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Would concealment from mythic wind stance allow me to perform a stealth check in the middle of combat? Would this also allow me to hide form creatures with blindsense, scent, etc since the concealment isn't broken?

http://www.d20pfsrd.com/mythic/mythic-feats/mythic-wind-stance-mythic


Does Canny Tumble work if the creature is unable to attack you with an attack of opportunity? Maybe they already used their AoO or a rogue used Distracting Attack. Circling Mongoose would be a use case for this or spring attack.

http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---ro gue-talents/distracting-attack-ex
http://www.d20pfsrd.com/feats/combat-feats/canny-tumble-combat
http://www.d20pfsrd.com/feats/combat-feats/circling-mongoose-combat


I was wondering what exist to increase the chance of succeeding dispel checks, specifically for the purpose of counterspell. Keep in mind this is for a full caster, so extra caster levels won't help ( They can't go above HD ).

Counterspell


9 people marked this as FAQ candidate. 1 person marked this as a favorite.
ACG pg26 wrote:
A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks

Is there any clarification on how this functionality is suppose to work? It doesn't say anything about uses per day, which makes sense honestly given how underwhelming the hunter class is overall.

ACG pg26 wrote:
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

This seems to imply that summoning nature's ally was intended to be a worthwhile class feature. However with you capping at level 6 druid spells they seem to not be very useful past the lower levels. Am I missing something?


Sounds like the answer is up to your GM.


1. Does the synthesis summoner still get the bonus feats / skills for the Eidolon? I realize the Eidolon itself has no feats / skills.

2. Do I assume my attributes before or after my Eidolon is present for feat requirements?


EDIT: Pretty much above me minus the buffs, magic items, and level 10. I went scimitar dance though instead of rapier / piranha strike but intending to get power attack.

A great duelist, compared to other options isn't possible. Something like this? Keep in mind this isn't using any magic items.

AC Breakdown
Total: 28
Dex 5
Studded Leather 3
Fighting Defensively 4 (2 normally, 1 crane style, 1 acrobatics)
Int 3
Dodge 1
Free Hand Elusive 2

Attacks Breakdown
Total +16 1d6+10 / +11 1d6+10

Attack
BAB 10
Singleton +1
Dex 5
Wpn Focus 1
Fighting Defensively -1

Damage
Dex 5
Precise Strike 4
Singleton 1

Fighter (Free Hand) 6 / Duelist 4
Elf

Str 13 Dex 20 (+2 Race, +2 Bump) Con 12 (-2 Race) Wis 10 Int 16 (+2 Race) Cha 7

Level 1:
Feat - Dodge
Combat Feat - Wpn Finesse

Level 2:
Combat Feat - Dervish Dance

Level 3:
Feat - Mobility

Level 4:
+1 Dex
Combat Feat - Unarmed Strike (Prereq)

Level 5:
Feat - Crane Style

Level 6 -
Combat Feat - Crane Wing

Level 7:
Feat - Crane Riposte

Level 8:
+1 Dex

Level 9:
Feat - Weapon Focus

Sadly level 10 doesn't get you far enough for Elaborate Defense, Weapon Specialization, Power Attack, etc. This can also be expanded upon.

Also..
MoMS, Lore Warden, Duelist with Kirin Path / Combat Patrol is an interesting combo.

Lore Warden
All knowledge checks
Weapon Training

MoMS
Increased movement
Kirin Path / Crane combo

Kirin Path lets you move when someone enters threatened area. Combat Patrol increases the threatened area and lets you move base speed. Mobility + Enhanced Mobility = 8 AC for AoO so you can move around pretty easily (combined with your already great AC). I don't know how practical this would be though since I haven't played beyond lvl 7.


Your rules sound correct.

Just a quick glance but in my opinion so far. For the Saurian Shaman her advantage is in the summoning (Standard action, temp HP, and templates can be applied). So pick up the summoning feats to increase this further and swarm the field as needed. I would suspect most of your highest / second highest spells will be used for summoning critters so I would leave the rest for buffing / healing. None of the domains looked incredible interesting from an optimization stand point but I just looked real quick for good AoE buffs. The companion would serve well as it's an extra flanking buddy for your summons, companions, or wild shaped self.

Since I would invest so much in summoning, buffing, and healing I wouldn't bump wisdom above the 19 / 20 for highest level spells. Most damaging spells of interest will be lagging compared to her awesome summoning ability which doesn't get anything from high wisdom. In general summons > damaging spells anyhow and with the bonuses she gets I would argue they are better then a lot of the control spells.

Instead I would pump up strength, con, dex in that order for some degree of melee when wild shaping. She won't be a front line fighter but with her increase in strength (plus size) along with abilities like pounce, grab, etc from wild shaping she can make a good opportunistic skirmisher. However, if this char really wants to brew potions / diplomacy sticking to "normal form" may be a better option since this would need to dump cha or int. You may be to busy commanding animals around the field anyhow.


I'm not very good at explaining things but here's my 2 cents.

Quote:
The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

The robe only changes the bloodlines powers. In the text for the bloodlines, powers specifically refer to abilities gained as you progress (1st, 3rd, 9th, 15th, 20th). Spells / feats are in a different section of the text. So spells / feats would not be changed by this item. It would however allow you to get the powers earlier and adjust accordingly wherever the power mentions sorcerer levels.


About to play Carrion Crown AP with a sorcerer and have been reading about crafting. I really enjoy the idea but i'm concerned that it may not be the best for certain APs.

Will Carrion Crown have time for crafting through out the adventure path? If so how much time will I be looking at and will it be spread through out the adventure?


Beebs wrote:


Don't discount vanilla bard. Fighter+Magus+summoned monsters+bard is a lot of people who can benefit from inspire courage. Versatile Performance + Bardic Knowledge can really make your skill points go a long ways. (instead of maxing your knowledge skills, you can keep them at a number of ranks equal to half your level with bardic knowledge making up the rest).

Honestly, I just don't feel like one round going "Inspire Courage" and finishing my turn. It looked like the dervish dancer got his fair share of spotlight without using one turn to cast a buff generally. Though I have never played the dervish dancer so not sure how well the archetype works out in play.

Beebs wrote:


Archaeologist is another archetype to consider if you want to get both bard and rogue in a single character.

Oh this isn't to bad. I would have to see how viable a non sneak attack rogue is without bardic performance to buff himself.

Beebs wrote:


And the sorcerer is a solid choice as well. Make sure that at least some of your spells can affect the undead. It'd be no fun if all you take is sleep and color spray and encounter a zombie ;)

Wow! I would of been very blue in the face! Both my sorcerer and bard were intending to take heavy mind affecting abilities and undead are generally immune to them!

Beebs wrote:


Anyways, basically, those are all good ideas—I'd say just pick the one where the character/RP concept you have seems the most exciting to you.

Finding which one is most exciting is the difficult part :)

blackbloodtroll wrote:


An Inquisitor can make an awesome face, even with a 5 charisma. They can actually be quite sneaky as well. Take the wisdom of the flesh trait and choose stealth, and now you can use your wisdom for stealth.

What makes the inquisitor such a good diplomat even with poor cha?

Tinalles wrote:

I notice nobody in the group can channel positive energy in a campaign chock full of undead.

Just sayin'.

We all knew it was undead before hand and joked about all making paladins / clerics. However, none of us were very interested in either class.


About to start a new campaign (Carrion Crow) with the following party any advice on what I should play?

Fighter - Tank of the group, mainly focused on combat
Druid - Healer / Buffer of the group
Magus - DPS

Currently my thoughts are:
Sorcerer Arcane - Controller - Pick up diplomacy

Dervish Dancer Bard - talker, skill monkey, melee

Ninja - Talker (they have diplomacy!), skill monkey, melee

Rogue (Archetype maybe?) - Not sure why to take this over ninja but same concept as the ninja


Robespierre wrote:
The class is fine if you allow monks in your game to use ultimate combat.

Curious, could you provide more context to this?

Are you talking about the alternate classes or the styles and why?


lostpike wrote:

So I guess this brings up a question for Feral Combat Training. If you transform into a Tiger what would your attacks be?

Would it be Flurry of Blows (claw), plus Claw, Claw, Bite at -5

OR

Flurry of Blows (claw), plus Bite at -5

OR

Would the -5 not be applied at all since they are not secondary attacks?

I have seen multiple people say beast shape will change your attacks to that of the animals but I don't see that anywhere?


Does anyone have any experience doing a multiclass monk / druid that isn't a 1 level monk dip? All of the information I see so far sort of assumes you're dipping into monk just for 1 level.

I'm looking for a character that is basically the monk with wild shape, though only for animals (character concept purposes). From the Shaping Focus feat in ultimate magic I could get the strongest wild shape for animals at level 4 (Anyone think it's odd that beast shape IV is missing?). This to my understanding would also allow for an 8 hour shift time and 3 times a day.

Is there any other benefit (feat?) i'm missing from multiclassing into druid? Is this going to gimp my monk in some way i'm missing?


Why are so many people a fan of the wizard when compared to the sorc in terms of spell casting?

Wizards have fewer spells per day and has to prepare them ahead of time. This can result in preparing spells completely useful for that day or not having a spell prepared which is critical. The only real advantage I see is the ability to get higher level spells 1 level earlier than the sorc. Am I missing something? Perhaps someone can explain the popularity difference?


Crane Style is amazing, especially when combined with flowing monk. It essentially turns you into a tank without hurting your offense by much. -1 to attacks at the end of the crane style line.


Some people simple enjoy laying out there choices and getting the most from their characters sheet. It's not to "win" or even outshine other characters (I wouldn't play a monk if that was my goal). Some people, myself included just enjoy it.

Loopholes shouldn't exist, DM should shoot them down. Though keep in mind there is a different in an obvious loophole (can't think of any in pathfinder off hand) and dropping 6+ feats to do something awesome.

Best bet to get them to chill out on the character is to get them more engaged in the world as opposed to their character and not to put them in situations where they feel their character is underwhelming. Try running a pre-made like kingmaker (amazing!), not to offend your DMing style but it's difficult to beat a professional. Don't have them being butchered every combat or having to go on long dungeons which drain them quick.

For reference, in our kingmaker game we have only gotten truly hurt in two combats. One was an ambush with one character on one side of the chasm and the rest of the party on the other side. The other time we got really, really unlucky on a random encounter vs 4 trolls at level 4.


The kingmaker campaign so far seems pretty lacking on items. Currently sitting on +1 armor bracers, elven boots, and about 5500gp with almost nothing spent on expendable items (Split cost of cure light wounds and bought 1 potion of cure light wounds). So I feel like buying a bunch of wands and other expendables will gimp me in the long run.

I did forget about the +1 bonus at 4th level which will help!

I had originally planned to go with the dragon style into element fist (huge increase in damage potential) however it does seem more and more like the crane style would be better so I'm not so glass cannon. It's sad how much offense I will have to sacrifice for it though.

Current thoughts
STR 18
DEX 16
CON 12
INT 8
WIS 16
CHA 8

At level 4 that should put me at
AC 18 (Touch 17, Flat 14)
Dex 3, Wis 3, Unarmored bonus 1, bracers of armor 1

Under the assumption I "could" take all these crane line, acrobatics bonus to fighting defensively, blocking wpn, and dodge will leave me at.

AC 24 (Touch 23, Flat 14)
Dex 3, Wis 3, Unarmored bonus 1, bracers of armor 1, defensive fighting 2, acrobatics defensive fighting bonus 1, crane style defensive fighting bonus 1, blocking 1, dodge 1
This is very respectable, however I will be giving up a lot for it. The dragon line combo'ed with element fist (dragon line makes it like the monk of the four winds) plus a -1 to attacks.


So I have been running through the Kingmaker campaign and just got up to the part where we are starting to build the kingdom. Side note, if anyone has any advice on what buildings to start making and a good starting location let me know!

Currently I'm a 4th level monk and I seem to be taking incredible amounts of damage compared to the rest of the party. The other melee is a fighter built to take damage (26 AC), a cleric who stays out of melee (Idk why he has 22ish AC), and a gunslinger(roughly my ac level). Does anyone have any suggestions on how I can lower the amount of damage I'm taking without sacrificing large amounts of damage and the "classic" monk flavor abilities like slow fall, high jump, diamond body, etc? This can also be in the form of combat tactics rather then sheet changes.

STR 18
DEX 16
CON 12
INT 13
WIS 14
CHA 8

Feats
Combat Expertise, Improved Trip, Combat Reflexes, Vicious stomp, and Deflect Arrow

Defenses
AC 16 (15 Touch, 13 Flat) +1 from bracers of armor

My initial idea here is to use improved trip / disarm to help keep the person I'm dealing with disabled minimizing the damage I take while not reducing my own damage output by much. (Break Guard, Greater Trip, Vicious Stomp helps keep my damage up) However, on creatures with no weapons, multiple legs, huge size, no legs, etc this method will be mute.


Yah it's from UC basically it's greater trip without the +2 bonus and with no requirements.

That's .. insane. With the right feats you could do something like this.

Disarm + AoO (Break Guard) used for trip + AoO (Greater Trip) + Ki Throw (Binding Grapple for grapple condition) + AoO (Prone Condition)

So with one attack you have disarmed, tripped, and grappled your opponent with two free attacks left over. It just sounded to good to be true is all though it's very monk like.


When comparing viscous stomp with greater trip there seems to be a bit of an issue. If someone was to have both of these feats you could essentially trip a guy and get two attacks for free. Limited by AoO's you have however this seems a bit overkill. Perhaps trip is not the same as falling prone?


5 people marked this as FAQ candidate.

Topic says it all, can a monk enchant his clothing?


StabbittyDoom wrote:
Yes, multi-attack would be worthless for the big cat animal companion. Oddly, it's a good thing for it to be worthless. The only time it helps is when you have something that's sub-par (i.e. having only one or two natural attack, or having secondary natural attacks). The creature that gets the biggest boost from multi-attack is the T-Rex, which gets a second bite attack (and they add 2* strength on those).

So the tiger would not gain any secondary attacks from this either? Sounds like he would since he only has two natural attacks (unless 2 claws count as 2 separate natural attacks).

If he does what would this secondary attack be?

Thanks for all of the help by the way!


StabbittyDoom wrote:

Claws and Bite are always primary, no matter how many of them you have, unless you are using them with a manufactured weapon or got those attacks from a source that explicit notes otherwise (which is basically never for monsters).

This means that you never take the -5 to attack with either the claws or the bite.

In reference to Multiattack (Core 53) this feat itself would be worthless. However in this case the creature would actually gain a secondary attack (Having only 2 natural attacks). Would this be two additional claw attacks from multiattack? So whenever he did a full round action to attack it would be 1 bite, 2 claws, 2 claws secondary? A standard would then result in ..?

StabbittyDoom wrote:
The Rake attacks are in addition to the normal "single natural attack" you get. This means you get automatic claw damage once from succeeding the grapple, then get to do the rake attack afterward. If you lose the grapple, you don't get rake. I assume that the rake on the cat was meant to be a claw.

When you refer to "automatic claw damage" is this referring to a single claw attack of 1d4+x or both claws so 2d4+(x*2)?

StabbittyDoom wrote:
EDIT: As for the grab, I assume it was meant to be on all attacks. This is true of the normal Tiger, which is one of the creatures that it says qualify as a big cat.

Agreed though only on basis of assumption.


http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/cestu s

The above weapon is rather ambiguous along with several other weapons similar to it. While in the book it states the damage (d4 I think?) it also refers to unarmed attacks while equipped with it. "your unarmed strikes may deal bludgeoning or piercing damage" I was wondering if you are considered unarmed for this weapon in terms of monk damage, ki strike, etc or is this another weapon like a sword (mechanically).

Basically, could a monk equip this weapon and deal his unarmed damage, ki strike, etc while having it enchanted to be a +5 weapon adding the normal benefits?


Below is my understanding of the options available to this animal companion for attacking. Any corrections would be greatly appreciated and citations would be amazing!

Standard Action:
Bite Attack
OR
2 Claw Attacks

In this case the 2 Claw Attacks are considered a primary attack therefor the -5 penalty to attack is NOT included in either attack. (Bestiary 315)

Full Round Action:
Bite Attack
AND
2 Claw Attacks

In this case either the bite attack OR 2 claw attacks are considered a secondary attack. Therefor either both claws OR the bite will receive -5 attack bonus.

Rake while grappling:
(Bite Attack OR 2 Claw Attack)
AND
2 Claw Attacks

This is where I truly start to become lost. First off normally when you grapple you do your checks then as part of that you can choose to do damage (Core 200). Does this require an attack roll and when referring to a natural attack are the 2 claws considered one natural attack? In addition to the normal stuff does this animal companion gain 2 additional claw attacks (requiring an attack roll) due to rake? The ambiguity arises in that rake simple says 1d4 / 1d6 as opposed to most creatures which list 2 claws for the attack. No -5 penalty is applied for multiple attacks.

Pounce:
Bite Attack
AND
2 Claw Attacks
AND
2 Claw Attacks

This one is as I understand now simple your full round action (above) added with your rake (questioned above). -5 penalty is applied to either the bite attack or 2 claw attacks.

In addition does the grab special attack affect all of the creatures natural weapons? Normally for the bestiary creatures it's listed beside the attack is effects.


Afternoon folks,

My character is a monk of Irori and I tend to search a lot for good role-playing ideas for my characters. After digging around a little about Irori and loving this god, I noticed one of his servants is an intelligent celestial white tiger (Chem Chem - http://pathfinder.wikia.com/wiki/Irori). Now I'm a bit of a fan boy when it comes to white tigers and would like to adopt this into my character in ways that I don't think the existing rule set would allow. I have created two options to portray this in my character and will be going with whichever one seems more balanced and fun. After reviewing the alternate class features I have decided following this outline would be the best way to do this. Keep in mind this is a rough draft.

The first is that a shapeshifting ability has been granted to me by Irori. An aspect of Chem Chem if you will. Problem with this is that I'm worried about how to balance this as it seems like it could be overpowering.

Shapeshifter

Shapeshift 1st Level:

At 1st level, you gain the supernatural ability to
turn yourself into an aspect of Chem Chem (White Tiger) and back
again once per day. The effect
lasts for 1 hour per monk level, or until you change back.
Changing form (to animal or back) is a swift action
and doesn’t provoke an attack of opportunity. While in this form a monk can use all of his monk abilities treating any attacks made as unarmed attacks. However, while in this form his attacks must be considered lethal.

You lose your ability to speak while in this
form because you're limited to the sounds that a normal,
untrained tiger can make, but you can communicate
normally with other animals of the same general
grouping as this form.

A druid can use this ability an additional time per day
at 2nd level and every two levels thereafter. At 20th level, you can use this ability at will.

While in this form you gain the follow attribute increases. These increases are considered size bonuses.
+2 Str
+2 Dex
+2 Natural Armor

You also gain the following abilities.
Scent
Low-Light Vision.

At the below levels these bonuses are increased to and the additional abilities are added.
6th
+4 Str
+4 Dex
+4 Natural Armor

Abilities
Pounce
Darkvision

12th
+6 Str
+6 Dex
+6 Natural Armor

Abilties
Large Creature

18th
+8 Str
+8 Dex
+8 Natural Armor

This ability replaces Stunning Fist, Abundant Step, Quivering Palm, and Empty Body.

My Thoughts:

I'm afraid this is going to be very overpowering attribute wise. Perhaps remove the dex bonus? 16th and 18th level is also lacking in abilities, would like to add some flavor type things. Like the one I saw somewhere else, run at 10 times your speed once per hour maybe?

The second is an animal companion. A character similar to Chem Chem who has been sent to protect me along my travels. I actually kind of like this over the previous option. The problem here is that I don't know how terrible effective the animal companion will be especially without the buffs from a druid. I haven't played many d20 games with companions to know how to properly balance this so this option isn't underpowered.

Animal Companion

Animal Companion 1st Level:

This options functions identically to the druids animal companion with these exceptions. If the animal companion is ever killed it is reincarnated and returns to the monk within 24 hours. The monk must select the type Cat, Big. This ability replaces Stunning Fist.

The animal companion gains an intellect of 8 and can understand common. Though it cannot speak to anyone outside of it's type (cats). Given the animals intelligence the DM may control the animal as his discretion. Keep in mind though that this animal was sent by a diety to protect the monk. This ability replaces link.

The animal companion gains the ki strike ability at level 4, 10, and 16 respectfully. This ability follows the same rules as the monks ki strike, however it is always considered active (The animal companion has no ki pool). This ability replaces shared spell.

Companion thoughts:

The changes to link are to reflect the roleplaying side of things. This isn't a normal creature and it helps with the fact that monk doesn't have handle animal. Also helps balance out the lack of spells (speak to animals).

The ki strike addition is to help with the monks obvious lack of spells. So later on he will be able to overcome damage reduction which would normally be done through spells.

Addition of monk abilities:

Your animal companion gains several monk abilities. When you obtain the following abilities your animal companion also benefits from them.

3rd Level: Fast Movement
3rd Level: Maneuver Training
4th Level: Slow Fall
5th Level: High Jump
5th Level: Purity Of Body
11th Level: Diamond Body
13th Level: Diamond Soul
17th Level: Timeless Body
20th Level: Perfect Self

These abilites replace Abundant Step, Quivering Palm, and Empty Body.

Again, these are rough ideas and I know they are probably horrible imbalanced but looked for some help with that!