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Organized Play Member. 329 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




1 person marked this as FAQ candidate.

When does something count as modified?
Lets look at the Vivisectionist and Dimensional Excavator Alchemists for an example.

Vivisectionist:


  • Bombs is definitely replaced because it says so.
  • Is the formula book considered modified because of Torturer's Eye and Torturous Transformation? It doesn't say it is...
  • Is the discovery list considered modified because of Bleeding Attack? It doesn't say it is...
  • Is Dimenstional Excavator compatible with Vivisectionist?

Please cite rules.


Archetype Combination Helper Sheet

You will need to make a copy and setup your own filters before filters will work.

I'm working on it. Thoughts before I start working on the other classes?

Yes, I know some of the d20pfsrd links don't work. Please comment on them when you find them so I can see what gives.

Also, comment on any mistakes I've made on the Alchemist.


With spells that heal dice, the dice that are rolled are the average HD of the target, rounded to the nearest die. Cure-like spells on a barb would be xd12+x. Fighter 3 Wizard 3 would be xd8+x. Channel is also affected. Cleric 3 channeling would heal the wizard 2d6 and the barb 2d12. Of course, pre-calculate your "healing die" when you level to speed play.

Spells that have a capped caster level, such as heal, etc, cap at either the HD of the target, or the caster level of the caster, whichever is lower. CLW from cleric 10 healing fighter 7 would heal 1d10+7. CLW from cleric 7 on fighter 10 would do the same. Cleric 18 heal cures fighter 7 70 and fighter 20 200.

I don't know about spells that heal a fixed amount *(infernal healing), but I think they might be fine.

Thoughts/suggestions?


Lets say I am a Life Oracle with the Life Link Revelation. I have a link to someone with 10 damage. I am casting a summoning spell (1 round casting time).

Do I need to make a concentration check when the life link damage comes in, or do I complete the summoning spell first?

Assuming I need to make the concentration check, if I have multiple life links up with people that have more than 5 damage, so I make the concentration checks individually, or do I total it and make just one?


1 person marked this as FAQ candidate.

Shared Skill replaces Spirit Magic, the thing that grants you the extra spell slots to cast those spirit spells.

So without having the Waves spirit with Fluid Magic, a Flame Spirit Shaman can't ever cast fireball.

Am I missing something?


I know about the Heal Skill unlock, and the Psychic Healing feat. They only collectively work once per day. I'm trying to increase that number without needing to take caster levels.

I know about the Medicine domain lets me do it faster and the Healing Hands revelation lets me affect more than one target. What I would like is how to get them both without Cleric or Oracle levels. I believe I can VMC to get one or the other (Cleric or Oracle). Can I UMD a Ring of Revelation to make it work w/o Oracle levels or VMC?

Believer's Boon lets me use the Medicine domain power once per day. That's not enough.

Battlefield Surgeon lets me use treat deadly wounds a second time on a person, but the deity is rather unpleasant.

The Runeguard Generosity rune lets me treat deadly wounds PrC levels/day, but again, caster levels.


1 person marked this as a favorite.

Aiming for level 13 with continued progression to 18.

Traits: Irrepressible, Varisian Tattoo
Feats: Extra Revelation (Lore (Lorekeeper)), Noble Scion (War), weapon focus (starknife), Divine Fighting Technique (Desna), Quickdraw, Point Blank, Precise Shot, Rapid Shot, Startoss Style, Startoss Comet, Startoss Shower, Deadly Aim, Far Shot
Lore Oracle 1 w/ Sidestep Secret

I don't know after that. I would like Bard or Bard VMC for Versatile Performance (Dance) and Bardic Knowledge.

That would give me Cha to hit, damage, all reflex, important will, knowledge checks (with bardic knowledge), and Acrobatics/Fly.

12+ feats and VMC means Fighter or Warpriest. I'll favor Warpriest as i am replacing a life oracle. Also, Antihero.

Attack should be 9 bab + 9 cha + 4 weapon training + 5 weapon + 2 bardsong + 1 point blank - 3 deadly aim + 1 weapon focus for 26/26/21 attack.

Damage should be 1d6 + 5 weapon + 9 cha + 4 weapon training + 2 bardsong + 1 point blank + 6 deadly aim + 6 startoss style for + 3 for divine power = 1d6 + 33

Blinkback Belt, Cha Headband, and Dueling Gloves Assumed.

Thoughts on how I can do it better?


Is there a way for a weapon to grant proficiency in itself, like the training enhancement, but specifically whatever it is right now? I'm asking because I'm looking for a shapeshifter with a shapeshifting weapon.

Alternatively, is there a way to be proficient in all weapons?


What is my bonus for the following maneuvers. I'm not sure what applies by the specific overrides general. Lets use a +1 Dueling (PSFG), Leveraging Whip, and Greater Whip Mastery (with prereqs).

Dueling (PSFG) interacting with Leveraging is the real question here.

Does Leveraging make the weapon apply in maneuvers it normally does not (Bull Rush)?
Does Leveraging, Whip + Steal, and Greater Whip Mastery, override the Dueling (PSFG) excluded maneuvers (Bull Rush, Drag, Grapple, Steal)?

I know that Specific overrides general. but which is the specific in this case?


If there is a version of a product that everyone likes (nothing big needs fixing), suggest everyone by the PDF so Paizo doesn't reprint, thus preserving the original.

If there is a version of a product that no one likes (many big things need fixing), suggest people by the book so it gets reprinted.

Also, keep every version of every PDF you ever get. You never know.


So what do I do with it?

Ok, Power Attack and Improved Natural Attack, sure. What else can I do with it? What Race should I be? How about VMC (Maybe Fighter so I can Barroom Brawler and Abundant Tactics while focusing on Natural Attacks)?

I don't need to be a Melee Monster, I'd rather be flexible, but strong enough.


Since both Weapon Master and Armor Master handbooks came out, they are slowly beating my character idea into the ground.

Fighter (Martial Master/Lore Warden) 9 / Monk (Maneuver Master) 2 whip tripper, dirty fighter, and beginning intimidater.

Maneuver Master Monk lets me do do an additional maneuver when I full attack, even including standard action maneuvers as part of that full attack once per round. Is there any way to get that without Maneuver Master?

EDIT: I should add why

Maneuver Master Monk doesn't work with armor, post errata, so I am looking to wear some armor, and keep that ability.


What are my options? How do I get it?


I'm working on 2 character ideas. Both have a similar problem.

Casting is obvious.

Idea 1:
Tiefling Razmiran Priest Rakshasa Sorceror
Feats (excluding prereqs): Cunning Caster, False Caster
Traits: Adopted (Obscure Traditions), Power of Suggestion
Racial Traits: Raksasha Spawn, Beguiling Liar, Pass for Human

This should pretty much cover it, False Caster and Raksasha Bloodline are the second line of defense should they notice me casting. Perhaps Psychic would be a better bloodline for lying about my casting. Thoughts?

Idea 2: Elf/Gnome School Savant Shadow or Mage of the Veil Illusionist Arcanist
Feats (excluding prereqs): Cunning Caster (probably the spell foci feats)
Trait: Clever Wordplay (Bluff)

For the illusionist, I'm mainly trying to avoid this: "A character faced with proof that an illusion isn't real needs no saving throw." by hiding my spellcasting. Pretty much anything with decent spellcraft auto-succeeds at this portion if they can see me casting.

Both of these have the same problem. Even if still, silent, and eschewed, they can see and ID that I am casting, which ruins the whole point. Cunning Caster helps...

How can I do it better?


What happens to the gear is has when it "vanishes" or "disappears"?

Figment Familiar


There are not many discoveries that are all that great for a Metamorph, so the though here is to create discoveries to allow additional forms.

They are set to be 3 levels after a wizard gets it. Undead and Elemental have additional requirements.

Beast Shape 1 - Metamorph Alchemist 8
Beast Shape 2 - Metamorph Alchemist 10, Beast Shape 1
Beast Shape 3 - Metamorph Alchemist 12, Beast Shape 2
Beast Shape 4 - Metamorph Alchemist 14, Beast Shape 3

Elemental Body 1 - Metamorph Alchemist 10, Elemental Mutagen
Elemental Body 2 - Metamorph Alchemist 12, Elemental Mutagen, Elemental Body 1
Elemental Body 3 - Metamorph Alchemist 14, Elemental Mutagen, Elemental Body 2
Elemental Body 4 - Metamorph Alchemist 16, Elemental Mutagen, Elemental Body 3

Form of the Dragon 1 - Metamorph Alchemist 14
Form of the Dragon 2 - Metamorph Alchemist 16, Form of the Dragon 1
Form of the Dragon 3 - Metamorph Alchemist 18, Form of the Dragon 2

Plant Shape 1 - Metamorph Alchemist 12
Plant Shape 2 - Metamorph Alchemist 14, Plant Shape 1
Plant Shape 3 - Metamorph Alchemist 16, Plant Shape 2

Undead Anatomy 1 - Metamorph Alchemist 10, Mummification
Undead Anatomy 2 - Metamorph Alchemist 12, Mummification, Undead Anatomy 1
Undead Anatomy 3 - Metamorph Alchemist 14, Mummification, Undead Anatomy 2
Undead Anatomy 4 - Metamorph Alchemist 18, Mummification, Undead Anatomy 3

Vermin Shape 1 - Metamorph Alchemist 10
Vermin Shape 2 - Metamorph Alchemist 12, Vermin Shape 1

Thoughts?


Both are anti-hero. I'm starting at either 11 (as a replacement) or a new character for a new campaign (Skull and Shackles or RotRL).

Both are maneuver and debuff focused (we have a big party, others can do the damage), with damage dealing when I get around to it, and use a bow if we must.

Both use these stat arrays:
40: 14, 18+2, 14, 14, 16, 8 (current campaign)
30: 14, 16+2, 14, 14, 14, 10 (maybe new campaign)
25: 12, 16+2, 14, 14, 14, 8 (maybe new campaign)
20: 10, 16+2, 14, 12, 14, 8 (maybe new campaign)

Human Dex Lore Warden Fighter Maneuver Master Monk Lasher:

Traits: Reactionary, Fate's Favored, Adopted (Caravan Drover), Carefully Hidden, Paranoid, Vagabond Child (Sleight of Hand)
1: Fighter 1 - Weapon Finesse, Combat Reflexes, Agile Maneuvers, Combat Stamina, Dirty Fighting
2: Monk 1 - Improved Trip
3: Fighter 2 - Weapon Focus (Whip), Combat Expertise, Whip Mastery
4: Monk 2 - Improved Dirty Trick
5: Fighter 3 - Improved Whip Mastery
6: Fighter 4 - Barroom Brawler
7: Fighter 5 - Greater Trip
8: Fighter 6 - Phalanx Formation
9: Fighter 7 - Quick Dirty Trick
10: Fighter 8 - Greater Dirty Trick
11: Fighter 9 - Dirty Trick Master
12: Fighter 10 - Power Attack
13: Fighter 11 - Dazing Assault
14: Fighter 12 - x
15: Fighter 13 - x, AWT (Armed Bravery or Focused Weapon)
16: Fighter 14 - x
17: Fighter 15 - x
18: Fighter 16 - x
19: Fighter 17 - x, AWT (?)
20: Fighter 18 - x

Advantages: good skill points, especially for a fighter, great CMD to wrangle tumbling punks., very accurate and high CMBs, good saves, and ACs, a little simpler than the warpriest
Disadvantages: no spells

Favored class to skill points, we use retraining, so I can buy HPs.

This might include Martial Master, and drop Abundant Tactics and Barroom Brawler

Half-elf Dex Arsenal Chaplain Warpriest Maneuver Master Monk Lasher:

Racial Traits: Ancestral Weapons, Fey Thoughts
Traits: Reactionary, Fate's Favored, Carefully Hidden, Magical Knack
1: Warpriest 1 - Weapon Finesse, Agile Maneuvers, Weapon Focus (Whip)
2: Warpriest 2 -
3: Warpriest 3 - Combat Reflexes, Whip Mastery
4: Monk 1 - Improved Trip
5: Monk 2 - Dirty Fighting, Imp Dirty Trick
6: Warpriest 4 -
7: Warpriest 5 - Improved Whip Mastery
8: Warpriest 6 - Barroom Brawler, Greater Trip
9: Warpriest 7 - Quick Dirty Trick
10: Warpriest 8 -
11: Warpriest 9 - Combat Stamina, Phalanx Formation, AWT (Abundant Tactics)
12: Warpriest 10 -
13: Warpriest 11 - Greater Dirty Trick
14: Warpriest 12 - Power Attack, Dirty Trick Master
15: Warpriest 13 - Dazing Assault, AWT (Versatile Training or Focused Weapon)
16: Warpriest 14 -
17: Warpriest 15 - Divine Interference, x
18: Warpriest 16 -
19: Warpriest 17 - X, AWT
20: Warpriest 18 - X, X

Advantages: Very accurate and high CMBs, good saves, and ACs, Spells (paragon surge to pick up feats when needed along with Barroom Brawler), better damage, free weapon enhancements via Sacred Weapon
Disadvantages: Lower skill points, lower CMD, comes together later, a little more complicated than the fighter

Favored class to bonus feats, we use retraining, so I can buy HPs.

Thoughts on how to improve them, advanced them, and which is better?

The people I play with are moderate optimizers. I like to optimize, so I pick things that are less strong and go nuts on them (I have a near dedicated healer Life Oracle, currently).


This is a little different than two weapon fighting. The idea is to have a maneuver weapon, and a damage weapon.

So is this how it works?

I have two whips, Combat Expertise, Improved Trip, Greater Trip, Weapon Focus (Whip), Whip Mastery, and Improved Whip Mastery, and a BAB of 11.

The target is at range 10.

First attack with the primary weapon is a trip at CMB + 4 (Trip Feats)

Assuming success, this gives me an AoO. I believe I can take that AoO with my second whip at BAB + 4 (prone target) with no additional penalties (aka no two weapon fighting offhand penalties).

My second attack could be with either weapon at BAB - 5, with no two weapon fighting penalties. My third would be BAB - 10.

Edit: Added Whip Mastery Feats so the AoO works.
Edit2: Forgot Weapon Focus


I'm trying to sort out what maneuvers I can do at reach with a whip or other reach weapon, and what bonuses I can get.

This will be a Maneuver Master Monk Lore Warden Fighter with Weapon Finesse and Agile Maneuvers.

BAB, Size, Dex, and Lore Warden apply to all them, I believe.

If I can use the weapon fully, I'll get the enhancement bonus of the weapon and weapon training.

Reach mentioned below is only weapon reach. Natural reach always works (yes?)


  • Bull Rush - I'm not sure about this one. I don't think the weapon would apply, though the reach part still might.
  • Dirty Trick - Some can use the weapon, some can't, on a case by case basis (cracking the whip, I can see causing blindness, for example). For those that the weapon does not apply, I'm not sure that it can be done at reach.
  • Disarm - Yes, as per the blog post. Weapon Bonuses apply. I know I can do this one at reach. If it has the disarm property, I get +2.
  • Drag - If the weapon has the trip property, I can use all the bonuses of the weapon. If it doesn't, I'm not sure that it can be done at reach. Probably though.
  • Grapple - Weapon bonuses: no, Reach: no. Greater Whip Mastery creates a possible exception. I believe I can use weapon bonuses with the whip in a grapple. The only other reach weapon with grapple (mancatcher) already spells it out.
  • Overrun - Highly unlikely that this can be done at reach and use any weapon bonuses. It just would not make sense.
  • Reposition - If the weapon has the trip property, I can use all the bonuses of the weapon. If it doesn't, I'm not sure that it can be done at reach. Probably though.
  • Steal - Maybe I can use the bonuses and reach with a whip and Improved Whip Mastery. Highly unlikely otherwise.
  • Sunder - Yes, as per the blog post. Weapon Bonuses apply. I know I can do this one at reach.
  • Trip - Yes, as per the blog post. Weapon Bonuses apply. I know I can do this one at reach.

I did search 5 pages of posts on the forums. If I missed it, can someone link me?

Thanks


Seriously. With Weapon Style Mastery as a feat, you can enter a limited list of styles along with another style. You also get martial mastery, but you give up weapon training, 4 feats and armor training. How is this a thing?

At 6th:


  • The feat, Barroom Brawler comes online at first at 4th at once per day. At 5th, you can spend another feat to get it twice per day. That's 2 feats for +1 to hit and damage and a flexible feat.
  • Martial Master comes online at 5th, working 6 times per day at 6th. No feats needed. You're up 2 feats over the above.
  • Free-style Fighter (how is this a thing?) will have 6 uses of Martial Flexibility and can gain 2 feats at the cost of Weapon Training and 2 feats. Net +1 feat over the Barroom Brawler, and -1 over the Martial Master.

At 10th:


  • The Barroom Brawler is now at +2 hit and damage, a flexible feat 3 times per day, and can use the second WT to get another AWT ability with no additional feats (total of 2) lost to other abilities.
  • The Martial Master gains a second flexible feat and can use it 8 times per day with no feats lost to other abilities.
  • The Free-style Fighter is now at 3 flexible feats and can use it 8 times per day with an additional feat lost (3 total) to other abilities.

At 15th:


  • The Barroom Brawler is now at +3 to hit and damage, has a flexible feat usable 4 times per day, and has 2 AWT abilities for a total lost of 2 feats.
  • The Martial Master has 3 flexible feats usable 10 times per day with no costs in feats
  • The Free-style Fighter (am I missing something here?) has 3 feats as a swift action, no WT, AWT, and this costs 4 feats now.

Edited due to copy and paste error


Which is better, and why?


What fighter weapon group is the most versatile in terms of damage, damage type, maneuvers, reach, exotic access, and ranged?