Search Posts
"Animal Fury (Ex): While raging, the barbarian gains a bite
It says under the combat section: "...In addition,
1) Does the rage power ability allow you to make a bite attack without needing the two weapon fighting feat? Or if I rage, have animal fury, and choose to make a bite attack in combination with attacking with my weapon do I suffer the additional twf penalties? 2)Do I add my strength modifier to the bite attack? Dexterity if I have weapon finese? Or is my bite attack simply my full base attack bonus -5? So if I have a BaB of 6, and a strength modifer of +5...would my bite attack be (if I am also attacking with a weapon) +6 (6+5-5)? Or would it be +1 (6-5)? thank you in advance.
Hello everyone, I just played my first Pathfinder society game. I have a half-orc barbarian wielding a greataxe. str 18, dex 14, con 14, int 10, wis 12, cha 8 feat: Power attack I haven't fully decided on the role I want to fill and could use some advice. I know I don't want to be specialized in any given area. I would like to deal out a decent amount of damage, as well as tank pretty well. At the same time, I would like to have some abilities that would allow me to alter or change the battlefied...for example having strength surge and knock back, or knock down (APG), or improved bull rush. Here are the builds I have in mind and was wondering which one would be the most useful in the most varied of situations. Build one:
Build two:
I just can't figure out if the above feat/power selections are useful, and in what order they should be selected to maximize the usefulness the character throughout the levels. Thank you in advance.
Hello everyone, I posted this in the rules section, but I want to know what the offical pathfinder society ruling is. Can undead (constructs and elementals) be intimidated in combat and be shaken? Reason I'm asking is that I have a barbarian that will take the intimidating glare and eventually terrifying howl abilities. Want to know if I should use them against undead, constructs and elementals etc. thank you in advance.
hey all, I just completed my first pathfinder society mod last night and I was going with a barbarian. I was looking through the rage powers and was interested in getting raging leaper and possibly raging climber. I wanted to know if anyone has played a barb before with those powers and how they worked out for you. In the scenerio we played the bad guys were on higher ground. My barb was able to charge and jump to hit them...mainly because I rolled a 29 jump check. But that got me thinking that one of the main perks of a barbarian is mobility. With a charge speed of 80 (40 feet base speed x 2) and insane jump bonus, I think my barb could be able to charge in most situtions and close the distance with the enemy. Is this a viable path to take? Thank you in advance.
Hey everyone, I will be playing my first pathfinder society game next week and I wanted to go with a melee Bard build. Specifically, a bard that can tank in a pinch. I'm having trouble deciding on what to do with the main stats. I would like to be able to do damage, but would also like to be able to utilize some of the cool bard features. Like knowledge on everything, and buff spells and healing spells. Half-orc bard 1 (+2 str, fav class bard) 1) Str 16, dex 14, con 14, int 10, wis 8, cha 15 or 2) Str 16, dex 14, con 14, int 12, wis 8, cha 14 or 3) str 18, dex 12, con 14, int 10, wis 8, cha 14 I'm leaning toward the first one, because I can get access to bonus level 3 bard spells at 7th, and can cast haste more often (if I bump cha to 16 at level 4). Number 2 allows me to have more skill points and higher rolls on knowledge and spellcraft. number 3 allows for a lot of damage. I'm not looking to be very good at one thing, but pretty decent overall. A bard that can do well in combat, with options with buff spells and inspiring courage. In addition, can help out by knowing stuff and being good outside of combat. thank you in advance for any suggestions.
hi everyone, I am in the process of getting a group of friends to join PFS, and I wanted to know if we were allowed to play season 0 mods. We are a nice sized group, about 10 players. It is fortunate that we have so many people interested in gaming and I thought it would be best to join PFS so that we can rotate judges and have some flexibility on running sessions, perhaps two groups a night or so, depending on schedules. here are my questions: 1) Can we play season zero mods?
uh I think that basically covers it. Thank you in advance.
Quick question: For abjuration specialists their specialist ability is: "Protective Ward (Su): As a standard action, you can create
My question is: Does the deflection bonus to AC last 1 round after use or for the "number of rounds equal to your intelligence modifier?"
Hey everyone, I was interested in making an eldritch knight and wanted to hear some suggestions. Gonna go with the 20 point build. Here's what I was thinking.
Level 1: ftr 1
Level 2: ftr1/wiz1
Level 3: ftr1/wiz2
Will take wizard levels until eldritch knight is available. The idea is to use the shield as my weapon (and defense) and keep the other hand free to cast spells. I do not know which school to specalize in or what spells to select, or what other feats to take. Any thoughts or suggestions would be great.
Hello everyone, I just discovered Pathfinder and I am thrilled. I haven't heard or read anything with regards to adding benefits for Bards using instruments. So here are some different things I thought up. Replace “Inspire Courage” with "Performance Path". At first level a Bard may choose a “Performance Path” from the following list: No instrument (Dance, comedy, oratory, singing), Winds (Flutes, pipes, etc,) Strings (Lutes, guitars etc), Percussion (drums, bongos, etc). The bard may choose the same or different path every five levels, and can combine bonuses at later levels by utilizing different performance paths at the same time (ie. A singing and drum playing bard). To be affected, Allies must be able to hear or see the bard. The effect lasts as long as the bard continues to perform and lasts for 5 rounds after the bard has stopped. No Instrument:
Winds:
Strings:
Percussion:
|