I'm actually co-authoring this book with Christina. We are working on no less than three methods to play lycanthropes. Including methods for natural born were creatures. Something else I'm really excited about is breaking down the rules and providing the means to make any animal a were creature. Think of the possibilities of a stone giant weredire bear. Or a were-squid.
A wizard's familiar can be the subject of any spell with a target of "you". The spell Transformation gives great bonuses to attack and AC, but states you cannot cast spells in the transformed state. If the familiar gets Transformation, can the wizard still deliver touch spells through it?
So am I, Azaelas, so am I.
With respect to either way the sunblade may be created, for the purpose of this thread,could the player not just add the cost of cold iron and the difference of a bastard to greatsword and call it even on the creation? Then, when/if he has the chance to upgrade it further, he and the GM work out what they think is fair?
Just like the subject line reads. In our home game, my fighter sundered a magical weapon, only to have the GM roll 50 d6 damage for the release of its magical energy. Barely survived. It's a cool home game and story effect, but is there RAW to support any burst of energy when breaking magic items? For instance, could a wizard in dire straights say "screw it" snap three wands and take out the whole tower along with himself? Thanks for any input.
Vult, I've played around with the Sunblade as well. You are correct, the base enhancement is +2, so 4,000 of its creation cost are wrapped up in this and the rest is abilities added, such as counting as a weapon two dice higher, its extra to hit and damage, etc. Were I pricing this out as a DM, here's what I'd call it: 350 gp base for the price of a MW greatsword, 4,000 for the +2 and 21,000 for the abilities. It would be considered a longsword dealing greatsword damage since the shortsword version goes up to bastard sword damage. Others may see this differently, but this is how it's been ruled in my own games. Keep in mind, if you add more non-enhancment abilities to the blade, the price for said abilities will be on top of the 21,000.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
The spell says "up to 30 feet" which I take as meaning the opponent could just be 10 feet away. If we stay by RAW, that the caster cannot move through an enemy space, the spell ends after they get adjacent to an enemy and make an attack. Which means, this second level spell is nothing but a glorified charge. With this in mind, my opinion is still in favor of the caster may move through any occupied space as long as they end in a free one.
I think as long as my GM and I are on the same page concerning the RAI, I'm sticking with the dagger idea. It's really not ss much about the number of attacks as it is about presenting an agile fighter so decked out in daggers you might think he's peace-bonded spiked armor. *Fighter walks into tavern, bouncer tells him to check his weapons at the door. 30 daggers later, bouncer says "enough, just promise not to stab anyone".
As someone who has published works in third party publishers; Open Design to be specific, I take a bit of offense here Ilja. Yes, some things are overpowered, but we work hard to make sure everything balances with existing rules. There is already a feat allowing elves to add their Int bonus to damage from bows, so why not one to add the bonus to the attack roll, especially when you give it proper prerequisites? It's not a PFS game, and the player and GM discussed the feat before allowing it in game.
Zerocool: same feat name, different bonus, and different company. I'll ask the player where it's from and report back when I find it.
The idea behind the dagger throw is to cram as many attacks as possible in one round. Not so much power gaming as "let's see how many daggers the DM allows me to carry on my person, and how quickly my character will need to start retrieving them." Plus, I always get the vision of a dagger expert throwing his blades into a wall to provide hand and foot holds for others to climb. Or pinning an opponent to a wall with several well aimed throws. So really, not as much power game as flashy game.
I may change the build to be a little more dynamic. Rather than double daggers, maybe a pepperbox and dagger. Keep the dagger in hand if melee happens so I can pistol whip and stab. But still get the extra shot with rapid shot. That way I'm only ever incurring a -2, barring special circumstance. I try hard not to min/max and just play what I think will be fun.
How right you are Krodjin. With the QZAM getting 7 attack per round at 11th level and throwing perfect strike and all the other bonus feats monks get, they are formidable indeed. Fighters still get the advantage if the player is very wise with feat selection, nut if the two classes went two to two, my money is on the monk.
I'm not the GM in this one, so it's really not my call. As min/maxed as the monk is, the player is an active role player and uses his vows to create a rather hilarious persona. Our GM plays hero points a little different though, so the few times the ol monk got in a jam, he's been able to get out of it. The game the monk really hated though, was against the wizard who kept casting Wall of Wind, and the ghost. Fighter has a +1 corrosive, ghost touch weapon, so he shined in that battle.
Because of his large ki pool due to vows, he saves his hero points for cases like grappling. He has a high Wis (as a monk should) than the fighter has Str and gets to it to his attack bonus with the bow. His AC is higher because of this as well. Although the fighter uses heavy armor with a low dex, so it is not uncommon to get a better AC than him. The fighter still does much more damage, but it is not unheard of for a monk to pass the attack bonus. Monk level 12: bab +9 Wis mod +7, weapon focus +1, intuitive shot +3 and a +3 bow for +23. Fighter level 12: bab +12, Str mod +6, weapon focus +2, weapon training +2 and a +1 sword for +23, but the fighter usually power attacks, leaving him at +20
Perhaps combos is the wrong word. I was typing just before I went to sleep, my apologies. The qinggong monk becomes capable (with the correct build) of incredible bursts of power and methods to escape many predicaments a base monk could not. The player in our game uses Zen Archer and Qinggong, I'm fact I think I mentioned him before which may have sparked this discussion. Thanks to feat selection, he has an attack bonus and AC higher than the fighter, can fire his bow without provoking AoOs, holds onto the option of Scorching Ray, and can take gaseous form when bad things happen, such as an expert grappler enemy trying to hold him down. So, sorry, Finnish was the wrong word, but I disagree with the statement if monks being the weakest class. If built properly, they are beasts.
Well, after reading the forum Cheapy posted (thanks!) and seeing Sean's interpretation. I humbly stand corrected. Agitated as well though since I've been playing this wrong for a while. Though I wish the first sentence left out the word "all" to avoid future confusion. Thank you all, sorry to waste your forum space.
If they are the same, why are they worded differently? I may be wrong, and that's okay, but I still read all as all. You either turn it on at the start of your turn, or before you make a standard attack action, or you don't. Cleave is differen because it affects both attacks and AC. Power Attack only affects attacks.
Agreed, the AoOs are affected either way. And point taken on furious focus. My point is the Power Attack feat description has the word "all" in it. Yes, you can turn it off, on your next turn. But it's all or none. It never says at any point during a full attack, it just says "all".
Barry Armstrong wrote:
The word "all" in the feat description seems pretty clear to me.
If the sting attack is primary, keep it closer to cloak of the manta ray. Also remember, if you want this to be a permanent affect, it will cost much much more than the cloak of the manta ray. Your honestly probably better off finding a wizard crazy enough to polymorph you into the same creature as you are, but with a tail. This would be cheaper than the permanent cloak also. On top of a permanent item costing more, if you're putting on a cloak of resistance, you pay even more since you are adding multiple unsimilar abilities.
No. RAW, Power attack affects all melee attacks in any given round until your next turn. There is a 3rd party feat that allows this called Adjust Power Attack. But as is, no, you cannot. May I suggest Furious Focus to negate the penalty for the first attack with Power Attack. Then the Vital Strike tree if feats to deal additional weapon damage when using a single attack. This also increases your mobility since vital strike uses only a standard action.
Azaelas Fayth wrote:
Possible yes. Feasible no. You can attempt to sunder with the whip, and you might hit, but the Str 3 prevents any damage from getting high enough to get through hardness. If later you enchanted the heck out of it... You still have a small chance. Especially without the sunder tree of feats, which start with power attack which requires 10 more Str than our halfling hero possesses. That being said, it'd be fun to watch a character swing a whip so hard they crack other weapons and armor. Maybe later in the campaign, when the players are more comfortable with the rules, you can fashion a whip out of a magical creature's hide and make it more dynamic. For example: Troll skin whip-as a swift action immediately after a successful trip attack, the wielder may cut the cord, leaving the tripped opponent entangled. The cut whip regrows in one full round, but must be crafted back into a usable whip, requiring a craft check DC 15 and one more full round.
Neither side is going to convince the other side they are right or wrong. I'm going to keep up with this thread in hopes someone official comes in and makes the call, but until then I'm going to agree to disagree with those of us contending TS trumps PK. I don't think it should, my GM agrees with me, so the games I run and play in are unaffected. I would hate for this to become another "Sunder is an attack action" thread and since all arguments are now only repeating themselves, I think it only behooves us to request the faq and wait.
I think with a Str 3 you'd knock yourself out lifting the bass! Lol. Cool to keep it simple, I sometimes forget not everyone has been playing as long as my groups. Foremost, have fun. If your stick figure halfling brings amusement to you and the group, then it doesn't matter what the stats say or what the dice rolls.