Benefit: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Special: Taking this feat allows you to qualify for the Elemental Fist feat (Advanced Player's Guide 158) even if you do not meet that feat's prerequisites. If you do not meet that feat's prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat's normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds (Advanced Player's Guide 112).

Ok, several questions here, all important since they all apply to a character I am building. I will include full feat text for these, to help with all the hunting, copied from the pdfs or PRD.

Does the bonus to Bullrush CMBs from Imp Bullrush and Gr Bullrush get factored in while using Shield Slam?

Shield Slam:
In the right position, your shield can be used to send opponents flying.
Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

Does Gr Bullrush trump the clause in Shield Slam, thereby granting AoO to enemies moved by the bullrush? That is the specific benefit of the feat, to cause movement from a bullrush to provoke.

Greater Bullrush:
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

If you have a feat that grants a swift action on the completion of a successful attack, can it be performed during an AoO? Such as making a Shield Bash with a Spiked(or normal) shield using Shield Slam as the AoO, thus proc'ing Spiked Destroyer?

Spiked Destroyer:
You can attack with your armor spikes while using bull rush or overrun.
Prerequisites: Worshiper of Gorum, proficient in spiked armor.
Benefit: When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action. This attack is made using your highest attack bonus

Since a spiked shield is a weapon in and of itself, can a critical hit be used to proc Bashing Finish?

Bashing Finish:
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Prerequisites: Improved Shield Bash, Shield Master, Two-Weapon Fighting, base attack bonus +11.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action.

Ok, i tried searching for previous rulings or discussion on this, i probably missed it, so i'll check to see if anyone knows.

Fighter with Imp shield bash, 2 wpn fighting, various other feats.

Imp Shield Bash, lets you keep AC while attacking with shield.
Two weapon fighting, shield (spiked or not) is legal choice for a "weapon" in this case.

Could this character potentially use 2 light spiked shields and no true "weapon"? (Light martial weapon: 1d4,x2 crit)
RAW says yes unless i missed something.
Imp Shield Bash would let you keep the shield AC while doing so, could you get both shields (+1 left hand, +1 right hand)bonuses in exchange for the lower (1d4) light spiked shield damage?

I also understand that until you took Shield Master at 11th level you would have to enchant the spikes (weapon) and the shield (armor) separately, so it wouldn't be a cheap way to go, just kinda intriguing.

Ok. From the start, let me state for the record that I am not trying to reskin. I am not looking for cheese. I am looking for mechanics to back the fluff. There are countless fluff descriptions of both H-Orcs and Dwarves riding "Warboars" in everything from first Ed DnD on to Pathfinder.

I am not looking to restart the arguments for reskinning. I only own the CRB, GM, Beastiary 1, ARG, APG, UM and UC. I am trying to see if there is anything legal for PFS play for a non-cavalier/paladin to purchase a pig type mount for dwarf or H-orc, being medium creatures.

As a note, there is a Dire boar option that is a large creature in the beastiary, that mentions that orcs use them as mounts.

"Particularly brave or skilled orcs are fond of using daeodons as mounts, and orc cavalry mounted on dire boars make for a fearsome force indeed."

I know that some books have alt mounts in them, and H-Orcs can take a feat from ARG to get a Triceratops mount at level 7 which is listed as legal in PFS, with stats almost identical to the Dire Boar, so i'm thinking that a Dinosaur is a little more out there than a hefty boar.

is there one out there?


Natural Weapon Style reads:

Natural Weapon: If the ranger selects natural weapon style, he can choose from the following list whenever he gains a combat style feat: Aspect of the Beast*, Improved Natural Weapon**, Rending Claws*, and Weapon Focus. At 6th level, he adds Eldritch Fangs* and Vital Strike to the list. At 10th level, he adds Multiattack** and Improved Vital Strike to the list.

Does this mean that after taking Aspect of the Beast (Claws) a H-elf ranger who had no natural weapons to start with can then select Improved Natural Weapons as a normal feat during progression? I understand that the benefit of the Combat style is to ignore the pre-reqs, but he would qualify for the feat at level 5 when he gets to select one. I believe he can, but not being in a "player" available book as far as feats go I thought it best to check.

Improved Natural Attack (Beastiary, nat combat style for ranger)
Attacks made by one of this creature's natural attacks leave vicious wounds.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.