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Arrowsong's Lament:

Source Arcane Anthology pg. 31
This collection of brooding poetry, all in pentatonic verse, expresses Arrowsong’s frustration over her overbearing parents’ desire for her to become a spellcaster. Her in-depth analysis of their struggles and failings provides great insight into reading and memorizing spells from a spellbook.

Prerequisite: Perform (oratory) 3 ranks.

Cost: Feat or 1st-level spell known or higher (see text).

Effect: Rather than a single work, this masterpiece is a collection of poems from Arrowsong’s days living under her scholarly parents, who both desperately wanted their daughter to pursue the art of wizardry. Despite the poems’ wry tone and the overall distaste for book-learning they proclaim, Arrowsong’s verse perfectly documents the process of memorizing arcane spells. When you gain this masterpiece, it becomes associated with your bard spells of a specific spell level. If you paid the masterpiece’s cost by spending a bard spell you know, the masterpiece is associated with spells of the spent spell’s level. If you paid the masterpiece’s cost by spending a feat, you choose one bard spell level that you are able to cast with which to associate the masterpiece.

In order to perform this masterpiece, you must be holding a spellbook, scroll, or a similar piece of arcane writing to consult. After completing the masterpiece, choose one arcane spell from your bard spell list or from the sorcerer/wizard spell list that is written on the arcane writing that you consulted during the masterpiece. If the spell is on your bard spell list, it must be of the same level (or lower) as the spell level associated with this masterpiece. If the spell is not on your bard spell list, its level must be at least 2 spell levels lower than the spell level associated with this masterpiece. Add the chosen spell to the bard spell list and to your list of bard spells known until the next time that you rest and regain spells.

If you use a spellbook with a preparation ritual to perform the masterpiece, you also gain the boon associated with that spellbook, as if you had prepared a spell from it. You can add up to one spell per spell level that you have selected with this masterpiece to your list of bard spells known each day. You can gain this masterpiece multiple times. Each time, you must apply it to a different bard spell level.

Use: 3 rounds of bardic performance per level of the spell.

Action: 1 hour of meditation.

If my Bard used this Masterpiece to learn a 1rst lvl Wizard spell he would need to sacrifice a 3rd lvl Bard spell known. Would casting that 1rst lvl Wizard spell use a Bard 1rst lvl spell slot or a 3rd?

Costing 3 or 9 rounds of Bardic Performance?


Shield Master (Combat):

Source PRPG Core Rulebook pg. 133
Your mastery of the shield allows you to fight with it without hindrance.

Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.

Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.

Lifesurge:

Source Ultimate Equipment pg. 144
Aura moderate conjuration CL 8th
Slot weapon quality; Price +2 bonus; Weight —
Description
This special ability can only be placed on melee weapons. A lifesurge weapon boosts and sustains the wielder’s life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and energy drain powers of the undead—equal to the weapon’s enhancement bonus. In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon’s enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded.

In combat, the weapon’s critical threat range is doubled abilities against undead; this does not stack with the keen special ability or Improved Critical. Whenever a lifesurge weapon confirms a critical hit against an undead creature, it erupts with 1d8 points of positive energy (2d8 for weapons with a critical multiplier of ×3, 3d8 if it is ×4); the wielder may choose to deal this as damage to an undead target or to absorb half this amount as healing, with the remaining positive energy dissipating.

Character with the Shieldmaster feat wields a +4shield also enchanted as a +1weapon

Is the bonus to saves vs necromantic effects due to Lifesurge +4 or +1?

thanks in advance


Brawler Throw Shield:
Throw Shield (Ex): At 3rd level, a shield champion can throw a heavy or light shield as a normal (nonimprovised) thrown weapon with a range increment of 10 feet or the shield’s range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield.

At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack. At 11th level, a shield champion gains Shield Master as a bonus feat. She must meet all prerequisites before selecting that feat.

Shield Slam:

Shield Slam (Combat)
Source PRPG Core Rulebook pg. 133
In the right position, your shield can be used to send opponents flying.

Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.

Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.


bonded item class feature:
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.]/b] If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).

[b]A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

If a 10th Lvl bard dipped 1 lvl into Wizard to gain a bonded item would he be able to enchant that item through the bonded object class feature?

And if the character was to cast a Bard spell w/o the bonded item would he have to roll the concentration check to cast the Bard spell?


Feat=Master Armorer (Ex)
Source Armor Master's Handbook pg. 15

The fighter can use his base attack bonus in place of his ranks in the Craft (armor) skill. The fighter need not be wearing armor or using a shield to use this option. The fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Additionally the fighter is treated as having the Craft Magic Arms and Armor and Master Craftsman feats, but only for the purpose of making magic armor. The fighter does not need to meet these feats’ prerequisites.

Clearly this feat allows crafting magic armor.
And does not allow crafting weapons.

But, would this allow a character to add weapon enchantments to a shield(armor)?


Brawler 2/ Fighter 5

Using

weapon Adept:

Weapon Adept (Combat)

You are skilled at using customized weaponry.

Benefit: Choose a weapon modification (such as jagged hooks). You treat weapons with that modification as being of their normal category (simple, martial, or exotic).

Normal: A modified weapon is treated as one category more difficult to wield.

Special: You can gain this feat multiple times, choosing a different weapon modification each time.

To apply

versatile design:
Versatile Design

Price +500 gp; Weight —

A weapon with the versatile design modification is easier to wield for those skilled with other weapon groups. When versatile design is added to a weapon, choose a fighter weapon group. The modified weapon is considered to be a weapon of that weapon group (such as for the fighter’s weapon training class feature). A melee weapon cannot be considered part of a weapon group for ranged weapons, and vice versa.


To my Long sword making it count as a Close weapon for the purpose of

brawler's Flurry:

Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry.

When this character takes

improved two weapon fighting:
Improved Two-Weapon Fighting (Combat)

You are skilled at fighting with two weapons.

Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

AND fights with long sword and shield

Am I correct that his first extra TWF can be either with his sword or shield and if he is using the sword as his primary weapon the extra attack from ITWF must be made with his shield?

Bab+7

+5 sword
+5 sword or shield (brawler's Flurry/twf)
+0 sword
+0 shield (ITWF)


leveraging weapon:
PFS Legal Leveraging
Source Weapon Master's Handbook pg. 30
Aura faint transmutation CL 6th
Price +1 bonus; Weight —
Description
This special ability can be placed only on melee weapons. The wielder of a leveraging weapon gains a bonus equal to the weapon’s enhancement bonus to her Combat Maneuver Defense against bull rush, dragAPG, repositionAPG, and trip combat maneuvers. The leveraging weapon’s enhancement bonus is doubled when applied to combat maneuver checks to attempt bull rush, drag, reposition, and trip combat maneuvers.
Construction
Requirements Craft Magic Arms and Armor, enlarge person; Price —

shield master:
PFS Legal Shield Master (Combat)
Source PRPG Core Rulebook pg. 133
Your mastery of the shield allows you to fight with it without hindrance.

Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.

Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.

Say a shield is +3 and is also enchanted as a weapon +1 leveraging

When Shield slamming to bullrush what would the cmb be?

A) the +3 shield and shield master bonus is greater and would override the weapon sides +1Leveraging which would be +2 to cmb

B) shield master will allow the +3 to be considered the enhancement bonus which would be doubled by leveraging giving a bonus of +6 to cmb


Does the combination of the following feats allow a character to twf while thf?

For example: Dahario swings his bastard sword twice in a two-handed overhead chop at the vile orc and then smashes the orc with his buckler(twf) pushing it back 10ft(Shield slam/free action bullrush)

buckler:
Benefit: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an offhand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler’s Armor Class bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler’s Armor Class bonus until your next turn. You can’t make a shield bash with a buckler.

upsetting shield style:
You can strike at weapons to upset enemy attacks.
Prerequisite(s): Dex 13, proficiency with bucklers.
Benefit(s): You can shield bash with a buckler as if it were a light shield, and you can use the buckler in conjunction with any feats or abilities that normally apply to light shields. While using this style, whenever you successfully deal damage to an opponent with a shield bash using your buckler, that opponent takes a –2 penalty on all attack rolls made against you until the start of your next turn.

unhindering shield:
Prerequisite(s): Shield Focus, base attack bonus +6 or fighter level 4th, proficiency with bucklers.
Benefit(s): You still gain a buckler’s bonus to AC even if you use your shield hand for some other purpose. When you wield a buckler, your shield hand is considered free for the purposes of casting spells, wielding weapons, and using any other abilities that require you to have a free hand or interact with your shield, such as the swashbuckler’s precise strike deed or the Weapon Finesse feat.
Special: A monk with this feat is not considered to be using a shield for the purposes of his AC bonus, fast movement, or flurry of blows.

shield slam:

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

I suppose a character with IUS could thf with a great sword and twf to get an additional unarmed attack. Any reason a character with twf and unhindering shield couldn't do the same?


Can a Rondelero Swashbucker use a Falcata 2-handed (not twf) and use parry/riposte as well as regain panache? It looks like he can. But I'd like to see if others agree with how I read it.

Falcata emphasis says you can "can treat a falcata as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse as well as all feats and class abilities that refer to such a weapon." but does not state that the falcata has to be used one-handed giving me the idea of creating a 2-handed str based falcata wielder who can parry and riposte. Thoughts?

Rondelero Swashbuckler, Falcata Emphasis:

Source Weapon Master's Handbook pg. 6
Rondelero swashbucklers are Taldan specialists in an aggressive, lightly armored fighting style that utilizes the falcata and buckler.

Falcata Emphasis (Ex): At 1st level, a rondelero swashbuckler is proficient with falcatasUE and can treat a falcata as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse as well as all feats and class abilities that refer to such a weapon. This ability replaces the derring-do deed.


opportune parry and riposte:
PFS Legal Opportune Parry and Riposte (Ex) (Advanced Class Guide pg. 57 (Amazon)): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

panache:
A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.


Normally for a spontaneous caster using a metamagic rod is a full-round action with the exception of a Quicken Metamagic rod. But what if I add a metamagic rod to a spell that has been Quickened?

Example: 15th level Arcanist with spell perfection Fireball casting a Quickened Fireball (swift action) and Fireball(standard action)

Can I use a Maximize rod with the Quickened Fireball and keep it as a swift action?


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

I want my Magus to wield a polearm and Spell Combat without resorting to a 2 level dip in Titan Mauler Barbarian. Can I do this with:

Choke Up

Additional Prerequisite(s): Acrobatics 1 rank, Climb 1 rank

You can take a –2 penalty on attack rolls and damage rolls until the beginning of your next turn in order to choke up on and wield a two-handed polearm sized for you in one hand, as long as you do not make attacks with your other hand.

it seems like it may conflict with:

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

I know Spear Dancing Style and Quarterstaff master are a way to do this...however I'm interested in a STR based Kensai build. Just not sure if I can do it without the Titan Mauler dip...

Thoughts???


Despite my wishes I know this will never happen....BUT it makes so much sense

Kensai Archetype description:"A kensai spends his life focusing his training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in a dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors. "

myrmidarch weapon training:
Weapon Training (Ex)

At 6th level, a myrmidarch gains weapon training, as the fighter ability, adding an additional weapon group every six levels after 6th (to a maximum of three groups at 18th level) and increasing the bonus on attack and damage rolls for weapon groups already chosen by +1.

This ability replaces the magus arcana normally gained at 6th, 12th, and 18th levels.

Suggested Rule: Allow the Kensai to exchange his magus arcana at 6th,12th, & 18th like the Myrmidarch for Weapon Training with his Chosen Weapon. Instead of gaining an additional Weapon Group at 12th and 18th the Kensai would gain.....
Advanced Weapon Training: Beginning at 9th 12th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see Advanced Weapon Training below) for one fighter weapon group that he previously selected with the weapon training class feature. Source: PPC:WMH

Sounds like a pretty reasonable request right????


Spell Combat, full-round action:

Spell Combat (Ex)

[See FAQ]

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
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Flurry of Maneuvers, full-attack action:

Flurry of Maneuvers (Ex)

At 1st level, as part of a full-attack action[, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks.

At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.

A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load.

This ability replaces flurry of blows.
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Playing around with the idea of a Kensai Magus with a 2 level dip in Maneuver Master Monk focusing on the Trip Maneuver to get one extra trip maneuver per round.

Can Spell Combat (full-round action) be used at the same time with Flurry of Maneuvers (full-attack action)?

My logic is that Spell Combat is basically a full attack with a spell added on, kinda equivalent to TWF. But instead of an attack with an off-hand weapon. It's an off-hand spell.

So..TWF is equal to a full attack action. Shouldn't Spell Combat be as well?

Monks Flurry in Pathfinder is considered the equivalent of TWF and a Monk cannot both Flurry and TWF.

Therefore:
Flurry=TWF
Spell Combat=TWF

Flurry of Maneuvers ok with Spell Combat?

Yes, no, maybe if you torture the rules enough? Thoughts?


Specifically casting an Empowered fireball in a 3rd level slot.

My Google-fu has not turned up an official answer.

Can anyone provide me with a link to where this is officially addressed.?

Normally stacking traits is not allowed. but I see this combo all over the forums. I understand the arguments both for and against this. . And I'm not looking to rehash an old debate. I have a character who needs to be changed if I can't find official word on this.

Thanks for the help