Seltyiel

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Mounted combat is a mess with the rules. I will answer what I am sure about based on the rules.

If your mount moves more than 5 feet then you can only make a single melee attack but you can full attack with a ranged weapon regardless how far it moves incurring a -4 pentalu to attack if the mount double moves and a -8 penalty to attack if it’s running. If your mount double moves or runs then you make the ranged attack halfway through the mount’s movement. Otherwise I assume you can move and attack or attack and then move as usual and I am not sure how this interacts with a full attack. In any case I don’t think that the mount moving uses your move action.

You get the +1 to attack for high ground if your mount is larger than the enemy you are attacking.


Orange Prism Ioun Stone

This is the first thing that comes to my mind, but it will cost you 30,000gp.


I am building a Monster Tactician Inquisitor and I need help picking the best options from the Expanded Summon Monster options it adds. I've never played a summon monster focused character and I have no clue what to pick. I've been able to find guides online for regular summon monster, but none for the expanded list.

So what suggestions do you guys have?


An Inquisitor seems like a great choice for this, especially since the guided weapon property is available to you. They get wisdom for so many things and they get so many buff spells and abilities that you should easily get decent attack and damage. I’m not sure what I’d recommend to gestalt with them. Maybe a martial class with full bab to help bring that up a bit. The only bad save they have is reflex so you may consider upping that, but reflex is generally the least important save.


That's pretty much the same thing that I've read from searching for answers. The mounted combat rules mentions the mount making a charge which is why I currently have the mount taking the improved overrun feats.


I've been putting together a cavalier/mammoth rider build with a focus on Overrun. I'm totally confused on who needs what feats for all this to work. This is not for pathfinder society. The character build is lvl 12 with 9 in Cavalier and 3 in Mammoth Rider

The character has taken Power Attack, Flagbearer, Mounted Combat, Trample, Ride-by-Attack, Spiked Destroyer, Mounted Onslaught, Spirited Charge.

The mount has taken Power Attack, Improved Overrun, Iron Will, Greater Overrun, and Charge Through.

If the mount initiates a charge and uses overrun, do Trample, Ride-by-Attack, Spiked Destroyer, Mounted Onslaught, and Spirited Charge also activate?


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Improved familiars can’t take the mauler archetype because the mauler archetype replaces the speak with animals ability and improved familiars don’t gain that ability.

You do apply size increase adjustments when the mauler familiar grows.


I have a more specific case of this that I have a question about. I've got a Scaled Fist Monk 1/Lore Oracle 1/Flying Blade Swashbuckler 9 character that I've just started playing. Scaled Fist monk makes all monk abilities that go off wisdom instead go off charisma so the monk's AC bonus comes off charisma. The Lore Oracle with the Sidestep Secret Revelation replaces their dex to AC with cha to AC. Do these count as the same source? Hero lab is letting me do this but its making this character rather ridiculous. He worships desna and uses Desna's shooting star and I took noble scion of war as well as osyluth guile. The build as a whole gets charisma to AC twice, and a third time as a dodge bonus, cha to initiative, cha to att and dmg, and cha to saves due to swashbuckler. All of this works in hero lab but I know that is not a valid rules source.


I've been working on a titan mauler build for a Kasatha that wields a meteor hammer in each hand. I realize it's probably not going to be the greatest build, but I just love the image of this guy wielding four meteor hammers at once. A post from a few weeks back explained that I can't wield them as 2h with jotungrip so I don't get the ability to make them reach or shield in each hand, but I still like the idea. This is what I have so far from Hero Lab but I feel like the to hit value it's giving is too high if I'm using all 4 at once.

Male kasatha unchained barbarian 5
CG Medium humanoid (kasatha)
Init +2; Senses Perception +7
—————
Defense
—————
AC 21, touch 14, flat-footed 17 (+6 armor, +2 Dex, +2 dodge, +1 shield)
hp 57 (5d12+15)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +3, Will +2
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee meteor hammer +8 (1d8+6) or
meteor hammer +8 (1d8+6) or
meteor hammer +8 (1d8+6) or
meteor hammer +8 (1d8+6)
Space 5 ft.; Reach 5 ft. (10 ft. with meteor hammer, 10 ft. with meteor hammer, 10 ft. with meteor
hammer, 10 ft. with meteor hammer)
Special Attacks rage (14 rounds/day), rage power (accurate stance +2)
—————
Statistics
—————
Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 7
Base Atk +5; CMB +9; CMD 23
Feats Exotic Weapon Proficiency (meteor hammer), Multiweapon Fighting, Weapon Focus (meteor
hammer)
Skills Acrobatics +2 (-2 to jump), Climb +8, Intimidate +6, Knowledge (nature) +8, Perception +7, Ride
+2, Stealth +2, Survival +6, Swim +5
Languages Common, Kasatha
SQ big game hunter, desert runner, desert stride, evade reach, jotungrip, jumper, multi-armed, stalker
Other Gear agile breastplate APG, meteor hammer UC, meteor hammer UC, meteor hammer UC, meteor
hammerUC, backpack, belt pouch, blanket APG, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail
rations (5), waterskin, 2,551 gp
—————
Special Abilities
—————
Accurate Stance +2 (Ex) Gain a +2 bonus to melee and thrown weapon att.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from
exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Evade Reach (5 ft) (Ex) Reduce chosen foe in line of sight's reach vs. you by listed amount.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Multi-Armed (Ex) Has one primary and 3 off hands.
Rage (Unchained, 14 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown
dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Stalker (Ex) Perception and Stealth are class skills for kasathas.

What can I do to make this work? Any suggestions would be great and I'd be happy with a different class if that made it work better. I just need to be wielding 4 meteor hammers at once.


As far as I’ve read RAW you can not use a 2 handed weapon in one hand. That feat is the only written source that indicates otherwise. I was just reading another thread that had debate about that line.


Gamerskum wrote:
Thread Necromancy continuation...I made a Flying Blade Swashbuckler that did like 1d4+40ish damage per hit with his starknives.

Do you have the build info for that? I’ve been putting one together recently and I’d like to see what you used.


This sounds like a very amusing idea. If someone divided all the eidolons into 1 HD each would there be anyway to prevent them from all just dying from an AoE spell?


So the jotungrip class feature wouldn't allow you to wield them 1 handed as a two handed weapon?


Could a Kasatha Titan Mauler with the multi weapon fighting feat wield a Meteor Hammer in each hand as a double weapon thus granting 8 attacks?

Follow up question, could the same character have 1 meteor hammer in fortress mode for the +1 AC and reach and the other 3 meteor mode for 7 attacks?


James Risner wrote:

This is an example of “it doesn’t say I can’t”

Some times with “it doesn’t say I can’t” it’s obvious you can’t. Other times, it takes a GM to determine if you can or can’t.

I think it’s obvious you can’t change it’s course when it’s away from you. You are not using telekinesis. Others see it as it doesn’t expend words putting limits in the ability so that must mean telekinesis.

The rule book is pretty clear that you can switch targets between attacks on a full round attack and that you can decide what your targeting between each attack. The shield champion 5th level ability also says they can ricochet the shield to multiple targets.

The only possible issue I could see is that you couldn’t hit the same opponent twice in a row but the ability says that you can bounce the shield off objects when it returns to you so it’s not much of a stretch to just assume it hits target A, bounces off a wall, and then hits target A again before bouncing to target B.


Right now my group is using anything that is official pathfinder but no 3rd party content although that may change. These are all really cool. I love the theme of the time oracle. I’m not very familiar with occult classes but I will take a look. The dimension feat chain is wicked awesome. I actually just started playing a magus using a scimitar with dervish dance. I will have to look into taking that feat tree.


What is the best way to teleport as a move action with a 3/4 BAB class or is it even possible? I had an idea for a character that seems like it would be quite fun. I would still need to be able to take other actions after the teleport.


Since making this post I stumbled upon the Urgathoa's Hunger Divine Fighting Technique and I have now switched him to worhiping Urgathoa and using the Ferocity Domain. I also adjusted his stats to:

Str 14
Dex 12
Con 12
Int 10
Wis 18
Cha 10

New feats are: Guided Hand and Divine Fighting Technique


If you are playing in a campaign in which a half-orc named Othoron just became the main villain then please stop reading!

I have approval from my GM to switch characters with the new one being a LE Inquisitor with the Infiltrator archetype. He's going to pose as a good aligned holy caster and work with the group to try to gain power and fame by pretending to be a hero and then revealing himself as a villain. I haven't quite worked out his final goal yet, but I don't intend for him to turn on the party if possible.

Here are his current stats:

Strix Male

Inquisitor (Infiltrator) 3/Cleric 1

25 point buy, Strix, added 1 to Cha for lvl 4

Str 10
Dex 14
Con 14
Int 10
Wis 18
Cha 10

Worships Apollyon
Night Domain
Conversion Inquisition

Traits: Fate's Favored, Ancestral Weapon (Cold Iron Scythe)

Feats: Blind-Fight, Channel Smite, Guided Hand

I plan to take Channel Scourge at level 5, but after that I'm not really sure what to do. The Cleric is intended to be a 1 level dip to get the night domain and channel negative energy. I like the theme here of a reaper type character. I'm not sure how strong it will be mechanically. Any suggestions on where to go after level 5 or things to change?