Elf Archer

Talon Stormwarden's page

*** Pathfinder Society GM. 532 posts (533 including aliases). 2 reviews. No lists. No wishlists. 29 Organized Play characters.



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Sovereign Court 3/5 ****

Starting the prep on this, and wondering about the shadow cannons. They list an attack modifier, but it's a 5' burst with a basic reflex save. Whose AC do you roll against? I suspect the attack modifier is in error and should be removed?

Sovereign Court 3/5 ****

Sooo, I'm newly returning to PF/PFS, and decided to get a GenCon badge, then realized all the events are sold out. Can anyone comment on how realistic it might be to get into games with generics?

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Thanks

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Please cancel my Pathfinder RPG, Campaign Setting and Player Companion subscriptions.

Sovereign Court 3/5 ****

I need to contact the Gen con leads, and the autoreply email I received said to refer to my welcome letter for their cell numbers, which I understand will be given out at Gencon. Anyone know how to contact them now?

Thanks

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My order appears to be complete, and on the product pages it says they are in my downloads. However, they are missing from my downloads page.

Help?

Thanks!

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So I was looking over my recent subscription orders and my product, and I noticed some missing items. Checking back, it appears that package 1032546 never got here. I did receive package 1029967, containing Flip Mat Bigger Keep.

What recourse do I have at this point?

Thanks!

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So I'm looking at ways to make a human Medium with a gladiatorial bent in PFS. He'll be a relic channeler using falcata and net. I'd like to utilize intimidate. Unfortunately, one of the juiciest intimidate feats, Hurtful, is not legal for PFS. What are some other feats (or other things) that I can consider?

I'm thinking about aiming for Intimidating Confidence. It wouldn't come online until 9th level though. Would look something like this:

H Intimidating prowess (+str to intimidate)
1 fearless curiousity (+1 vs emotion effects and new save each round to reduce fear effects)
3 Power Attack
5 Weapon focus falcata
7 dazzling display
9 fearless confidence (+1 vs emotion effects and on crit confirm get a free dazzling display)

With a keen falcata, fearless confidence should trigger fairly frequently.

I welcome any other ideas.

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So I've proposed the automatic bonus progression alternate rule to the GM running our Rise of the Runelords game and the other players.

I like the system, but I'm left wondering how it should interact with class abilities that give weapons (or armor) enhancement bonuses. Magus, paladin and warpriest come to mind immediately, but I'm sure there are others.

Then there's the Bladebound magus archetype...which explicitly gives a PC a weapon with a progression faster than that given by the ABP rules.

My thoughts on the matter would be that the abilities should continue to function as normal and that the Black blade is ok with the normal progression, with the caveat that a Bladebound magus cannot attune to any other weapon but his black blade?

What do folks think? Sound reasonable? Have other suggestions?

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I could have sworn that I read something recently that counts as combat expertise for feats etc. Not finding it in a search Herolab or Archives of Nethys. Am I imagining such an ability?

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I so hate doing this, but I'm torn on this one.

Hitting 11 with my PFS magus and have 2 feats to choose(one normal, one combat/metamagic). Since this is PFS, the choice really doesn't matter that much. 3 more scenarios then maybe a Seeker arc, so the choice won't impact me for long.

That said, I'm having a great deal of indecision.

Quick rundown:
Str 18 Dex 14 Con 12 Int 27 Wis 10 Cha 7

Arcana: Hasted Assault, Spell blending (mage armor, heightened awareness)

Feats: Arcane strike, Armor of the Pit, Critical Focus, Lunge, Rime Spell, Weapon Focus/Specialization(katana)

Considering the following feats:
Bleeding Critical (this was the original plan),
Riving Strike (this sounds cool, but many fights arcane strike only goes up on the 3rd round and there's not much fight left by then)
Improved Critical (all this really does is allow me to add an elemental enhancement rather than keen)
Sickening Critical (passable substitute for Bleeding Crit, debuff rather than more damage)
Dimensional Agility (being a kensai, I don't get many 4th level spells, but this could just be fun. I recently discovered the spell Storm Step, which would make Dim Door with Dim Agility redundant in most combat situations)

Thoughts?

Sovereign Court 3/5 ****

I'm unsure of the intent of the entry in the additional resources document for Blood of Elements.

Additional Resources wrote:
Note: Racial feats, racial traits, and racial spells are only available for characters of the assigned race.

There are many racial traits in the book and they are explicitly labeled "race traits". They are clearly covered by the above entry.

There is only one feat and it has no apparent relationship to the races in the book.

There are only two spells in the book, prefaced by the below text.

Blood of the Elements wrote:
New Spells The following spells are available to all characters, but are used frequently by sylph spellcasters.

An overly broad (to my thinking) reading of the additional resources entry would make the spells legal only for Sylphs. A strict reading shows there are no spells limited by race in the book, and so are both legal for any race.

Yes? No?

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I've always understood that persistent haunts can be damaged beyond the first round, as they...persist. Now that I'm rereading the available rules I cannot find anything that says they can be. The only mention of damaging haunt hit points is the following text:

On the surprise round in which a haunt manifests, positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt’s hit points (a haunt never gains a Will save to lessen the damage done by such effects, and attacks that require a successful attack roll to work must strike AC 10 in order to affect the haunt and not merely the physical structure it inhabits).

In the absence of any other mention of damaging haunts, the above text can easily be seen as evidence that any haunt can only be damaged in the surprise round.

I don't believe that to be true by RAI, but I'd like to find RAW evidence to back me up when I bring the topic up at PFS and other tables.

I'm aware of this post by Brandon Hodge, but I can't find anything official in the rules of forums. Am I missing something, or is this question in need of a FAQ?

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So there's this part of the nonlethal damage rules:

Core Rulebook wrote:
If a creature’s nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage.

The questions is this, if a creature's maximum hitpoint value is reduced do you reevaluate previously nonlethal damage as lethal? Or is nonlethal damage, once applied, always nonlethal?

Example: An undamaged creature has 40 maximum hitpoints. He takes 20 lethal damage and 20 nonlethal. Then he receives con damage that reduces his maximum hit points to 10. Let's say the Con score is 15.

Does this creature still have 20 nonlethal and 20 lethal, and therefore is still alive?

Or do you reevaluate the nonlethal to lethal conversion, and it now has 10 nonlethal and 30 lethal, and is therefore dead?

Seems to me the crux is the reading of 'all further damage'. Does it mean 'all damage received after this point'? In which case you wouldn't reevaluate whether damage is lethal or nonlethal after the damage is applied.

If you read it as 'all nonlethal damage that you currently have beyond maximum hitpoints', then you would need to reevaluate the status of existing nonlethal damage any time maximum hitpoints are reduced and you could have the second situation.

Sovereign Court 3/5 ****

Guide to PFS Organized Play wrote:
you must buy ammunition in full lots (typically 10 or 20 for mundane ammunition and 50 for magical ammunition).

The quote above is the only relevant rule I've been able to find to cover the purchasing of special material ammunition. So the question is, if I want to buy non-magical adamantine (or cold iron or silver or whatever) arrows, do I have to buy in lots of 20 or 50? It seems clear by the quote above the answer would be 20, but I've seen people (GMs included) that insist the answer is 50. Am I missing something?

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We had a situation come up tonight in a game that caused some disagreement.

The situation was a PC who was prone 15' from an enemy. He wanted to stand (move action), then bull rush the enemy.

My opinion was that a bull rush (unless made as part of a charge) could only be made against a foe you threaten to start with. Since the PC didn't have enough actions to stand, move to the foe and then attack, nor could he stand and charge, I said that a bull rush was not possible.

The opposing view was that bull rushing inherently involves movement, and so the PC would be able to move and bull rush as part of a single standard action after using a move action to stand.

Thoughts?

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I'm wondering if Deathwatch would immediately out a mimic who is hiding in plain sight disguised as an object.

Deathwatch:

Spoiler:
Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.

The mimic is alive and in plain view, so I'm coming down on the side of Deathwatch making you immediately aware that the object is a creature.

And then what about a construct that isn't obviously a construct at first sight, like say a caryatid column. I'm thinking that since it's not alive, just like your run of the mill architectural column isn't alive, Deathwatch wouldn't tell you anything is unusual about the creature.

What says the esteemed internets?

Sovereign Court 3/5 ****

I know there is language in the Guide and in scenarios about reducing gold awards for failing to achieve particular goals or finding particular items.

I know there is also information on marking items that were not found off the chronicle sheet.

However, do you reduce gold rewarded for modules for items not found? You would mark them off the chronicle sheet, but I'm not finding anything to support reducing the gold reward. Am I missing it or does that not apply to modules?

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Ok, I could have sworn there was a way to change weapon damage type by taking an attack penalty, or some such. But now I can't find anything of the sort. Am I imagining things, or remembering an old house rule perhaps?

I'm aware of the Weapon Versatility feat. I'm talking about something that anyone can do.

Sovereign Court 3/5 ****

So the ACG should be available at Gencon. I'm wondering when the content will likely be available for use in PFS?

Will it be immediately? Will there be a short, or possibly not so short, waiting period? What's likely based on previous such releases?

I've never been to Gencon before this year and I only started participating in PFS a few weeks ago. I've been holding off on taking any ACG classes to 2nd level, hoping to build them with the full ACG rules available, including new feats, archtypes, etc.

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I just noticed that my last 2 orders (3171584 and 3166653) didn't include my Pathfinder Advantage for 15% off. I know you guys are having some problems with orders but hadn't seen any posts about this particular problem. Can someone take a look? Thanks!

Sovereign Court 3/5 ****

This week we'll be missing one player from our MM home campaign, so we're going to be doing a PFS scenario, Shipyard Rats, a season 1 1-7 tier.

It looks like we're going to have a total of 3 2nd level PCs. Is it legal to add a 4th level pregen, for an APL of 2.5, playing down to 1-2 subtier? I'm uncertain if a 2.5 APL rounds to 2 or 3.

Sovereign Court 3/5 ****

I'm registered for a couple of the Gen-Con special events, but I may not have a character high enough for them by then. In that case, is there any reason I couldn't play a pre-gen?

I'm pretty new to PFS and not up on all the rules yet.

Thanks.

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I'm looking to make a ranger for PFS and really want to make a TWF kukri wielding Shoanti. But a switch hitter seems SO much more versatile and more effective too.

Someone sell me on the TWF. :)

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APG wrote:

Spirit Bond (Ex): At 4th level, instead of forming a bond

with his hunting companions or an animal companion,
the spirit ranger forms a bond with the spirits of nature
themselves. Each day, as long as he is within one of his
favored terrains, the ranger can cast augury (Pathfinder
RPG Core Rulebook 245) as a spell-like ability with a caster
level equal to his ranger level. In addition, he can call
upon these spirits to cast any one ranger spell that he is
capable of casting, without having to prepare the spell. At
8th level, and every four levels thereafter, he can cast an
additional spell in this way. This replaces hunter’s bond.

So the spirit ranger has to be in his favored terrain to use the augury ability. However, does that same restriction apply to the next ability in the paragraph?

I can see an argument both ways.

What say the boards?

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Thanks!

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1 person marked this as a favorite.

I'm looking for an app that I can use both to record what spells are in a character's spellbook and also to track what spells are memorized.

An app designed specifically to the task would be great, but I haven't seen anything that does what I'm looking for.

I've found a 'to do list' type app that works ok, called Task Label. It allows me to make custom tasks (spells) and when I prepare a spell I assign it to a label.

Anyway, it works pretty well except there's no good way to indicate when I have a spell prepared more than once.

I'm hoping someone knows of something that works better.

Any takers?

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I just don't use them.

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I'm wondering what the consensus is for abilities with phrasing like the thread title.

What kind of action is it to discontinue use of such an ability?

I'm thinking specifically of the inquisitor's bane ability, but there are many others with similar wording.

In the case of Bane, it's a swift action to enact. At that point, do you decide how long it's going to last, or do you enact it and then each round decide whether to keep it going to let it drop? If you can make the choice to keep it up or to drop it each round, what action is it to drop the effect?

I've been playing it as the designated action to turn the ability on (swift in the case of Bane) and a free action to turn it off (decided at the beginning of a round).

How do others interpret it?

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I'm looking for some feedback on the pricing of items that allow use of metamagic feats like rods do, but without the requirement of wielding the item.

For instance, how would you modify the price of a ring that did the same thing as an equivalent rod? How would you price an ioun stone (or other slotless item) with the same function?

I was thinking the standard double price for slotless items and +50% for a slotted but always available item like the ring mentioned above.

I'm fairly confident in the slotless modifier, since it seems to roughly match the pricing of the Caster's Tatoo from Inner Sea Magic, which is a 1/day still/silent/almost eschew materials effect for 6,000gp. Magical Tattoos are treated as slotless (double cost), and 3,000 gp seems about right for what a Caster's Tatoo would do if placed in a rod.

Thoughts?

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Oh no, not another Magus thread!!

I feel dirty playing one, seeing how 'flavor of the week' it is!

Anyway, let's say we have a 7th level magus who happens to cast Shocking Grasp a lot (shocking!), and let's also say that he has many enemies (both current and upcoming) who may have had or will have the opportunity to make note of such behaviour.

It would be easy for said enemies to procure protection from electricity, rendering our Magus much less effective than he would otherwise be.

I'm considering the various ways of mixing up his damage types. I've already started preparing alternate damage type spells such as Frostbite, Corrosive Touch, Chill Touch, or Frigid Touch, but the damage on those is lackluster out of the gate, not to mention lacking the advantage given by the Magical Lineage and Intensify combo.

So now I've turned my attention to magic items that would give me what I'm looking for on an as-needed basis. There are metamagic rods of elemental spell, metamagic gems of the same, or even a metamagic tatoo. The gems and tatoo have the advantage of not needing a free hand to wield the rod (something that a magus doesn't normally have, using one hand to cast and one to wield his weapon). The rod has economy on its side, being 3 times per day for only 3,000 gp. The tatoo costs the same for only once a day and the gems are consumable at 1,000 gp for each use.

I'm disinclined to take the actual feat, because while I could have need of a non-electricity based damage spell at any time, it's unlikely to happen very often and unlikely to be forecasted to allow preparation ahead of time. So I'd just like to have a couple tricks up my sleeve for when it's needed.

So any ideas that I haven't presented above or thoughts on the relative attractiveness of the ideas presented?

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I'm curious how folks handle this.

Do you use the knowledge skill rules and consider type/subtype one of the 'useful' pieces of information? Or do you consider type/subtype to be a more basic type of information received even more easily than the base knowledge skill rules?

Let's get more basic, do you make your inquisitors pick the appropriate type/subtype or can they just say, I'm turning on my bane for that (points at a creature) type of critter?

For your convenience:

PRD, Knowledge skills wrote:
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster's CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster's CR, or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Many of the Knowledge skills have specific uses as noted on Table: Knowledge Skill DCs.

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I've hit a wall of indecisiveness for my 7th level feat for my inquisitor.

Looking for any suggestions folks have.

Human 7th lvl inquisitor of Gorum

STR 19
DEX 14
CON 14
INT 9
WIS 14
CHA 7

Feats:
H Hvy armor prof
1 Dodge
3 Power Attack
3b Precise Strike
5 Craft Magic Arms and Armor
6b Outflank
7 ??

He's a greatsword weilding melee guy, obviously.

I'm considering the following:
Extra Bane, Furious Focus or Weapon Focus, or possible Cleave, but I'm leaning away from that choice.

We have in the party:
a fighter/duelist
summoner with a melee eidolon
archer ranger with a wolf companion

Flanking partners aren't usually a problem, though getting into flanking sometimes is difficult. I think Mobility may have been on my wish list at some point...which is something I've only just now remembered. So maybe that would be the way to go. That lets me get into flanking positions a lot more safely.

Thoughts?

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Just wondering what other folks think. The RAW is pretty clear on whether you must have a spell in your spellbook before you can prepare it, even if you're using a borrowed spellbook.

PRD wrote:
A wizard can use a borrowed spellbook to prepare a spell he already knows and has recorded in his own spellbook...

Emphasis mine. I'm wondering what folks think about preparing a spell from a borrowed book that a wizard has learned a spell from but which (due to either lack of time, supplies or access to his own book) he hasn't been able to add to his own book yet.

It would seem that, if a wizard knows the spell, he should be able to prepare it from a borrowed book with the same ease (or difficulty) whether he has written it in his book or not.

If you think the RAW is in fact RAI, how would folks feel about (obviously house ruled) the ability to do what I propose above but with a more difficult Spellcraft DC, perhaps 20 + spell level rather than 15 + spell level.

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Just checking...4th level red mantis assassins' spells known are 4 1st, 2 2nds.

Chivane has 3 2nd level spells listed and 4 1st, but one of those is a 2nd level, making it 3 1st and 4 2nd.

Just surprised that I didn't find anything on a search, or did I miss something?

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No need for the beginner box, so please cancel my RPG sub. I'll resub next month.

Thanks.

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My order finally was delivered today (boy was I sweating, but it came in at the 8th business day after shipping, so all is cool). However, in the place of the Shrines Map Pack I found a Master of Devils paperback. Any way to swap you back for a Map Pack?

Thanks!

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So I'm reading about the roadside cockfight, and I see that "If the PCs’ chosen bird wins, Rickets flushes with anger and throws a fit in front of everyone." and "If the PCs lose the cockfight...he greedily demands more money than they originally bet."

I can see the occasional outburst at losing a particularly costly bet, or occasionally overcharging rubes, but his actions as written just don't seem to make sense. It seems to be an attempt to manufacture drama where there really isn't any.

Of course PCs are known to insert drama all on their own, and that's fine if they decide to do so, by using magic to cheat or trying to welch on a bet, or any number of other shenanigans. I don't like the way this encounter is written to make sure that drama happens, however.

How have others handled this encounter? Exactly as written or if you've made changes, what did you do?

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The judgement ability states that you don't benefit from from the judgement if you're removed from the combat, and unconscious is specifically called out as a condition that temporarily suspends the judgement's benefits. This seems clear enough...no fast healing while unconscious.

But wait, the Healing Judgement text says "This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgement lasts." (emphasis mine)

So I guess I'm seeking advice on the letter of the RAW and wondering if the specific "as long as...the judgement lasts" is sufficient to override the general judgement rules, which state that the judgement isn't ended by unconsciousness etc. To me, the fact that the judgement isnt ended, but merely suspended, means the judgement still "lasts". Am I splitting hairs too finely here?

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Trying to post this again, last one got eaten by the 0 post monster.

Seems like defensive casting is awfully difficult for the low level magus, necessitating combat casting. On the other hand, you get so few spells that perhaps it's better to deal with the situation with tactical movement and positioning to avoid the AoO, freeing up that valuable feat slot (like say for weapon finesse for the dex magus I'm creating now).

Thoughts?

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Defensive casting without the +4 provided by Combat Casting is just asking for blown spells. On the other hand, even with it success is far from guaranteed at low levels. I'm thinking smart positioning and utilizing 5' steps to stay out of threatened squares is a better way to go for the very few spells that low level magi get.

Thoughts?

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I'm creating an inquisitor for a new Kingmaker game and would like some advice on a few things.

I'd like opinions on the advantages between the Anger inquisition and the Rage sub-domain first of all. Anger gives rage sooner but for a likely lesser duration, Rage gives 2 rage powers, albeit at much later levels and with limitations on choice (none with lvl reqs).

The other ability of each choice is a single attack smite (usable several times per day) vs a once per day free attack. I'm leaning toward Rage here.

Then there's the issue of starting feats (human by the way). I know I want to take weapon focus, power attack, outflank, precise strike and others, but those obviously have to wait until later levels. So for now I'm torn between something like combat expertise/gang up (possible flankers to be eidolon and ranger AC) or more general purpose stuff like Toughness, Blindfight, Dodge, what have you. Any opinions/other ideas there?

For character concept reasons I'm not planning on going down the intimidate route, so that's not on the table.

Thanks much.

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Both the Anger Inquisition out of Ultimate Magic and the Rage sub-domain from the APG give a value for your effective barbarian level (level - 3 for Anger, half cleric for Rage).

What is the point of this distinction?

The only level dependent factor of the Rage ability that I can see is number of rounds of rage available, and this is spelled out for both abilities (Wisdom bonus + 1/inquisitor level beyond 4th for Anger and 1 per cleric level for Rage).

Am I missing something pertinent?

Thanks

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I realise this is late notice, but things have been pretty busy since before Christmas and I only recently went through my pile of paizo goods from my last 2 subscription orders. Unfortunately, the Godsmouth Heresy Pathfinder Module is missing. Is it too late to do anything about?

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I'm trying to work up a plan for a two hand weapon combat style ranger, and the lack of good bonus feats is making me sad.

Here's what I have so far, trying to maximize the potential of the bonus feats:

1st:
Human:
2nd:Power Attack
3rd:
5th:
6th:Great Cleave
7th:Lunge
9th:Improved Critical(falchion)
10th:Furious Focus
11th:Dazing Assault
13th:Critical Focus
14th:Improved Sunder
15th:Blinding Critical

I'm taking Power attack at 2nd since it's one of the few good bonus feats afforded by the archtype and skipping Cleave since I don't really need it to qualify for Great Cleave later.

The character is human so far, planning to pump favored enemy to max on one enemy for Instant Enemy goodness later on. I'm considering filling in those low level slots with Iron Will, Blind-fight, Dodge and Favored Enemy.

Any better ideas? Advice?

Thanks a bunch!

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Couple things are unclear for me on the Spirit ranger variation in the APG.

I've seen this first thing mentioned, but no clear answer. Does the 2nd part of the Spirit Bond ability function only while in a favored terrain? From a balance perspective, I see no reason that it should be restricted in that way. Giving up the animal companion is a significant sacrifice.

Secondly, what sort of action does invoking the spirits to cast a spell on the ranger's behalf take? The wording in the initial part of the ability doesn't mention that the ranger casts the spell, but only that he can "call upon these spirits" to cast the spell. This suggests, possibly, a free action, the same as talking. Later in the ability description however, it says "At 8th level...he can cast an additional spell in this way". I'm on the fence as to whether this would be overpowered or not, considering what you give up to get the ability, the animal companion. I'm leaning toward standard action, sadly (I'll be going Spirit Ranger with my two hand weapon ranger once I hit 4th), but I could be convinced. *wink wink*

APG wrote:

Spirit Bond (Ex): At 4th level, instead of forming a bond

with his hunting companions or an animal companion,
the spirit ranger forms a bond with the spirits of nature
themselves. Each day, as long as he is within one of his
favored terrains, the ranger can cast augury (Pathfinder
RPG Core Rulebook 245) as a spell-like ability with a caster
level equal to his ranger level. In addition, he can call
upon these spirits to cast any one ranger spell that he is
capable of casting, without having to prepare the spell. At
8th level, and every four levels thereafter, he can cast an
additional spell in this way. This replaces hunter’s bond.

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I'm notoriously indecisive when it comes to builds, and my new ranger for a Kingmaker game is no exception.

Here's the party so far:

Human wizard diviner,
Halforc two weapon fighting ranger,
Gnome fire/healing cleric of Pharasma,
Half-elf druid,

...and me. We've had one session. I initially planned to do the switch hitter build in Treantmonk's ranger guide, and have taken power attack and cleave with my human ranger. We'll be 2nd level after or during next session I'm sure, so I'll have to solidify my decision by then.

I guess I'd do something like the following for feat choices for the 2 options.

Two handed weapon style:
1 Power Attack
H Cleave
2 Shield of Swings or Pushing Assault
3 Quickdraw
5 Weapon Focus Falchion
6 Furious Focus
7 Not sure here
9 Improved Critical Falchion
10 Improved Sunder
11 Critical Focus

Ranged style switch hitter:
1 Power Attack
H Cleave
2 Rapid Shot
3 Quickdraw
5 Deadly Aim
6 Manyshot
7 Weapon Focus Falchion
9 Improved Critical Falchion
10 Imp Precise Shot
11 Critical Focus

Aiming for Dazing Assault or something like Blinding Critical later perhaps.

Any advice for either build would be appreciated, then I could make a more informed decision between the two.

Adding stats too, in case it matters:
STR 18
DEX 16
CON 12
INT 10
WIS 16
CHA 9

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So, clergy of Pharasma see undead as an abomination to be avoided and destroyed. Yet the death domain, which she can provide, has 3 of its 9 bonus spells as undead creation spells.

Has anyone come up with alternatives? Looking over the spell lists, I can see these as potential replacements:

3rd level: Speak with Dead, Halt Undead, maybe Vampiric Touch
6th: Undeath to Death, Circle of Death, maybe Symbol of Fear or Unwilling Shield(APG)
8th: Symbol of Death

Any other suggestions? Comments on mine?

I'm considering playing a cleric of Pharasma using the Healing and Death domains, playing on the dichotomy of her influence over both death and life/birth.

Another question that comes to mind: How do people think Command Undead would go over for such a cleric? As long as the control is for the purpose of defeating the undead, I'm thinking it would be ok, and an interesting way for a cleric of Pharasma to combat those who would subvert her wishes.

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1 person marked this as FAQ candidate.

When exactly in the next round does Detonate occur?

APG wrote:
One round after completing the casting of the spell, the energy explodes from your body.

Say, for instance, that an elemental sorcerer takes a move action then casts Detonate. Next round he casts Elemental Blast, then twiddles his thumbs (this is a move equivalent action doncha know). Does the Elemental Blast occur before or after the damage from Detonate? The point of course is, does the vulnerability of Elemental Blast happen before or after the Detonate damage.

I'd like to "shock and awe" my PCs with a lower level NPC, and wanted to make sure that this potentially powerful one/two punch is kosher. I don't see any reason it wouldn't be, but just making sure.

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Guh, thought I screened out all the PDFs that I already had, but I missed the Gazetteer. Is there any way for it to be removed from this order since I already own it, from Order 1515976?

Thanks a bunch!

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