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DeathQuaker wrote:

But on the other hand, if you're trained to use the dagger especially (Weapon Focus or fighter Weapon Training) for example, it's arguable you have been trained in the versatility of its use, and thus would be able to do a pommel strike and still get your bonuses from your training. Using this reasoning, I would still inflict the -4 improvised weapon penalty--the blade is not balanced well for everyday use that way (unless of course you have Catch Off Guard)--but I'd also allow other bonuses to still stack. So, if you have Weapon Training 1 and Weapon Focus 1, that gives you a +2 to attack, so you're at a net -2 penalty (and a normal +2 to attack if you have Catch Off Guard).

RAW probably does argue in favor of the bonuses from weapon feats not stacking but again, I think it's really something to talk out with your GM since it's not unreasonable.

I would tend to agree with you, but I'm trying to cheeseweenie pretty hard , I wouldn't feel right using it if I couldn't do it RAW.

I found a third level paladin spell that let's you do it, but so far that's the closest I've come to getting my cheese combo

UNLESS anybody knows an easy way for a rogue to get a third level paladin spell? One step at a time baby


My problem with using it as an improvised weapon (if I'm understanding the rules correctly) is that wouldn't it negate any feats I have specific to the dagger?


Title pretty much says it, without using the dagger as an improvised weapon, are there any feats/features that might make this possible?


So its a rule you would still consider worth enforcing? Just because I don't want to put him at a power disadvantage, we have very combat oriented campaigns, but I also don't want to give him the ability 24/7 if clearly there was meant to be a soft limit to how much he can functionally make at a time


oh the feat for the discovery for the arm, got it


It would seem that given GM style/leniency, that the alchemist could have his mutagen every single fight. I'm not complaining about this, I'm just curious, realistically, if it is fair for them to have it that often? As a GM, I'm generally VERY lenient about noncombat qualifiers like this, but at the same time it seems clear that it is meant to keep adventurers from stopping for an hour after every five minute fight


StreamOfTheSky wrote:

The arms can be useful for other things. I currently have a dex-based viv. alchemist. I took a tentacle instead of arm, but basically the same deal there. I use the tentacle to wield a darkwood heavy shield (no ACP = who cares you're not proficient?). Spending a feat on Extra Discovery for +2 AC, going up to as much as +7 when I enhance it, it totally worth it to me.

Can you break that down for me? I'm working on an alchemist right now as well, and I might be crazy but I don't see any discoveries that grant AC


I'm trying to find the best/most efficient way to get a constrict on my monk (we're starting at 4 and playing up, so getting it at 15 with the tetori is not ideal, not to mention I would prefer to keep my flurry of blows) so that I can use the final embrace feat tree (I also can't find anything about the naga/serpentfolk as playable races). But if anybody has a way to quickly and cheaply get a constrict attack on my character, that would be bomb-diggidy

EDIT: I actually would also just be curious what class people think the final embrace feats would be best on? I had a similar character (pre UC) that was a synthesist summoner that was wildly OP, and while I'm all for playing a strong character, it would be nice if I felt like I earned it a little bit more


I'm trying to find the best/most efficient way to get a constrict on my monk (we're starting at 4 and playing up, so getting it at 15 with the tetori is not ideal, not to mention I would prefer to keep my flurry of blows) so that I can use the final embrace feat tree (I also can't find anything about the naga/serpentfolk as playable races). But if anybody has a way to quickly and cheaply get a constrict attack on my character, that would be bomb-diggidy

EDIT: I actually would also just be curious what class people think the final embrace feats would be best on? I had a similar character (pre UC) that was a synthesist summoner that was wildly OP, and while I'm all for playing a strong character, it would be nice if I felt like I earned it a little bit more


I fail to see the point. Is the benefit simply that you HAVE two and that, as a wizard, if you REALLY want to make auto attacks instead casting a spell, you have the SLEIGHT possibility of hitting twice?


That's pretty cool but I'm really still looking for specific spells


I don't really care about whether its divine or only goes up to level four etc. I'm just trying to find these spells because short of reading every single spell, there is no efficient way to search for them. So I was hoping people who knew the game better could just spit a few my way or be like "magus gets a lot n00b" so that I could refine my search better.


I'm having some trouble searching through the list of spells, I'm trying to figure out which class has the most spells that alter their melee attacks (generally bonus damage but if it applies some other effect that's cool too), if anybody who knows the spells better than I do could give me a list or at least point me in the right direction that would be super!


Really quickly, could a summoner take both the synthesist and the broodmaster archetypes? As I understand it, if none of the level replacements overlap, which would make it a legal choice, though it seems like it would be a bit funky in game. What do people think about allowing a summoner to take both and if so how would you GM it?