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Hi guys,
i recently find this feat and i start wondering if it is a trap as Cleave is, or if it is good as it seems to be.

Ultimate Combat wrote:

Cleaving Finish (Combat)

When you strike down an opponent, you can continue your swing into another target.

Prerequisites: Str 13, Cleave, Power Attack.

Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.

For what i read, while Cleave is quite a feat tax, this feat seems not bad at all if i can use it in conjunction with a full Attack and maybe the use of the Lunge feat or a Reach Weapon.

What do you think about it, it's kind of a "Red Herring" or it could be worth the investment, maybe in a build focused on melee attacks, with a couple of spare feats?

Thanks guys, as always!


Hi guys,
just wondering if you think it could be worth for a supporter bard (maybe a reach one) take the following feat chain:

- Weapon Focus
- Dazzling Display
- Intimidating Performance (action economy)
- Improved Dirge of Doom

If i'm reading it correctly, as soon as i can start a performance as a swift action i can for instance start the Dirge of Doom performance and thanks to Intimidating Performance use Dazzling Display to demoralize all foe in a 30ft radius, so that thanks to Improved Dirge of Doom i make all enemies in a 30 ft radius frightened and the ones in the radius 30-60 shaken.

Before the swift performance i can still do this trick to one enemy (not using Dazzling Display, but a regular intimidate test).

Seems to me it could be quite a strong option if i'm reading it right.

Thanks in advance.

Matt

Feats description:

Paizo wrote:

Dazzling Display (Combat)

Your skill with your favored weapon can frighten enemies.

Prerequisite: Weapon Focus, proficiency with the selected weapon.

Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Intimidating Performance

Your performance strikes fear in the hearts of foes.

Prerequisites: Ability to start a performance (or raging song) as a move action, bardic performance or raging song class feature.

Benefit: When you start a performance (or a raging song) as a move or swift action, you can use a standard action to demoralize a foe (Core Rulebook 99), attempting a Perform check appropriate to your performance in place of the Intimidate check. Your performance must be one with an audible component.

If you can start a performance as a swift action and you have the Dazzling Display feat, you can gain the benefit of Dazzling Display by succeeding at a Perform check in place of an Intimidate check.

Improved Dirge of Doom

The foreboding tone of your dirge is especially effective at unsettling your enemies.

Prerequisite: Ability to perform dirge of doom.

Benefit: The range of your dirge of doom ability is extended to 60 feet. Additionally, if a creature is shaken from another effect, the effect of your dirge of doom is changed to frightened for that specific creature. This benefit cannot cause a creature to become panicked, even if a target is already frightened from another effect.

Normal: The range of dirge of doom is 30 feet. A creature that is already shaken cannot become frightened by dirge of doom.


Thank you


Thanks for the answer.

The ability i'm referring is the one of the Rake Archetype of the Rogue, which says:

" *Rake's Smile (Ex)*: At 3rd level, a rake gains a +1 morale bonus on Bluff
 and Diplomacy
checks. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense."


Hi forumers,
i've come with a doubt i hope you can clarify for me.

Let's say i've taken 1 level in a class X wich grants a +1 bonus on something thanks to a class feature.

If the feaure says for instance "This bonus increases by +1 for every 3 levels beyond 3rd", would i be able to obatin the bonus increments even if a take level in another class Y, so that if i'm a sixth level character with 3 class X and 3 class Y, i could have a +2 bonus from that ability?

The question is because it doesn't say "This bonus increases by +1 for every 3 levels OF CLASS X beyond 3rd"

Thanks in advance


Donovan Donovan wrote:

Concerning the Melee-Attack issue i think it can work with a Melee Touch Attack, but not with a Ranged one.

CRB wrote:
Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

Touch Attacks are basically the same as attacks made with a weapon (and that's why you'll need Precise Shot if you focus on Ranged Touch Attacks).

Wait for further advice.

D.D.

Thank you very much.


Hi guys.

Seems like i can't find an answer about a doubt i've concernin the Greater Feint feat.

Paizo wrote:

Greater Feint (Combat)

You are skilled at making foes overreact to your attacks.

Prerequisites: Combat Expertise, Improved Feint, base attack bonus +6, Int 13.

Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.

Normal: A creature you feint loses its Dexterity bonus against your next attack.

Assuming that this is just an enhancement of the feint ability, so that it only works for the feinter and not for every one in the party who strike the feinted enemy.

Assuming it only denies the Dexterity bonus to AC and not all the Dexterity Bonuses.

I'd like to know if, after succesfuly feint someone, i can take advantage of the loss of his Dexterity to AC even striking him with a spell (touch melee or ranged touch).

I'm in doubt because the Feint ability says:

Paizo wrote:
If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.

I think that even with Greater Feint only with a melee attack i can ignore the Dexterity bonus to AC. Still i can't find a proper answer.

Thanks in advance.


Dema_89 wrote:

What about being a Goblin instead of Human to take advantage of his favourite class bonus?

Paizo wrote:
Add a +1 bonus on the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.
They also have very nice racial modifiers and Darkvision!

Goblin sure has nice modifiers and darkvision is always a bonus, but they bring a big issue ... they are small creatures. This is a problem for you if you want to focus on Trip, since you can trip creatures one size larger than you. So even with an enlarge person you wouldn't be able to trip the majority of enemies you'll face.

Beside also the Favored Class Bonus seems to me inferior of the one given by human. Two advanced talents are gold. Some more damage in a surprise round is ... meh.


Here's a build example. Just the plain build WITHOUT ITEMS.

Human Sohei Monk 1 / Rake Bandit Rogue 11

Single-wielding a Rapier and using a Shield

STR: 8 (Base)
DEX: 20 (15 Base + 1 4th, 8th, 12th level)
CON: 14 (Base)
INT: 14 (Base)
WIS: 14 (Base)
CHA: 10 (Base)

Init: 9

HP: 85 (With 4HP thanks to Favored Class Bonus)
AC: 15
ST: 9/14/9

BAB: 8/3
CMB: 7
CMD: 22

Skills Points per Level: (7 Monk, 11 Rogue)

Feats:
Monk-Bonus: Improved Unarmed Strike
Monk-Bonus: Combat Reflexes
1st Level: Improved Initative
Human Bonus: Combat Expertise
3rd Level: Improved Feint
5th Level: Improved Trip
7: Iron Will
9: Greater Feint
11: Great Fortitude

Rogue Talents:
2: Weapon Finesse
4: Weapon Focus
6: Offensive Defense
8: Feat: Greater Trip
10: Crippling Strike
10 Bonus Fav.Class: Opportunist

With the right Items you would be able to take advantage of your ability to act in the surprise round Tripping your enemy and dealing SA damage as AOO in the surprise round and using Greater Feint in the following rounds.

When dealing SA you can make free Intimidate Check, to demoralize foes, and also Cripple them reducing their STR by 2 with each attack.

It seems it fulfill your goal and is also quite fun.


Dema_89 wrote:

What do you think about something like:

Rake/Bandit Human Rogue Lvl 8:

STR: 10
DEX; 20 (15 Base, +1 4th Level, +2 Belt)
CON: 14
INT: 14
WIS: 14 (13 Base, +1 8th level)
CHA: 10

HP: 55
AC: 26 (5 Dex, 3 Mit. Buckler +2, 6 Mit. Chain Shirt +2, 1 Ring of Protection, 1 Amulet of Natural Armor)
ST: 6,13,6 (Cloack of Resistance +2)
Init: +9

Favored Class Bonus: Skills for the first 4 level, and then +1/6 Rogue Talent (so at level 10 we get 2 Advanced talents)

Melee: Rapier +2 -> +14/+9 - 1d6 +2 // 5d6 +2 if SA
Trip CMB: 6 (Bab) +5 (Dex) +2 (Weapon) +1 (W. Focus) +2 (Gauntlets) +2 (Improved Trip) = +18

Feats:
1: Improved Initative
1 Bonus: Combat Expertise
3: Improved Feint
5:...

Nice, i like the build, seems fun and quite solid.

Some advices.

Bandit Archetype is strong but without a reliable way to act in the surprise round i'm not sure you'll find more benefit from it rather than retaining Uncanny Dodge, but this need some try maybe.

For a Trip build you can also look at Disourientin Maneuver feat, since Trip will became harder as you advance. Fury's fall would be grat too, but it is not part of the material allowed (as the use of a Wayfinder with a Dusty Rose Prism). Maybe talk with your DM.

Ultimate Combat wrote:

Prerequisites: Dodge, Acrobatics 5 ranks.

Benefit: If you successfully use Acrobatics to tumble through an opponent’s space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.

Last tip is to consider also disarm other tha trip. Not every enemy has a weapon, but with Weapon Snatcher you can disarm quite well every enemy you face. Using both of them uses too many feats, so i'll suggest you to choose also depending the setting and common enemies you'll face.

Ultimate Combat wrote:

Prerequisite: Advanced talents

Benefit: A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.


I'll suggest you to read this guide if you don't have alredy: https://docs.google.com/document/d/1RAOkCe0bczhBbWum6biyB2ood4eYbdCnamxgUxi FcJ0/pub

It present the rogue in quite a different way and it seems it can fit your idea.

About TWFighting or not TWFighting, as far as i've tried i can just agree with what has been written before me. If your group is not greatly optimized, you can be a decent rogue in wich way you want to play it. Maybe discuss with them and with your GM, so that you can find what can fit better the adventure.

I like players like you wich play a class because they have some reasons other than "it's strong, i'll be the best at the table".

And, after you clearly described your reason, i don't understand comments like:

blackbloodtroll wrote:

I really suggest you go Slayer.

I just can't quite understand the need to go for full Rogue.

So, for what i can tell you, build the character as you feel it and enjoy your adventure with him.

Maybe it won't be easy as compared to other classes, but that's just because, quoting a phrase i read in this forum some times ago (a lot really): "Playing a Rogue is Pathfinder Hard Mode".


Ok, thank you very much :)


Hi everyone.

I've a doubt about the feat "Lingering Performance" and the "Allegro" bard' spell:

Paizo wrote:

Lingering Performance

Prerequisite: Bardic performance class feature.

Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Paizo wrote:

Allegro

Range personal
Target you
Duration 1 round/level (D) or until discharged

This spell allows you to act more swiftly while maintaining a bardic performance. You must already be maintaining a bardic performance before you can cast allegro. You gain the benefits of the spell haste for as long as you maintain that bardic performance. If you cease maintaining the bardic performance or it is interrupted, this spell's duration ends. As an immediate action while you are maintaining a bardic performance, you can dismiss allegro to reroll a Reflex save or Dexterity-based skill check. You must choose to reroll before the result of the original roll is known. You must take the result of the reroll, even if it's worse than the original roll. Allegro dispels and is dispelled by slow.

1) If i start a performance (not as a standard action of course) and then i cast Allegro, what happens if, the next round, i stop performing but i've the feat Lingering Performance?

2) Can i cast Allegro after i stopped performing if i have the Lingering Performance feat?

Thanks in advance


Mmm, you're tempting me.

Also because it would be really stilish taking endurance (as alternative half-orc racial trait) and Diehard (as a feat), so i'll be able to raise myself from the "dead" with the healing hex :)
Not useful, but damn cool!


I like a lot the Healing Hex.
The real problem is that i'm a kind of necromancer and despite not being evil, it seems odd to me to take the Healing Hex, but i'm still uncertain about that :)

We don't have a dedicate healer but (it is strange i know) we have a Paladin in the party (so i'll have to be careful with all my undead stuff) that can heal (if i don't disappoint him too much ^^).


Menawhile thanks for yours advices and patience :)

I don't have considered the "Wake-Up" problem with slumber, so you're right about it, i'll have to be careful :)

Maybe i can go with Cackle and Misfortune (for my 3rd and 4th hex choice) and later take Evil-Eye if i see i'll benefit from it (or the party).

Undead are controllable thanks to the Gravewalker archetype, so i'm less worried by them than a "vanilla" Witch :)


The other caster is a summoner, and will mostly use buff or battleground control spells (same as what i'm going to do with my spells).

So Evil-Eye will be mostly used by me (in terms of saves). That's also why i'm confused if it's worth (it will ease my slumber or [later] ice tomb, but don't know whatelse), despite the fact that, because it always work at least for 1 round, it is never wasted.

Misfortune has the same problem. It will screw whatever the foe will do, but if the monster is not sleep-immune i'll trow slumber at him not misfortune.


Hi everyone.

I'm going to play an Half-Orc Gravewalker Witch in the upcoming session, starting at level 6.

We have houseruled the "Aura of Desecration Rule" so that it won't replace the 1st level Hex.

So i've to choose 3 Hexes (1st, 2nd and 6th level) or 4 (if i pick up Extra Hex as my 5th level feat).

I've read all the witch's guides but i can't still decide wich hexes pick up. In particular i'd like to know if someone who has alredy played a witch can advice me towards Evil-Eye, Misfortune and Fortune Hex.

Slumber and Flight seems to good not to pick up, so i think i'll choose them (remaining with 1 or 2 hexes to choose).

Concerning Evil-Eye i'm wandering if it would be better take it at level 7 or 9 (with an Extra Hex, considering that at level 8 the Gravewalker replace the Hex with Undead Possession) due to the increase in penalty (-4 against the -2) or skip it totally and rely on Accursed Hex to retry an unlucky save against slumber for instance, to save an action in combat (Evil-Eye + Slumber vs Slumber + Slumber[accursed hex]).

Misfortune seems terribly powerful, but if i decide to throw a save or die, woldn't be better to choose something that will end the fight instead of just weaken the foe? It is useful against mind-effecting immune thing, but still i'm not convinced.

Fortune is an Hex i wouln't take for a straight witch because of the fact you need to cackle incessantly to keep it up once is cast (and cackling outside of combat every round seems a bit strange), but with the Gravewalker archetype i was thinking if it would be useful if cast on the undead minions (especially once i'll have the Split Hex Feat).

I'm really confused :(

Thanks in advance for the help!


Just one more question :)

I was looking at the Dervish Dancer of the Ultimate Combat when i ask myself if with a bow it could be more effective than the Dawnflower one with the scimitar.

Spoiler:

Ultimate Combat wrote:

Dervish Dancer (Archetype)

Not all bards inspire others with their performances. Dervish dancers enter a near-mystical trance that allows them to push their bodies beyond normal limits.

Weapon and Armor Proficiency: Dervish dancers gain weapon proficiency with the scimitar and kukri. This ability replaces their proficiency with the rapier and whip.

Battle Dance: A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.

Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.

Rain of Blows (Su): At 6th level, a dervish dancer can use his battle dance to speed up his attacks. When making a full attack action, he may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell. This ability replaces suggestion and mass suggestion.

Razor's Kiss (Su): At 8th level, a dervish dancer can use his battle dance to improve his weapons' critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected. This ability replaces dirge of doom.

Leaf on the Wind (Su): At 14th level, a dervish dancer can use his battle dance to evade attacks with unearthly grace and to shake off the effects of his wounds. Unlike other battle dances, leaf on the wind requires a standard action each round to start or maintain the performance. Each round it is maintained, including the first, the dervish dancer gains a +6 dodge bonus to Armor Class and on Reflex saves. If wounded, he heals 1 hit point of damage per bard level. This ability replaces frightening performance.

Fleet (Su): While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every four bard levels gained after 1st level, to a maximum of +30 feet at 19th level. This ability replaces bardic knowledge and lore master.

Versatile Dance (Ex): At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics. This ability replaces versatile performance.

Dance of Fury (Su): At 12th level, a dervish dancer can attack more than once as he moves while performing a battle dance. He can combine a full-attack action with a single move, taking the attacks at any point during his movement, but must move at least 5 feet between each attack. This movement provokes attacks of opportunity as normal. This ability replaces soothing performance.

Battle Fury (Su): At 20th level, the dervish dancer can unleash a whirlwind of blows while performing a battle dance. As a full-round action, he can take a single move action and unleash a single attack at his highest bonus against each target within his reach during any point of his move, up to a maximum number of attacks equal to the dervish dancer's character level. This movement provokes attacks of opportunity as normal, and replaces deadly performance.

Does his ability works when i use a bow (especially rain of blow and dance of fury)?


Fromper wrote:

Yeah, Arcane Strike is a great feat for any bard who uses weapons.

Improved Critical would work well with a scimitar, but you can't take it until level 11. So I'd suggest getting a keen scimitar as soon as you can afford it.

Sorry for the inexperience, but with arcane strike i can still use the enchant on the weapon i'm wielding or i've to choose between them?


I'm referring to the Dawnflower Dervish from Inner Sea not to the Dervish Dancer of the Ultimate Combat.

Arcane strike is very nice (especially for DR) so i'll consider taking it.

At 4th level i'll do (with a scimitar +1 and inspire courage):
Roll: 4 (Dex) + 1 (Scimitar) + 2 (Insp. Cour) + 3 (Bab) = 10
Damage: 1 (Scimitar) + 4 (Dex) + 2 (Insp. Cour) + 1 (Arc Str) = 8

Scimitar: +10 // 1d6 +8

At 6th level i'll do (with a scimitar +1 and inspire courage):
Roll: 4 (Dex) + 1 (Scimitar) + 4 (Insp. Cour) + 4 (Bab) = 13
Damage: 1 (Scimitar) + 4 (Dex) + 4 (Insp. Cour) + 2 (Arc Str) = 11

Scimitar: +13 // 1d6 +11

Going STR gave better damage output as you show above.

Piranha Strike is amazing but it requires light weapon so i think i'll have to exchange the scimitar with a shortsword with an agile enhancement on it to use that feat :(


Hi everyone.

As the title suggest i'mg going to build a 4th level DD Bard.
The intent is to support the group with both melee attack (using the scimitar) and magic (buffing and healing).

I was planning a build like this:

Str: 8
Dex: 18 (15 base +2 human +1 4th level)
Con: 14
Int: 10
Wis: 10
Cha; 14

The fact is that i'm not sure with feats will best fit the character.

I was thinking on getting improved initiative - dodge - mobility and then (at 6th) going for spring attack but i'm not sure if it would be effective or if it would be better raise strenght so that it would be possibile to get the Power Attack chain.

Thx in advance


Hello everyone.
I'm a bit confused about the sentence of the UMD check that states:

Core wrote:
Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge.

Having a spell on the class spell list means that a 1rst level wizard can cast a 4lvl spell (such as enervation for example), from a wand without making the check or "class spell list" refers to have the spell on the spellbook?

Thanks in advance


Ok. Thank you very much.
Now i can rest in peace :)


Thanks for the answers, just a few questions :)

UltimateMagic wrote:
"This aura increases the DC of channeled negative energy by +1"

So if a friendly or foe class, channel negative energy within the area, the DC to resist is increased by 1.

Then if an enemy cleric appear and try to kill me channeling negative energy i help him increasing the DC by 1?

UltimateMagic wrote:
"This aura increases ... the turn resistance of undead by +1"

That means an undead in the aura would have +1 on Will Save if someone try to affect him with positive energy or just if someone try to free him if he is controlled or similar?

UltimateMagic wrote:
"At first level, a gravewalker can create a 20-foot-radius aura of evil power"

"Can create" means i can activate it at will or just that it is always active until i'm alive?

Thanks again for your patience.

Matteo


Malag wrote:

DC is Difficulty Class or in common terms difficulty to resist something which in this case is Channel Negative Energy. By adding +1 on Channel Negative Energy it improves your chance of Commanding the undead creatures.

Turn Resistance is vice versa. It improves your chance ( for the undead ) to resist channeled energy, it this case by 1.

Some undead often have Turn Resistance to help them shrug off the that positive energy which hurts them so bad.

It helps a lot :)

So if i'm right, when i try to cast a command undead, the target (if it is in the radius of the aura) gain both a -1 and a +1 to his will save, resulting in a +0?

The real problem is that as a witch i think i'm not a channeling energy class, or i'm wrong?

Thanks again and sorry for my inexperience.


Hello.

I'm new to the world of Pathfinder and as my first pg i'm planning to play a GraveWalker Witch.

The problem is that i don't get how the Aura of Desecration works.

UltimateMagic wrote:
"At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.

I don't understand what the bolded sentence means.

Thanks in advance.

Matteo