I am working on a PFS build that started as a Human Cleric of Cayden Caillean, and I am looking for some advice. He got a bit of Bill & Ted "Be excellent to each other" in him, and then I decided that, due to the flavor, I wanted this cleric to pick up a perform skill, and then decided picking up a bardic performance might enhance the flavor. But the loss of a domain and the shifts to spontaneous casting make the evangelist a bad choice for the build.
So now I am trying to decide on a Songhealer Bard with a dip in cleric, or Cleric with a dip in bard, or what.
I want my domains (Conversion Inquisition & Travel) for the domain powers. However, if I am a primary cha caster (i.e. Bard) I obviously don't need Conversion. I like the high level Travel powers, but they aren't necessary. I want the flavor of getting create alcohol as a variant spell, which needs a subset of the divine casters to be legal.
I want enough skill points for a perform skill. I would like to have bardic performance using strings, oratory, or singing.
I had been thinking of the character as a medium/heavy armored reach weapon user otherwise.
Beyond that, I am not sure how to go with the character. I am flexible on the race and classes used. Any thoughts?
So, i started cruzing through the stickied thread this morning, and discovered an answer to a question ive had for weeks.
I bought a ring of eloquence for a effrit-blooded scorceror. I thought getting the series of elemental languages (auran, aquan, ignan and terran) would be cool and themeatic. And after all, I choose the skill in my head band of intellegence, and a few other items of a similar nature exist, with factors chosen by the creator of the item that have other legal options.
So imagine my surprise, after playing the character last night and locking in the purchase, when i started reading a thread compiling blog and forum posts clarifying rules for organized play and found a link to a Sep 2014 blog post which produced official PFS rulings. Do I now need to keep an entire archive of the blog at hand as yet another source of rules? What is the point of the Additional Resources, Campaign Clarifications, and Oraganized play FAQ pages, if I still cant reliably determine what has and has not been ruled legal for play?
So I was running a PFS game recently and I had an early scenario that did not anticipate the players attempting to interrogate the enemy. They could not diplomacy the enemy, as the enemy started out at the far end of the scale and they could not move the bar more than 2 steps.
So they intimidated the enemy. I felt this shouldn't work, the enemy knew that any talk on his behalf would lead to his torture & death (stated in his stat block) anyway, there was nothing the PCs could do to produce a worse fate. But they insisted that intimidate was a 100% guarantee if they made the laughably low DC. I tried pointing out that no matter how big your diplomacy, 'diplomancy' doesn't actually exist, and no matter what abilities you have to increase the number of steps you can move someone's attitude, it is within the rules for me to decide that a minute of discussion isn't going to change the genocidal maniac's opinion on killing the party. But they continued to insist that Intimidate isn't like that and that if they make the (again, laughably low) DC, they have to get the info they want.
Rather than waste time debating the issue with local players who question *everything*, assuming they know the rules better than I do, on the spot I decided to give them some ultimately useless information that appeased them. I realize that in PFS I am supposed to operate 'by the rules', but I also know the rules state that it is possible for there to exist impossible skill checks. My question to the rules forum: who do you think was right in this situation? Given the stated morale of the enemy (by losing he is already going to be killed or flesh warped), and the lack of insight has to what the enemy knows or doesn't know about the big bad's plans, should he have even been able to be intimidated into talking? Would you agree that the enemy might have considered spilling the beans to the party 'taking action that would cause him harm'?
I'm just curious the wider opinion on the skill. I don't need strategies to deal with problem players. I'm in rules, not advice.
So, I know if I buy an item (lets say a bow) with prestige, its sell value is 0. But what If i enchant that bow to +1? would its sale value still be zero? or half the added value (1000gp)?
That's the easy question. the next one is only if the bow's sale value is half the added value. It also requires some explaining. I am building a CORE Arcane Archer. The Arcane class will be Wizard, with the bow as my arcane bonded object. So if I buy a MW Composite(+2) Darkwood Longbow with 2 prestige and at level 5 (caster level 4) enchant it to a +1 for 1000, I'm golden. But I plan to get a belt to up my strength from 14 to 18. so id ideally want to pick up a new composite (+4) bow, make that my Bonded object and sell the old bow (Core, so no adaptive to fix this problem). Is this legal in PFS? The FAQ seems to suggest you don't need to 'lose' your bow to make a new bonded object. But can you sell the crafted item (obviously for half added value, so only 500)?
I am building an Arcane Archer for PFS-CORE. This means Core Rulebook only, along with the web traits. I want to make sure I got all the key archery feats I can, and see what other peoples opinion of my build is.
Ill be a Human Fighter 5/Scor 2/Arcane Archer 4 at level 11.
First the Feat/Class Option Selections:
Feat selections:
Level 1: Point Blank Shot
Fighter 1: Precise Shot
Human 1: Rapid Shot
Fighter 5: Weapon Training (Bows)
Level 7: Manyshot
Level 9: Magical Aptitude
Level 11: Arcane Armor Mastery
The Full Stat Block, with Equipment I might get and rapid shot and deadly aim turned on:
Stat Block:
Unnamed Hero
Human arcane archer 5/fighter 5/sorcerer 2
CG Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 25, touch 16, flat-footed 21 (+9 armor, +2 deflection, +4 Dex)
hp 101 (12 HD; 2d6+10d10+29)
Fort +11, Ref +10, Will +8 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 shocking burst darkwood composite longbow +15/+15/+10/+5 (1d8+13/×3 plus 1d6 electricity)
Special Attacks enhance arrows (distance), enhance arrows (elemental), enhance arrows (magic), imbue arrow, seeker arrow, weapon training (bows +1)
Bloodline Spell-Like Abilities (CL 7th; concentration +9)
5/day—elemental ray (1d6+1 cold)
Sorcerer Spells Known (CL 7th; concentration +9)
2nd (5/day)—acid arrow, scorching ray
1st (7/day)—animate rope, enlarge person (DC 13), expeditious retreat, mage armor
0 (at will)—acid splash, detect magic, detect poison, disrupt undead, prestidigitation, read magic
Bloodline Elemental
--------------------
Statistics
--------------------
Str 15, Dex 18, Con 14, Int 10, Wis 10, Cha 14
Base Atk +11; CMB +13; CMD 29
Feats Arcane Armor Mastery, Arcane Armor Training, Deadly Aim, Eschew Materials, Magical Aptitude, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits ancient historian, magical knack
Skills Appraise +11, Diplomacy +10, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Spellcraft +19, Use Magic Device +21
Languages Common, Osiriani, Ancient
SQ armor training 1, bloodline arcana (change energy damage spells to match bloodline energy)
Other Gear +3 mithral breastplate, +1 shocking burst darkwood composite longbow (+2 Str), boots of speed, bracers of archery, greater, cloak of resistance +2, efficient quiver, ring of protection +2, 150 gp
--------------------
Special Abilities
--------------------
Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Cold energy.
Boots of speed (10 rounds/day) Affected by haste
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Ray (1d6+1 cold, 5/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Enhance Arrows (Cold, Cold) (Su) Every nonmagical arrow you fire adds elemental energy.
Enhance Arrows (distance) (Su) Every nonmagical arrow you fire has the distance special ability.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeker Arrow (1/day) (Su) Fire an arrow that ignores cover and concealment modifiers.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Any Feat you guys suggest i replace? Different Weapon enchants?
I have a thought experiment I want to play out, even if its not the most optimized result. I want to swap or add wisdom to as many attributes as possible. I have the sensei monk to get wisdom to attack, monk of the four winds (i checked, it stacks with sensei)/elemental stances to get wisdom to damage when doing an elemental fist attack, monk gets wisdom to ac...and I think i remember hearing of at least one other swap.
Any forum goers know of anything swap/add wisdom dips I could take?
According to the product description, Echoes of Everwar has 4 parts, and part 4 must be done last. Does this mean I have to have played parts 1-3 to play part 4?
I can't seem to find anyone asking about this. What do you do if players bring in certain items that didn't exist when the module was written? specificly:
Pallid Plague:
When the scenario was first written antiplague was not an item, APG wasn't out yet. given the entire mission is to create an antiplague, how do you handle it if a crazy prepared PC (I mean why would you buy one after being told you are going into a plague zone) brings an Antiplague?
Just say they need a special one for this plague? Say she needs to reverse engineer it to mass produce it?
Im expecting smart PCs for this module, and I want to be prepared.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
Sneak attack says this about nonlethal sneak attack:
prd wrote:
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
My read is that by RAW, because the unarmed strike is now normally lethal, I cannot perform sneak attack with the unarmed strike if I choose non-lethal. Would this be the correct read?
I require, when I GM, the players fill in their starting gold, starting XP and starting Prestige/Fame before I fill out the bottom of the chronicle sheet. Recently, I had a player not be capable of doing this, wither because he didn't have his paperwork with him, or because he didn't know.
I am considering, after that experience implementing an audit of the last chronicle sheet for each character at the beginning of play and requiring anyone who hasn't completed it to either complete it, or play a pregen.
Is this audit a fair and balanced way to make sure characters are up to date before play? Does it go to far? Not far enough?
Ok, Im sure similar questions have been asked before and if the specific question I have has been answered I apologize, but I cant find one that answers a detail that came up. when I was reading the archetype stackingrules i noticed this (emphasis mine and important):
PRD wrote:
...none of the alternate class features can replace or alter the same class feature from the base class as another alternate class feature
And it got me thinking. Some back story: My Snakebite Striker Brawler 1/Acrobat Rouge 1 has always been described as someone who could not master the Ki Manipulation aspects on being a monk, and became a brawler instead. Then ACGO came out, and they had an archetype which was described as precisely that. So naturally I want to take it when I hit Brawler 2 (When it kicks in). But there is one problem. Namely that Snakebite Striker gets rid of Martial Flexibility.
But the bolded section of the stacking rules comes into play. The text of the offending Winding Path Renegade entry is thus:
ACGO pg. 11 wrote:
At 4th level, a winding path renegade
can use her martial flexibility ability to gain the benefits
of certain monk abilities as well as combat feats. Each
ability counts as one combat feat for this purpose, and
the winding path renegade is treated as a monk of a level
equal to her brawler level for determining the effects of
these abilities. The winding path renegade gains access
to these abilities at the levels listed on the Monk Moves
table below. She does not gain a ki pool, and can’t use
powers that require ki. The winding path renegade must
be wearing light or no armor to benefit from this ability.
This ability replaces AC bonus.
I started seeing it like this. I am not altering Martial Flexibility as another class feature. It does not state it alters martial flexibility, it states it replaces the AC bonus.
Is this loophole sound? Or have I just gone way to long without sleep?
As a note, I don't care abut the AC bonus being swapped for a useless ability as I use a shield which negates the AC bonus's normal functioning
So at a recent con I got into a large argument with another player about the effect of lead blades on my small-sized earthbreaker.
My view: a medium sized earthbreaker has damage of 2d6. as per table 1-5 on page 18 of Ultimate Equipment (therefore RAW) so when a small earth breaker has is damage increased as though it were one size bigger, it does 2d6 damage.
His view: A small sized earthbreaker does 1d10 damage. According to table 6-5 on page 145, a 1d10 weapon does 2d8 when made one size larger. Therefore, no matter the normal damage of a medium sized earthbreaker, THIS medium sized earthbreaker does 2d8 damage.
I tried to argue that his rule is general, and the the general damage listed by Table 6-5 of the CRB is overridden by the specific damage for that specific weapon at that size listed on table 1-5 of UE. His position was that lead blades is special and MUST use table 6-5 because the spell text references the table.
For reference:
APG pg. 230 wrote:
Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades (see page 145 of the Core Rulebook for more information). Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.
While the argument was made void when the gm looked up the spell and pointed out that Lead blades is personal, it has far ranging effects. His way would make enlarged small weapons (via lead blades, impact, enlarge person, ect) better then an actual medium weapon. So I wanted the rules board to discuss this. I doubt it needs a FAQ, but I'm curious if the general opinion is that I'm doing this wrong.
I have two builds in mind for this brawler. The first focuses on mobility, making use of improved feint (as part of my move thanks to Snake Feint) and vital strike to maximize damage when moving during the round which seems to be a lot of the time. Jabbing style is used to get some damage bonuses when flurrying. It also has Armor Prof Medium to get use of mithral chainmail
The second instead focuses on the use of the jabbing style tree, getting the full tree, maximizing the damage done when flurrying. Improved Feint is picked up to help damage when moving into position. Doesn't have the ability to get medium armor
I take an acrobat rouge level at level 2 for extra sneak attack damage and evading ACP, and I want to take a second level for evasion, but im not sure what level to take it, but i dont want to take it before 5 (i want snake feint at brawler 3 as soon as possible). Im thinking taking it at level 6 so I also have the first increased unarmed damage. Any advice you have would be welcome.
Here are the builds for the different brawler types (i put the total level next to the brawler level for bonus feats):
Additional Resources for the Beastiary states: "Feats: none of the feats are legal for play for PCs, animal companions, or familiars unless specifically granted by another legal source;"
Would 'granted by another legal source' be a correct interruption of this statement from the core rulebook:
Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.
I've seen other threads which suggest its true, but I wanted a definitive answer.
As the title says. I want to retrain feats with an animal companion picked up before I increased its int to 3. This would allow me to better utilize the few feats I have with the animal companion.
Ok, so I am GMing a pathfinder society game with a Combat manuver focused monk. Specificly, if he hits you, he trips you, then grapples you. Now, his claim is that his target is prone and grappled, but he is only grappled, giving him an effective +4 to AC versus attacks from the grappled.
HIs CMD is high enough that monsters wont break the grapple. The go to solution is to attack, but with the +4 (actually a -4 to the attack from prone), his AC is high enough to make that difficult with some enemies.
Now I dont want to fully take away from his concept, i like it and he built it well. However, I dont beleive you can grapple (and later pin) a prone opponent while standing. Last time I GMed this character I let it slide, to keep the game flowing as much as possible. However, knowing I am running with this character again, I am curious if my solution would seem reasonable.
I intend to let him know (before the game) that if he does not 'commit fully' to grappling his prone opponent and would rather just have his foot to the guys throat and call him grappled, he only gets 1/2 his cmb and cmd. If he commits fully to the prone grapple and gains the prone condition as well (gaining a -4 to ac vs. melee and balancing out the -4 to attack), or both are standing, it works normally.
So, PFS GMs, is this reasonable? Is there a rule im missing that overrides my decision? Right now it appears to be a gm call.
According to the Archives of Nythys and Hero Lab , a giant weasel is small from the first for levels before becoming the proper medium size. However, I own the Beastiary 4 and cant find the animal companion entry that lists the changes both the archives of nethys and hero lab have. Where does this come from?
Secondly, does this mean i cant ride my Cavalier mount until 4th level because my gnome cavalier's mount is small for the first few levels?
So, the chronicle sheet for Scenario #03-13 grants access to a unique item, the Braid of a Hundred Masters
Braid of a Hundred Masters:
Braid of a Hundred Masters (3,600 gp; If the wearer of this necklace has levels in monk, his fast movement and unarmed damage are treated as a monk of 2 levels higher. If the character is not a monk, he gains the fast movement and unarmed damage of a 2nd-level monk. This fast movement functions just like the monk’s fast movement class feature. These bonuses do not stack with those granted by other items or effects. In addition, as a swift action three times per day, a character with the flurry of blows class feature can use the Braid of a Hundred Masters to apply 1-1/2 times his Strength bonus on damage rolls for successful attacks made with flurry of blows. This ability must be activated before the damage from the attack is rolled, though it may be activated after the attack roll is made and before the damage roll. Once this ability is activated, its effect lasts for 1 round.)
Now, a brawler's levels count as monk levels for the purposes of Magic Items like the monk robe. I see this item working one of 4 ways as a Brawler:
1)Brawlers Levels count as Monk Levels, so he gets +2 to level for the purposes of determining Unarmed Damage and fast movement speed. but because the brawler has no fast movement speed class feature, that portion of the bonus is lost.
2B)rawlers Levels count as Monk Levels, so he gets +2 to level for the purposes of determining Unarmed Damage and fast movement speed. Beacuse he does not have a fast movement speed class feature, he gets the fast movement of a level 2 monk (which technically is none, but lets smooth over that for now).
3)Brawlers Levels count as Monk Levels, so his fast movement and unarmed damage are the same as a monks with his Brawler Level +2.
4)It doesn't work for him because he doesn't have all the required class features, he gains the unarmed damage and fast movement speed of a level 2 monk.
Which option do other people think is right? I think odds are option one, with option three being a close second.
As an aside, what benefit do you gain by getting the fast movement speed of a monk of level 2? Looks like this item wasn't thought through.
This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet. Once per day as a swift action, the wearer can take an additional move action to move on his turn.
Improved Feint
PRD wrote:
You can make a Bluff check to feint in combat as a move action.
Snake Feint:
Advanced Class Guide pg. 88 wrote:
At 3rd level, a snakebite striker who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action (such as from having the Improved Feint feat), she can combine a move action to move with her feint.
Now, clearly by RAW you cannot use a quick runner's shirt to perform an Improved Feint action, you can only use the additional move action to move. However, If i use the additional move action to move, does that mean I can make a Bluff check as part of that move as per Snake Feint? It seems analogous to drawing a weapon as part of the extra move action, and RAW seems to suggest both should work. What is the internet's opinion of how this should work, by RAW. (RAW is all that matters as this is for PFS).
I am making a nagaji brawler for PFS. Here's the build through level 9, with very minimal and probably lower then wealth allows.
Build:
Hissraga 6 #2
Nagaji brawler (snakebite striker) 8/rogue (acrobat) 1 (Pathfinder RPG Advanced Class Guide 23, 88; Pathfinder RPG Advanced Player's Guide 132; Pathfinder RPG Advanced Race Guide 196)
NG Medium humanoid (reptilian)
Init +4; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 18 (+7 armor, +4 Dex, +1 natural, +1 dodge)
hp 75 (8d10+1d8+18)
Fort +8 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +12, Will +2; +2 vs. mind-affecting effects and poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee adamantine fighting fan +15/+10 (1d8+6/×3) and
cold iron fighting fan +14/+9 (1d8+6/×3) and
gauntlet (from armor) +14/+9 (1d8+6) and
mithral fighting fan +15/+10 (1d8+6/×3) and
unarmed strike +14/+9 (1d10+6)
Special Attacks brawler's flurry, sneak attack +3d6
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 14, Int 5, Wis 10, Cha 10
Base Atk +8; CMB +14; CMD 29
Feats Armor Proficiency (medium), Combat Expertise, Gang Up[APG], Improved Feint, Improved Unarmed Strike, Jabbing Style[ACG], Power Attack, Step Up, Vital Strike
Traits armor expert, iron liver
Skills Acrobatics +12, Bluff +12, Disable Device +11, Perception +6, Survival +0 (+2 to avoid becoming lost), Use Magic Device +4; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ ac bonus, brawler strike, close weapon mastery, knockout, resistant, serpent's sense, snake feint, unarmed strike
Other Gear +1 mithral chainmail, adamantine fighting fan, cold iron fighting fan, mithral fighting fan, belt of physical might +2 (Str, Dex), clear spindle ioun stone, ioun torch ioun stone, wayfinder, backpack, bedroll, belt pouch, brawler's kit, charcoal stick, flint and steel, hemp rope (50 ft.), thieves' tools, torch (10), trail rations (5), waterproof bag, waterskin, 295 gp
--------------------
Special Abilities
--------------------
AC Bonus +1 (Ex) When a brawler wears light or no armor, she gains a dodge bonus to AC and CMD.
Armor Expert -1 Armor check penalty.
Brawler Strike (magic) (Ex) Unarmed strikes overcome DR as various things.
Brawler's Flurry +6/+6/+1/+1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Gang Up You are considered to be flanking your target if another ally is also adjacent to that target
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Jabbing Style (1/round) +1d6 if you hit target with 2 unarmed strikes, +2d6 if hit with more than 2.
Knockout (1/day, DC 20) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Snake Feint (Ex) Can feint while moving.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Unarmed Strike (1d10) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Vital Strike Standard action: x2 weapon damage dice.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
The level in rouge gives me +1d6 sneak attack and the ability to ignore armor check penalties. Outside of alignments, I handle dr with weapons and so don't feel I need pummeling style. Thoughts?
Is the content from seeker of secrets still legal? Specifically the ioun stone resonant powers that we're not reprinted in the field guide? I can't find it or the field guide in the additional resources so I am looking for outside advice.
I want to build a fighting fan as mythril to get it to overcome silver without taking a -1 on damage. However mythril is priced by weight, and the fighting fan is less then a pound and therefore weightless. It does have metal parts though. So how much does it cost? Free would just be silly.
I am working to automate several things I think are lacking in the digital realm for Pathfinder. The first thing on the list is a Treasure Generator based on the Original OGL Treasure tables for 3.5 modified for the updated tables in Pathfinder.
It generates parcels based on encounter level. It mostly produces just gold at first, but in the high levels random magic items start popping up regularly, and I am working on modifying the tables even more to suit Pathfinder better.
find the App on the Mac App Store here: https://itunes.apple.com/us/app/pfrpg-treasure-generator/id898629216?ls=1&a mp;mt=12
Recently we encountered a strangling necklace. My character has a +1 corrosive adamantine nacklace. I decided to risk my fellow player life and sunder the necklace. i hit repeatedly and shattered the necklace. (and the player's neck, but he was able to get healing)
the question that came up is this: is there a saving throw the necklace gets? there is a long passage on page 459 about damaging magical items that suggests no, because this is not a spell which is what the passage talks about. on the other hand, shouldn't such a powerful cursed item get an added resistance? I don't think so but other players did.
So my question: Should there be a save, and at what DC?