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We are nearing the end of Rise of the Rune Lords. In a few sessions My Arcane Duelist Bard will get to 16th level. I would like some ideas for favorite or new 6th level spells.

I have gotten my list of spells to look at from Perram, but I know new books have come out since I printed those spells.

Some spells are not going to do well against Giants (High Fortitude)

I have stayed away from SoS spells because of my 20 or so Will save.

I could read the guides, but they are not exactly new
I have searched the site but "bard spells" and Best Bard spells" either has spells for low level or 5 year old threads. That's why I labeled this thread the way I did.

Thanks.


The newest I could find were 3 year old threads.
My post was going differently, until I reread something and I am still confused.

Grit And Panche wrote:
For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed’s level requirement.

So because of the above a Swashbuckler is effectively a "grit" user and at 11th level qualifies as a Gunslinger for the Signature Deed feat. Is this correct?

When it says it stacks for the deed, does that mean you could take, say 5 levels of Gunslinger and the rest in Swashbuckler to qualify for the Feat?


We are in Rise of the Rune Lords and have finished the Rune Forge.
The GM has handed out gold and I spent part of it.
I have 28,887 gold left.
My Character is a 14th level Arcane Duelist Bard.
The Character does a LOT of Inspire Courage but also gets into combat
Here is what the character has already:
Handy Haversack (had it since near the beginning)
Runestone of Power level 1 (not very effective anymore)
Amulet of Natural Armor +2
Ring of Protection +3
Belt of Giant Strength +4
Cloak of Resistance +3
Shirt of Alluring Charisma +4 (custom item that freed up headband slot)
Headband of Intellect +2
Gloves of Arcane Strikes
Boots of the Winterlands (came in handy in this area and in next)
Wand of Displacement (39 charges)
Katana +2 keen, shocking burst
Breastplate +3, Mithral, Light Fortification
+3 spiked light shield
+1 Short Composite Strength bow Icy Burst

Character Stats: (with Items) STR 22, DEX 14, CON 14, INT 14, WIS 14, CHA 23.

The character has a great will save because of a Nymph inspiration earlier in the game.

I have until next week April 6th to give the GM any ideas what to do with my gold. I thought about Ioun stone to Charisma but I just didn't know about a thing circling my head. I know everyone gets one, but I wanted to see if there were other things.

My character runs into combat even though he isn't the main damage dealer. We have a Fighter (TWF Sword and board trip shield bash) and the archer who does plenty of damage. The summoner is a walking damage shield.
There is the group and my stuff. Ideas on what to do with the rest of my gold?


I have read through Inquisitor (may have missed something) and didn't see anything that was specific about a requirement for the Favored weapon.

The Paladin is very specific about the Divine Bond in what it can do for a weapon.

I thought Bane or Justice might do something with Favored Weapon, but I didn't see anything.

I haven't gone through spells. Is there a spell requirement?

My plan for the Inquisitor is a Level in Swashbuckler and the rest in Inquisitor. Someone in another thread suggested Cayden Cailean.
But I like the Luck Domain and only a couple of Gods have that.

For example, If I decide to take Shelyn as the character's god, do I have to carry around a Glaive? Sure it's great for reach attacks but I don't want it for my character. Where does it say that the Inquisitor needs to have that Favored weapon?


I haven't actually build a character.
I have looked through Bodhi's guide and the list of feats for the Two hander

(I initially thought of Sword and board, but people seem to think TWF with that so I am now thinking Two-hander)

I am more looking for a build.
The character will be Human
I like skills. In my current game I am playing a Bard and the last game it was a Monk. I was used to having them.
1st Level will probably be Power Attack and Fast Learner
3rd level ?
5th level?
7th level This could be Improved Critical, but I am hoping to have Keen
I spent money for my bard to have Keen on his sword. So it seems easier to have an empty feat slot.

Bodhi Has Cleave and Great Cleave.

Everyone suggests the Falchion for that Twohander.
BTW, what god's weapon is a Falchion?

Thanks

Never mind the last part. I could worship Sarenrae but USE a two handed sword.


I know the mechanics are the same. It's kind of like "Who's line is it Anyway?" Except the points do matter and the words are made up.

I am just curious how the words got off track?

In Inner Sea Magic, The Archetype is Dawnflower Dervish and this is used through out.

On D20PFSRD, it is Dervish of Dawn and at the bottom it points to the book that I have.

So why don't they just use Dawnflower Dervish?

The only good answer I can come up with is Dervish of Dawn works well on your spellchecker.


This situation is rather old and so is the question
It has to do with the Magus and Spell Strike so before sending me to Grick's Thread on the subject, I've read it and I know.

The History is basically this. I started out playing Rise of the Runelords as a Magus. (There was another in our Group) I was at third level before I decided to try Spell strike. I was immediately told by the other player and GM that I was doing it wrong that I could use the Shocking Grasp on all of my attacks and that I didn't need to use Spell Combat at the Same Time.

The Banter with the GM was enough that I switched to another character.

We are getting close to the end of Rune Lords and I am thinking of the Magus again in one form or another.

I suppose my question would be is there another explanation of how this all works?

My first guess is no because every so often someone asks and you point to Grick.

My situation is a GM and player that say that the Paizo board is wrong.

Of coarse people would say go play with another group but this is a tiny thing.

I am going to post on Giants in the Playground and Reddit in hopes of getting alternitive points of view.

Thanks


I'm playing an Arcane Duelist. 13th level about to hit 14th.
I know there are a HUGE number of threads about Bard spells but they are mostly 3 to 4 years old. I am looking to see if there are any new spells out there.

I have read a couple of guides that suggest best spells.

Currently my character has Deafening Song Bolt and Shadow Bard for the 5th level spells.

Cloak of Dreams has been suggested, but we are dealing with Giants and reach is an issue. Though I have no trouble getting in their square, the 1round casting time is an issue to me.

I have Considered Greater Bladed Dash, though I haven't used it's cousin much.

There is Bardic Escape but our party is big (numerically and physically) so I can't get the whole group at once.

Greater Dispel Magic seems like a good idea.

I have Heroism but never used it. So the greater version might not be a good idea.

Ideas?


I knew I could fit it into the title.
I looked Demi up in the dictionary and among other things it means half, which fits for Demigod. (half-god) But it doesn't fit for Demilich since the monster is more powerful than a normal lich.

Is there another meaning for Demi which means twice as powerful?


We are in Rise of the Rune Lords. I think we are in the 5th book. Judging from things I have read on here there is a section where the group gets access to certain weapons for fighting at the end of the game. I'm not sure about that, I might be wrong.

The thought comes up because I am playing an Arcane Duelist. We may get access to Rune weapons (?) and I am usually a front line player; even for a bard. This particular bard type would take a heavy hit to casting. I know it's only DC20 + spell level, but I am pretty bad at rolling that.

I am wondering if having Combat Casting and Focused mind would affect the DC for casting a spell if I am using some other weapon.

I am pretty sure they don't work outside of melee (which is when I would cast things like Shadowbard and Mirror Image).

Thanks.


SHADOWBARD spell wrote:


You conjure up a quasi-real phantom singer that is visible as a shifting, shadowy duplicate of yourself. The singer follows you automatically, moving as you move even if you teleport. The singer cannot be damaged, but can be dispelled. When a shadowbard comes into being, it immediately begins a bardic performance of your choice—it has access to all of the bardic performances that you do. It continues that bardic performance until you direct it as a move action to switch to a different performance. Rounds spent by a shadowbard creating a bardic performance do not decrease the number of rounds you can use your own bardic performance, nor can a shadowbard’s bardic performance be used to trigger spells that require you to begin or cease a bardic performance.

Above is the Shadowbard spell.

I have searched for questions on the Shadowbard spell and they are few. I think it must be well understood so what I am going to ask may sound stupid, but not from my perspective.

Can the Shadowbard spell use feats that the Bard has?

My character has Master Performer and Grand Master Performer. The way I am reading the spell, it says it creates a "duplicate" of yourself. So I thought that included said feats.

On the other hand, I can easily read it the other way that the phantom singer is just an illusionary double and the only interaction is the level of the spell.


Below is the Benefits part of Ascetic Style.

Quote:
Benefit(s): Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks.

Let's say the Chosen weapon is a Sai. I know that if I use the Sai with Elemental Fist, I will get a d6 of elemental damage added to the weapon damage.

What I don't understand is the part I bolded, Effects. 1. What are considered Effects?
Would a Monk Robe's increased unarmed attack be under these Effects?

There are other Monk items that answer the question simply but the Robe isn't so obvious.


I think I have gotten the rogue all wrong at 10th level.
For a long time when I build a rogue I have been giving a character an advanced talent followed by a regular talent (or two advanced talents).

Now after using PCGEN, and seeing only one talent at 10th I got to wondering if at 10th it was just "announcing" the availability of Advanced Talents and then there was the one talent at 10th.

To me the 10th level Advanced Talent reads like the 2nd level Rogue Talent so that I would get that Advanced talent and THEN the other talent that comes every other level.

So, what is it supposed to be? I can see the logic both ways.


This sounds really stupid (I hope), but I am trying to explain things to some people at PCGEN.

I know the Bastard Sword can be used two-handed without proficiency. But they have it in their program, as a weapon proficiency. They have the same thing for the Dwarven Waraxe and the Katana.

I have told them that yes they can give them to a character as long as they are used two handed, but they are listing these weapons under weapon PROFICIENCIES.

But they have to have EWP. So far they have missed the point. They point out what the text says that the weapons can be used two handed as Martial weapons (though the Katana is obvious). I think they are wrong. It's like butting heads with a GM and he's right but I'm not.

Any Ideas?

Not sure if I am in the right place. Maybe moved?


I have seen the threads on favorite bard spells and least liked spells

Some of those spells contradict.

My Bard is an Arcane Duelist in Rise of the Rune Lords. The GM has been good enough to let me have the feats Master Performer and Grand Master Performer. With Lingering Performance the only performance I use is Inspire Courage (+5/+5 at 12th level)

Current 4th level spells are: Dance of 100 cuts, Dimension Door and Son of Kyonin.

I am not a big fan of Save or suck spells. Even though my CHA is 20(with item), the saving throw isn't that great.

One spell I have looked at is Secure Shelter and another is Echolocation.
I looked at Virtuoso Performance but that uses up a lot of my performance points.

We are at a point in the game where we have been put in the dark once so that is why I considered the Echolocation. Secure shelter seems like a good idea but we have a large party including a Horse that is practically a party member.

So any ideas would be of great help.

Thanks.


I'm going to make a gunslinger and I read another thread about how cheap that first gun is to try to sell it. Then I read this thread on using the gunsmithing kit.

Gunsmithing states that you can make and repair guns, but can you take that old battered gun as either parts or raw metal to make your next gun?

It seems fine.

We had a guy in our last game who used armor we found on our adventures that he made into ingots (not with the kit) and then used that to make his next gun. So recycling the old gun doesn't see like a stretch.


In the Familiar Folio, I ran into some confusion.

Quote:


Domain Influence (Sp or Su): At 3rd level, the emissary
gains a spark of divine power from the patron that sent
it. Choose one appropriate domain that grants a 1st-level
domain power usable a number of times per day equal
to 3 + the user’s Wisdom modifier. The emissary can use
that power once per day
. This ability replaces deliver
touch spells.

It says the powers can be used 3+ times per day AND once per day.

I am assuming since it is a "spark" of divine power that this is supposed to be a once per day power. But it could be just like a Cleric domain power and be 3+ times per day.

There isn't any mention of it being used by both the Master and the Familiar, so I assume this is Familiar only. Which one should it be?


First of all, I understand how the Magus' spell combat and spell strike work so I don't need the link to Grik's thread :D

I am confused about a line in Spell Strike:

Quote:


Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

I have read several threads. I think one suggests that the character is not directly in front of the target and then casts his touch spell (thus not needing spell combat?). Once the spell is cast on the sword, he takes a 5ft step and attacks.

This doesn't make sense. As far as I know Spell Strike is a part of Spell Combat.

A player in my current group is playing a Magus. He has used Spell Strike without Combat casting while in Melee and the GM let him.

What am I missing?


I have been reading since the 80's. I have stopped now and then. There was a time when I was a kid that I read so many books that I used them as credit at a used book store and I had too much credit.

I recently got rid of all my books because I moved. I am now reading on my ipad.
I would like some ideas of some good authors and or titles to look at. I would like to get a fresh start if possible, so here is a list of as many authors as I can think of:
*Arthur C. Clarke
Isaac Asimov
*Larry Niven
Jerry Pornelle
*Allen Dean Foster
*Douglas Adams
*Piers Anthony
Greg Bear
Gregory Benford
Ben Bova
Marion Zimmer Bradley
Terry Brooks
F.M. Busby
Orson Scott Card
C. J. Cherryh
Jo Clayton
Glen Cook
*Barbara Hambly
Harry Harrison
Frank Herbert
C.S. Lewis
George R. R. Martin
Robert Silverberg
E.E. Smith
Roger Zelazny

The ones with stars next to them I read a lot of, like Larry Niven. I read all of his books.

I could go to the local book store, but it is a bit of a drive away. There isn't anything local anymore. It'd be nice to find a new author and read all their books.


As far as I have read, Treasure Stitching just turns an object from 3D into 2D and doesn't move it into another dimensional space. That means a Bag of Holding could be put on to a cloth and the Treasure Stitching spell safely used on it. The cloth could be folded up and put into a normal bag or pocket.

However, what if that Treasure Stitched Bag of Holding was then put into a Portable hole?

The rules say putting such bag in another such bag or a bag in a hole is a bad idea and all sorts of nasty things happen. (You get sucked into the void and have to draw a new character....or is that Talisman?)

Does the spell prevent this from happening or does everything explode as normal?


Several times I have seen posts from people saying that they loved their games with the Dervish Dancer.

I once considered the Dervish Dancer for my current game but settled on the Arcane Duelist. I realized that I couldn't use Lingering Performance.

In our game we are at 8th level and we have had about 7 or 8 combats before we got to sleep. I figure if I didn't have the Lingering Performance I wouldn't be using the Inspire Courage by this time.

It makes me wonder about those others who have the Dervish Dancers who have characters about the same level. About how many combats do you go before sleep? Do Society games allow more sleep than home games?

I am thinking of a Dervish Dancer, but I can't get over the lack of performance points.


Quite a while ago friends told me that there were many versions of Dune.

This was way before the Sci Fi channel put their version on the air.

I got shown two versions, the one with the intro from the Emperor's Daughter and the more detailed version with all the drawings.

At that time I thought they were pretty much the same.

Recently, I got the blu-ray of Dune (first version).
I then saw part of the other one on BBC America. I quickly noticed that there were differences in what was shown on screen.

I would like to get that version of the movie.

Does anyone know if that version will show up differently when I try to order it?

Thanks


The jist of the question is, is Heavy armor an item for spells like Sculpt Sound that can affect an item?

The CRB describes Full plate as multiple pieces. Sculpt sound works on a single object or a person. I can ask my GM what he things, but what what would be the official rule be?


I have searched for answers and come up (almost) empty handed.
I have read Unarmed Strike in the Monk section and there is nothing about Monk weapons which leads me to believe that Monk weapons can't be used with the Style feats. Yet I have been wrong before.
I know Monk weapons can be used in a Flurry of Blows, but I have not been able to find anything that says monk weapons can be used in place of unarmed strike.

For example, Janni Rush:

Quote:
While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike's damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit.

It seems to be written only for unarmed strike in mind and not monk weapons. Some style feats are described such that they can be used with a flurry, but Janni Rush (pounce type feat?) look like they work better outside of a flurry.

My first impression is no, but it seems odd that the monk can flurry with them but not use monk weapons with the style feats.

So can these feats be used with monk weapons?
The only thread that I found that was even CLOSE to referring to this is this one.


I was thinking of creating a bard(dawnflower)/magus(kensai) for other reasons and I noticed that the bard gets armor proficiency with no spell failure. If this was Bard1/Kensai1, would the light armor proficiency with no arcane spell failure carry over to the Kensai?


I have thought about this for a while and have not come up with a good answer. I had seen the Suckerpunch movie

the giant samurai scene

I thought that this was what I wanted to build. The more I thought about it, I realized I would be best building it in Champions.

I looked at other movies like Kill Bill and Stevan Seagal movies.

So, as the Youtube stuff shows, I am looking for characters that are not in armor but are using swords of one type or another.

I realized too that I shouldn't be set on only one type of sword. Just because the Kill Bill movies are using Katanas doesn't mean I need to use them too.

I have had my own ideas about classes, but I wanted to see what others say. I know there are obvious ones. I suspect there are not so obvious one.

Thanks for any help.

edit:
I suppose it would help if you knew of what I thought of the different classes:
Fighter would work, but I don't think as the style I am thinking of he would get any bonus to AC. Though Light armor and a variety of weapons work fine. He is a Full BAB
I don't know if there is a Light armor Cavalier right off that would fit this idea. Has the Daring Champion really been hurt that much?
The old monk would work with the Temple sword.
The Unchained monk would work also with the Temple sword though I really didn't like what they did with the KI point system.
The Brawler could work with a Temple Sword.
Swashbuckler: It seems obvious that this would fit the idea
Magus Kensai: This seems a natural
Ranger I suppose but they never made a type that was sword only
Ninja: People hate the rogue, so the Ninja in its place?


I have read Bodhi's Guide to the Optimal Paladin and Antipaladin 3.1
trying to figure out what to do. The strategy suggested is Archer, Lancer, Two handed sword Paladin or medic paladin. (there might have been another, but I'm not sure)

I know the optimal thing to do with a Paladin is to lay down as much damage as possible, but I am not going for as much damage as possible. From my last few games, that doesn't appear to be my game style. :)

I want something like a Light melee paladin if that is possible, but I have not seen anything like that.

I suppose that sounds like swashbuckler, but it is my preference to stay away from the Advanced Class Guide.

My group doesn't have the Occult book so I want to stay away from that too.

Third Party stuff is off limits too.

Other than that, Any suggestions are welcome.

Thanks.


In This thread, it was brought up that you couldn't flurry with most monk weapons.

But this was back in December. I have searched and have come up with nothing.

Is the class expected to use Martial Flexibility or something to gain weapon proficiency to flurry with monk weapons?

It was suggested in the above thread to take a level in Unarmed Fighter.

I have been on the boards long enough that a FAQ requires a lot of people to ask questions but I have only seen the one thread and no one recently has posted about this.

In December people didn't have an answer for this one and I was wondering if a FAQ could be made for this.


Jester's Jaunt:
School conjuration (teleportation); Level bard 3

Casting Time 1 standard action

Components V, S

Range touch

Target one living creature

Duration instantiations

Saving Throw Will negates; Spell Resistance yes

You teleport the target to a space you can see within 30 feet of the target. The destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature you are teleporting.

I was wondering if this spell can be used on a party member with out them having to make a will save. This isn't PFS.
It seems like a great spell to teleport someone out of combat or to a better spot in combat.

edit: I just realized that by RAW, the answer is NO. I should have posted this in Advice. Would any of the GMs here allow this as a will save(harmless)?


1 person marked this as FAQ candidate.

Everything I have read is that people hate the changes to this archetype.

I on the other hand don't understand some of them.

Everyone was happy with the Full BAB that the Archetype had.
So I'm confused Full BAB all the time or just with Flurry?
If so, how?
If they changed it, how?
First guess is it had do do with that line from the flurry errata:

Quote:
except the sacred fist’s attack bonus from warpriest levels does not count as his warpriest level

And I don't understand that.

I tried to go back to the Monk's Flurry to see if that had any sense in it but there was nothing I could fined.

So what am I missing.

Any help would be great. ...actually lots of help would be great


We are playing Rise of the Runelords. The group is 7th level an we all have about 16 thousand gold to spend.

Here is what I figured so far:
Put keen edge on my +1 Katana. With some help that should cost only 3000
Get my Masterwork Chainshirt to +1 (I think that's 1000gp?)
Get a heavy Steel Shield +2 for 4000gp

At that point I have about 8000 left over.

I could get a Runestone of Power level 2 for 8000gp. But I am not sure it is worth it.

At 10th level I want to get a Mithril Breastplate, so I am not sure about spending all of this.

Also I'd like some ideas for other things if any.
The Keen Katana is set in stone.

Thanks.

edit:
Here is what I already have:
Haversack, Runestone of power level 1, Amulet of natural armor +1, Ring of Protection +1 and some Medallion that I got in game that gives +1 to all my saves and false life 1/day.


I have tried using the table on page 550 of the core rule book but it is confusing to me. I want to take my +1 sword and add keen edge.

I think I can understand the cost of making a +1 sword from a masterwork one or the cost of making a +1 shield from a masterwork shield.

I start to get lost when I want to add properties to things. There isn't an example like Keen edge. Also when I was first understanding the cost for just adding the +1 to a sword, I was getting the cost that everyone else pays not what I pay.

My best guess is looking down the list to Lantern of Revealing, since it is a continuous effect. I am assuming that Keen would be too. Both are 3rd level spells and both require the caster to be 5th level to cast them. When I multiply that by 2000 I come up with 30,000gp.

My GM has said that this is what the item would be worth and not what I would pay and I would pay the construction cost (half) 15,000gp

I am not sure if this is high or not as one of my friends said something like 6000. I never asked where he got the number. I thought I looked up keen edge around here and found an even lower number so I am not sure what to think.

If I am wrong, I would like to know what the exact method is for calculating the cost is. People keep pointing others to the back of the CRB when it comes to item creation and I don't find the book very helpful.

thanks.


I really wasn't sure if this was covered in the Unchained thread as that thread got bigger and bigger I stopped reading it.

I did, however, search for the two and came up empty.

I found that the two were very similar and I am assuming that lots of people already know this.

Basically what I want to know is what people think of the two (which one they would play given the chance.)

The UC Monk has issues with its pool so I have been told, but I have looked at it and I think with proper management the right abilities can be taken so that the pool doesn't run dry.

The Brawler seemed to be the answer to the normal monk.

I haven't built one and I wonder about the TWF built into it if that works.

This isn't about NGC trying to make an optimized build, I am just interested in what people thing on which is better.

Thanks.


As I am writing this, I am thinking it probably can't be done.

I wrote a question in the Rules section that really required a yes or no answer and I got it on the first post. Well I got 12 other posts with roughly the same answer. I thought it would be great if I could close the post.

That was one idea, but I realized that the people in charge of the forums do that. (If a thread is acting up too much it will be closed)

I don't know if I can request for a thread to be closed just because my question has been answered.

It would stop the average joe from "necroing" an old thread.

The way I would figure it would work would be like one of your icons on the top right of the thread like "request FAQ", only "request thread close".

I am not a frequent poster, but I see a lot of threads that just go on and I wonder if the OP got what he needed and could have had the thread closed.


This is probably as old as... well .... what ever book came out with Standard actions. People mention standard actions then go on to the other actions.

I have not seen a definition (no, wait, I have not FOUND) for standard action.

This came up while playing my bard. I was casting Invisibility and Vanish for my large group. I was told that by the time I got done casting the fifth Vanish spell, the first one would be over with. (Character level 6, max spell length 5 rounds)

The casting time for Vanish is a Standard action not 1 round. I might be a little slow on the 'casty' stuff.

I would think a Standard action would be shorter.

All of the casting was done out of combat.

We expedited things but I still felt I needed this answered.

I tried doing a search hear and on google but found nothing.


I'm building a character for a future game.
Right now that is going to be a Zen archer. All the standard feats and stuff are taken for the archer.

So here is what I have including monk feats

Quote:


(monk)Precise Shot
(feat)Improved Initiative
Perfect Strike
(monk)Point Blank Shot
Weapon Focus
(feat)Deadly Aim
Point Blank Master
(feat)Combat Reflexes
(monk)Improved Precise Shot
Weapon Specialization

I'd like some suggestions for what to take for 7 to 15.

I did see a thread about going in a different direction after 6th but it was kind of vague. There aren't any good monk guides and I have tried looking at other Archery guides like Ranger and Paladin and they have not been much use.

I am not trying to make an optimized character. I am assuming the game will end about 14th level, so things that use KI Focus Bow would be kind of useless.

Any ideas would be helpful, thanks.


1 person marked this as a favorite.

So, the second type of Divine Bond Reads:

Quote:


The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Naturally, I don't understand the 'at least' part.

I have read threads about raising an animal or mount's INT later, but this seems to imply that right when you first get the mount, it will have an Intelligence somewhere between 6 and beyond.

Is it supposed to be JUST 6?


As the title, what is the range of Reflexive Shot?

At first I was of the impression that the Ranged Attack of Opportunity was what ever the Bow's range was.

But as I searched here and the web, everyone who mentioned the Zen Archer's ability referred to it as a melee attack, so I knew I must be wrong.

Snap Shot's provoke range is 5 feet. Reflexive shot says nothing about range. Point blank shot is up to 30 feet.

So is there a number or is it up to the GM?


I have a halfling mounted archer that I am building.

This is my first mounted Archer. I have looked at other threads and they have suggested the Mounted Archery feat.

The way the feat reads, there is a lesser penalty when shooting while taking a double move or running.

Since I don't have experience with a character using a mount and archery,

I was wondering if the feat is really needed.

On the other hand, what situations am I not thinking of where this feat comes in handy and how often?


I'm building a Sohei/Qinggong.
I thought to replace Wholeness of Body with Spider step.

Then I read Spider Step:

Quote:

Benefit: As a move action, you can move up to half your

slow fall distance across a wall or ceiling or across ropes,
branches, or even water or other surfaces that cannot
support your weight. You must reach a solid, level surface
by the end of your turn or you will fall.

Sohei has Slow Fall replaced by KI Weapon.

If I take Spider Step, how do I gauge distances without Slow fall?

Note: Please disregard whether or not I have the whole Qinggong-Wholeness of body thing done correctly. This is about getting the Spider Step without the Slow Fall or not. Thanks.


Maybe I searched badly, but I could only find Iconics for the base classes. Spattered through the books are some pictures for some Archetypes. I would assume these are Iconics, just like the base classes.

If my 'search-foo' is good that means Paizo has decided not to make iconics for the these particular archetypes.

Or..(I might answer my own question)..by putting stats for a few archetypes people would want stats and pictures for others and that would be a big mess they don't want.

I was mostly interested in the Dervish Dancer (bard).


My Arcane Duelist will get the Disruptive feat next level and we just fought a wizard using mirror image. (He cast blindness on me)

So far we have had a couple of arcane casters use mirror image and I wonder how useful Disruptive will be.

Disruptive feat wrote:


Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

I know the enemies "location" but I can't see him directly because of the images.

Does Disruptive work?


My GM clued me on two feats, Great Performance and Master Performance.
They are not in the PRD. He mentioned on the phone something about Pathfinder Society and the OGC.

I have a feeling that these feats might be third party.

He suggested them for my Arcane Duelist Bard.

I have done a google search but have come up empty. I have no clue where he got them. I suspect that these names are wrong.

I took Extra Performance and I think he said that it was a prerequisite. We had a bad connection so I am not sure.

I sure wish he had emailed me instead.

Any advice would be great.

Thanks.

On a completely different angle, since I am playing an Arcane Duelist, would Lingering Performance be better than Extra Performance. The archetype is more melee than magic. If I were playing a straight bard I would take the Lingering performance for multiple performances, but I am the archetype instead.

Thanks twice.


Initially I thought that the AD got the Arcane Bond as a means to cast spells with their sword. That allowed a kind of Sword and Board kind of Bard.

Then I looked around here and I found an Arcane Duelist thread that said Arcane Bond was used as the Wizard's Arcane Bond and that was once per day.

As someone had ask (more or less) how useful is this? The bard can cast a single spell once a day via the sword and if using a heavy shield would then have to put that shield away to cast more. spells (depending on the GM). I think the post was about two years old.

I haven't seen any posts newer than that on the same subject and I haven't seen any FAQs.

So, have I missed anything? Do people just fudge this? It seems easier to just say that the AD can cast spells by waving the tip of his sword around.


The GM and I have agreed to not make the Black Blade intelligent. It is mostly his idea and I am going along with it.

I know I can just live with an intelligent blade and ignore the intelligent bits, but I wanted to see if I could "simplify" things. I wouldn't need Telepathy for example. I wanted to get rid of the sword's INT, WIS/CHA, and EGO stats and then figure out if there was a way to get Arcane pool points for the sword.

Any ideas on how to do that?


Not sure if this is the right area. I hope General is correct.
Our last AP that we played took 2 years to play and took us to about 15th level (we ended at 15 but we were solid 14th characters at the end).
Or current AP I am confident will take another 2 years to play.

At the end or near to it, we were all hoping it would end soon.

So I think Paizo makes Modules that are smaller and not part of a compaign. These would be like the old D&D modules such as "The Isle of Dread", "The Hidden Shrine of Tamoachan" and of coarse my favorite, "Expedition to Barrier Peaks".

Modules such as these only took a short time or at least they didn't take two years to play. I'd like to know if Paizo sells such things?

Once we are done with Rise of the Rune Lords, I suspect the current GMs will be tired of a game that takes two years to play.

It would be great to create say 6th level characters for a Module and run it for a few levels.

One of the answers that might be suggested to take one of the books from an AP and run characters through it and I understand that possibility.

Other than THAT, what about modules?

Thanks


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I was building a Swashbuckler Monk and I wondered about the Kata Master for the Gunslinger (I never liked the Gunslinger having a few grit points instead of a pool).

So the Kata Master can create a Panache pool at 4th level.

If the below is true:

Quote:


The gunslinger’s grit and the swashbuckler’s panache
represent two paths to gain access to the same heroic
pool. Characters with both grit and panache class features
combine the two resources together into a larger pool of
both grit points and panache points.
For purposes of feat prerequisites, a character with
the panache class feature satisfies the prerequisites as
if she were a grit user, and vice versa. For feats, magic
items, and other effects, a panache user can spend and
gain panache points in place of grit points, and vice versa.

Then the gunslinger would have a panache pool spend off of possibly before even getting Signiture Deed.

Of coarse this is probably me misunderstanding what everything means, but it still sounds cool.

I suppose I should have a question...

Am I right about how that works?


In the ACG book (and both versions of the play test), three classes Classes have Archetypes that were already there. The Brawler (Fighter UC), the Savage Skald (Bard APG) and Swashbuckler (Rogue APG).

All have similar abilities to their counter parts. I really thought that the names would eventually be changed when the book came out. After all, why would they keep names like that. They never did this before.

Only the Swashbuckler class can make a multiclass from the rogue (Swashbuckler/Swashbuckler) and that would be crazy.

The books have only been out to the public for a week but does anyone have an idea why Paizo would let something like this go through the play test and out the door so to speak?


So, I'm confused.
In the ACG in Arcanist, second sentence under spells it reads:

Quote:


An arcanist must prepare her spells ahead of time,
but unlike a wizard, her spells are not expended when they’re cast.

This reads like the Wizards Cantrip

Quote:


These spells are cast like any other spell, but
they are not expended when cast and may be used again

At this single point it sounds like the Arcanist is very powerful.

Then after the second sentence it goes on (as you probably know) how the spells consume spell slots.

Is this something else that was missed or am I reading this wrong. I think I understand the rest of the Arcanist but that one sentence always trips me up.