Sajan Gadadvara

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Organized Play Member. 79 posts (110 including aliases). No reviews. No lists. 1 wishlist. 8 Organized Play characters. 1 alias.



Liberty's Edge 1/5

There will be a 3 Day Mini Con for Pathfinder Society coming to Newton, NJ at the end of the month May 26 - May 28!

Come play Pathfinder Society scenarios. Slots are available Friday night, all day Saturday and on Sunday.

Pathfinder Scenarios are short 4 hour adventures set in a variety of exotic locations around Golarion. Each session is part of a constantly evolving mega campaign, your actions and achievements creating an ongoing storyline.

The Pathfinder Society Roleplaying Guild is a worldwide fantasy roleplaying campaign that puts YOU in the role of an agent of the Pathfinder Society, a legendary league of explorers, archaeologists, and adventurers dedicated to discovering and chronicling the greatest mysteries and wonders of an ancient world beset by magic and evil.

Pizza, salad bar and unlimited drinks for two meal sessions on Saturday are included with a 3 day entry pass.

Event registration has started. As GM events are approved, new events will be added. If interested in GMing a game, please contact Andy at ailiff01@yahoo.com

3 day pass holders will have priority for each session.

Nearby Hotels
Holiday Inn Express 973 940 8888
Econo Lodge 973 383 3922

Event Registration: https://warhorn.net/events/armistal-hall-pfs
Facebook Event: https://www.facebook.com/events/1084518511682131/

Liberty's Edge

There will be a 3 Day Mini Con for Pathfinder Society coming to Newton, NJ at the end of the month May 26 - May 28!

Come play Pathfinder Society scenarios. Slots are available Friday night, all day Saturday and on Sunday.

Pathfinder Scenarios are short 4 hour adventures set in a variety of exotic locations around Golarion. Each session is part of a constantly evolving mega campaign, your actions and achievements creating an ongoing storyline.

The Pathfinder Society Roleplaying Guild is a worldwide fantasy roleplaying campaign that puts YOU in the role of an agent of the Pathfinder Society, a legendary league of explorers, archaeologists, and adventurers dedicated to discovering and chronicling the greatest mysteries and wonders of an ancient world beset by magic and evil.

Pizza, salad bar and unlimited drinks for two meal sessions on Saturday are included with a 3 day entry pass.

Event registration has started. As GM events are approved, new events will be added. If interested in GMing a game, please contact Andy at ailiff01@yahoo.com

3 day pass holders will have priority for each session.

Nearby Hotels

Holiday Inn Express 973 940 8888

Econo Lodge 973 383 3922

Event Registration: https://warhorn.net/events/armistal-hall-pfs

Facebook Event: https://www.facebook.com/events/1084518511682131/

Liberty's Edge 1/5

1 person marked this as a favorite.

3 Day Mini-Con on May 26 - May 28 for Pathfinder Society!

Location: 280B Spring St.
Newton, NJ 07860

Come play Pathfinder Society scenarios. Slots are available Friday night, all day Saturday and on Sunday.

Pathfinder Scenarios are short 4-hour adventures set in a variety of exotic locations around Golarion. Each session is part of a constantly evolving mega-campaign, your actions and achievements creating an ongoing storyline.

The Pathfinder Society Roleplaying Guild is a worldwide fantasy roleplaying campaign that puts YOU in the role of an agent of the Pathfinder Society—a legendary league of explorers, archaeologists, and adventurers dedicated to discovering and chronicling the greatest mysteries and wonders of an ancient world beset by magic and evil.
The Dragon Lair, a gaming shop in Newton, NJ will also be running Magic the Gathering as well as offering Magic and Pathfinder products for sale.

We plan on holding monthly events. (check for calendar dates on Warhorn)
Pizza, salad bar and unlimited drinks for two meal sessions on Saturday are included with a 3 day entry pass.

Event registration has started. As GM events are approved, new events will be added. If interested in GMing a game, please contact Andy at ailiff01@yahoo.com

3 day pass holders will have priority for each session.

Nearby Hotels:
Holiday Inn Express 973-940-8888
Econo Lodge 973-383-3922

Event Registration: https://warhorn.net/events/armistal-hall-pfs

Liberty's Edge

Does Asmodeus and Aroden have stat blocks?

If not, what would an estimate CR be for each of them?

(Yes I understand that Aroden is supposed to be dead. But assuming he is not dead / when he was alive)

Liberty's Edge

Here is a sample Kinetic Whip build (level 8) I wanted to share:

Gloom
Dwarf Barbarian (Unchained) 1 / Chaokineticist 7
CN Medium Humanoid (dwarf)
Init +5; Senses darkvision 90 ft , Perception +7

Defense
----------
AC 30, touch 17, flat-footed 25 (+8 armor, +2 deflection, +5 dex, +1 natural, +4 shield)
hp 86
Fort +11, Ref +10, Will +3; +2 vs poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 5%; Resist negative energy 2

Offense
----------
Speed 30 ft.
Melee
Kinetic Whip [Gravity, Power Attack, Rage](10ft reach) +11 (4d6+14) or
Kinetic Whip [Negative Energy, Rage](10ft reach) +13 Touch (4d6+4) or
Kinetic Whip [Void, Power Attack, Rage, 2 Burn](10ft reach) +11 (8d6+18)
*All Melee blasts get +1 attack for every point of burn currently had to a maximum of +2
Ranged
Kinetic Blast [Gravity, Extend Range, Empower](120ft) +11 (4d6+8 x1.5)
Kinetic Blast [Negative Energy, Pulling](30ft) +11 Touch (4d6+2, Drag +10 CMB for 10ft)
Kinetic Blast [Void, Extend, Empower, 2 Burn](120ft) +11 (8d6+12 x1.5)
*All ranged attacks with Kinetic Blast get +1 Attack and +2 damage for every point of burn currently had to a maximum of +2/+4
Special Attacks rage (8 rounds/day), hatred, kinetic blast, metakinesis (empower)
Kineticist Wild Talents Known
Defense — emptiness
Infusions — extended range, kinetic blade, kinetic whip, pulling infusion
Blasts — gravity blast (4d6+8), negative blast (4d6+2 negative energy), void blast (8d6+12)
Utility — basic chaokinesis, eyes of the void, gravity control, no breath

Statistics
----------
Str 14, Dex 20, Con 18, Int 10, Wis 10, Cha 5
Base Atk +6; CMB +8; CMD 25 (29 vs. bull rush, 29 vs. trip)
Feats Extra Rage, Power Attack, Weapon Finesse, Combat Reflexes
Traits armor expert, indomitable faith
Skills Acrobatics +15, Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +12, Escape Artist +15, Knowledge (nature) +4, Perception +7 (+9 to notice unusual stonework), Stealth +8, Survival +4, Swim +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ basic chaokinesis, burn (2 points/round, max 7), elemental overflow +2, emptiness, expanded element (void), fast movement, gather power, infusion specialization 1, internal buffer 1, no breath
Other Gear +2 mithral breastplate, +2 heavy steel shield, amulet of natural armor +1, belt of incredible dexterity +2, muleback cords, ring of protection +2

Thoughts
----------
The build is melee with switch hitting potential. All attack stats in the stat block above assume you are using a move action to reduce the total burn cost by 1. If you do not have the move action to use, you can use Kinetic Blade instead of Kinetic Whip for your melee attacks, and take off Metakinesis(Empower) or Extended Range for your ranged attacks.

The Kinetic Whip is the bread and butter of this build. It has a 10ft reach and can be used in close quarters unlike a normal whip. It lasts until the beginning of your next turn, which means it can be used to make attacks of opportunity against all opponents within 10ft, and with Combat Reflexes, you can make 6 AoO per round. For a point of burn, the Pulling Infusion allows you to pull enemies 5 ft towards you with your whip so that they cannot withdraw. You can target normal AC with Gravity for extra damage, or you can target touch AC with Negative Energy if you are having trouble hitting for a reduction in damage. Spending 2 burn, you can channel Void through your whip to deal massive damage. For an additional point of burn, all your attacks can be empowered to deal 150% normal damage. If you choose to use the Kinetic Blade with any of your attacks instead, you can reduce all burn costs by 1 for the sacrifice of reach and AoO.

Ranged attacks are pretty good as well, giving you more options to use your Empower for free to get extra damage. Extended Range is especially useful in attacking at further ranges. 1 downside to the build when it comes to range is that it does not have Precise Shot, meaning you will take a -4 penalty if you shoot into melee. However, if you use a Negative Energy Blast, the attack is against touch AC anyway, so it is not as bad. Pulling Infusion is best used with the Negative Energy blast on ranged attacks, as it allows you to easily hit when within 20 ft, giving you a chance to pull a creature 10ft towards you and into melee range for your kinetic whip.

As a mainly melee build, the dwarf is using medium armor and a heavy shield to help boost his AC to 30. With ranks in acrobatics, you can always fight defensively to boost this to 33 if need be. Due to Slow and Steady, the dwarf does not take a penalty to movement, and the 1 level of barbarian gives him an extra 10ft of movement for a total of 30ft movement.

The Emptiness defense gives the build a natural %chance to avoid sneak attacks and critical hits, which stacks with the bonus from Elemental Overflow. So assuming you accept 2 points of burn at the start of the day to activate Emptiness, and an additional point of burn sometime later on when using your abilities, you will have a total of 30% chance to negate sneak attack and critical hits (15% from Emptiness + 15% from Elemental Overflow). Also, Gravity Control gives you the ability to fly and No Breath makes it so that you no longer have to breathe. Need to dive into the super long tunnel of water? Need to survive in the vacuum of space? No problem.

All in all I am really liking the build and thought I would share it with you guys. I welcome feedback and any suggestions on how you think I can make the build better. Otherwise, enjoy!

Liberty's Edge

Hey guys!

I am looking to buy a gaming mat with a customized design that is similar to paizo products in the sense that it can easily be drawn on and erased, and has a 1" battle grid.

I am running Reign of Winter for a group and want a snow covered battle mat as a general background to draw the encounters on.

Does anyone have any sources to places that might be able to do this for me? Or does anyone have other suggestions to how I can accomplish what I am looking for?

Thanks!

Liberty's Edge

I have been searching around for awhile but cannot find a specific "legality" answer to how animate dead functions when cast from a scroll. I am looking for how RAW (or a paizo official answer)interprets the following questions:

1. If a level 2 Cleric casts a scroll of Animate Dead (CL 5) and creates 10 HD worth of undead (twice the CL of the scroll), how many undead can the Cleric control? Does the Cleric use his own cleric level to determine this (CL2 x 4HD per level = 8 HD of control) or the scroll's caster level to determine this (CL5 x 4HD per level = 20 HD of control)?

2. If a level 2 Fighter uses the same scroll in Question 1 with Use Magic Device to create 10 HD worth of undead, how many undead can the Fighter control?

3. Assuming that RAW (or a paizo official answer) interprets the solution as using the caster level of the character activating the scroll to determine the number of undead to be controlled, does this mean the Fighter can create 10 HD worth of undead but control none of them? (0CL x 4HD per level = 0 HD of control)

4. Assuming that RAW (or paizo official answer) interprets the solution as using the scroll's caster level to determine the number of undead to be controlled, how long would this 'limit' of control last? In other words, using this logic, the fighter would be able to control 20 HD worth of undead (CL5 X 4HD per caster level = 20 HD of control). Does this artificial limit last indefinitely?

4a. What happens if the fighter comes across another more powerful scroll? Does it increase this artificial limit?

4b. If the fighter takes 1 level of a spellcasting class (Cleric)sometime after using the scroll, does it change this artificial limit in any way?

My gut tells me that Question 3 is the appropriate way to interpret the rules, but I would like another opinion on how RAW interprets it and/or an official paizo response.

Here is the relevant text:

Animate Dead wrote:

This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

Scrolls wrote:
A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell's caster level is always the minimum level required to cast the spell for the character who scribed the scroll, unless the scriber specifically desired otherwise.
Use Magic Device wrote:
Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll.

Liberty's Edge

Simple question: When using the kinetic blade infusion, does power attack apply?

Kinetic Blade wrote:

You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

Power Attack wrote:

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Liberty's Edge

1 person marked this as FAQ candidate.

If I multi-class in both Monk (Unchained) and Psychic (Taking the self perfection discipline), do I get to add my wisdom bonus to AC twice? Hero Lab calculates it twice, but I'm not quite sure what the ruling on that would be. Would they stack because they are from two different classes and because they are two different abilities? One adds additional AC as you level, while the other only adds the wisdom. I would appreciate official rules text citation on why this would or would not be true. Thanks!

Relevant Text:

Monk (Unchained) wrote:

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Psychic (Self Perfection) wrote:
When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you're flat-footed. You lose these bonuses when you're immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Liberty's Edge

Can a hunter select a plant animal companion, like a crawling vine?

Liberty's Edge

My friend is trying to build an Unchained Monk using a Double-Chained Kama. When using the double chained kama as a double weapon, how does it stack with Flurry of Blows? I know the old Flurry emulated two-weapon fighting, but the new Flurry only "adds one attack at your highest base attack bonus". In other other words, does the character get 3 attacks (when using it as a double weapon with two weapon fighting) all at -2 to hit?

Kama, Double Chained wrote:
The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack. By swinging the rope, the wielder can whip the kama about to disarm or trip opponents. Furthermore, if one of the weapons is dropped, the wielder can retrieve as a free action by pulling on the chain.
Flurry of Blows wrote:

At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Liberty's Edge 1/5

So I am GMing a 5-9 tier scenario soon with subtiers 5-6 and 8-9. It is looking like the table will have 7 players at it with their levels as follows:

Paladin 5
Paladin 7
Fighter 6
Fighter 6
Cleric 7
Rogue 7
Ranger 7

Their APL is 6.4, which means it rounds to 6.

Technically, they are supposed to play tier 5-6 (only .1 APL away from being able to play tier 8-9), but I am afraid that it is going to be way too easy (making it more boring and not challenging) being that they have 7 players (larger table size than the scenario is supposed to have) and over half their players are above the low tier level. But I am also afraid that tier 8-9 with the four player adjustment might be too difficult (considering none of the players have levels inside the tier), although they might be ok just because of sheer numbers AND all the players at the table are experienced players. No one else is willing to GM as well to split the group into two.

Suggestions? What would you do as other GMs in this situation?

Liberty's Edge 1/5

WANT: Skinwalker (or some other cool race boon)

HAVE: All Kinds of Boons. Private message me for offers.

Liberty's Edge

With the new FAQ that let's you add 1 1/2 times your dex to damage with a two-handed weapon, my question is this:

If I am an Unchained Rogue using an Elven Curve Blade in two hands, can I use Power Attack as well, as long as I meet the prerequisites to get the feat?

I am pretty sure it works just fine, but my friend insisted on posting on the message boards to get a more definitive answer.

Liberty's Edge

So this is a pretty straight forward question, but I cannot find the ruling anywhere.

Greater Invisibility can be cast by a summoner at 5th level as a 3rd level spell. It can also be cast by a Wizard at 7th level as a 4th level spell. Which one do I use for buying a wand?

Specifically for PFS play, can I buy a wand of Greater Invisibility at caster level 5 for 11,250 gp (the cost of a level 3 wand)?

Can someone post a link to the ruling on this?

Liberty's Edge

3 people marked this as FAQ candidate.

If you have an Amulet of Mighty Fists with the Agile property, does the Witch's Hair add both Intelligence and Dexterity both to damage? Hero Lab says that it does and calculates it in but I'm not quite sure it works like that.

Relevant Text:

Agile wrote:

This enhancement can only be placed on a melee weapon which is usable with the Weapon Finesse feat.

Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

Hair wrote:
At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier.

Liberty's Edge

2 people marked this as FAQ candidate.

Can one creature grapple multiple targets? I am currently working on a Witch (White-haired) and Brawler (Strangler) combination. Can the White haired witch make more than one grapple with her hair? For instance, Can the hair on her head grapple one target, and the hair under her armpit grapple another? The witch does not gain the grappled condition and there is no mention of "how much" hair is needed to grapple a target. Obviously it would be restricted to the number of attacks she has. Can I grab on an AoO? So with Combat Reflexes, Dex 18, and BAB +6, could I grapple 6 targets (as long as circumstances allow it)? How would these mechanics work?

If so, using Greater Grapple, can a Witch maintain more than one grapple at a time since it only requires a move action and she can make two checks in a round? Are both the checks together considered a move action or is each its own separate move action? In other words, can I make both checks as part of one move action and then have a standard action left?

With Greater Grapple and the Constrict Ability, can a white-haired witch basically do 4 instances of damage? Constrict as swift action when maintaining the grapple, and the damage resulting as part of the two checks for maintaining, and using a standard action to attack the target?

Relevant Text:

White Hair (Su) wrote:

At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.

The hair cannot be sundered or attacked as a separate creature.

In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities:

Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action, dealing damage equal to that of its attack.

Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action.

Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action.

Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.

This ability replaces hex.

Greater Grapple wrote:
You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Liberty's Edge

Really simple question I can't find the answer to.

In Pathfinder Society Play, are you allowed to buy wands with less than 50 charges for a reduced price? Whether the answer is yes or no, can someone post a link to rules text? Thanks.

Liberty's Edge

28 people marked this as FAQ candidate. 2 people marked this as a favorite.

Although the rogue's own debilitating injury doesn't stack with itself, can it stack with other rogues' debilitating injuries? It is important to know how these interact because I have friends that I am going to Gen Con with and we are all rogue (unchained) builds.

Let's look at some scenarios:

Scenario 1: Rogue A and Rogue B are flanking their targets and each get sneak attack on their turn. Rogue A goes first. He takes 2 attacks and applies Debilitating Blow: Bewildered on his first attack, and uses the second sneak attack to extend the duration by one round. Rogue B then goes, and the opponent is currently at -2 AC vs him. Rogue B applies Debilitating Blow: Bewildered as well. Does the opponent now have -6 AC versus each character? If you have 4 rogues in a party, does that mean you can give an opponent -10 AC in total against each of the rogues using this same method?

Scenario 2: Same setup as Scenario 1, except Rogue B decides to apply Debilitating Blow: Disoriented. Does the opponent now have -2 AC + -4 Attack against Rogue B and -4 AC + -2 Attack against Rogue A?

Relevant Text:

Debilitating Injury wrote:

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

I am mainly worried about the bolded parts.

Liberty's Edge

Is the Kineticist's Fire Blast considered a "ranged weapon"? In other words, do I still need Precise Shot to use it against characters in melee? If so, would any feat that augments a "ranged weapon" also augment my blast then? Here is the relevant text:

Precise Shot wrote:
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Kineticist Blast (Sp) wrote:
At 1st level, a kineticist chooses one of her element's simple blast wild talents. The kineticist can unleash her kinetic blast at a range of 30 feet at will. A kineticist blast requires at least one hand free to aim the blast. All damage from a kineticist blast is treated as magic for the purpose of bypassing damage reduction.
Fire Blast (Sp) wrote:
You unleash a gout of flickering fire to burn a single foe as a ranged touch attack. If you hit, the target suffers an amount of fire damage equal to 1d6 + 1/2 your Constitution modifier. This damage increases by 1d6 for every 2 kineticist levels you possess beyond 1st. Spell resistance applies.

Liberty's Edge

Hurling, Lesser wrote:
As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object plus the barbarian’s Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.

What "size category" is a "small weapon"? If I was to lift a small spear (or medium spear or large spear) what "size category" is it considered? Do you adjust small weapon damage to 2d6 (small object falling damage) no matter what weapon it is when you throw it? Or do you use normal damage dice? How do these mechanics work?

Liberty's Edge

Here is a sample unfinished build I was thinking for a 7th level character:

Nagaji
Cavalier (Emissary) 1 / Barbarian (Unchained,Hurler) 2 / Rogue (Unchained,Scout,Swashbuckler) 4
CN Medium Humanoid
Init +5; Senses low-light vision; Perception +12

Defense
--------
AC 22, touch 14, flat-footed 19
hp 62
Fort +8, Ref +7, Will +1
Defensive Abilities: evasion, uncanny dodge; Resist: daring

Offense
-------
Speed 30 ft
Melee: +1 lance +12/+7 (1d8+8/x3)
Special Attacks: rage (8 rounds/day), challenge 1/day (+1 damage, +1 hit while riding mount), rage power (hurling, lesser), scout's charge, sneak attack +2d6

Stats
-------
Str 20, Dex 16, Con 14, Int 8, Wis 10, Cha 10
BAB +6; CMB +11; CMD 24
Feats: Mounted Combat, Power Attack, Quick Draw, Ride-by-Attack, Spirited Charge, Throw Anything, Two-handed Thrower, Weapon Finesse
Traits: reactionary, rider of paresh
SQ: debilitating injury
Relevant Gear: +1 lance, belt of giant strength +2, ring of protection +1, +1 mithral breastplate

I basically want to charge on my mount and throw my lances from the back of my horse. Here are my questions:

-Does spirited charge work if I throw the weapon while charging on my mount?

Spirited Charge wrote:
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

-Using quick draw, and two-handed thrower, could i throw two lances from horseback during charge? do i get charge bonus for each attack?

Two-Handed Thrower wrote:
Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.

-If question 1 and 2 are true, would my damage triple on each attack?

-Is there anyway to combine this with hurling, lesser rage power?

Hurling, lesser (Rage Power) wrote:
As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object plus the barbarian’s Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.

-If things don't work the way I think they do, can you make any recommendations to help me with my character concept?

I like the idea of having a guy who charges around throwing lances on horseback [and other weapons]. Reminds me of scenes of the Dornish in Game of Thrones. Please help? Suggestions?

Liberty's Edge

Monk(Unchained) Flurry of Blows wrote:
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
Rapid Shot wrote:
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Can these two be combined to take 3 attacks with shurikens in a round?

Liberty's Edge

I recently posted two 5th level builds I was working on for Pathfinder Society here and received some good feedback. I switched some things around and leveled one of those builds up to level 11, as suggested by someone on the message boards, to see what it would look like. Hoping to get more feedback/advice/comments on my build by posting it here for you guys.

"The mountain does not tremble at the breaking of the dawn"
Tengu
Monk (Unchained) 6 / Rogue (Unchained,Scout,Swordmaster) 5
Alternate Racial Trait: Claw Attacks
Lawful Nuetral
Init +7 ; Senses low-light vision,Perception +20

DEFENSE
--------------
AC 29, touch 24, flat-footed 22 (+5 armor, +2 deflection, +7 dex, +5 wis)
hp 81
Fort +7, Ref +16, Will +7; +2 vs. enchantments
Defensive Abilities evasion

OFFENSE
--------------
Speed 50 ft.
Melee Unarmed Strike +18/+18/+13 (1d8+9) or bite +13 (1d3+2), 2 claws +13 (1d3+2)
Full Attack(Flanking Precise Strike, Flurry of Blows, Ki Flurry, Nonlethal) Unarmed Strike +20/+20/+20/+15 (1d8+21+6d6+1d6)
Special Attacks flurry of blows, scout's charge, sneak attack +3d6, stunning fist (10/day, DC 19), style strike
Monk Spell-Like Abilities
-barkskin (self only, 1 ki)

STATISTICS
-----------------
Str 10, Dex 24, Con 12, Int 14, Wis 18, Cha 7
Base Atk +9; CMB +9; CMD 33
Feats Combat Expertise, Deflect Arrows, Feinting Flurry, Horn of the Criosphinx, Improved Feinting Flurry, Improved Unarmed Strike, Ki Diversity (dim Mak), Precise Strike, Sap Adept, Sap Master, Skill Focus (Sense Motive), Snake Style, Stunning Fist, Weapon Finesse
Traits Clever Wordplay (Bluff) , Mutant Eye
Skills Acrobatics +11 (+19 to jump), Bluff +16, Climb +4, Diplomacy +2, Disable Device +25, Escape Artist +21, Intimidate +2, Knowledge (history) +6, Knowledge (local) +6, Knowledge (religion) +6, Linguistics +20, Perception +20, Sense Motive +30, Sleight of Hand +11, Stealth +23
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Hallit, Hwan, Ignan, Infernal, Kelish, Minkaian, Orc, Osiriani, Samsaran, Shoanti, Tengu, Terran, Thassilonian, Tien, Varisian, Vudrani
SQ Debilitating Injury, Ki Pool (7), Ki Powers (Elemental Fury, Barkskin), Style Strike (spin kick), Trance (tiger trance,8 rounds/day)
Other Gear +2 amulet of mighty fists, belt of incredible dexterity +4, bracers of armor +5 , cracked magenta prism ioun stone, headband of mental prowess +2 (Int, Wis), muleback cords, ring of protection +2

So there are a lot of things going on here. The premise of my character is that he uses violence only as a last resort, and prefers to deal nonlethal damage instead of slaying creatures outright (although he realizes that sometimes it is necessary).

I can use the skill unlock for Sense Motive (at a +30) to boost my order in the initiative round. Also I know 26 Languages...

If he is flanking and using ki flurry, he can get 4 attacks (3 at highest BAB) doing an average of 151 damage if it hits with all 4 attacks. The debilitating injuries should also make it much easier to hit with last attack. If not flanking, Spin Kick allows me to get Sneak attack on first attack of flurry no matter what. Can also choose replace one of my Flurry attacks with Feint using Improved Feinting Flurry to get sneak attack for rest of round.

Snake Style is great if I'm getting hit hard by the enemy or don't need to use (or dont have) the extra Ki on my turn for other abilities. Snake Style can give me an average AC of 40 for 1 attack per round. Can also use Combat Expertise and/or Barkskin to self boost normal AC to 34 if need be.

Scout Charge allows me to deal sneak attack on a charge. This combined with Tiger Trance basically allows me to Pounce on a charge, taking a full attack with sneak attack on the target. Horn of the Criosphinx allows me to add 2x my Dex to damage on charge instead of 1x.

All in all I think it is a great build. Would love to hear your ideas/advice/comments and see builds of your own that you might have! Thanks!

Liberty's Edge

I don't know how the rest of you feel, but I think the unchained rogue is overpowered (loving it!) compared to other classes now. There are now so many builds opened up with Finesse Training. I posted two level 5 builds I was working on here:

Unchained Pathfinder Society Builds

Anyone else have any thoughts on the matter or builds to share?

Liberty's Edge

So I have been experimenting with Unchained builds for Pathfinder Society. I thought I would post two of my ideas here and see if anyone had any comments or advice.

Tengu
Monk (Unchained) 1 / Rogue (Unchained) 4

Base Abilities: 10 / 17 / 14 / 11 / 14 / 7
Adjusted Abilities: 10 / 22 / 12 / 11 / 16 / 7

Alternate Racial Trait: Claw Attacks

Feats and Level Progression:

Level 1 Monk
-Bludgeoner
-Deflect Arrows (Bonus Feat)

Level 2 Rogue
-Weapon Finesse (Finesse Training)

Level 3 Rogue
-Rogue Talent (Style Master, Snake Style)
-Skill Focus (Sense Motive)

Level 4 Rogue
-Finesse Training (Unarmed Strike)

Level 5 Rogue
-Combat Trick (Sap Adept)
-Precise Strike

Traits: Militia , Mutant Eye

Main Magic Items:
-Amulet of Mighty Fists +1
-Belt of Incredible Dexterity +2
-Ioun Stone (Magenta Prism, Cracked, Sense Motive)

So the idea with this build is that when I level up more in Monk I will eventually be taking a vow of peace. I prefer to deal nonlethal damage and only use violence as a last resort. And boy does this guy pack a punch!

Full Attack (While Flanking with Precise Strike)

+14(Unarmed Strike)/+9(Bite)/+9(Claw)/+9(Claw)

4d6+11/1d3+3d6+5/1d3+3d6+5/1d3+3d6+5

So if all attacks hit, he ends up doing 42-113 damage without crit.

Also:

Snake Style wrote:
You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.

With a Sense Motive of +20 at level 5, and seeing as how I can never be flat-footed (Uncanny Dodge), my AC against any melee or ranged attacks will always be between 21-40, with an average roll of AC 30.

Any suggestions on how to make this build better? General Comments?

Liberty's Edge

3 people marked this as FAQ candidate.

I know that you could not make extra natural attacks with the old monk in addition to Flurry of Blows because it specifically states it.

Old Monk Flurry of Blows wrote:
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

In Pathfinder Unchained however, this line has been omitted from the Flurry of Blows text.

Since this has been omitted from the new Flurry of Blows, does this mean we can now use Natural Attacks in addition to Flurry since both are "Full Attack Actions"?

Natural Attack Rules wrote:
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type.

Liberty's Edge

If I am wielding an Elven Curve Blade with two hands, can I also make an Unarmed Strike with my feet in the same round? How does making multiple attacks work (If at all) with Unarmed Strike + Two-handed Weapons?

Liberty's Edge

1 person marked this as FAQ candidate.

Can a rogue/monk combo gain sneak attack with unarmed strike and is it considered a finesse weapon?

Weapon finesse-

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Unarmed Strike-

An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (see Combat). The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.

For Rogue (Unchained), she can select "one type of weapon that can be used with weapon finesse" for Finesse Training

Therefore, can I choose unarmed strike since it can be used with weapon finesse? I ask this because in the new Hero Lab update they added the unchained classes but I am not able to choose Unarmed Strike with Finesse Training. Also, I read on many message boards that you cannot use sneak attack with unarmed strike because it is not a finesse weapon. But unarmed strike is a light weapon, and weapon finesse is specifically with use with a light weapon.Doesn't the feat Knockout Artist also prove you can use sneak attack with an Unarmed Strike?

I want to basically build an unarmed/natural attack monk/rogue combo with unchained classes and use dex to damage with unarmed strike. Is my build legal? I need a little help clearing up the confusion.