Harsk

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Organized Play Member. 77 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.




Playing cleric in Kingmaker.

7 channels per day, lol, kinda need it.

Can I get more.


Lvl 1 Slayer

Feat: Extra Slayer Talent>trapfinding.

Then take the next one at lvl 2?


I got invited to Kingmaker, and i want to make a Chaotic Good
Cleric of Cayden Cailean

But i also want the Domains of travel and liberation.

Checking the domains, he only has travel,

So I was going to choose travel and Charm (love)

But then I found a wiki that showed him as travel and liberation
That would put me right where I want it!

http://pathfinder.wikia.com/wiki/Cayden_Cailean

Which is it?


Is it possible to have more than 1 spiritual weapon in existence at one time?

If I have 3 lvl 2 slots
Memorize spiritual weaponx3

Have 3 round casting deployable flash mob?


Hey guys, Me again!

I was wondering if this is possible. I was just invited to a kingmake campaign and I was trying to choose between Ranger, Eldritch Knight, Magus, Cleric or Warpriest.

Riverwhip gives you touch to damage
Whip of Centipedes gives you touch to damage

Can you cast shocking grasp during spell combat
and deliver it through your whip
using the spells above that target touch AC?

For your reading convenience:

River Whip:
"You create a coil of flowing fresh water, functioning a whip appropriate for your size, except you make a melee touch attack instead of a regular attack."

Spider Whip
"ou summon hundreds of Diminutive spiders, which cling together in the form of a whip made for a creature of your size. You can wield this object as if it were an actual whip, except you make a melee touch attack with it instead of a regular attack. Any creature you strike with the whip takes swarm damage as if it were attacked by a spider swarm (1d6 points of damage plus poison and distraction). The swarm whip is able to damage creatures with armor or natural armor, even if a normal whip could not. "

In short, I am asking
can river whip and/or spider whip spells be used with the magic spellstrike ability?

Any help would be appreciated, thanks!


1 person marked this as a favorite.

Okay hi guys I'm coming to you because I have a home-based game, it's been running about a year, and is pretty much just like herding cats.
I'll talk to you all about the player base and their actions maybe in another post.

I just want you guys to know that these are some of the most rambunctious problem children that I've ever met and yet I call them friends.

They don't set fires in real life but their attitude in game makes me wonder about some deep psychological stuff that I don't even want a piece of.

Suffice it to say, some of the worst of things they ever done was about a year ago when confronting a witch who appeared to be a beautiful sorceress.

They sought her out because they were trapped in time AND THEY ASSAULTED the people who sent them back in time!

THEY WERE SENT BACK BEFORE THEY KNEW THE PEOPLE, thus making the people who sent them back in time afraid of them and unable to answer questions, who responded to the characters rowdiness by locking their door and cringing for safety.

To which they set the house on fire.

So they needed a diviner to help them figure out whats what. That's where the witch appearing to be beautiful comes in.

Upon questioning the sorceress, which one of the players blurted out how much do you cost? I mean she's dressed like a hooker right?

To which the scene escalated into combat - as all things for them did.

She managed to kill the offending player before being killed herself, but before that player died he used a standard action to drop his pants and then move action to make a movement.

Don't worry, all those characters died in a time swamp when they purposefully took the most dangerous route through it and met their first black dragon and proceeded to mouth off.

3 round fight. All players dead.

Since then they just seem to be a bunch of bumbling thugs, who repeatedly die.

And if you're asking, I took up the challenge of GM in for these guys because I have never seen anything like this before, and I want to get used to it and be able to deal with and conquer it. And it was fun.

So many deaths. So much laughter.

So my most terrible player of the one who took the combat bowel movement chimes up and says we're never allowed to reach level 10 because I'M scared of LETTING THEM getting that powerful.

Heh.

Well after that I thought about it and I decided "well if these guys want to do nothing but fight for no reason I make it happen." That's when i came up with Pathwind Dale. And Icewind Dale/Pathfinder Hybrid Starting at lvl 10.

CHALLENGE ACCEPTED

I allowed them to make 10th characters with all the trimmings and then I proceeded to dump them in my combination of ice when Dale/Pathfinder.
Each part of the game was made for a certain level, and if you died, you were underpowered, and had to stay alive with guile and skill.

To which they died mercilessly.The combat dump character must have bought it 10 times. The game was abandoned because morale was way too low. It was all I could do but laugh every Sunday at every silly thing they did undermine it all the progress and the literally just got themselves killed in the most goofball fashions.

It toned down a lot of angst.

Now they're still selfish and they are situation-ally thuggish. Now they will not mess with somebody who might be able to beat them up or sick the authorities on them or causing trouble. But in the end I think there's is looking for a character build that allows them to act out some grand theft auto four problems on people.

So even though death is a reality in my game what am I supposed to do

I just want you guys to know that these are some of the most rambunctious problem problem children that I've ever met and yet I call them friends.

They don't set fires in real life but attitude in game reflect some deep psychological stuff that I don't even want a piece of

Suffice it to say some of the worst of them ever done was about a year ago when confronting a witch who appeared to be a beautiful sorceress in order to get information about what they were supposed to do because they were trapped in time and assaulted the people who sent them back in time before they knew them thus making the people who sent them back in time afraid of them and unable to answer questions, to which they set the house on fire.

Upon questioning the sorcerer which one of the players blurted out how much do you cost? I mean she's dressed like a hooker right?

These are 30 year old Men.

To which the scene escalated and then she managed to kill that player before being killed herself, but before that player died he used a standard action to drop his pants and then move action to make a movement.

Since then they just seem to be a bunch of bumbling songs, so I give them what they wanted I allowed to make 10th characters with all the trimmings and then I proceeded to dump them in my combination of ice when Dale/Pathfinder.

To which they died mercilessly. It was all I could do but laugh every Sunday is every silly thing they did undermine it all the progress and the literally just got themselves killed in the most goofball fashions.

It toned down a lot of angst.

Now they're still selfish and they are situationally thuggish. Now it will mess with somebody who might be able to beat them up or sick the authorities on them or causing trouble. But in the end I think there's is looking for a character bill that allows them to act out some grand theft auto four problems on people.

I've learned the GM style of letting the story return fire. Cause and Effect.

You rob and pillage? Heroes are coming!
You got super x-maneuver combo? rumors abound about a deadly villain with his x-maneuver- heroes better look out!
You beat kill someone? Well his rich family didn't like that. They can't get revenge, but the bounty hunters they hire can!
You're a gunslinger/munchking/no-plot-caring/fightmaster?

Are you the only one in the world? Nope.

Gunslingers - get ready for gunfights!!

How surprised were they when they invaded and undead tomb protected by a creature who wanted to KEEP THE UNDEAD GUNSLINGER LOCKED UP. They broke into the tomb, disabled all the traps and wards that were KEEPING HIM IN, and then he came out shooting. And took out the ENTIRE PARTY. No deaths, but the gunslinger player fled and drank a potion of invisibility to escape. Meanwhile, the tomb of the undead gunslinger honored 3 bandits. 1 with a shotgun and 1 with a long sniper rife and 1 with 2 pistols. They freed the one with two pistols. The released undead went to go free his friends.

I'm writing here because I feel like I haven't been the best GM.

I've just been bouncing their level of crazy back at them.

I have 4 crazy people at my table and 2 non-crazy-ish.

I feel like the constant, no-teamwork, die all day insanity is starting to beat down on the last two players,and myself.

But I feel I have been shirking my leadership duties.

I feel this is a really daunting challenge, guys help me herd cats!


Hi all, made some maps for my home rpg, went back to map school, made some new maps and got a kickstarter and it’s cheap!

I made em small 10-15 medium 20-15 and large 35+
They come Bare/gridded/Hexed 1 inch hex

Empty or with map objects
300 dpi Printable for tabletop
100/72/70 Dpi for Virtual Table top Gaming

http://imgur.com/a/Olzg1

https://goo.gl/Kl1f4o


Hi all its up and it's happening.

with a hand of cards as a player you could
change your rolls , make extra attacks, heal yourself or an ally, recharge spells, grant dice roll bonuses, gain skill bonuses,
even turn yourself into an Epic Hero.

Cards are double-sided.

When you play a card, the GM gets it and now he can use them to.
Make them present a challenge even when they fight alone. Handle super powerful characters, giving excitement back to the game without more GM work. Turn ordinary fights and encounters into challenging battles the players didn't expect. Give Bosses extra attacks and let them stand up to player damage.

even turn a boss or all the minions on the board into epic villains.

Please check out our movie that explains it all!

We're 400% Funded. So you can safely pledge!

http://goo.gl/kVh0Lw

Thanks,

Jay

Any comments or questions are appreciated.


Ok - Master of the Fallen Fortress has more Troglodytes than you can shake a stick at.

No, keep shaking, here comes another one.

Dc 11 Stench (They're young) or your sickened, right?

If you fail the saves of Two trogs, are you NAUSEATED?

and for how long?

Can find it anywhere on the forums.

So in essence, does sicken stack with other sicken to produce nauseated?

In other words a character sickened by trog stench, is again sickened, is nauseated. Correct?

For how long?

Does this work with all monsters?

Thanks!

This makes lvl 1 trogs a lot less sucky.


Forgive the 4:00am post from earlier-she be in the wrong place.

Now that the alchemical manuals PFS legal

Now ill admit this is kind of a rant, but it's still a legitimate question too.

There are slow burn arrows - 1 round after the ignite and do 1d6 fire to the target on your next round, nice.

There are raining arrows - Containing a vial of holy water that bursts on delivery.

Nice, nice.

But where are the SELF-LIGHTING SMOKESTICK ARROWS?

You know - smokestick arrow with a minute pocket of magnesium or alchemical fire? Deploys smoke in the same round or the next one?

Why is the smoke stick arrow radius smaller, when the description says it is a full sized smoke stick made into an arrow?

Where are the Alchemist Acid and Fire arrows?

You know - like the raining arrow, but, um change the insides?

I mean - at 100gp a pop - you wont be hurling these all day, but.

I mean, when I play my archer, I'm a turret

Turret's gotta have options.

DO they overlook these basic steps and place the working components in the same game, doing different things (holy water, fire the NEXT round)

but not combine them into a simple functioning whole

just to frustrate me?

Its like "coming soon, baby carriage - now with room for baby!"

Is there any way to get someone to address this problem or should I just wait till 2016 for it to be PFS legal?

1/5

Now that the alchemical manuals PFS legal

Now ill admit this is kind of a rant, but it's still a legitimate question too.

There are slow burn arrows - 1 round after the ignite and do 1d6 fire to the target on your next round, nice.

There are raining arrows - Containing a vial of holy water that bursts on delivery.

Nice, nice.

But where are the SELF-LIGHTING SMOKESTICK ARROWS?

You know - smokestick arrow with a minute pocket of magnesium or alchemical fire? Deploys smoke in the same round or the next one?

Why is the smoke stick arrow radius smaller, when the description says it is a full sized smoke stick made into an arrow?

Where are the Alchemist Acid and Fire arrows?

You know - like the raining arrow, but, um change the insides?

I mean - at 100gp a pop - you wont be hurling these all day, but.

I mean, when I play my archer, I'm a turret

Turret's gotta have options.

DO they overlook these basic steps and place the working components in the same game, doing different things (holy water, fire the NEXT round)

but not combine them into a simple functioning whole

just to frustrate me?

Its like "coming soon, baby carriage - now with room for baby!"

Is there any way to get someone to address this problem or should I just wait till 2016 for it to be PFS legal?

1/5

Hi I have a question (like I always do)

Ok how do you work this situation out?

New tanglefoot bag arrows in alchemical guide - society legal
RAW
This arrow is tipped with a tiny vial of tanglefoot goo. Firing
a tangleshot arrow is a ranged touch attack; the arrow deals
no damage when it hits, but the target is splashed with the
alchemical adhesive. This effect is similar to that of a tanglefoot
bag, but with the following adjustments: Reflex DC 10, Strength
DC 12 to break, 10 points of slashing damage to cut through,
concentration DC 10 to cast spells. A tangleshot arrow imposes
a –1 penalty on attack rolls because of its weight.

Ok

Now what happens whn I shoot a tanglefoot arrow from a +1 Flaming Composite bow?

Does it attack Touch ac?
Does it do 1d6 fire damage?
Does it set the bag on fire and ruin its contents?
(I'd think no so because it never consumes arrows, they still get the %50 recover right?)

What have you rules as the gm? What are the offical rules? anyone know?

1/5

This is not my first time running into this , but I hope it's the last time.

is it legal to alter pathfinder modules to make it more fun for the gm to play or more challenging for the players?

Without providing some more benefit for the players?

I think it not regardless of the situation.

Here are my examples that I have actually experienced.

Playing PFS some characters tend to be optimized and some don't.

Optimizations like a
Lvl 5 4th Level , Super-Trip Fighter with reach weapon and 1 level cleric travel and freedom domain, so he can move 30 in heavy armor and use cure wands and break holds, feather step and trip to his hearts delight.

Or a lvl 1 master of the fallen fortress with a lvl 1 condescending, rushing player who wants the game over in 2 hours who is playing a witch with an aoe tricked out sleep hex.

Can really sap the challenge out of game. I can understand that. But those characters are LEGAL. You wanna ruin some monster's day? I'm all for it. That's why we're here.

But is it legal to do the following?

I have played Society sanctioned modules in the past (though I am not revealing which ones to protect the people involved) that have done the following:

1. Doubled the hit points of ALL of the NPC's in the WHOLE MODULE because the player characters were deemed "too good" and the monsters would have been "not enough of a challenge".

If this would have been a home game, I would have been cool. But what about Society? The players can't receive increased reward for the increased threat. And what if one of the players characters would have died because a monster managed a kill or used a spell long after he would have originally and legally been dead?

2. Totally disregard a party wipe. There is a deadly module out there that catches Society characters with their pants down. One game had a proud of himself AC 30-something at lvl 4 - cleric/fighter that was destined to whoop butt and his lackey follower (another player). They stormed into every situation, haughty and daring, bashing this and that. banging their chests along the way. Well the whole adventure they went up against monsters with touch attacks and that was the end of it. The whole party wiped in 3 rounds in the first hour in. Once we all died, I had to go, only to find out later that the party was so hurt from being beat so bad so fast - that everybody without me - agreed to retcon the whole thing "it never happened, we went left instead of right". and even asked for my Society # for credit - I never gave it.

In a recent post I moved to correct a character due to my desire to participate in the spirit of the game. I want to see if I can beat and/or enjoy/survive the game under these parameters. This was just out there. I threw that character out and stopped using him.he died hard. I'm cool with that. Sometime you do. It makes when you don't more awesome.

3. I recently played another module, and in my opinion, due to GM crash/skimming, it resulted in an unbelievable amount of special damage causing attackers to be present for the boss fight.

Not just the boss, his lackey, and the surprise special guest villain.

But 20 additional combatants. You read that right, 20.

We won. unbelievably.

The fight seemed so unreal I went home and read the module to see if that was really supposed to happen.

It wasn't.

The module says to have the boss and the lackey

And up to 20 people as window dressing

And IF THINGS GET TENSE - ADD ONE OR TWO AT A TIME INTO THE FRAY

Not a mob of 20 poisonous/strength draining attackers.

How did we survive that one?

Well EVERYONE IN THE PARTY WENT DOWN AT LEAST 5 times, but two healers kept us alive

And what saved us?

The peaceful cleric had a necklace of fireballs. Slowed down those 24 incoming poisonous attacks per round pretty good.

So in that instance, GM skim almost ruined that whole experience for us.
We all assumed we were dead.

What If our characters would have died?

Death by GM skim.

How Do I avoid this in the future without reading all the modules to see if this kind of stuff is occurring behind the scenes?

Has any of this ever happened to you? What would you do?

1/5

I don't know if it'll post in the corner there, but I am a 1 star GM.

I liked pathfinder society and thought I would give it a try GMing to learn the rules a bit better.

I selected the free RPG Module Master of the Fallen Fortress, and have GM's Crypt of the Everflame once. I know, I know.

Buncha Muncha Cruncha.

Resulting in 10 GM points

Since master of the fallen fortress is repeatable for a lvl 1 character,

I applied 3 master of the fallen fortress credits to my new level 1 ranger.

Making him level 2

And then one crypt of the everflame credit - making him level 3.

I have since leveled him up through playing to level 5.2.

In other words, one chronicle away from level 6.

Since I've been playing, It's come across the table that you cannot stack chronicles of Master of the fallen fortress.

Which now kinda makes sense seeing as you cant stack any adventure without using GM stars,

But this Character's initial level was granted with 3 installments of Moff gm credit.

How do I rectify this? ret-con? re-roll?

I do not want to burn a use of the GM star I have.

Even if I ret-con - the loss of 2 out of the 3 chronicles of MOFF would still return me to just reaching 5th level.

Which would be fine with me - seeing as there is a boon I want from the quest for perfection.

But how would i fix this? roll this back?

1. Do I need to?
2. Does anybody really care? I mean will my character need to survive the Mola-Ram "Kali Ma... Kali Ma... Kali Ma Shakti de" chronicle sheet purity test ritual that I will somehow need to when it comes by surprise at some game or convention?
3. If I need to - how do I do it?
4. What options do I have to go about doing it?


Hi, I hijacked this from another person's unanswered post on this in Rules

I think this sums up pretty much all of the questions so far?

PDT:

The Splintercloud Arrow from Elves of Golarion as written is unclear as to its use.

Please clarify:

Does the 5ft burst area mean a 2x2 Grid around an intersection, a 3x3 area around a central square, or is it a single 5ft square?

Does it need to hit normal AC and then grant the target a save to avoid damage?

Does it just target AC 5 for the square/intersection like other non-magical Area weapons (i.e. splash weapons)?

Do they benefit from things like Weapon Enhancements, spells that enhance ammunition, and feats and abilities that would add damage to a arrow from a bow like Deadly Aim or Weapon Specialization effect the damage?

How come there is never a rules clarification on something I seem to want and enjoy - and have to purchase a separate book just to use in PFS?

Someone in another post made this joke - and it was funny, but explains my point exactly:

I could justify the Buy, But I can't justify the buy if the rules groundswork is unclear, making it useless.

Someone in another post made this joke - and it was funny, but explains my point exactly: If you go by the RAW -

Splintercloud Arrow: The shaft of this arrow is formed
of numerous small bone fragments painstakingly glued
together. When fired they tear themselves apart, forming
a 5-foot burst of razor-sharp bones that deals 1d3 points
of piercing damage (Reflex DC 18 negates).

It blows up in your hand when you fire it from the bow and you reflex save or get hit.

Who would buy this?

Can someone officially clear this up?


I forgot her name at the moment, but I had always reveled at how the Iconic Barbarian was said to use a Giant (made for a Large sized creature), bastard sword.

Well, can I do the same with a katana? Is this legal in Society?
My argument:

A bastard sword does 1d10 - 2d8 for large sized.

Raw Says :Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

But then it gives this example that I believe eliminates the penalty:
For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon.

So by wielding the Giant Bastard sword WITH proficiency - IT would be considered a 1 handed Large weapon, which could then be used as a two handed medium weapon with no penalty right? Which i what the Iconic does.

A giant katana shares the same principles in design and does 2d6.

Does this combination or rules eliminate the penalty? And is this Legal for society?


Are they self- lighting? or alchemically self-firing when they strike? (makes more sense). Do you need to light them yourself?

Questions asked for pathfinder society.

does it block the afflicted creatures sight?
does it block the creature from outside view?

The cloud is so small (5ft) That using the rules for

smoke cloud spell doesn't make the most of sense or isn't as apparent to me.

anyone have answers?


Hi I was thinking of a character concept and I have this question:

If I have crane style, crane wing, and crane riposte

And a Bastard Sword

Using it one handed, I can activate all the crane abilities.

In combat on my turn , can I

1. Grab with the other hand as a free action
2. Attack as normal
3. Move or 5ft step
4. Release hand as a free action.

So that on the enemies turn, i can

Crane wing to block, then Crane riposte.

Also, during a crane riposte - must I swing the weapon 1 handed for the attack of opportunity? or can I grasp it with the free hand for the 2-handed damage?

The weapons I'm looking are a katanas and bastard swords - which this seems to work with.

Would this work with a two-handed sword or greatclub as well?

1/5

I find at smaller tables the action flows better. Also I have put up signs for a big game only got just enough players to play (4) at the last minute. The game was excellent.

So my question is:
Since I can field a table of four...

Can I host a game for pathfinder and specifically specify that I only want 4 people, no more, and will not take a 5th?

1/5

Hi, this is for Crypt of the Everflame, a repeatable Pathfinder Society Legal module.
DO YOU HAVE a level 1 or 2 character? Want another level? Got 6-8 hours? Look no further.

Be warned:
This module is a full module, expect 8 hours long or less to complete, it's not that long, if you don't dawdle.
You may play this module INFINITE times with any Lvl 1 character, and ONCE with a second.
This module gives 4xp and 4 fame and prestige points.
It is a module, and unlike society play it can be surprisingly and extremely dangerous, without warning.
Those of you willing to take on Crypt of the Everflame should be experienced, or bring prepared characters.
A good character compliment will help out immensely, the jobs of fighting, healing, disabling, magic damage, and knowledge are areas that it always helps to be covered in.
It’s a dungeon crawl adventure module. Nothing mini about it. If you think you like dark places, then your in the right place.

Interested?

This game is posted now on the "pathfinder society online collective"

Just Google "pathfinder society online collective" or go to

https://groups.google.com/forum/#!forum/pathfinder-society-online-collectiv e

Just copy/paste Then take the space out of the collectiv e

1/5

Hi, this is for master of the fallen fortress, a repeatable FREE GAMEDAY module.

Be warned:
This module is only 2.5 to 4 hours long.
You may play this module INFINITE times with any Lvl 1 character, and ONCE with a second.
This module gives only 1xp and 1 fame and prestige point.
It is a module, and unlike society play it can be surprisingly and extremely dangerous, without warning.
Those of you willing to take on the fallen fortress should be experienced, bring prepared characters, or keep your eyes open.
It’s a mini-dungeon crawl. Not alotta plot. If you think killing people is intrigue, then your in the right place.

Sign up on the Pathfinder Society online collective.
https://groups.google.com/forum/#!forum/pathfinder-society-online-collectiv e.

I know this is last moment, so If we can get 4 for each group, we'll play.

1/5

I just GM my first module for PFS. Yay! It is the free rpg-day module master of the fallen fortress. After the party made the fortress live up to its namesake, I doled out the xp with one problem:

In the gm events and on the sheets, I gave 2pp for the module AND REPORTED IT SO on the gm events thing which took me forever.
Then I just glanced and the season 5 rules and face-palmed because it states:

The 16-page, Free RPG Day modules are shorter than a normal 32-page module and are more in line with a normal Pathfinder Society Scenario. Currently, these include Master of the Fallen Fortress, We Be Goblins!, Dawn of the Scarlet Sun, and We Be Goblins Too!To bring the Free RPG Day modules more in line with the rest of Pathfinder Society Organized Play, all current and future sanctioned Free RPG Day modules will award 1 XP, 1 PP and the gp amount listed on the Chronicle sheet if using the medium advancement track.

Now what do i do? I am worried about upsetting the players by removing a PP point they expected by my error in the first place, and I also worry about a phantom PP point floating out there in the universe, only to be recalled when a character counts sheets a year from now to play for a character resurrection and gets denied cause "The Fallen Fortress and the New GM Strikes Back."

What do I do?

1/5

Hi Guys! First time GM just trying it out! So give me a whirl! I've decided to do Master of the Fallen Fortress as my first and because I actually had a character die in first steps! So my bum is still a little hurt!
Let's go for it guys! Give me an Idea who is interested. Let's get those new level 1's you've been thinking about working on their 1st obligatory chronicle sheet.

Will be using Roll 20 and Google Voice.

This module plays like a normal Chronicle in xp and treasure. I don't think the module is that long. It's a Free RPG Day module, so its only 21 pages long. With all the Gobbledy-G@&+ That is inside - The adventure itself is about 5-8 pages. You might wanna bring some heal potions and decent adventuring equipment loadout.

The game is Sunday, Sept 22nd 2pm pacific.I think the only way it could go long is if you guys decide to play patty-cake mid module for about 5 days.

So Fer the rollout is:
1. Tom Hart aka ?, a ? ? Wizard 1
2. Vincent aka ?, Male Human (?) Paladin 1

3.
4.
5.
6.

1. Alt -
2. Alt -

Please contact me at arrownightatgmail.com to signup with
Your name
Character name
Class / level
Faction
PFS ##-#
A Token! Please send a token if you have it!


I'm Trying to make a two-handed fighter that an also evade (you will find having my characters have evasion is kind of a thing for me).

So here's the Gist:
Lvl 1 - Samurai or Fighter - Power attack, Shield of Swings, Two weapon Fighting.
Lvl 2 - Monk - Dodge, Improved Unarmed Strike,

The game states a monk's unarmed strikes can come from fists, elbows, knees and feet AND that a monk's hands are never considered full for the purpose of Unarmed Strikes.

I know that flurry is a no go, but can I use Two-weapon fighting in the following way:

1. Attack with my two handed sword, then TWF and kick someone with the Monk's Improved Unarmed Strike?

Weapon 1: Two Handed Sword/Samurai Sword
Weapon 2: Samurai (Monk) Kick

Is this possible with a two-handed weapon?

Is it possible if I change the weapon to a one handed weapon, i.e. a katana wielded in one hand and an unarmed strike?


1 person marked this as a favorite.

Hi Guys, new to the board! This is an idea I had to play an Archer in Pathfinder Society. I didn't want to play the standard turret. Since it takes 9 sessions of staying alive to make it to lvl 4 in the Pathfinder Society, here is my idea up to lvl 4.

First, the Concept: I want a mobile, skilled, light/fast archer that was unique in the inevitable melee, and was suprisingly defense from back there in turret-land.

Solution: Human
Lvl 1 - Fighter/Lore warden 1 - Light Armor, Point Blank Shot, Rapid Shot, Precise Shot
Lvl 2 - Sohei Monk 1 - Improved unarmed Strike (this is important)*, Deflect Arrows (bonus feat), no stunning fist but instead Sohei's ability to add 1/2 monk lvl to initiative, and can act in a suprise round, even if he saw nothing.
Lvl 3 - Sohei Monk 2 - Evasion! (nothing says suck it fireball better, usable in light armor), Dodge or Throw anything(Bonus Feat and now he's a real ranged weapons guy),and Two-Weapon Fighting (explained later)
Lvl 4 - Lore warden 2 - Combat reflexes (Bonus Feat), and either Improved Trip (for 2 attempts at tripping an advancing foe, if that's possible)or something else like Improved Initiative or Weapon Finesse.

So what's my plan?

My plan is to have the no-so-standard archer
With the following upgrades:

1. He can melee people who close without dropping or putting away his bow. Monk Unarmed Strike lets me add kicks to unarmed and lets me keep my bow in my hand.
2. The Sohei's ability to always act in a surprise round might be priceless for getting to range or moving to a strategic position.
3. Deflect Arrows - In a firefight, that's one free miss per round
4. Evasion! - In a firefight with mages, that's one way to last a little longer.
5. Throw anything for the consummate ranged professional
6. Two-weapon fighting - As a monk, you lose flurry when you don light armor, but I see nowhere that it stops the ability to unarmed strike with kicks - If this is not so, someone please correct me, as this is core to my vision of the character. Since I'm attacking with unarmed strikes I can now two-weapon fight with kicks, or with short swords.
7. Combat reflex, free leads to...
8. Improved trip - So advancing on me leads to 2 trip attempts per turn.
9. Skills - This character can be more than just a BAB fighter man and more like an adventurer. Lore warden adds two Int skills (Knowledge nature, ad-hoc ranger anyone?) Monk adds the other skills I like and think an adventuring archer should have like Acrobatics, Stealth, History, Religion, Sense Motive, and Diplomacy. I don't know if or how I'd level them all up, but they're there, which is way more than just survival and perception getting leveled.

Is this character possible?

The /pathfinderRPG/prd/states:

"Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes."

Can I take it to mean that I can have my bow in hand, and kick the crap out of someone who closes in melee?

It DOES say the a monk in light armor loses flurry, but it DOES NOT say anywhere that he loses the monks method of unarmed striking, i.e. kicks and punches. If so, this is what I'm concerned about.

So all in all, is this character possible? If so, any Ideas for a 20 point stat build?

I'm betting dex.