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I'm looking for references on a variety of topics as I start planning a pretty large adventure for a home game. Since the wikis I've found seem to be incomplete, lacking any recent citations on major topics, I'm looking into buying some APs or Campaign Setting books for additional information. Is there any good list of what topics come up in which products? Particular interests:
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N.Jolly, is there a particular reason that Pitfall (level 3) has Shift Earth (level 4) as a prerequisite? I understand the flavor of it, but it feels really weird to have a level 3 talent require a level 4 talent. Not to mention it makes it really expensive talent-wise to combine pitfall and sinkhole, since pitfall adds kinetic cover and shift earth as prerequisites.
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Do Kineticists receive extra class skills with Expanded Element? I think the answer is no, but I wanted to double check. If not, it might be worth calling that out in the guide. As is, the only mention of the class skills that I see is the listing under each element, which kind of implies that you get them as long as you pick up the element at some point.
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Magical Knack only affects your caster level. So, if you level up to Wizard 1 / Investigator 3, your Wizard spells will use a caster level of 3 (since Magical Knack only adds 2) to determine their effects, duration, range, etc. It will not give you additional spells in your spellbook, improve your spell slots, or progress your Wizard class abilities.
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TriOmegaZero wrote:
I guess it's a reference to Life Oracles getting Mass Heal as an 8th level spell, rather than a 9th? I don't see any other early access spells on the Life Mystery, though.
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I have a question about Brutal Mutation. It says:
Does that mean the the selected infusion must be tagged with the specific element gained? Or would a universal infusion (presumably one that could be used with whatever blast you picked up) be legal?
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Am I understanding correctly that Aetheric Boost deals an extra point of damage for every d6 rolled, even for a composite blast? So at level 15, a physical composite blast boosted would deal 16d6+32+ConMod?
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Tacticslion wrote: At the time, I'm uncertain if Aroden was truly a god yet. In my own campaigns in Golarion, I've strongly implied that Aroden was never actually a god and the Starstone doesn't work exactly people think it does. That's thrown our divine caster of Cayden Cailean for a bit of a loop. Fun stuff.
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Garbage-Tier Waifu wrote: Like, don't expect your DM to ever look at a build like this and give it the thumbs up. They will hate you with a passion. It's cool, you just need to make sure the rest of your party is fine with playing as BMX Bandit.
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CWheezy wrote:
Baba Yaga is a Female venerable advanced human witch 20/archmage 10. So she's got those last 5 tiers.
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Well, based on the Archives of Nethys deities listing, there are a handful of Great Old Ones and Outer Gods that are Chaotic Neutral, rather than evil. Bokrug has the ranseur as their favored weapon, which could work nicely with Long Arm.
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The Brawler archetype Winding Path Renegade's School Power for Mystery of Untwisting Iron states:
Generally, when something is treated as a material for DR, it explicitly states that. For example, Brawler's Strike says:
So, does that mean that the Winding Path Renegade treats his weapon as adamantine in all respects? That is, as long as he's wielding does it
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johnlocke90 wrote:
If I'm not mistaken, PFS limits them already, regardless of mechanics. In home games, shouldn't it up to the GM how common the uncommon races are? Plus there's the whole idea that PCs are already special; what's really wrong with that being tied to their race as well?
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The big thing is that there are some feats that have Combat Expertise as a prerequisite that aren't related to the maneuver feats. Dirty Fighting won't let you pick those up. That said, if you don't care about losing the ability to pick those feats up with Martial Versatility, Dirty Fighting is more useful by itself.
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Drahliana Moonrunner wrote: Being able to be used as as a weapon does not by logic move it from it's place in the armor table to the weapon table. It's literally on the weapons table. Look on the PRD. Under martial weapons, light melee weapons:
Under martial weapons, one-handed melee weapons:
Cavall wrote: When you get proficiency martial weapons does that give you proficiency shield? No. So they aren't martial weapons. They are shields that can be used as a weapon. I'd say that shield proficiency lets you use the shields for defense, while the martial proficiency lets you use them as weapons. They're listed as martial weapons, and thus are martial weapons.
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Cavall wrote: A shield isn't a martial weapon. It's armour and shields. You enhance it with shield enhancements, not weapon enhancements. It can't be a bonded item, because shields aren't weapons. How do you figure? It's on the weapons table. The description for shield bashing even states that "the shield can be made into a magic weapon in its own right." How is that not a magic weapon?
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Don't forget about retraining. Any character can get a feat at 4th level if they spend the time and money for it (and replace an old feat). I think it makes perfect sense to set up a feat's prerequisites to make sure you can't take it before it can actually function without heavy special casing (how do I make a level 0 groom?), even if you can't normally get it immediately.
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As long as your speed isn't reduced by your armor, sure, you can try it as much as you want. Unless you're specializing in it, though, there's a point where you'll want to just stop trying for the sake of time just because there's so many things you'll pretty much never succeed against.
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Wonderstell wrote:
Well then. They were certainly under priced before, but now they don't seem worth it at all.
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BadBird wrote: I've wanted to try a Psychic Blood Arcanist Eldritch Knight lately, since Psychic removes casting-in-armor issues; fullplate mage-knight sounds pretty cool. Maybe specializing in Battering Blast with stacks of bonus CL (Magical Knack, Arcanist Potent Magic, Spell Specialization, Varisian Tattoo) so that you can throw enormous psychic force bombs before closing in with a two-hander. I don't think that actually works. The Psychic Bloodline Arcana converts you to a psychic caster, and Eldritch Knight requires that you be able to cast 3rd level arcane spells.
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What I really want is a way to get this Weapon Master Fighter 4 / Unchained Monk 16 the Conversion Inquisition to apply Wisdom to Intimidate, Bluff, and Diplomacy. I really don't want to dip more than 4 levels out of Monk, though. If there's a way to do it with the Fighter, that would be ideal for me, because Weapon Master Fighter manages to get Weapon Training at 3 and qualify for the Advanced Weapon Training feat at 4th. It also doesn't lose any BAB in the process. My second preference would be an Inquisitor that somehow picks up Weapon Training on the same time scale; grabbing Cunning Initiative certainly wouldn't be bad. I fully recognize that there might not be a way to do this outside of homebrew, but I wanted to cover my bases.
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Believer's Boon provides a way to make use of 3+Wis/day first level Domain power. Is there some sort of equivalent to pick up a passive power? Are there any obscure or third party archetypes that would let a Weapon Master Fighter get a Domain, perhaps by trading out some bonus feats?
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For whatever reason, it isn't on d20pfsrd. It's in Inner Sea Intrigue. Basically, you make some small trades to get all knowledges as class skills, a bonus on knowledge checks equal to half your monk level, and a scaling bonus to the next stack roll after a miss (on the same enemy, can't affect the same target more than once per day). Overall, it's really solid.
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Pretty sure you can only take the Ranger Combat Style talent a total of 3 times, at a minimum of level 6 for the second and 10 for the third. So you can definitely get the full TWF line with it, but not the side feats. EDIT:
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Another option that my groups have used in the past... Combine the materials from multiple dragons to effectively increase the size. Have materials from two huge dragons? Count it as a single gargantuan dragon. Materials from two gargantuan dragons? Just as good as a single colossal dragon.
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Yeah, it'd be pretty nonsensical with a lot of feats if the 'Defending' FAQ applies. I'd also like to point out the difference in language used. Defending says "... at the start of his turn before using the weapon" which does imply that you will use the weapon. Training's "... as long as the weapon is drawn and in hand" language doesn't carry that implication, though.
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I did consider trying to push the Fighter levels sooner, but I don't think it works out. Improved Bull Rush is a prerequisite for Street Style, and I need both Ascetic Style and Street Style before I can take Weapon Style Mastery. On the plus side, I'll be starting at a high enough level that it doesn't actually make a difference. The fourth level of Fighter is also something I've been pondering. Taking the Advanced Weapon Training feat doesn't count against the once per 5 Fighter levels max if a Weapon Master takes it as a bonus feat, so with some retraining, I could actually take it up to 3 times. I'd need to figure out how to free up those feats at an early enough level to make a difference, but I think the Training weapon enchantment on a pair of gauntlets might be enough to do that. So, where are my biggest gains with Advanced Weapon Training? Warrior Spirit definitely looks good, but it's going to be capped at +3 and I worry about having time for the action to activate it. Versatile Training (with Intimidate and Acrobatics?) also looks like a decent choice, since I have full BAB; a feat for two extra skill points per level seems solid. Anything else worth trying to fit in?
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I don't think "hands of effort" applies here. You don't need to be wielding the Training weapon. It just needs to be drawn and in hand. Just because you can no longer attack with it doesn't mean you aren't still holding it. Amulet of Mighty Fists is a good thought, but it does eat your neck slot. Also, can you apply flat cost enchantments to it? It seems like a +1 Training gauntlet would be a pretty good candidate for the dueling property for initiative and CMD vs disarm. (+1 Training [Improved Initiative] dueling gauntlets for +8 initiative on a single item, perhaps?) EDIT:
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I just checked out the Perfect Scholar archetype from Inner Sea Intrigue. Losing Still Mind kind of hurts and Eye of the Sun and Moon is definitely weaker than Tongue otS&M, but I think this is a really solid upgrade for an urban campaign. I went ahead and updated the spreadsheet to reflect that. Still hoping for some sort of feedback. There's bound to be something here I've missed or could improve.
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It's probably worth noting that by the rules, if you're casting Wish directly for the stat increases, to get the full +5 you need to cast Wish 5 consecutive times. Even a single round between casts breaks the chain and prevents the full bonus. The tomes already make it way easier to get stacked bonuses than making sure you have 5 9th level spell slots to cast Wish from, plus the material components for all of them.
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Pretty soon I'll be passing off my current DM mantle to another member of the group and rejoining the campaign as a player. As such, I'm starting to figure out what exactly it is that I'll be playing. The Unchained Monk actually looks pretty fun, especially with Ascetic Style to keep all the fun unarmed stuff while still getting to use a weapon. This is a primarily urban campaign, so Street Style seems like a solid bet, too. A few notes on character creation:
So, here's what I'm thinking. Human with Str 18+2, Dex 12, Con 14, Int 12, Wis 16, Cha 10. All ability score increases from level will go to Strength. This is a pretty feat intensive build, so I think keeping the feat and skills is more worthwhile than Dual Talent. Class progression will be Unchained Monk 6 / Weapon Master Fighter 3 / Unchained Monk X. The 3 level fighter dip doesn't seem to hurt too much and lets me get all of the feats needed to pull the build together much more quickly. Notably, by taking the Weapon Master archetype, I get Weapon Training 1, removing the need to take Martial Focus to qualify for Weapon Style Mastery as well as allowing the use of Dueling Gloves for the additional +2 to attack and damage. Here is the feat and class feature progression. (I think the spreadsheet format is a lot more readable than trying to format it here on the forum.) Favored class bonuses will go toward the Human bonus of +1/4 Ki to make up for the lost ki progression from multiclassing. I think Wisdom in the Flesh with Stealth and Honored Fist of the Society are my best bets for traits. For magic items, I'm obviously going to want a keen urumi with as high of an enhancement bonus as I can reasonably afford. In terms of wondrous items, I'll want monk's robes, dueling gloves, a necklace of ki serenity, and the best belt of strength and headband of wisdom that I can reasonably afford. Is there anything else I should be going for? Any other comments or suggestions? Any really good third party material that I should ask for approval to use?
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Infiltrator and the Conversion inquisition aren't going to stack, as per this FAQ. Neither gives you a typed bonus, so they're both considered Wisdom bonuses and don't stack.
Your weapon needs to be +1 before you can put any property on it, so you'd actually be spending 8,000 gp on it. I also doubt that the guided property is PFS legal; it looks like it's old enough that it's from the 3.5 era, rather than Pathfinder.
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Yeah, I've seen the author's intent for Ascetic Style, and for that much, I agree. Ascetic Form, on the other hand, specifically says, "You can use the chosen melee weapon with any class ability that can be used with an unarmed strike, such as an unchained monk's style strike ability."
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With a 3 level dip into Weapon Master Fighter, I think you can manage to pull it off by 11 if you get a keen weapon. (If your table allows ways to gain proficiency with exotic weapons other than just taking the feat, you can pull it off by 9.) Though, here's a question... If you're a monk, does Ascetic Strike actually do anything for you? Ascetic form lets you use class abilities that can be used with an unarmed strike with your chosen weapon. Scaling unarmed strike damage is a class ability that can be used with an unarmed strike. Given that, is there any reason to take Ascetic Strike unless you're not getting that class feature anyway or it's more than 4 levels behind your character level? |