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I’m starting as Bolt Ace 5 looking to get to Weapon Specialization through Brawler 1 Warpriest 3. As BAB +5 my next level must be BAB +1, which rules out Warpriest, Hunter, Inquisitor, Slayer, Soehi and Shaman (18-wisdom).

Bolt Ace 5, Brawler 1, Warpriest 3 should get me Weapon Specialization. My quandary is where to go next. I’d like a combat feat to complement my Crossbow. At that level the feats are more flavor than required so I can’t tell you precisely which I’d want.

If things go according to plan we are looking at:

Point-Blank Shot
Precise Shot
Rapid Shot
Deadly Aim
Improved Critical
Improved Unarmed Strike
Divine Fighting Technique - Abadar's Crossbow - Ranged Steal
Ranged Trip
Weapon Focus
Weapon Specialization

Looks like Brawler 2 would be Hammer the Gap. I think I can use that melee or ranged.

Some fun options that could be next, or perhaps available by martial flexibility.

Impact Critical Shot
Hammer the Gap
Clustered Shot
Relentless Shot
Ranged Trip
Ace Trip

Any suggestions I haven’t found yet?


Bonus Combat Feats

"At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat."

I believe I misread this the first time I saw it and just want to make sure I'm reading it correctly now. A Brawler gets a bonus feat, limited to defense or melee attacks. Therefore I could not take a bonus feat that improves ranged attacks. Do I have that right?


Thanks. I think I'm clear now.


Kasathas:

Upon reaching adulthood, many kasathas leave their clans to search the world for adventure or treasure.

As a Pathfinder I'm sure I've heard of the more famous among them.

Derklord wrote:
PFS allows only monsters from the Bestiaries as forms for polymorphing.

PFS Additional Resources guide does not include the word 'only' when choosing what can be polymorphed into. Found in Advanced Race Guide and Bestiary 4 make me confident Kasathas is a valid polymorph option. Being classified as a humanoid alter self seems perfectly viable. Where are you getting "advanced version of a creature" are not a valid polymorph option?

Armor Spikes:

Armor Spikes: Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?

No.
Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand is unavailable to make any attacks.

I believe you are reading this wrong. No mention of multiple hands was in the question so I see no option but to assume two. Wielding a Great Sword with a spiked gauntlet would clearly prohibit any standard action with the off-hand, but it wouldn't prevent me from kicking you. In this case I'm reasonably sure I can do anything I'd like with the third-hand provided it's a move action. If I can perform a move action I'm reasonably sure I can also make use of two-weapon fighting. I expect I could find some alchemist threads to back that up. Do you have any other sources?

That's all fine and dandy for a spiked gauntlet but in point of fact I don't understand why an off-hand attack with spiked armor would be prohibited. Or a Dwarven Bolder Helmet. Now I'm questioning if I would even be allowed to kick you. Doesn't make sense to me.

No PFS DM would be happy with a hasted four armed character shooting a pair of self-loading Minotaur double crossbow through multiple iterations and greater two-weapon fighting at ranged touch AC using 1 grit at 19-20x3 (or worse). Don't quote me but assuming all hit and no-crit that would allow counting my static bonuses, including dex-to-damage, something like 14 times. I think it's legal, but I won't be playing it.


I'm doing a thought experiment. Trying to stretch the bounds to see how far they will go. As you point out I too would groan at such a creature sitting down at my table. Not at first because I've had a good time playing opposite an ooze. It's made me more willing to accept the absurd. Alchemists don't hesitate to take advantage of multiple arms and rarely do so without a plan. That said, as soon as the first volley was released and the boss vaporized I would be disappointed. I know this too because I played alongside two zen-archers and combat rarely lasted long enough for me to un-flat my feet. It wasn't fun and I sincerely thank you for reminding me of that.

But back to the experiment.

Had to split the post. I couldn't get the formatting to work right.


My Bolt Ace 5 is happy with her Minotaur double crossbow now that she gets dex to damage. Loading is a non-action with Shadowshooting.

Efforts to repeat the trick using a hand crossbow have failed as the double crossbow requires two hands and the hand crossbow group lacks dex to damage until level 9.

I think I need three hands to fire a double crossbow and a hand crossbow in the same turn. I think I need four hands to fire two double crossbows. Open to correction. In this scenario I am not reloading these crossbows because of Shadowshooting. I'm not sure how the rules would change were I going through the full reload sequence. Without Shadowshooting it's a move action to replace each bolt.

My character sports an 8 Int, 8 Charisma and 18 Wisdom. That eliminates the obvious like Alchemist Discovery or Witch. Alter Self into a 4-armed Gargoyle might do if objections are minimal. Is there another 4+ armed humanoid that I'm overlooking?

There's probably some other class feature that would allow this polymorphic affect. One where there is no doubt that creature could fire dual double crossbows.

Dipping to War Priest, one of the only casters that does not get Alter Self, is going to make things harder. A Greater Hat of Disguise seems optimal for those with 12,000 GP lying around, but that 12,000 is competing for the purchase of the requisite +2 Weapon and miscellaneous Dex upgrades.

All I want to do is fire dual double crossbows with my Human every round. What are the ways to do it? What problems will I inevitably run into at the PFS table?


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Posting while falling asleep. Bad choice.


My Bolt Ace 5 is happy with her Minotaur double crossbow now that she gets dex to damage. Loading is a non-action with Shadowshooting.

Efforts to repeat the trick using a hand crossbow have failed as the double crossbow requires two hands and the hand crossbow group lacks dex to damage.

I think I need three hands to fire a double crossbow and a hand crossbow in the same turn. I think I need four hands to fire two double crossbows. Open to correction.

My character sports an 8 Int, 8 Charisma and 18 Wisdom. That eliminates the obvious like Alchemist Discovery or Witch. Alter Self into a 4-armed Gargoyle might do if objections are minimal. Is there another 4+ armed humanoid that I'm overlooking?

There's probably some other class feature that would allow this polymorph affect. One where there is no doubt that creature could fire dual double crossbows. A Greater Hat of Disguise seems optimal for those with 12,000 gp lying around (not the case).

All I want to do is fire dual double crossbows with my Human. What are the ways to do it? What problems will I inevitably run into at the PFS table?


And finally

Gravity Bow:

Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow

Gravity bow + shadow bolt = +1 damage, not 2d6. Let me know if I've got that wrong.


Unsatisfied with that I've added the Good Blessing on the weapon and the shock enhancement.

Good Blessing:

Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Shock:

Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.

Shadowshooting Snip:

A failed Will saving throw means the weapon deals damage normally, while success means the weapon deals minimum damage against that opponent for 1 round.

My Crossbow now is doing 2d6+12 + 1d6 Good + 1d6 Shock. Is my damage with a shadow bolt minimum for all die rolls: 2d1+12 + 1d1 + 1d1 = 16 or do any of these die rolls break through due to their nature?

Now how does my medium sized War Priest shrink down to diminutive or fine to take advantage of this disadvantage?


My War Priest has chosen her Heavy Crossbow as her sacred weapon. Frustrated it requires her to put down her mead to reload she added the Shadowshooting weapon enchantment.

What happens to damage? Does the shadow bolt do minimum damage on a DC 16 save or may she choose to treat her Crossbow firing a shadow bolt as a sacred weapon granting her sacred weapon damage?


Sorry for the necro. Apparently my Paizo FAQ skills have failed me.

This topic is listed as having been resolved in an FAQ but for the life of me I can't find anything.

"35 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite."

What and where is the official FAQ resolution?


I've been building an evil cartomancer winter witch but have some basic questions.

Can an evil hedge witch cast spontaneous harm spells? RAW doesn't provide for this capability but I can't think of a reason it shouldn't.

Based upon your answer, would you pick a winter cartomancer or a hedge cartomancer? Now the witch has the Frozen Caress Hex, would that change your answer? Suppose I also have Magical Lineage and the Rime feat, would that change your answer?

Should I be wasting my very few feats on metamagic feats or is it smarter to just buy rods?

Might as well throw out some extra credit questions. Assuming a level 3 cartomancer with deliver touch spell and the Frozen Caress Hex. I want to cast Touch of Blindness with three targets. Lets say I've taken TWF and Rapid Shot. Could I throw all three Touch of Blindness cards at different targets as a standard action?

Can I use my Frozen Caress hex (swift action) or am I forced to use Arcane Strike (swift) even though none of it's abilities are used? If not, how are you supposed to use Frozen Caress?

Is there any reason a deck has to be held in a hand to be used or can I keep my hand free and draw and throw as many cards from the deck as I like?

Is a card ammo or a weapon? Is the case a weapon that uses cards as ammo? Can the deck be enhanced separately from the cards like a bow an arrow would be?

I don't ask questions often so forgive me for dumping all my questions at once. Let me know how I should split topics out and I'll create additional threads.


So as to not bury the lead my conclusion is Intensify is the primary contributor to the scaling problem. Nerf it and the problem becomes manageable.

My Pathfinder experience is not that fighters are too weak and wizards too powerful, my experience is everyone is too powerful. That may not sell games, but make everyone more powerful and my AD&D 1.0 books might jump in value. Disclaimer: I know nothing about 5e but come from a gaming tradition where balance is a critical mechanic.

That some damage spells scale and others don't just forces casters to flock to the scaling spells. A Wizard 10 that doesn't have fireball memorized? That's odd. A Wizard 10 that doesn't have fireball in his spell book? Unthinkable. If there is a go-to spell that every wizard uses effectively every day at every level (given minimum level) then perhaps the spell is OP? Some here think if one spell is OP then everything else should be scaled up to match. Ugh. Thank you, no. A scaling spell should look like CLW, +1/CL with a cap, or pit with an increasing effect by spell level.

It turns out there aren't too many spells (non-fire, Witch, Druid) that scale. I like to plan my characters well ahead. My latest project is a Winter Witch/Druid, that cannot learn spells with the fire descriptor. A moderate search of both lists brings up Snowball as the only spell that scales 1:1. There are a handful that scale 2:1 with saves. At spell level 4 there is finally a decent selection. A full blown blaster wizard has much more powerful options of course.

I thought it would be a good idea to place Wayang Spell Hunter on a second level spell, until I realized how much more powerful a LVL 10 Wayang Spell Hunter empowered intensified Snowball is compared to a LVL 10 Wayang Spell Hunter empowered Flurry of Snowballs. Both use a level 3 spell slot but since Snowball scales I'm looking at 15d6 (52.5) range touch no save single target vs a 6d6 reflex half cone (21/10 AOE). I'm probably calculating empowered wrong but the numbers should be close enough.

Should we raise everyone to Wizard God level or limit everyone to Witch/Druid/no-fire power? I vote balance lower.

Thinking about it, Intensify is the problem that needs fixing. Nerf intensify and the problems become less acute. In the example above Flurry stays the same (21/10 AOE) and the strength of a Wayang Spell Hunter maximized Snowball is more reasonable (30). Now I have something resembling balance. Things get really silly once you maximize that snowball (90).

With a decent amount of searching only a scaling spell that stacks with intensify deserves Wayang Spell Hunter. I'd rather that not be the case.


Thinking of starting a campaign as a Priest. The one thing holding me back is I haven't found a Hero Lab data package supporting the class. Is there one somewhere that I've missed? Player supported, pro or beta are all better than nothing.


There are half a dozen arrows, including arrow (trip), that do no damage. They are listed as ammunition, not technically a weapon. Featherweight dart does no damage in the ranged category. the line gets thin.

But its the lasso, net, net (snag) that prove weapons can do no damage.


Is that your RAW answer? I ask because I can use my Tower as total concealment, place the spell storing feature on it and cast a spell with it, scribe spells into it, use it as a consecrated holy symbol, I can throw it like a Frisbee, I can insert a sunrod into it as a source of light, I can hostel a familiar, protect an ally or teach it to dance. I can even use it for firewood if I get cold enough. Help me out guys, what else can it do? Specifically, under what circumstances could a Tower shield be considered a 'weapon'.

I ask because these things change the nature of the item and the specific overrules the general. Hooked boss is a specific enhancement to a shield and nowhere in the description does it mention the need to do a shield bash. It doesn't mention the type of action at all, just that it's a trip maneuver. It doesn't mention if this might cause an AoO. It doesn't mention how this is combined with two-weapon fighting, full attack or charge. What it says is "You can attempt a trip combat maneuver checks with this shield."

I'm no good at reading RAW which is why I ask. Using a Hooked Boss on a Tower or Buckler, can I snag an opponents armor or clothing forcing them off balance. Would this ability change the nature of the shield to add the weapon quality? If not, what trickery would allow a tower shield to be used as a weapon?


Hooked Boss:
The struts on this reinforcing boss bear large, sturdy hooks, which can be used to snag an opponent’s clothing or armor, causing it to stumble. You can attempt trip combat maneuver checks with this shield. If the combat maneuver check is successful, the opponent does not fall prone, but is considered flat-footed until the beginning of its next turn.

Assuming this enhancement has been added to my Tower Shield, may I use my tower shield to snag an opponent as a standard attack action? This would convert the tower shield into a weapon for purposes of quick draw and BAB +1. Am I reading more into this then I should?


This would be a mixed martial character. A bit of this, a bit of that. Dipping is fun. PFS.

On the other hand I'm considering an aid based character. Helpful, Bard, Bodyguard, Honor Guard, Order of the Dragon stuff. Maybe get to Combat Patrol and figure out if there is a way to use a whip to threaten. Maybe butterfly sting, outflank and such. Haven't nailed anything down yet, just exploring what's possible.


I'd like a special feat. I don't want to burn a feat slot so I opt to dip into a class to get it. My problem is I don't know which classes offer my special feat as a bonus feat.

Has a table been compiled that lists class/archetype/order/etc by bonus feat? For example I want Combat Reflexes. What would I have to dip to get it?


I'm working on a Horizon Walker build and need some thread necro advice. Not much on the web to go on.

My character is supposed to be a melee monster using terrain dominance to do massive damage. I've chosen a Halfling/Ranger/Rogue/Horizon Walker3/PFS using two-weapon fighting with the legendary Kukri (small damage 1-3, crit 18-20, keen 15-20).

My thinking is in my terrain dominance I would do +Lots to-hit and damage. Let's just say with these bonuses I always hit twice, crit 25% with auto confirm. That's (1d3+Lots) * 2 = big damage or more with frequent crits (1-(.75*.75)+(.25*.25) = 50% chance of 1 or more crits. Let's just say 1-hit crit, or effectively 3-hits/turn.
Now that I've done the math that doesn't seem as big as I thought, but it is statistically likely. I am taking a dex-centric character with Piranha Strike.

Here's the problem I run into, assuming I understand the rules somewhat OK, which I question after reading this thread, my problem is Murphy's Law dictates I will never be in my dominate terrain.

I know there is the Ranger spell Terrain Bond on a scroll or wand, which is expensive, but what other ways are there to get my Dominance melee bonuses?

Is there some other way I haven't though of to maximize my melee potential? Let's assume here that I can figure out the standard buffs, unless you've got something unusual or some type of magic item worth acquiring.


So what happens with a non-adaptive non-magical composite bow when:
A medium humanoid with 16 Strength
Wields a Composite Long Bow +3 Strength
And then gets an enlarge person spell?

As the bow becomes large I could see an argument that the strength modifier of the bow increases along with it. 1d8+3 < 2d6+4, which makes enlarge person a surprisingly (to me) effective archer buff. If the strength of the composite bow remains +3 it really doesn't hurt much, but +4 would be cooler.