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Organized Play Member. 11 posts (13 including aliases). 1 review. No lists. No wishlists. 9 Organized Play characters.


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@DesolateHarmony
The archetype class feature and the Slayer Talent are both named the same thing.

Dark Archive

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The sniper archetype gets the Deadly Range class feature at second level (replacing your level 2 talent), and it increases the range of your sneak attack by 10 feet... sounds great (the base class can't choose the Deadly Range slayer talent until level 4, which is after you get sneak attack), but then you read the rest of the rules in that ability and it gets a bit odd. It states that you can forgo a slayer talent to instead increase the range of your sneak attack by 5 feet.

now, the Deadly Range talent increases your sneak attack range by 10 feet and can be purchased multiple times (it stacks), making this class feature (which doesn't say that it stacks with the deadly range talent, so RAW is it doesn't) rather inferior! (at level 6 you will have the same benefit by purchasing Deadly Range twice as well as an extra ability from your level 2 talent, and at level 8 your range is 5ft greater from purchasing the Deadly Range talent as opposed to dumping points into the Archetype ability)

should this class feature instead be "whenever you are able to select a new slayer talent the range at which you are able to make sneak attacks goes up by 5 feet" or "stacks with the Deadly Range slayer talent"?

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huh, doesn't seem to need any perform checks with it, the horn just kind of sits there like some kind of albatross... doesn't give you any bonuses and removes your ability to benefit from a shield/free hand because you can't cast without holding it. the more I look at this archetype the more pointless it seems to get!

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any chance for a ruling on this?

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So, herald of the horn characters get a free masterwork horn when they are created... thats all well and good, but they don't have perform (wind instruments) as a class skill, so they actually get -1 to perform with their signature item! is this a misprint or are the heralds supposed to be able to play the horn with oratory/sing/percussion?

or was it just an oversight to give the Skald stringed instruments but not wind instruments? (seems like wind instruments would be just as/more in flavor than string instruments what with bag pipes and war horns vs harps)

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it just seems kind of ridiculous as it is written: replace a single feat with three feats, whereas the other way it would, ultimately, replace 20 skill points with 18 virtual skill points, but those are above the normal limit, which would fit the flavor text far more accurately

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"Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait."

the descriptive text sounds as though it is replacing the skilled trait with a skill focus feat, giving up the ability to put that extra skill point each level into any skill you want for a larger bonus to a specific skill, so shouldn't this trait replace the skilled racial trait rather than the bonus feat racial trait?

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The creation rules for wands state that "The price of a wand is equal to the level of the spell × the creator's caster level × 750 gp." And that "A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell." Therefore, if a character has a wand as a bonded item, they can create it at any CL up to their own (at half price, so times 325gp instead of 750gp)

The big downside (well, teeny tiny insignificant downside, really) of using the item creation rules for your bonded item are that you need a DM to sign off on your check to create it: as stated in the item creation rules, "At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item." This means that if you don't have the appropriate skill for the crafting, you might end up with a cursed item that you have to buy off before you can continue using your character.

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yup, just got a PM from "Captain Greg", definitely spam.

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the article at http://www.d20srd.org/srd/wilderness.htm#urbanAdventures has a list of prices for buildings, though i would suggest scaling the price with the location, with the listed price being in a city, and a home costing less within smaller settlements.

Dark Archive

To settle the argument once and for all;

when it is the only attack used the natural attack counts as a primary attack (full BAB, 1.5 str), if it is the only one you have and the specific wording doesn't override the general rule.

for example, the animal fury rage power states:
"if used as part of a full attack action, the bite attack is made at the barbarians full base attack bonus -5. if the bite hits, it deals 1d4 points of damage ... plus half the barbarians strength modifier"

as you can see, the specific wording of the ability in question is that, IF used as part of a full attack, it counts as a secondary attack regardless of what other attacks are used but ONLY if used in a full attack, the ability also always uses only half str for damage, as it states in the next sentence. I would assume that the other abilities function the same way, with damage being as stated, regardless of general rules, and the -5 from secondary attack always and only applying on a full attack

also, the bonus to grapples only applies if: you are already engaged in a grapple and you hit with the special bite attack action