|
Vanlo Dariav's page
51 posts. Organized Play character for Nomadical.
|
M Human Swashbuckler / 9
GM Dennis wrote: The wave of corpses is relentless, but it isn’t as determined as the Pathfinders. After a tough fight, the wave falls apart, and the corpses lie still once again. “Good work!” says Calisro Benarry. With a sharklike smile, she says, “Let’s see what else dares to stand in our way.”
The Guard Mission was successful!
GMs, the Guard Mission Success condition on page 17 is in effect.
The swordsman digs himself out from under the pile of corpses, his normally bright and well-tailored clothing dirty and in tatters. He stands with a wince and uses his sheathed sword as a crutch to work his way towards the medics at the rear.
I single-handedly destroyed the juggernaut under that Tien volcano. But these undead - wave after wave, ever more and more - was too much for me.
"I need a drink."
Woo, that was close. Not dead! Yeah!
M Human Swashbuckler / 9
An incredibly handsome and dashing Varisian darts forward, his sword flashing.
Aid Mission (Guard): 4d6 ⇒ (1, 2, 5, 2) = 10
Doof, that's bad! Oh, well, I'd expected one of them to die, so we'll see....
Ascalaphus wrote: Can you really pool together that much granache that way? I addressed this in another thread, but here's a link to my post regarding RAW vs RAI on combining pools. Summary, yes, per RAW those archetypes allow doubling up Cha in the pool as far as I can tell.
Combining Panache
(Sorry, but I can't easily copy/paste the complete text on this device)
If I have a PC with more than 3 XP that has not yet been built or played at second level, can this boon be applied to him? This assumes that another of my characters pays the PP, of course. I'm asking because of the wording in the boon: "When creating a new 1st level PC, you may...."
I've never built a character above first using GM credit, so not sure what special rules there might be for this situation.
1 person marked this as a favorite.
|
The Mindtech psychic discipline is legal per the Occult Realms entry in the AR. This discipline gains irradiate and memory of function as bonus spells. But those are not PFS legal per the AR entry for the Technology Guide.
Are there supposed to be substitute bonus spells, or are those 2 spells legal only for Mindtech psychics?
And on a separate note, their base level 1 discipline power allows them to regain phrenic pool points by using either a battery, generator, or the Psychic Battery psi-tech discovery (phrenic amplification.) However, batteries and generators are not legal, and one can't take the Psychic Battery discovery until reaching 7th level. Meaning that within PFS, their entire level 1 power can't even be used until 7th level.
1 person marked this as a favorite.
|
Having just rewatched Firefly and Serenity, I'm seeing River Tam as an Amnesiac Psychic with the Self-Perfection discipline, and maybe a level or two in Monk.

1 person marked this as a favorite.
|
I think there's a dev post somewhere that directly addresses it, but I can't seem to find it right now. I'm pretty sure that in that post one of the Devs stated that you do NOT get double from the same ability score.
The problem is that the rules on the combined pools are unclear and a bit contradictory. The sidebar in the Swashbuckler section of the ACG (as corrected by the Errata) would allow one to get double the Cha bonus with the right archetypes. But the sidebar in the Sleuth archetype (again as corrected by the Errata) specifically states that you wouldn't, but that's only for users of both Panache and Luck because they're both Cha based.
I think the Devs wrote the sidebar on the Swashbuckler page from the assumption that they pools were based on the stats as presented in the standard classes and not an archetype that modifies either the Grit or Panache class feature. Then when they introduced the Luck pool to the mix on the Sleuth page, they wrote a new sidebar that specifically addresses how it interacts with the Cha-based Panache pool.
Based on the wording in the Sleuth sidebar, I think it's safe to say that the Devs intended for those with multiple inputs to the "same heroic pool" to not get double of any one stat's input. But without an FAQ or further errata, the RAW from the two sidebars is that you could get double as long as it's not specifically Luck and Panache.
ACG Errata Sleuth wrote: Grit, Luck, and Panache: Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the three resources together into a combined pool. (Those who use panache and luck do not gain twice their Charisma bonus in their pool.) ACG Errata Swashbuckler wrote: The gunslinger’s grit and the swashbuckler’s panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources together into a larger pool of both grit points and panache points.
The Skewering melee weapon quality let's one auto-confirm by burning panache.
Since the Esoteric Magus "treats his Magus level as monk levels for determining the damage of his Unarmed Strike", would his Magus levels stack with multiclass Monk levels? I presume not, since it doesn't say that it does.
I keep looking at this one, cause I agree that it could be a lot of fun. But since I play PFS exclusively, I always end up deciding against it. My issue is with the Psychic Meddler ability:
Quote: Psychic Meddler (Su): At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects. This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity. There's six seasons of bad guys and monsters with poison, but only a handful of scenarios with psychic stuff. I just feel like the ability gives up too much for PFS. If they hadn't also replaced Swift Alchemy, then I'd do this in a heartbeat combo'd with Empiricist.

I don't see why it would be any more difficult (or less viable) than any other TWF build on a 3/4 BAB class. You do get a Bonus combat feat at 4th (and each 4 levels thereafter.)
I guess the issue might be the off-hand weapon not being Panoply Bonded. The benefits of the Bond are: a) it starts as MW, b) it can't be "broken" (see the FAQ for what that really means), and c) it's your implement for your schools. So a second weapon wouldn't really be at much of a disadvantage, if any, in the long term. You could still use Legacy Weapon and/or Philosopher's Touch on it in addition to on your Bonded weapon, though at the cost of another standard action and an additional Mental Focus point.
My Battle Host Occultist is strength based bonded to a Glaive-Guisarme. This lets him stay in the second row and use Legacy Weapon (usually Bane) and Size Alteration buffs either on himself or on others as needed most. Being able to Enlarge yourself (or that Barbarian) as a standard action instead of a full-round has shocked many people. Though the trade-off is that it only lasts 1 round per level, which is usually plenty long enough.
I do like your scimitar's back story.
Skip Lunge and get a Swordmaster's Flair Blue Scarf. It's specifically designed for Swashbucklers. Cheap, too. And usable once per day without burning any panache for those times when you've run out.
Since you didn't indicate if there was any particular role you want/need here's a few that get Diplomacy and have some sort of Cha-based class features: Swashbuckler, Skald, Ninja (ki pool is Cha based), Mesmerist, and Medium just off the top of my head.
Rogue gets Diplo as a class skill, of course.
You could do a search on Archives of Nethys for Diplomacy and check the Classes/Pets box to find any class, archetype, domain, bloodline or class feature that refers to Diplomacy. Unfortunately, the results may include classes that don't get it as a class skill, but that mention it somewhere in the classes page (like in a Wild Empathy class feature).

My build ended up as:
Half Elf principally for the Multi-talented racial trait.
Anatomist and Clever Wordplay as traits.
20 point build: Str 7, Dex 18, Con 12, Int 16, Wis 10, Cha 12
1: Swashbuckler Inspired Blade
1: Fencing Grace
2 thru 5: Sleuth
3: Combat Reflexes
4: Investigator Talent: Expanded Inspiration
5: Extra Talent (Quick Study)
Panache/Luck Pool is 4 (Cha + Int)
Inspiration Pool = 5 (Int + 1/2 Sleuth level)
After 4 levels of Elf FCB, the Inspiration rolls get +1. She's applying Inspiration on Kn's, Linguistics, Spellcraft, Diplomacy, Heal, Sense Motive, and PERCEPTION without using any points from the Inspiration pool. Any roll of 5 or 6 (due to the +1) refreshes the Panache/Luck pool (there's a thread about this - it's unclear.)
At Sleuth 4 she got Studied Combat and Studied Strike, which I combo with Quick Study.
At 6th she'll go back to Swashbuckler. Wisdom of 10 makes taking Gunslinger pointless for her. No real ranged capability, but you gotta sacrifice something.
She's a bit MAD as it is between Dex, Cha and Int. I went with the higher Int because it boosts both the Inspiration and Panache pools, as opposed to Cha which only affects one of those pools.

A few thoughts here. Is this for PFS? Cause if so, triple-classing before you retire at 12th level can really dilute class abilities. Just asking.
Second, while I greatly appreciate everything that John has done creating and maintaining d20pfsrd, it is not an official source and is not maintained by Paizo as such. True, we do all tend to rely on it, but ultimately only the books/pdfs count as official.
To that end, please check out page 4 of the ACG Errata. In the left-hand column, second bullet (referencing Page 102 of the ACG), the third sentence states: "In the sidebar, in the parenthetical third sentence, add "do not" before "gain twice."
(Okay, my previous post said it was a "one-word" change. It's actually a two-word change.)
The sidebar that change refers to is the "Grit, Luck, and Panache" sidebar in the Sleuth archetype and as is represented on d20pfsrd's Sleuth page. However, oddly, in the actual ACG, on page 56, in the Swashbuckler section, the sidebar there only refers to "Grit and Panache." Whereas on d20pfsrd, the sidebar that John put on the Swashbuckler page is not the same sidebar as is on the actual Swashbuckler ACG book page. Why the difference in sidebars? Who knows. Another example of the poor editing that led to a 9 page errata.
Either way, you don't get double Charisma from Luck and Panache.
FLlite & I discussed this concept on this thread:
Build path for Ifrit Mysterius Stranger / Piccaroon / Slueth [PFS}
In the end I did build something similar. A half-elf with 1 level of Inspired Blade Swash, then Sleuth for 4 levels, then back to Swash. I've enjoyed playing her.
But be very mindful of the easily missed one-word change in the ACG errata. If you have both Luck & Panache pools, you do NOT get double Charisma in your pool. You can still use any recharge method available to you. So I can recharge my pool on crits with the rapier, and knowledge, inspiration, etc. from Sleuth. You could still combo Charisma Panache with Wisdom from a Grit pool. But no double Cha, sorry.
Recognizing that the OP did not specify that this was for PFS, not is it posted in the PFS forum, there is an FAQ for determining hp for companions in Society play which could be used as guidance, a home rule, or just a starting point:
How do I determine hit points for my animal companion?
They get the Base focus power from each implement, and then select one more Power from one of their available schools. So a level 1 with Transmutation and Divination would have both Base powers: Legacy Weapon and Sudden Insight. Then she selects one and only one additional power from one of those schools, for a grand total of 3 (2 Base + 1 additional).
I couldn't find a post by John Compton, but I found this by Mark Seifter:
On Investigators and Wands
Mark admits here (and again in another post later in the same thread) that he had been under the incorrect impression that Investigators could use wands the whole time, and had been playing and GM'ing as such.
He states (in the later post) that his intent is for his investigator to hang on to the wands and use UMD. Perhaps his statement of his intent could be interpreted to imply that there is another option other than hanging on to them - e.g. selling them or undoing the purchase and refunding the cost. Not sure, he didn't elaborate that point.
I'd say if even the dev's didn't realize it, you shouldn't be punished for a similar mistake.
Note that Mark's post was dated 26 July, and the FAQ linked by Michael was posted on the 27th.

Following up on the Sleuth's Luck recharge wording:
Quote: Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) The Half-Elf FCB says "Gain a +¼ bonus on all inspiration rolls." So after 4 levels, your Inspiration rolls are 1d6+1.
The question becomes how does that +1 interact with the refresh? The refresh says if "the die comes up a 6 or higher," meaning a Natural 6, or a total result of 6 or higher? Because then the next sentence specifies if rolling multiple dice, that the pool refreshes "if the total is 6 or higher."
So is it only on a Nat 6 or better when rolling 1 die, and a total of 6 or better only when rolling multiples? Or is it always on a total? I think RAW is clearly the former, but hoping that someone can provide a reasonable justification for it being the total.

I would expect that one could encounter just about any race there.
A few quotes from the Inner Sea World Guide pgs 162-165:
"...the River Kingdoms are where desperate men go to escape their pasts and carve out new lives."
"Slavers may visit the River Kingdoms, but taking or holding slaves there upsets the many people who were once slaves themselves."
A couple of the individual Kingdoms have non-humans called out as leaders: the dwarf Lord Captain in Daggermark, and the half-orc leader of Tymon. There are settlements of elves, merfolk, sahuagin, fey, and "monstrous humanoids" specifically listed.
Note that there are over a dozen individual and autonomous kingdoms within the River Kingdoms territory, and the ISWG only discussed a few in detail and gave one sentence descriptions for the rest. You could easily set a settlement of any race in one of the lesser described regions, or certainly justify a family or individual member of any race being there.
One of my PFS characters is from the River Kingdoms, even though he's a Nagaji. He's an escaped slave who went there to escape his past, like many others.
Helcack is correct. Per OA, pg 48, Mental Focus:
Quote: Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. However:
Quote: Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
Michael Donley wrote: There isn't an official response to this yet, however, here's what I'm guessing the official wording will be similar to:
Only items listed as Always Available may be selected as the free bonded object granted by the Battle Host's Panoply Bond ability. The free bonded item is not made of any special material and is worth 22 gp if sold.
While it's currently legal to select a firearm for the ability, it's something that I'm advising people to use at their own risk.
Though Additional Resources states:
"... firearms are never considered Always Available."
The PFS Field Guide has Prestige Awards which function very similarly to the Vanities for each faction on pages 14-23. There are also the Vanities on pgs 60-63.
The PFS Primer has Vanities on pgs 28-29.
There don't appear to be any vanities in Seeker of Secrets, though there are enhancements to Wayfinders.
Juniper, too bad you had to work. I almost didn't make it to this one today due to work, also. Hoping to be able to join you for this on the 20th.
Are you using this thread or the Google Group thread as the sign up list?
1) I'm pretty sure I saw a post from a Dev saying it was a suggestion, but I can't seem to find said post now. I think RAW would favor the more restrictive list, but there's certainly room for GM allowance:
Quote: Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. 2) Excepting the Battle Host and Tome Eater archetypes, which specifically allow for a single implement, I agree with Milo that the answer to that one is almost certainly no. In fact, if a normal Occultist selects the same school twice (to expand spells known), he then needs two implements just for that school:
Quote: The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school.
Good point, Lab_Rat, I hadn't noticed that before.
So, the Phantom would have to take EWP (Firearms) at level 1, then could take Rapid Reload at 3rd. Unfortunately, the Phantom's levels are equal to the Spiritualist's class levels, meaning a 3-level dip into Spiritualist, which may not be worth it overall.
Too bad there's not an equivalent to Boon Companion for Phantoms.

I was looking at the Spiritualist class in the new Occult Adventures. They gain a Phantom, which is just a new type of battle-buddy like an AC, familiar, etc. BUT, this one is:
Quote: A phantom is always a humanoid-shaped creature. Quote: Fully manifested phantoms can ... use items (though not wield weapons) appropriate to their forms. So, could you have a Phantom that reloads your weapon(s) for you? It's intelligent, (INT = 7 base) and you share a mental link that can be used to communicate even when it's not your turn. It even gets a feat at first level (Rapid Reload?!) So as long as it stood next to or behind you, and its primary function was to keep reloading your weapons, could you just pass your gun(s) to and from him as free actions?
Oh, and at 8th level, a Spiritualist can manifest 2 "ectoplasmic tendrils" that she can use to "manipulate objects." Why have one vestigial arm, when you can have two instead?
And lastly, Spiritualist casting is Wisdom based, so it dovetails nicely with Grit. Though unfortunately Abundant Ammunition isn't on the class spell list.
Am I missing something? Cause if not, I think I'm building the Lone Ranger and having him manifest Tonto's spirit to rapidly reload his guns for him.

I just finished building a Battle Host Occultist whose Panoply Bond is to a Glaive-guisarme. Half-elf for the elven FCB, of course.
He's a collector of antique arms and armor. As he continued to outlive everyone he cared about, he eventually stopped caring for others so much and began living for the ancient past and its artifacts. Those short lived humans do leave a lot of great items around, and there's always a market for newly found arms. And, man, those Pathfinders do find lots of cool stuff on their adventures!
Maxing out Appraise and Knowledges, and will shortly take the Qadira vanity that lets him use Appraise for day jobs. I was boosting Appraise anyway to offset the limit on Object Reading that Battle Host imposes, and in line with his back story. (That class feature is limited by the archetype to being usable on weapons, armor and shields only.) With a decent Appraise, he can use the Psychometry skill unlock to do the same kind of reading once per day on any item.
He took Transmutation and Abjuration implements.
I did have a tough time deciding what I wanted to build as there were so many interesting choices.
Quote: Quote: The best available estimate is after Gen Con, sometime. Was that official? (i.e. John Compton or Mike?) It's a shame it's after Season 6 finishes... John Compton just posted on the thread Giant Slayer Sanctioning that
John Compton wrote: ... Now that the convention season has come to an end—at least from my professional perspective—the expectation is that Linda and I will have enough bandwidth to develop the upcoming months' scenarios, get ahead on outlining adventures, and catch up on the sanctioning backlog. (emphasis added) Giantslayer should be part of this, though I can't give you an exact date at this time. Hopefully that applies to Iron Gods also.
As a side note, Heart of the Fields is not legal for PFS. I know this isn't the Society forum, but that trait is so good for any Rager, people might forget to check the Additional Resources. However, Allnight is legal....

1 person marked this as a favorite.
|
I think you're correct in your reading of it. It does say "entire text" rather than "first and second sentences."
However, why not just take Expanded Inspiration? No level requirement either way, you get 5 skills for the price of one talent, and you get to use it for free with Perception!
"Expanded Inspiration (Ex): An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill."
I feel like Unconventional Inspiration is to allow an Investigator to add Inspiration die without expending a use with a skill not provided for in any of the stock talents. As it stands the skills that can receive that benefit and their talents are:
UMD (Device talent)
Diplomacy, Heal, Perception, Profession, and Sense Motive (Expanded)
Untrained Knowledges, Linguistics, and Spellcraft (Inspired)
Bluff, Disable Device, Disguise, Intimidate, and Sleight of Hand (Underworld)
So Unconventional would best be used with any other skill that you can't boost for free otherwise: Acrobatics, Appraise, Climb, Craft, Escape Artist, Fly, Handle Animal, Perform, Ride, Stealth, Survival, or Swim.
It's been discussed on the ACG errata thread in the Society forum that a buckler doesn't occupy the hand since it is strapped to the forearm.
My concern is interaction with the Swordmaster's Flair items. These were specifically designed to be used by Swashbucklers by using panache to fuel them. But given that they need to be "grasped in the user's off hand," to be effective, are they now no longer legal for use by a Swashbuckler employing Slashing Grace?
Would I be legal to sell mine back at full value in PFS since they changed the way the feat actually works?
Dang. As FLite pointed out on the ACG Errata thread, these builds are likely no longer worthwhile. Certainly mine with the dip into Sleuth, but I think the intent of the errata is to eliminate getting points from the same ability score multiple times into the same pool. So one could still have grit from wisdom plus panache from Cha in the combined pool. But I think RAI is to prevent the builds we proposed above completely.
I think you're likely to get a lot of advice to avoid poisons. The problem is that they don't scale well. The DC's start out fairly easy to make but as you level up and the CR's of the enemies increase, the DC's of your poisons don't - they're static based on the source of the poison. Especially problematic is that many of the DCs are Fort saves, which for monsters/beasts/big critters and martial NPCs tend to be high enough that they're ignoring your poisons.
We had a guy playing a poisoner in PFS in our area recently, and he ended up dropping the character when he became ineffective.
Perhaps there's some ways that an Alchemist can make the DC's scale with level though. Also, would dual-wielding limit your ability to apply the poison in the first place?

1 person marked this as a favorite.
|
As much as more and cooler races are great, I'd most like to see better support for the races that we already have. I play within Society rules almost exclusively, and there's only 4 non-Core races currently approved that don't require a boon (kitsune, nagaji, wayang, and tengu for those who don't know.) More Alternate Racial Traits and Favored Class Bonuses would go a long way toward making these races more usable within PFS.
As an example, Tengu have 4 Alternate Racial Traits and FCBs for only 7 of the 29 classes. Wayang and Nagaji have only 1 Alternate Racial Trait each, and have FCBs for only 4 classes. Meanwhile the core races have a dozen or more Alternate Racial Traits each, and many provide FCBs for all 29 classes.
It would be nice if Paizo could provide more support for PFS given that it's promoted as their own in-house campaign. There's a lot of great 3PP stuff out there for the non-core races. Perhaps Paizo could buy the rights to, or license some of, the best 3PP material (I'll admit I don't know how that would work, but I'm sure there's a way given enough lawyers and money.)

1 person marked this as a favorite.
|
Yes, I have read some blogs looking for RPG advice and would welcome a new one.
Yes, I have watched a few videos for advice on RPG games and would watch a new one.
What I would most like to see (hear, rather) would be a good, succinct, professional podcast. Nearly all of the of the gaming audio podcasts seem to be a couple/few guys rambling on and getting sidetracked into stories/inside-jokes/unrelated commentary and without any editing. Something in the range of 20 to 30 minutes, staying on topic, and editing out the false starts, errors, and re-dos, please.
As to the content (ranked):
[1] GM Advice: help solving rules questions not covered by faqs and errata, Campaign design help (worlds, adventures, quests, etc), Solutions/advice on out of game topics for keeping the game fun, Game Balance issues
[2] New free resources to keep things fresh (new traps, monsters, plots/hooks, campaign setting, adventures)
[3] Product reviews: Primary and Third-Party Publishing (As this may extend beyond Pathfinder)
[4] Player Advice: tutorials, build help, general adventuring tips, etc.
[No] Random trivia/did you know facts for D&D/Pathfinder
[No] Personal favorites (monsters, mechanics, adventures) updated or converted for game use
[Definitely Not] Everything!
I had a similar concept, but replacing rapier for guns, and using a Kitsune since I don't have an Ifrit boon.
First level = Swashbuckler Inspired Blade for Cha + Int to panache, and the free Weapon Finesse and Weapon Focus which allows for Fencing Grace at first level. This combo provides Dex to attack and damage right from the start.
Then as Flite wrote: Quote: Mysterious stranger to get charisma to gun damage, gunsmithing, and a Charisma Grit Pool.
I am taking a single level of Sleuth to get a charisma based luck pool, and inspiration.
My plan from there was to go back into Swashbuckler to get Rapier Training at 5th for the free Improved Crit, then back into Sleuth for the inspiration boosts as FLite mentioned.
All the time abusing the heck out of a Swordmaster's Flair Blue Scarf.
And when I did plan out a gunslinger previously, I really really wanted to go into Shieldmarshalll, too. Never got around to actually building him tho....
Might it have been one of the Tales novels? I just finished reading Prince of Wolves (last night) which was set entirely in Ustalav. The NPC you describe wasn't in that one, though.
Cavall wrote: If you like though there is a feat that adds plus one dc to all the spells of their patron. This would stack with some other ones out there. What feat is this?
There's a 3rd party feat that does exactly this. Of course, not PFS legal, but then neither is Ability Focus.
Potent Hex

Snowblind wrote: Deadmanwalking wrote: Snowblind wrote: Because I can has pdf. So can I. :)
Snowblind wrote: Spell sunder isn't printed in the new set of rage powers, and it isn't in the list of Ultimate Combat rage powers that are stated to be usable unaltered.
Sunder enchantment is listed as usable unaltered, however.
Uh...given that Sunder Enchantment has Spell Sunder as a prerequisite, these statements are mutually incompatible. You can't use Sunder Enchantment unaltered if Spell Sunder doesn't exist. It's like having Weapon Specialization on a similar list of Feats while Weapon Focus isn't...it just doesn't work.
Which is why I'm saying it's likely an error of some sort. I didn't notice the prereq to Sunder Enchantment.
Realizing that, I think you are correct, especially given that that section is sloppily edited (it calls Ultimate Combat Ultimate Campaign instead).
I personally suspect that the person writing that list thought that spell sunder was too good and sunder enchantment was more balanced (but didn't notice sunder enchantment's prereqs). It is entirely possible I am not giving the Paizo staff enough credit, however.
*am I allowed to say "RAI is that spell sunder is OP and not allowed", or is that considered flame baiting?* The ability to suppress an ongoing spell effect has been wrapped into Witch Hunter. If you confirm a crit you suppress the effect for one round. Much easier math than the original Spell Sunder. I think the intent is likely that Witch Hunter should be the prereq for Sunder Enchantment. Probably gonna need an errata or FAQ.
Looks very intuitive. I'd be honored to get a test code, too, if they're still available.
There's at least one in the new Melee Tactics Toolbox, though I don't have the book yet so can't say if there's more.
http://www.d20pfsrd.com/feats/combat-feats/aquatic-combatant-combat
Why not use Recovered Rage from the ACG instead of TofK? It's not limited to once per rage, and the opponent's HD threshhold to triggger is lower.
Recovered Rage
(Sorry, unable to copy/paste full text of feat on this device, so figured a link was the next best thing...)
Koshimo wrote: Vanlo Dariav wrote: Apocryphile wrote:
Don't suppose anyone knows if the Advance Class origins book has a gloves of dueling alike for swashbucklers in it?
No, there is nothing similar in AC Origins. In fact, none of the Wondrous Items in Origins are for swashbucklers. They got one armor and one weapon enhancement. OT but what is the armor that is Swash specific? While not exclusive to the Swashbuckler, AC Origins contains the Corsair armor property which has an additional benefit for panache and grit users.
Following up on your question about the Far Strike Monk's FoB. As you noted it states that it works "with thrown weapons."
Meanwhile, an Alchemist's Bombs "are considered weapons and can be selected using feats such as PBS and Weapon Focus." So they can be flurried, yes?
Assuming so, does it make sense to dip a level (or 2 for a 2nd bonus feat) of Far Strike Monk before taking up Alchemist for a bomb thrower build?
Apocryphile wrote:
Don't suppose anyone knows if the Advance Class origins book has a gloves of dueling alike for swashbucklers in it?
No, there is nothing similar in AC Origins. In fact, none of the Wondrous Items in Origins are for swashbucklers. They got one armor and one weapon enhancement.
Full Name |
Ellena Garvaneel |
Race |
Human |
Classes/Levels |
Bard 2 | HP 17/17 | AC: 13 | Saves: Str -1, Dex +4, Con +2, Int +0, Wis -1, Cha +6 | Rapier +4 (1d8+2), Shortbow +4 (1d6+2) | Init: +2 | Passive Perception 10, Investigation 11, Insight 10 | Spell DC 14 |
Gender |
Female |
Size |
Medium |
Age |
26 |
Languages |
Common, Elvish |
Homepage URL |
D&D Beyond |
Strength |
9 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
11 |
Wisdom |
9 |
Charisma |
18 |
About Ellena Garvaneel
Ellena Garvaneel
Male Human Bard 1
Init +2; Senses Perception -1
Height 5'3'' Weight 128 lbs.
--------------------
Defense
--------------------
AC 13 (+2 Dex, 11 base leather)
HP 17 (8+5 base, +2*2 Con)
Saves Str -1, Dex +4, Con +2, Int +0, Wis -1, Cha +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee
- Rapier +4 [1d8+2]
- Shortsword +4 [1d6+2]
Ranged
- Shortbow +4 [1d6+2]
- Dagger +4 [1d4+2]
Spell Attack +6 Spell DC 14
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 14, Int 11, Wis 9, Cha 18
Proficiency Bonus +2
Feats
- Lucky (3/long rest reroll an attack, ability check, saving throw or attack against me)
Skills (proficient)
- Deception +6
- History +2
- Performance +6
- Persuasion +6
- Sleight of Hand +4
- Stealth +4
- +1 on all nonproficient skills
Languages Common, Elvish
Racial Traits
- Proficiency in two skills
- One free feat
Class Abilities
- Bardic Inspiration (bonus action, 4/long rest, grant an ally a 1d6 inspiration dice to add on a d20 roll)
- Jack of All Trades (add half proficiency to nonproficient skills)
- Song of Rest (allies who spend HD to heal on a short rest heal 1d6 extra)
Magic Items Boots of Flying (gain a flying speed for 4 hours/day)
Mundane Items Map or Scroll case, Chest, Fine Clothes, Dagger, Disguise Kit, Ink (1 ounce bottle), Ink Pen, Lamp, Leather Armor, Lute, Oil (flask), Paper (one sheet), Perfume (vial), Rapier, Sealing Wax, Soap
Money 39 gp
--------------------
Magic
--------------------
Spells known
- Cantrips
- Friends
- Vicious Mockery
- Level 1
- Charm Person
- Cure Wounds
- Faerie Fire
- Heroism
- Sleep
Spells per day: inf/3
Personality Traits
Flattery is my preferred trick for getting what I want.
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
Ideals
Independence. I am a free spirit—no one tells me what to do. (Chaotic)
Bonds
I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Flaws
I’m convinced that no one could ever fool me the way I fool others.
Backstory:
Mistshore is not a safe place for a street kid to grow up in, but if, for a stroke of luck, you happen to join one of the varying small communes of people sharing adverse fortunes, it may be not that bad of a childhood.
Ellena, an abandoned human given a halfling name and an elven surname, grew up among people who had to scrounge every copper nib for every meal. She learned to pick a pocket as soon as she managed to walk, and she was taught to lie as soon as she could speak. Before the age of 16 she had learned most of the tools of the trade: confidence tricks, no confidence tricks, selling almost legitimate Philosopher's Stones, the Impoverished Heir gambit and all sorts of ways to sell glass as diamond and brass as gold.
When an opportunity that was too good to be true presented itself, in hindsight, she should have known that it was, indeed, too good to be true. But the chance to enter the good graces of Baron Vorel tempted her too much. She fashioned herself as a food merchant, infiltrated the network of suppliers, and within a month she had managed to get herself an audience with the lord. Her plan was to sell a non-existent cargo of Rashemeni food, then disappear in the shadows.
Then it all went wrong.
When she woke up, she was in the Misty Forest, and from a distance she heard dogs and yells. Her blood chilled when she recognized the cries as calls to Malar. Night-blind, she ran away until an arrow hit her leg, sending her to the ground. Up in the air was Baron Vorel, flying and grinning as he nocked an arrow. But her luck held fast. She ducked and weaved, running through the undergrowth as the arrows grazed her flesh, drawing small amounts of blood, and with careful timing she uttered a single note, reaching for the most powerful charm magic that she could muster, and it was enough to distract and disorient the Baron. He crashed against an oak branch seconds after, being knocked out cold.
As he fell, she stole the magical boots that were allowing him to fly, and quickly fled to the familiar shores of Waterdeep, hoping that he would never track her down.
Nowadays, she's still running some petty coins and swindling those who would swindle others. Most of the time, she's just keeping herself in the game, running cons long and short, taking money from those who have too much, and helping those in the commune, as she herself was helped. And recently there are voices of new clues leading to Dagult's vault...
False Identity: Millicent Murdock, Waterdevian wool merchant.
|