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Does the hemisphere created by Wall of Ice, given that its based on radius, qualify for the Widen Spell metamagic feat?

Any guidance available on this?


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"Scry Slip" requires those targeting the rogue with scrying effects that permit a Will save to first succeed on caster level check vs. 15+rogue's level. "Scry Slip" wards both the rogue and any objects the rogue is wearing or carrying.

"Hidden Mind" wards the rogue with a constant "Nondetection" effect, which enacts the same requirement of a successful caster level check vs. 15+rogue's level, but impacts more categories of divination than just scrying effects.

My question is whether these two talents stack?

A follow-up: if not, is there a reason to get them both?

Is there something "Scry Slip" provides, that "Hidden Mind"'s "Nondetection" effect doesn't cover?


The "Spiritualist" Investigator archetype gains the ability to use certain spells.

Are those spells arcane or divine?

Do they count for the Arcane Strike feat's required "ability to cast arcane spells?"


Is there a limit to how many times a Phantom Thief can take a vigilante social talent in lieu of a rogue talent?

The wording from Phantom Thief is as follows:

"Finally, she can select a vigilante social talent instead of a rogue talent, except for social grace and vigilante social talents that would require her to be a craftsman or professional."

Is the above meant conversationally, in that whenever I might take "a rogue talent," I may take social talents, or is that meant to limit the option to "a" single rogue talent?


I am attempting to find uses for these two feats. I'm not concerned with critiquing them, as much as I truly hope to find some application for their powers.

However, I can't seem to envision when either is superior to just using the prerequisite Channel Smite itself.

I imagine Lingering Smite might provoke concentration checks each round, due to ongoing damage, but if the target is still up, wouldn't I be attacking it anyway (and thus forcing the same checks)? While the damage buff is (d6s to d8s), spreading the damage over as many rounds seems less helpful than a single blast at full strength. While damage-over-time is helpful in games like World of Warcraft, I'm not certain I see how such is useful in Pathfinder.

Likewise, Greater Channel Smite splits up my channel damage for each of my iterative attacks. The only use I currently see is to let each attack hopefully bypass particularly high damage reduction. However, if that was the case, wouldn't I still be better off with one large blast on my first attack? Is the presumption that, since missed attacks don't count against the pool, should the first attack fail due to some unforeseen power I can still benefit from the damage boost on following attacks?

I understand there is a sizable population that do not like these feats at all, perhaps for the above reasons. Acknowledging that from the onset, are there any uses for the above that might overcome these alleged deficiencies?


Can a Zealot Vigilante with the "Channel Energy" talent take feats that require the "Channel Energy class feature?"

Is that requirement different from "Ability to channel energy," as listed under Alignment Channel?

More specifically, can a Zealot with "Channel Energy" take Quick Channel and Channel Smite?


4 people marked this as FAQ candidate.

As new material is released following the publication of Pathfinder Unchained, are newly published Rogue Talents available for selection by the Unchained Rogue?

If so, will there be clarifications as to what new Rogue Talents are accessible to the Unchained Rogue?

If not, is it the intent of the publishers that the Unchained Rogue not receive additional Rogue-specific support (at least in the form of new Talents) following the publication of Pathfinder Unchained?


5 people marked this as FAQ candidate.

As new material is released following the publication of Pathfinder Unchained, are newly published Rogue Talents available for selection by the Unchained Rogue?

If so, will there be clarifications as to what new Rogue Talents are accessible to the Unchained Rogue?

If not, is it the intent of the publishers that the Unchained Rogue not receive additional Rogue-specific support (at least in the form of new Talents) following the publication of Pathfinder Unchained?


I'm hoping to maximize my PC's use of Linguistics, as he is a Human Investigator with both the Orator and Esoteric Linguistics feats (and thus already has Skill Focus: Linguistics).

Trait-wise, I'm already using Unintentional Linguist. If there are other means, beyond feats and traits, to also improve Linguistics, please let me know.

What other feats exist to improve one's Linguistics score?


Gang,

I'm considering the following healing engine for my Dwarf Untouchable Destined Bloodrager and wanted to know if the mechanics sound correct.

The core is built for high AC and high saves, rocking Fate's Fortuned and Glory of Old for traits, the Destined bloodline for luck bonuses, both the Steel Soul and Ironhide feats (benefiting mechanics and style), and appropriate stat gear. With the Untouchable's spell resistance to compliment the high saves and AC, I feel pretty good about the core.

The potential problem I foresee is battle healing, given the above.

So, rather than have him be a potion junkie, I'm considering swapping out my first preference of Steelblood (for even more AC), in favor of Spelleater. Looking over potential complimentary feats, I'm curious if I'm right about the following:

* The Spelleater archetype allows the following:

"Blood of Life (Su)

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.

This ability replaces uncanny dodge and damage reduction."

Please note that is a supernatural effect, as that is crucial to my concern later.

* I'm intrigued by the possibility of combining this effect with the damage reduction provided by teaming Combat Expertise, Stalwart, and Improved Stalwart, which I understand would turn the latter two feats into buffs for my fast healing:

"Stalwart
You adopt a defensive stance that allows you to absorb and redirect hits.

Prerequisite: Diehard, Endurance, base attack bonus +4.

Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR."

"Improved Stalwart
You can roll with the punches while simultaneously striking back at your attackers.
Prerequisite: Diehard, Endurance, Stalwart, base attack bonus +11.

Benefit: Double the DR you gain from Stalwart, to a maximum of DR 10/"

* This would further be complimented by the Fast Healer feat, as the supernatural effect of the archetype's "Blood of Life" should presumably trigger this feat's bonus to healing:

"Fast Healer

You benefit greatly from your healing, be it from spells or natural healing.

Prerequisites: Con 13, Diehard, Endurance.

Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1)."

With the following stats, feats, and gear, by 15th level this character has the following capabilities when raging:

* +30 to hit w/ main weapon (dwarven waraxe), reduced to +26 after Combat Expertise
* +24/29 Fortitude save constant/v. spells and poison
* +18/23 Reflex save constant/v. spells and poison
* +19/24 Will save constant/v. spells and poison, w/ additional +4 v. enchantment
* 43 Armor Class
* 26 Spell Resistance
* 15 Fast Healing

This last item is the one with which I'm especially concerned. I've read the threads on "Fast Healer" and understand there remains debate regarding its applicability to fast healing. Given that "Blood of Life" is a supernatural ability, I and mine are interpreting it such to be magical healing, so the feat's benefit applies. As such, am I right that this build provides an already powerful "brick"-type PC a very strong healing engine?

I'm presuming Diehard and high Will saves preclude the need for Raging Vitality. Not that I don't appreciate its benefits, but I'm presently presuming that Diehard will keep me up, should I somehow get low on hit points, while the saves will reduce the likelihood of one-shot "save or die" unconsciousness.

Stat-wise, I'm thinking that at 15th level, AC 43 is pretty solid for most adventure paths. Likewise, against casters with same level and no additional spell penetration feats, spells outright fail 50% of the time, before I roll with very high saves. Should anything get through all this, I'm then healing 15 hit points a round.

Of course, everything has its proverbial, "Achilles' heel," but am I right to think this is pretty solid?

I don't stat-dump, so no attribute is below 10. Not certain if I'll use any alternate racial traits, yet. Skills are pending.

So, given these constraints, here's the 20pt build I'm considering, through 15th level:

Stats
Strength 16
Dexterity 14
Constitution 16
Charisma 10
Intelligence 13
Wisdom 14

Traits
Fate's Fortuned
Glory of Old

Feats
1st Steel Soul
3rd Ironhide
5th Shield Focus
6th Endurance (Destined bloodline feat)
7th Combat Expertise
9th Stalwart & Diehard (Destined bloodline feat)
11th Improved Stalwart
12th Lightning Reflexes (Destined bloodline feat)
13th Fast Healer
15th Dodge & Weapon Focus (Destined bloodline feat)

Gear
Weapon: +5 Dwarven Waraxe
Armor: +5 Breastplate
Shield: +5 Heavy Steel Shield
Ring: Ring of Evasion
Ring: +4 Ring of Protection
Belt: +6 Belt of Giant Strength
Neck: +4 Amulet of Natural Armor
Shoulders: +5 Cloak of Resistance

So, given all the above, what do you think? Sound solid? Is it interesting and potentially fun, especially for an avenging honorable dwarf reclaiming the homeland type?


Gang,

I'm considering the following healing engine for my Dwarf Untouchable Destined Bloodrager and wanted to know if the mechanics sound correct.

The core is built for high AC and high saves, rocking Fate's Fortuned and Glory of Old for traits, the Destined bloodline for luck bonuses, both the Steel Soul and Ironhide feats (benefiting mechanics and style), and appropriate stat gear. With the Untouchable's spell resistance to compliment the high saves and AC, I feel pretty good about the core.

The potential problem I foresee is battle healing, given the above.

So, rather than have him be a potion junkie, I'm considering swapping out my first preference of Steelblood (for even more AC), in favor of Spelleater. Looking over potential complimentary feats, I'm curious if I'm right about the following:

* The Spelleater archetype allows the following:

"Blood of Life (Su)

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.

This ability replaces uncanny dodge and damage reduction."

Please note that is a supernatural effect, as that is crucial to my concern later.

* I'm intrigued by the possibility of combining this effect with the damage reduction provided by teaming Combat Expertise, Stalwart, and Improved Stalwart, which I understand would turn the latter two feats into buffs for my fast healing:

"Stalwart
You adopt a defensive stance that allows you to absorb and redirect hits.

Prerequisite: Diehard, Endurance, base attack bonus +4.

Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR."

"Improved Stalwart
You can roll with the punches while simultaneously striking back at your attackers.
Prerequisite: Diehard, Endurance, Stalwart, base attack bonus +11.

Benefit: Double the DR you gain from Stalwart, to a maximum of DR 10/"

* This would further be complimented by the Fast Healer feat, as the supernatural effect of the archetype's "Blood of Life" should presumably trigger this feat's bonus to healing:

"Fast Healer

You benefit greatly from your healing, be it from spells or natural healing.

Prerequisites: Con 13, Diehard, Endurance.

Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1)."

With the following stats, feats, and gear, by 15th level this character has the following capabilities when raging:

* +30 to hit w/ main weapon (dwarven waraxe), reduced to +26 after Combat Expertise
* +24/29 Fortitude save constant/v. spells and poison
* +18/23 Reflex save constant/v. spells and poison
* +19/24 Will save constant/v. spells and poison, w/ additional +4 v. enchantment
* 43 Armor Class
* 26 Spell Resistance
* 15 Fast Healing

This last item is the one with which I'm especially concerned. I've read the threads on "Fast Healer" and understand there remains debate regarding its applicability to fast healing. Given that "Blood of Life" is a supernatural ability, I and mine are interpreting it such to be magical healing, so the feat's benefit applies. As such, am I right that this build provides an already powerful "brick"-type PC a very strong healing engine?

I'm presuming Diehard and high Will saves preclude the need for Raging Vitality. Not that I don't appreciate its benefits, but I'm presently presuming that Diehard will keep me up, should I somehow get low on hit points, while the saves will reduce the likelihood of one-shot "save or die" unconsciousness.

Stat-wise, I'm thinking that at 15th level, AC 43 is pretty solid for most adventure paths. Likewise, against casters with same level and no additional spell penetration feats, spells outright fail 50% of the time, before I roll with very high saves. Should anything get through all this, I'm then healing 15 hit points a round.

Of course, everything has its proverbial, "Achilles' heel," but am I right to think this is pretty solid?

I don't stat-dump, so no attribute is below 10. Not certain if I'll use any alternate racial traits, yet. Skills are pending.

So, given these constraints, here's the 20pt build I'm considering, through 15th level:

Stats
Strength 16
Dexterity 14
Constitution 16
Charisma 10
Intelligence 13
Wisdom 14

Traits
Fate's Fortuned
Glory of Old

Feats
1st Steel Soul
3rd Ironhide
5th Shield Focus
6th Endurance (Destined bloodline feat)
7th Combat Expertise
9th Stalwart & Diehard (Destined bloodline feat)
11th Improved Stalwart
12th Lightning Reflexes (Destined bloodline feat)
13th Fast Healer
15th Dodge & Weapon Focus (Destined bloodline feat)

Gear
Weapon: +5 Dwarven Waraxe
Armor: +5 Breastplate
Shield: +5 Heavy Steel Shield
Ring: Ring of Evasion
Ring: +4 Ring of Protection
Belt: +6 Belt of Giant Strength
Neck: +4 Amulet of Natural Armor
Shoulders: +5 Cloak of Resistance

So, given all the above, what do you think? Sound solid? Is it interesting and potentially fun, especially for an avenging honorable dwarf reclaiming the homeland type?


Gang,

Just want to confirm if I'm reading the following correctly...

* At 11st level, Investigators can select the "Eidetic Recollection" talent, which enables them spend one daily use of inspiration to take 20 on a Knowledge skill check, as below:

"Edetic Recollection (Su): An investigator can always choose to take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he's in immediate danger or distracted. An investigator must be at least 11th level to select this talent."

* Another talent available since 3rd level, "Applied Engineering," enables Investigators to spend one daily use of inspiration to take a full-round action to study an object, make a Knowledge (engineering) check, and use the result of that check in place of a Strength check to break the item next round, as below:

"Applied Engineering (Ex): The investigator can leverage his knowledge of engineering to solve tasks that normally require brute strength or keen eyes. He can expend one use of inspiration as a full-round action to study an object or area and attempt a Knowledge (engineering) check. On his next turn, he can use the result of that Knowledge (engineering) check in place of a Strength check to break the object or in place of a Perception check to locate hidden doors or compartments in that area."

* The DCs for breaking objects are listed below:

"Table: DCs to Break or Burst Items

Strength Check to: DC
Break down simple door 13
Break down good door 18
Break down strong door 23
Burst rope bonds 23
Bend iron bars 24
Break down barred door 25
Burst chain bonds 26
Break down iron door 28
Condition DC Adjustment*
Hold portal +5
Arcane lock +10"

All this said, here's what I'd like to confirm...

At the cost of two daily uses of inspiration, am I right that an 11th level Investigator with the above two talents, a likely starting Intelligence of at least 16, and at least one rank in the class skill Knowledge (engineering) AUTOMATICALLY succeeds in breaking down iron doors and all other objects of lesser DC?

Here's the potential math:

+20 via Eidetic Recollection
+3 via Intelligence bonus
+4 via a rank in class skill Knowledge (engineering)
+1 via free use of inspiration with Knowledge skills
=28

Please let me know if it appears I'm reading this correctly. This seems quite powerful, very useful, and wonderfully thematic.

Thank you for your feedback and your time.


Gang,

Can the spell "Haunted Fey Aspect" be used to obscure and/or otherwise hide one's own features, like a hood, mask, or anything else that impedes another from recognizing you?

The full text of the spell states:

"You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage."

Given the first sentence, can this spell be used, for flavor, like a war mask, donned before or during combat to hide one's face in battle (albeit with no mechanical benefit and purely for flavor)?


The feat reads that "allies" get the bonus, but often in Pathfinder that has also counted the user among the allies benefited. What seems to be the intent and, given similar powers/feats/spells with comparable benefits, how should the matter be ruled?

If I use "Battle Cry", do I get the bonuses, too, or do only my allies in the party get the benefits?


I'm trying out a human Cad fighter for a potential PFS run and wanted to know if I'm understanding the following rule combinations correctly. Of course, the combination below presumes successful rolls at each link in the chain.

Here are the required feats through seventh level:

1st Combat Expertise
Improved Disarm
Improved Trip
2nd Improved Dirty Trick
3rd Improved Unarmed Strike
4th Combat Reflexes
5th Vicious Stomp
6th Improved Trip
7th Quick Dirty Trick

Here's the proposed "combo", available starting at seventh level, with the presumption of wielding a cutlass and a buckler (therefore having a free hand, as the buckler keeps the offhand available):

* Full attack using Quick Dirty Trick allows for a dirty trick maneuver to substitute for the first melee attack, inflicting the "blinded" condition on the target and therefore denying target's Dexterity bonus to AC for the round.

* Second attack using a trip combat maneuver, as trips can substitute for melee attacks, inflicting the "prone" condition on the target.

* Trip provokes two separate attacks of opportunity, one from Greater Trip and another from Vicious Stomp.

* Vicious Stomp attack of opportunity (which must be unarmed) using a disarm combat maneuver, as disarms can substitute for melee attacks, disarming the target and taking the disarmed weapon into one's own free hand (per disarm rules regarding having an available free hand).

* Greater Trip attack of opportunity is for damage.

* When damaging with Greater Trip attack of opportunity, use Cad Archetype class ability, "Deadly Surprise," to use an immediate action against a target denied Dexterity bonus to AC in order to make a dirty trick combat maneuver, inflicting whichever condition is most useful.

The result of the above is, if successful at each stage, is at least a blinded, prone, disarmed, and damaged target, with a further negative condition appropriate to the situation and being now in possession of the target's disarmed weapon. At eleventh level, Dirty Trick Master allows for these negative conditions to be upgraded to even more damaging ones, improving the combination's potential utility.

What do you all think? Does the above sound correct? Please advise.


I'm trying out a human Cad fighter for a potential PFS run and wanted to know if I'm understanding the following rule combinations correctly. Of course, the combination below presumes successful rolls at each link in the chain.

Here are the required feats through seventh level:

1st Combat Expertise
Improved Disarm
Improved Trip
2nd Improved Dirty Trick
3rd Improved Unarmed Strike
4th Combat Reflexes
5th Vicious Stomp
6th Improved Trip
7th Quick Dirty Trick

Here's the proposed "combo", available starting at seventh level, with the presumption of wielding a cutlass and a buckler (therefore having a free hand, as the buckler keeps the offhand available):

* Full attack using Quick Dirty Trick allows for a dirty trick maneuver to substitute for the first melee attack, inflicting the "blinded" condition on the target and therefore denying target's Dexterity bonus to AC for the round.

* Second attack using a trip combat maneuver, as trips can substitute for melee attacks, inflicting the "prone" condition on the target.

* Trip provokes two separate attacks of opportunity, one from Greater Trip and another from Vicious Stomp.

* Vicious Stomp attack of opportunity (which must be unarmed) using a disarm combat maneuver, as disarms can substitute for melee attacks, disarming the target and taking the disarmed weapon into one's own free hand (per disarm rules regarding having an available free hand).

* Greater Trip attack of opportunity is for damage.

* When damaging with Greater Trip attack of opportunity, use Cad Archetype class ability, "Deadly Surprise," to use an immediate action against a target denied Dexterity bonus to AC in order to make a dirty trick combat maneuver, inflicting whichever condition is most useful.

The result of the above is, if successful at each stage, is at least a blinded, prone, disarmed, and damaged target, with a further negative condition appropriate to the situation and being now in possession of the target's disarmed weapon. At eleventh level, Dirty Trick Master allows for these negative conditions to be upgraded to even more damaging ones, improving the combination's potential utility.

What do you all think? Does the above sound correct? Please advise.


Gang,

Any thoughts on the following...

* Urban Barbarian with Dexterity stacked via advancement and equipment, with Controlled Rage also contributing to Dexterity

* Weapon Finesse and Combat Reflexes selected as feats, allowing attack bonus, AC, and attacks of opportunity to all key off stacked Dexterity

* At higher levels, stacked Dexterity, Beast Totem, armor, and other equipment drive AC towards 50

* Come and Get Me rage power grants attacks of opportunity whenever opponent attempts an attack

* Snake Fang grants attacks of opportunity whenever opponent misses

* Elemental Rage rage power grants all melee attacks 1D6 additional damage during rage (with possible further 1D6 additional damage for one round)

With the above, it is possible to get upwards of fifteen attacks per round, almost of all of which are at full BAB. While each individual attack is relatively weak (given comparative options at level), the sheer amount of them boosts damage quite high, especially given the increased possibility of critical hits.

Any thoughts? Sound interesting and fun?


Gang,

If I have a weapon and shield equipped in my Barbarian's hands, can I still claim an unarmed strike via a kick/headbutt/etc for the Attacks of Opportunity provided by the Snake Fang style feat?

Will I need to drop or sheathe the weapon and/or shield, freeing up a hand, or can a Barbarian still have hands full and meet the requirements of Snake Fang with another limb/body part?


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Given the wording of the "Extra Gnome Magic" feat from Gnomes of Golarion, will the feat allow a gnome with alternate racial spell-like abilities the option to cast all of their available spell-like abilities multiple times a day (including the 1st level spell)?

Specifically, does a gnome with the Pyromaniac racial and this feat now have the opportunity to cast "Produce Flame" multiple times a day?


4 people marked this as a favorite.

Gang,

I just want to see if I'm interpreting the following correctly...

* At 7th level, a Dwarven Foehammer has the ability, via "Hammer to the Ground," to make a free trip combat maneuver after the conclusion of a successful bull rush combat maneuver.

* The feat, "Shield Slam," allows a free bull rush combat maneuver after a successful hit from a shield slam attack.

* The feat, "Break Guard," as a swift action, allows an attack with one's other weapon (in this case, one's shield) immediately after a successful disarm combat maneuver from one's main weapon.

If I'm understanding the above correctly, a Foehammer can be built to disarm, damage, bull rush, and trip an enemy all in one action.

Am I understanding the above correctly? I'm concerned that I'm overlooking something, as this seems very strong. It is feat intensive, but a Fighter can still seemingly achieve this by Level 8, having not only purchased the prerequisites, but also the necessary "Improved" feats to prevent attacks of opportunity.


3 people marked this as a favorite.

Gang,

I just want to see if I'm interpreting the following correctly...

* At 7th level, a Dwarven Foehammer has the ability, via "Hammer to the Ground," to make a free trip combat maneuver after the conclusion of a successful bull rush combat maneuver.

* The feat, "Shield Slam," allows a free bull rush combat maneuver after a successful hit from a shield slam attack.

* The feat, "Break Guard," as a swift action, allows an attack with one's other weapon (in this case, one's shield) immediately after a successful disarm combat maneuver from one's main weapon.

If I'm understanding the above correctly, a Foehammer can be built to disarm, damage, bull rush, and trip an enemy all in one action.

Am I understanding the above correctly? I'm concerned that I'm overlooking something, as this seems very strong. It is feat intensive, but a Fighter can still seemingly achieve this by Level 8, having not only purchased the prerequisites, but also the necessary "Improved" feats to prevent attacks of opportunity.


Gang,

Does any weapon with a range increment intended for throwing, like a dagger, count as a ranged weapon for the purposes of the Rapid Shot and Snap Shot feats?


Gang,

According to the Filcher archetype, one may use their Sleight of Hand bonus in exchange for their CMB during a Steal combat maneuver. Bonuses from feats, spells, and similar effects still are added to the new (Sleight of Hand-based) total.

My question: does one only use the specific ranks one has in Sleight of Hand when swapping out for CMB, or are the bonuses from In-Class skill and high Dexterity modifiers also added?

Thanks in advance!


Just a quick question...

Has there been any clarification (in support of or against) the use of the "Gory Finish" feat and the casting of rays?

Specifically, can a kill from casting the spell "Scorching Ray" trigger "Gory Finish"'s opportunity to demoralize opponents?


My wife and I are considering playing in the PFS and are making characters. We find it helps sometimes to plot out the whole build, even if it's unlikely that we'll ever get to the higher levels. That way, we can get a feel for how the character might develop and what things might interest us in the long run.

I'm thinking about making a Dwarf Barbarian, focusing on the concept of a character that can just say "no" to most things not damage based, either via high saves or outright immunity. The thought is a melee character that can only be stopped by killing it outright. I know this is not a higher damage build, but it seems like creating this "brick"-type character, one that "just... keeps... going..." could be a lot of fun.

I'm looking to use the Dwarven Dorn-Dergar as my primary weapon; seems like solid damage with an attractive option of shifting reach. With the Lunge and Darting Viper feats (listed below), I'm hoping this could provide a rather significant amount of impact within my character's grasp.

Towards that end, I'm considering the following trait/feat/rage power build and hoped for some feedback. Again, while I want a functional character, I'm willing to sacrifice overall "minimax" in exchange for style/substance in the concept.

TRAITS:
Grounded (Dwarves of Golarion (DoG))
Glory of Old (DOG)

FEATS:
Level 1- Steel Soul
Level 3- Raging Vitality
Level 5- Power Attack
Level 7- Lunge
Level 9- Darting Viper (DoG)
Level 11- Cleave
Level 13- Greater Cleave
Level 15- Cleave Through
Level 17- Cleaving Finish
Level 19- Greater Cleaving Finish

POWERS:
Level 2- Superstition
Level 4- Witch Hunter
Level 6- Reckless Abandon
Level 8- Internal Fortitude
Level 10- Eater of Magic
Level 12- Fearless Rage
Level 14- Renewed Vigor
Level 16- Renewed Vitality
Level 18- Renewed Life
Level 20- Regenerative Vigor

What do you think? Are there other "resistance-type" feats/powers that I should consider? Is Superstitious a good Archetype for this kind of build? I figured the initiative and sensory bonuses complimented its "survivalist" feel, and Superstitious lets me keep my Uncanny/Improved Uncanny Dodges, but I'm open to other options.

The only thing I'm trying to conserve is the 30ft movement available to dwarven barbarians; it's one of the main reasons I've not considered several other archetypes. I like that I can keep up with the other race/class combinations, even as I (hopefully) shrug off conditions, effects, and spells. That said, given the concept, is there anything I'm overlooking?

Thank you for your time and I look forward to your comments!


I'm working on my Dwarven berserker and wondered about pursuing the Cleave lineup of feats. I read that many on these forums find Cleave and Great Cleave underwhelming; not necessarily bad in themselves, but seemingly underpowered compared to comparable opportunities.

However, do "Cleave Through" and the "Goblin Cleave/Orc Hewer/Giant Killer" make Cleave worth another look? Specifically, given their prerequisites, are the Goblin Cleaver choices strong enough to warrant being one's feat selections, especially at later levels?