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CRB and APG only

I was asked if I want to join a game. They lost their cleric and want someone who can keep the party going. But I don't want to play a pure healing guy.
So I thought I'd play a hospitaler. (haven't got feedback on alignment it could change. But for the moment that's the plan.)

Most PCs I build I just take a look at the SRD and get going. But this time I'm restricted to CRB and APG only so a lot of nice feats like ranged lay on hands are out.

It is a point buy game but I don't know how many points so at first I'll build for 15. Starting level for me is 12.

What I got::

Maybe ancestral arms for EWP Bastard sword
Hospitaler paladin 11/ Nature oracle 1

Str: 18 (+3 level)
Dex: 8
Con: 14
Int: 13
Wis: 8
Cha: 16 (+2 racial)

Should I switch strength and cha?

Revelation: Sidestep secret
Curse: Tongues or wasting

Selective channeling
Power attack

In combat I plan to use shield other on at least one party member and heal myself with swift actions per LOH. Most healing should be done out of combat if possible. If necessary I can channel in combat or use LOH on others.

Any advice?

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Often players want to rebuild characters they know from media. Whether that is good or bad is another topic I do not want to elaborate on in this thread.
What I AM after is this: If you aim to create a pathfinder pc that resembles a certain media character, why is it so important that every fluff you have in mind is backed up by facts?

Example: Someone wants to play a Guts (whoever that is) style PC wielding a sword with an oversized blade.
In PF blades and hilts always have the same size. There are no large weapons with a medium sized hilt. So you can either wield a medium sized sword and fluff the blade as bigger or you can wield a large sword* and fluff its hilt as medium. Now, why is it so important for people that the blade size is reflected by the crunch, the rules? Even if it would be much easier to just fluff it? The PC would "be" the character who's flavor you want.

*large two-handed swords can't be wielded by medium sized PCs.

If it is the flavor you are after, why is it important to create new rules? Why not use the existing rules and still play your fluff?

Example 2: Someone wants to play a strong dual wielding Samurai. How important is it that this pc really has the samurai class written on his sheet? From a rules perspective he could well play a slayer, getting TWF from a ranger combat style. If he behaves and dresses like a samurai why would it be any worse, fluff wise, than a pc with samurai written on the sheet? Again, why look at the rules when you are aiming for a certain fluff?

Traps and caltrops make attack rolls. Can I use aid another on them to increase their chance of hitting by distracting the enemy?

Example: I am fighting some guy. He can only attack me from that one square so he stays in the caltrop area. Now can I use aid another to increase their chance to hit?

I'm building an empiricist inquisitor with bodyguard and a non-reach weapon, so he'll have to be in melee to use it. Now I can't decide whether I should take toughness or not. It will be a 9th level pc and he has a con of 12.
He'll have either 53 hp without it or 62 with toughness.

Stats and feats::

Str: 12
Dex: 14
Con: 12
Int: 20 (with magic and racial)
Wis: 10
Cha: 7

Combat reflexes, Bodyguard, arcane strike, toughness, extra talent

Expanded inspiration, Quick study, combat inspiration, Enhance potion, Infusion

battlefield disciple, Alchemical Prodigy

Favored class bonus 9x 1/4 to inspiration rolls

I could take another extra talent instead (to get effortless aid) so I can use aid another in addition to making an attack. Or something else. But 53 hp sounds somewhat squishy at 9th level.

As the title states. Some languages have notes that they use the alphabet from language YX (like Orc using the dwarven alphabet) but most lack any info about having a written form.
On earth many languages had no written form.
And I could, for example, well see the elemental tongues having no written form. Why would elementals need to write something?

As the other thread got completely hijacked despite being asked to return to topic here is another one. Please leave speculations about monster literacy, necromancy and shrodinger's wizards in the old thread.

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The Alchemical allocation extract allows you to gain the benefit of one potion without actually using it up.
Is it legal to combine this with either Enhance potion and/or [http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/extend-potion]extend potion[/url] discoveries to have a potion work at enhanced effect without using it up?

Example: A level 9 alchemist or investigator with a potion of barkskin +2 (300gp +2 nat armor 30minutes) uses alchemical allocation, then uses the potion and activates both discoveries/talents. He would then get a +5 natural armor bonus that lasts 180 minutes.

Same with resist energy 10 which now gives +20 and lasts 180 minutes instead of 30.

Is there anything I'm missing why this doesn't work?

If you use aid another while unarmed without IUS provoke as would attacking?
How about with a whip?

SRD: Aid Another wrote:

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You make an attack roll and you csn only do it if you are in a position to make a melee attack vs the opponent. But IS it an attack?

He is not the best in offence but has some tricks up his sleeve, is good at bull-rushing and has ok defenses.

Ulfen Shield fighter:

Human (ulfen)
Dual talent
Fighter (brawler) 3/Brawler (mutagenic mauler) 6

STR: 18 (14+2+2) DEX: 16(14+2) CON: 14 INT: 12 WIS: 12 CHA: 7 (15 PB)

- Shield bearer, Shield trained (gorum)

FB1: Power attack
L3: Improved Shield Bash
L5: Combat reflexes
BB1: Spiked destroyer
L7: Shield slam
BB2: Weapon focus (heavy shield)

For the two free feats I'm not sure yet. I might take iron will with one of them.
And I might change the race to something else that might grow up among Ulfen.

Advice is welcome.

Swashbuckler 1/Sword saint samurai 8

Race: Unsure
Pointbuy: 15

- Weapon focus (katana)
- Slashing grace
- Quickdraw (because weapon expertise doesn't work as prereq)
- Equipment trick: Hurling scabbard
- Weapon specialization (katana)
- splintering weapon

Tactic: When facing a worthy opponent challenge him, move up and if able attack any goons with the sheathed sword (combat sheath). Next round I use Iaijutsu Strike. As the weapon is drawn as part of Iaijutsu Strike I can then activate the hurling scabbard equipment trick and throw the scabbard at the foe (provoking for throwing in the threatened area). If the scabbard (made of a fragile material) hits I use splintering weapon to cause bleed damage.

This attack does: 1d8+dexmod+samurai level+2+4d6 and the scabbard does: 1d6+strength mod+1d4 bleed

I might even be able to use a 5ft step between drawing and striking to avoid the AoO for the ranged attack.

Which ways are there to get attacks in addition to what you normally get? I'm not speaking about additional attacks on a full attacks but generally bonus attacks.

Some I found:
- Equipment trick (example hurl scabbard: Throw scabbard at enemy when quick-drawing) Swift action
- Charging hurler (Throw a weapon in addition to making the charge attack.) Part of the charge
- Hurtful (Get a bonus attack after demoralizing a foe) Swift action

Medusa's wrath and step up and strike offer options but are more specialized. Because they need certain circumstances.
Then there are ways to get AoOs. But are there additional ways like the above? Best those that stack.

Can I use the equipment trick hurl scabbard with a fragile scabbard (bone?) and the splintering weapon feat to get a swift action attack that deals bleed damage?
As the equipment trick states counting as a ranged attack, could I craft or buy a pheromone combat sheath for that? It seems you can put arrow specials on thrown weapons, too.

eyup.Page 20:

Other Types of Ammunition:
While Kyonin archers
prefer alchemical arrows to other missile weapons,
characters can infuse other ammunition and thrown
weapons that deal piercing damage (such as crossbow
bolts, darts, and shuriken) with alchemical effects.
Aside from differing base statistics, these alternative
types of alchemical ammunition have effects identical
to the alchemical arrows listed here. However, firearm
ammunition can’t be imbued with alchemical ingredients,
nor can ammunition types that don’t deal piercing damage

Edit: I missed that combat scabbards do not deal piercing damage and thus can't be made pheromone. But the rest should work. Or am I missing something?

Both abilities are nearly identical. But they have different names, give unnamed bonuses and because of that should stack. Or am I wrong?

Swashbuckler's initiative:
At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

sleuth's initiative:
At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.) At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy.

I'm thinking about how to build a sleuth/swashbuckler with main focus on the investigator part. The PB is 15 and core races are preferred (but not mandatory). Total level is 9th.

For a human I'd take a PB like this, but I'm not at all set on human:
STR: 10 DEX: 14 CON: 12 INT: 16 WIS: 8 CHA: 14

As a swashbuckler archetype the inspired blade would be an option, giving me both int and cha to panache.

If a spell eater bloodrager has not enough cha to cast a level of spells, does he get the slots so he can use them for spell eating?

The headband of fate's favor states that it applies to any ability that gives a luck bonus or explicitly increases the good luck by increasing that effect's duration by 1 round.

The Sleut's luck power gives the sleuth a luck pool which can be used to fuel several deeds. Giving a luck pool sounds like something that explicitly increases one's luck, so would the headband's effect apply? And if so how?

When a pc of the order of the hammer makes a full attack against the target of his challenge he gets a free grapple or sunder combat maneuver.
For such a sunder maneuver, is the challenge damage bonus added to the sunder damage or not?

I'm building a spell-eater bloodrager who will be starting at 9th level. Now I'm undecided whether I should take both arcane strike and blooded arcane strike or arcane strike and reckless rage?

With the first combo I have my arcane strike always on while raging and get +3 damage out of it.
With the second combo I have to use a swift action for arcane strike (which I sometimes will need for spelleating) but I get +3 damage from PA at the cost of -1 to hit.

What do you think?

The players in one of my games want to escort a boy to the next mages academy and ask them to teach the boy.
Is there an academy in andoran?

Slight crown of the kobold king spoilers:

One of the children's plot-hooks in the adventure is that he doesn't want to become a necromancer any more after what he experienced during the adventure. If his father, the necromancer, gets to know that he throws him out of the house.
So they are now in falcon's hollow in the north of andoran and want to help him get accepted at another academy where he can become another kind of mage.

1 person marked this as FAQ candidate.

Do temporary ability increases affect a creature's poison DC?

Some examples for which I assume a con based DC:

- A barbarian with a poisonous bite attack rages. Normal con or raging con?
- A summoned creature affected by augment summoning?
- Bear's endurance on creature with poison?

Side question: If a creature with a poisonous bite gains an ability that allows to use a poisonous bite, can it use both? For example if the creature in question is a serpentine blooded sorcerer (or has eldritch heritage serpentine).

1 person marked this as FAQ candidate.

The orc double axe is the only weapon that can be used with the orc weapon expertise feat. It is a double weapon.
If I use the orc double weapon for two weapon fighting, does it count as one-handed or two-handed?

It's about this part of the orc weapon expertise feat:

defender wrote:
Gain a +1 shield bonus to your AC (or +2 if wielding a two-handed weapon).

It IS a two-handed weapon but used as a one-handed and a light weapon. So which applies?

At the end of my turn I should be able to switch it to two-handed mode (just changing my grip) to deal more damage with Aoos and to get the higher shield bonus. So it is not THAT important unless the GM rules changing grip twice per round is too much.

How viable could a build be that uses the hurtful feat and the braggart ability from the order of the cockatrice cavalier? And how would you build it?

At first it sounds good to combine dazzling display with hurtful. But depending on your success at intimidating it's not useful too often per fight. So you need another option to intimidate.


This is no full build, more some notes as what might work together.

Slayer 2/ Cavalier x
Feats: Orc weapon expertise (+1 nonlethal damage), enforcer, hurtful
Class abilities: TWF ranger combat style -> TWF, Braggart
Traits: mindlessly cruel

In addition to allowing me to use dazzling display as standard action braggart gives me a +2 moral bonus to hit vs demoralized opponents. Mindlessly cruel gives me a damage bonus while I have a moral bonus to hit.

That way I can move to an opponent, use dazzling display and make one attack. Even if I miss other opponents might still be intimidated.

Alternatively I can just attack. If I hit and deal damage I get an additional attack. So full attack +1 if the intimidate is successful. And I have several attempts as every attack deals 1 point of nonlethal damage.

Later I could add orc weapon expertise an additional time to get a shield bonus while wielding my double axe (it is the only weapon usable with orc weapon expertise).


Since Halloween is coming closer and I am a big zombie flick fan I thought about GMing a zombie game in PF.
The zombies I have in mind are not the D&D zombies but those that infect you 100% of the time with a bite. Especially I had the walking dead ones in mind (the standard biters)

Ideas I had in mind on how to convert them to PF was the following:
- Bite attack that contracts zombie disease but can only be used on grappled foes or whenever a sneak attack would be possible.

- zombie plague: bite; save: No initial save, Fort 15 ongoing; onset 1d4 hours; frequency 1/hour; effect 1 Con, cure 5 consecutive saves. Anyone who dies while infected or has con damage equal to his con value rises as a zombie in 2d6x10 minutes.

- no cure disease

- anyone who survives the zombie plague becomes a carrier for the disease and can infect others through bodily fluids. (bite, intense kiss, blood donation etc.)

- Successful attacks have a chance to daze the zombie

- successful hits to the head (made at -4 to hit) kill the zombie if they deal at least 10 damage.

- Have at least one backup pc ready this is no stroll in the park.

What do you think about this?

Dragon ferocity gives 1/2 str to damage in addition to the normal str to damage. But this FAQ* tells us that you can not add the same ability twice. So unless you have str to damage it seems dragon style now does not add damage.

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.

Edit: I would not play it that way. But, as I read it, that is the RAW because of the FAQ.

At first level the possessed shaman gets the Shared Skill ability, and later a similar ability to add another skill to it.

Possessed shaman

If I choose two dex- or strength-based skills for shared skill, they become wisdom based. That should mean, that they are not penalized by armor check penalty anymore because only dex and strength based skills have ACP. Right?

The feat in Harm's way lets you take a hit an ally would be dealt.
The betrayal feat wild flanking lets you attack so hard you have a chance to hit your flanking buddy.
I know that it sounds off from a realism point of view, but could you use wild flanking, use bodyguard to increase your ally's AC against your own attacks and, should you hit take the hit onto yourself via in harm's way?

Special: Normally you have to be flanking for wild flanking and adjacent for bodyguard and in harm's way. But if the flanking team is an animal companion and a hunter they can be adjacent and be flanking at the same time.

The hunter takes wild flanking to give it to his companion and has taken spirit's gift to give his companion DR5/adamantine. The companion has the bodyguard chain of feats. Would this work? RAW?

In Harm's way
Wild flanking

The hunter's nature training seems to be an empty ability that does nothing at the moment. Or did I miss something?

Nature Training wrote:

A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

All the ranger or druid feats and traits I know of only change favored enemy or wild shape. Not the animal companion. You would think that there would be at least one of it in a new book introducing such an ability.

Did I miss any trait or feat or is it really just there in case some time in the future there might be something? And empty page count until then?

At 2nd level the spelleater bloodrager gets blood of life.

Blood of Life:

A spelleater's blood empowers him to slowly recover from his wounds. At 2nd level, while bloodraging a spelleater gains fast healing 1. At 7th level and every 3 levels thereafter, this increases by 1 (to a maximum of fast healing 6 at 19th level). If the spelleater gains an increase to damage reduction from a bloodline, feat, or other ability, he is considered to have an effective damage reduction of 0, and the increase is instead added to this effective damage reduction.

It states that it converts DR gained from other abilities to fast healing, as well. But blood of life works only while bloodraging. What happens if you multiclass stonelord paladin and spelleater br? Does he have the stolelord's DR while not raging and the higher fast healing and no DR (DR 0/-) while bloodraging? Or would he not have DR at all while not raging?

As I see it a spelleater 2/ stonelord 8 should have DR 0/- and DR4/adamantine when not raging and fast healing 5 and DR0/- while raging. Is that right?

The skald's inspired rage raging song gives allies who choose to use the rage a moral bonus on str, dex and will saves as well as well as a penalty on AC. And they can not use certain skills.

Now with the trait the bonuses would remain but the penalties would end if the ally chooses to only accept the song for 1 turn. Later, when the skald learns rage powers and is able to confer them to allies those only apply as long as the raging song lasts because they are not moral bonuses.
Is that correct?
So the allies could be rage cycling to cast spells in-between or use skills and still benefit from the moral bonuses?

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Normally the community keeps saying that tanking is not possible in PF and most of the time people are correct in saying so.

But now I thought about the following:

The archon style allows you to give an AC bonus to your adjacent allies vs one foe and to take hits meant for them.
The diplomacy version of antagonize (yes I went there) allows you to give an opponent -2 to attack someone else for 1 minute.
At the start I could only use either or but later I can use both each round (or use archon style and attack).

The question is: How to build it? I'd like to make him a dwarf but then the high diplomacy is hard. MMS monk would give early access to archon style and following, wis to AC and allow me to add in earth child style, as well. But multiclassing would be no problem when it comes in handy (for example for more survivability.
Perhaps go into stalwart defender later on?

I think there will be others around using teamwork feats so paired opportunists would be nice to have at some point. That way I could retaliate for every attack I take for an ally who has the feat.

Sometimes you are asked questions you would rather not answer but have to. This happens in real life every day:

Q(from girlfriend): Do you think this woman is more attractive than I am?
- In most cases the true answer to this is just: Yes. But that would be impolite and bad for you. So you try to give another answer. Sure saying no would be lying and for that needed bluff in pathfinder.
But if your answer is true but not really an answer to the question?
A: It doesn't matter if she is, I love you and would not want her as my girlfriend.
Bluff or Diplomacy? If it is the truth.

I don't have a better example right now. But you know that kind of thing. You do not want to tell the truth but you don't want to tell a lie either. So you take the truth and wrap it up in niceties until it is barely recognizable. But if looking closely the truth is still there.

Just now that giantslayer moves more into the focus (yea, I know its still a long time away) I notices the earthchild style.

At once I started contemplating how to best build a pc using that feat.
As I do not like gnomes, race: Dwarf is set. And he has to fight unarmed.

My first ideas:
- Sensei monk for wis to AC, hit and (vs giants) to damage. But they lose flurry and can't use brawling armor.
- Steelbraker brawler because in addition to getting +6 dodge bonus to AC vs giants he can use a swift action to make a check and if successful he gets 1/2 his level on several things including AC vs the studied opponent.
- Sacred fist warpriest is another option. Or an unarmed barbarian or several others.

When using a guided AoMF would I get twice wis on damage vs giants?

I'm not sure I want to use the second and third feat in the earthchild chain because they are about tripping giants, who tend to have good CMDs.

1 person marked this as FAQ candidate.

In another thread about a feat that has domain or blessing as prerequisite people tell me that I can just take the above feats.
But here the only answer was that they do not count.

So yes or no?

There has been another thread about this feat but that was not seen as such. So I thought I'd add this one.

Energy Channel:

Prerequisites: Channel energy class feature; Air, Earth, Fire, or Water domain or blessing.

Benefit: A swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to twice the number of dice rolled for your channel energy. This additional damage is of an energy type determined by your domain or blessing: acid (Earth), cold (Water), electricity (Air), or fire (Fire). If you have more than one of those domains or blessings, you must choose one of those damage types when you use this ability. This effect lasts for your next three weapon attacks or until the end of combat, whichever comes first.

So you need channel energy and an elemental domain or blessing. Because of that there are not a lot of classes who qualify without multiclassing.

- Cleric: Streight forward. Take the right domain and you are good to go. But for a lot of channels you are MAD, needing Wis, Cha, either dex or Str and a little con. The only stat you do not need is int and that with only 2+int skillpoints.

- Warpriest: Takes longer to get because channel doesn't come online before 4th level. And it works through fervor, which is an important ressource for the warpriest. That means later and fewer uses of energy channel.

- Paladin: The sacred servant and the temple champion archetype gets a domain. Apart from that similar to the warpriest when it comes to starting level and uses/day. But extra channel fixes that.

Did I miss another option?

Via multiclassing other ways open up. The life oracle, for example. That way one could build more for cha. But does it offer other goodies for a melee guy?

Which way would you go?

Do subdomains count as fulfilling the requirement of having the base domain?
For example would a cleric with the caves or metal subdomain count as fulfilling the prerequisite of having the earth domain?

There is a new feat that I have not found online yet, with the prerequisite of having the Air, earth, fire or water domain or blessing.

And if the subdomain doesn't work, would having the feat that gives you access to a minor blessing or a 1st level domain power fulfill the prereq?

- War blessing gives you access to minor blessings
- believer's boon gives the 1st level domain power of one domain
Both do not have a special line about counting for prereqs, that other feats have.
- Element channel (not the old elemental channel) is the feat with the prereq in question.
All from the ACG.

How this idea developed:
The idea for this build started when I found the new element channel feat from the ACG.
It allows you to use a swift action to expend one use of channel energy to deal elemental damage equal to the number of dice you would channel with your next three weapon attacks this fight.

Prerequisites are channel energy and to have one elemental domain or blessing. The damage dealt depends on the domain.

I wanted to be able to deal acid or lightning so air or earth where the options.

The crusader cleric can learn some weapon specific bonus feats only for the favored weapon.

I found Yamatetsu and Shelyn as options and thought the latter was nicer (pun intended).

So what I have: I want a cleric that is able to fight in the front line, I want to use element channel and I want to wield my deity's favored weapon. That is what I am set on. The rest is still open to change.

Human Crusader of Shelyn
STR: 16 DEX: 13 CON: 12 INT: 10 WIS: 14 CHA: 14
STR: 17 DEX: 12 CON: 12 INT: 12 WIS: 14 CHA: 12

Bonus: Weapon focus (Glaive)
Human: Element channel (Air)
1St: Open
3rd: Power attack
5th: Furious focus ?
Bonus: Heavy armor prof.
7th: Open
9th: Open
Bonus: Weapon Specialization (Glaive)

I could see me taking believer's book to get an additional 1st level domain power. And/or divine protection (only with cha 14). Or I could take eldritch heritage and later the feat that gives me the lesser bloodrage.

I have not yet looked into PrCs, but I'm open to gong there if it increases my channeling.

Any ideas or pieces of advice?

While wielding any shield (a buckler) a 3rd level phalanx soldier can use any polearm as a one-handed weapon. So swashbuckler's finesse should work on it. But would slashing grace, too?

The idea is to start out with buckler + shortspear (one-handed and piercing)and later replace it with a polearm (one that deals slashing damage). If I choose the nodachi (p and s and in the polearm weapon group) I could use it once I have the Phalanx soldier ability, in case I do not yet have slashing grace.

There is a new line of feats, one of them Grasping Strike, that you qualify for either by being able to cast druid or ranger spells or by having the nature magic feat.

Am I right that the hunter, who can cast druid and ranger spells would still need nature magic because when he casts them they are hunter spells not druid and/or ranger spells?

Grasping strike

1 person marked this as FAQ candidate.

The feat states that you gain a 1st level bloodrager bloodline power and that you can enter a lesser bloodrage in addition to that.
That reads as if the bloodline power is always on. Not only during the lesser bloodrage. Is that correct?

Raging Blood wrote:

Your blood boils with latent energy, filling you with an intense fury.

Prerequisite(s): Eldritch Heritage or sorcerer bloodline class feature.

Benefit: You gain the 1st-level bloodrager bloodline power for your bloodline. In addition, you gain the ability to enter a state similar to (but less powerful than) a bloodrager's bloodrage. You can enter this lesser bloodrage twice per day, for up to 4 rounds. During this lesser bloodrage, you gain a +2 morale bonus to Strength and Constitution, and no morale bonus on Will saving throws. Otherwise, this benefit is the same as the bloodrage class feature.

If you have more than one bloodline, you choose the bloodline this applies to upon taking the feat.

2 people marked this as FAQ candidate.

An order of the hammer cavalier gains the mighty bash ability once he reaches 2nd level.

Mighty Bash wrote:

At 2nd level, the cavalier does not provoke attacks of opportunity when she attacks foes while unarmed so long as she is dealing nonlethal damage. In addition, the cavalier's unarmed strikes deal more nonlethal damage than usual; she is treated as having a number of monk levels equal to her cavalier level for the purpose of determining how much nonlethal damage her unarmed strikes deal.

Normally unarmed strikes do not threaten unless you have improved unarmed strike. Instead normal unarmed strikes provoke. This ability lets the cavalier attack without provoking but, I assume it still does not allow him to threaten, or does it?

I would assume that it doesn't because it doesn't state that it does. But somehow it seems strange if it doesn't.

Does mighty bash grant the ability to threaten with unarmed strikes?

I am playing a kobold natural attack barbarian (invulnerable rager) who, right now uses two claws and a bite. We just reached level 5 so I have at least 1 feat, possibly 2 (with a dip for a bonus feat) to spend.

I managed to get a strength of 16 (20 while raging) and I have a furious AOMF. In the long run natural weapons get less and less strong because of loosing iteratives.

My options, as I see them:
1) Take power attack (yea, I don't have it yet)
2) Take power attack and multiattack, use armor spikes in addition to natural attacks
3) Take power attack and tail terror for more natural attacks
4) Take tail terror and multiattack and use armor spikes

5) Go a different route, take draconic breath and noxious bite for debuff madness.

The GM is ok with me using monster feats so no need for a discussion about them being legal. For other suggestions, PF stuff is legal but 3pp is not.
The thing is I already have another kobold pc with noxious bite. And while it is strong (perhaps even too strong) that's the reason I think I'll stay away from that.

While exploring our land (Kingmaker AP) we encountered two Tatzlwyrms. After defeating them we searched their nest and found, besides some treasure hoard, something far more interesting: Two eggs. Being a descendant of true dragons myself I at one claimed to raise one of the little ones and hatched it. But what now? If I train/raise it (have not found out which sex it is) to follow me around it could be hurt, which I would not want. But should I let human parents care for my fosterchild?
I know, I should have given that some more thought but I had so very much to do with policing our newly founded kingdom (which it is not yet) and killing our enemies during the rages that tend to befall me during combat. So I spent to little time planning to be a good parent.


Clearly the next steps largely depend on the GM. But as it took some real time for the little wyrm to hatch I guess he has some idea. But what should I do?
A tatzlwyrm is barely intelligent but understands my native language, draconic. It can inflict some acid damage which I am resistant enough to ignore, being a black scaled kobold. I could try to persuade/train the wyrm to be my mount. It will be large enough eventually. But even fully grown they are rather squishy.

I could ask my GM if I can take leadership at level 7 to make it my cohort. But having a low cha my leadership score will suck.

What should I do?

Is there any 1 level dip that would help an arcane bloodrager with getting moonlight stalker faster ie giving the right bonus feats except just fighter 1 for a bonus feat?

The idea is that the arcane bloodline allows you to have blur active everytime you bloodrage. As blur gives you concealment the bonuses from moonlight stalker should be on most of the time. But it has a lot of prerequisites.

Moonlight stalker:

You are adept at using shadows to conceal your attacks.
Prerequisite: Int 13, Blind-Fight, Combat Expertise, Bluff 3 ranks, darkvision or low-light vision racial trait.

Benefit: While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent.

Would it be viable to make a thrower/switch hitter build with the swashbuckler?

The swashbuckler's precise strike adds the swashbuckler damage to light or one-handed piercing melee weapons even when they are thrown. There are several piercing light or one-handed weapons out there that can be thrown.

Would you dip into another class with such a build or go straight swashbuckler?

- Monk would add flurry if you use a monk weapon like the wushu dart, which is already a good weapon because of the neglect able weight.
- Warpriest would increase the damage die (depending on the weapon used).
- The fighter (brawler) gets a bonus to hit and damage with the close weapon group, which many throw-able melee weapons are in. But needs 3 levels which is a lot for a dip.

If you can get a scaling SLA as prereq for arcane strike and the splintering weapon feat (with bone wushu darts) you should be able to deal some damage while still being able to go melee when it suits you.

Looks feat intensive and the question is: Is it worth it (viable) in the long run?

Edit: Wrong board. Should have been in advice.

Is it possible to use aid another to help yourself?
Say you have swift aid, could you use your swift action to use aid another on yourselves? You are your own ally after all?

Fluff wise you could describe it as another form of feint apart from the feint action known in the rules. You make a swift jab that has no chance to really hurt your opponent but forces him to open himself enough so you get a bonus on your attack.

Could be used to make a dangerous helpful Halfling.

PF has several ways to get a shield bonus without actually using a shield.
The most common is to fight defensively while using a blocking weapon (the nonmagic weapon ability). Others include the improvised defence trait, the orc weapon expertise feat, the meteor hammer in fortress mode and so on.

As non of those options relies on a shield you can't add shield enhancements to them (at least that's what I guess). But are there other ways?
For the meteor hammer I guess you could enhance one side with defending and apply that in fortress mode because you still seem to use (wield) both ends). But that seems expensive. And I'm more interested in the improvised defence trait.
It has to be an improvised weapon and as such can't be enchanted (or can it? If I choose the combat scabbard for example which is on the weapon list). But even if that would not help unless I'm using it to attack, at which time I loose the shield bonus.

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