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Kaigon the Miscreant

Durngrun Stonebreaker's page

2,985 posts. No reviews. No lists. No wishlists.


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graystone wrote:

Stacking isn't the same thing as ceasing function. The way that that reads is that equal don't stack, but could overlap, and since neither one is the larger bonus, neither ceases to work as the possibility of equal bonuses is not brought up. To trigger one of them ceasing, one must be greater. It's another in a long line of poorly written rules.

To solve this issue, you only need to add "In the case of equal bonuses, the last item equipped stays active." The top armor is the one that stays active when multiple ones are worn, so this seems equivalent.

I think the way it was written is fine. The problem is with the people reading it.


Don't forget the whip.


Beastmorph Alchemist can get pounce at 10th.


Ran into one setback.

Quote:
Ranged Weapon Damage: Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object's hardness.

Is there anything (feat, ability, equipment, etc.) that overcomes this limitation?


Paizo lists it as 3.5.
So there's that.


I believe Paizo made products for D&D under the Open Gaming License until 4th edition came out. Then they created the Pathfinder Roleplaying Game because 4th edition didn't have the OGL. That's why it's considered backwards compatible.


Bore Bombs:
Quote:
Bore Bomb*: When the saboteur creates a bomb, he may choose to make it a bore bomb. If a bore bomb strikes a wall, gate, siege engine, or similar large, solid, inanimate structure, it ignores half the target's hardness and deals 1 point of damage per saboteur level. If a bore bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target.

Explosive Missile:
Quote:
Explosive Missile: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.

Adamantine:
Quote:

ADAMANTINE

Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Is this useful?
What if you add..?

Targeted Bomb Admixture:
Quote:

TARGETED BOMB ADMIXTURE

School transmutation; Level alchemist 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract's duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.
When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.

And
Conductive:
Quote:

CONDUCTIVE

Price +1 bonus; Aura moderate necromancy; CL 8th; Weight —
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

It will cost you three bombs but you're dishing out weapon damage then your level x2 plus Int x4.
What else can I do to bump this up and does the bore bomb hold any advantage over just smashing an object (specifically the five foot hole)?


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Scythia wrote:
Tacticslion wrote:

"You're a Loony~!"

"I AM EEN-VEEN-SI-BAAAAALLLL~!"

It's okay, I have a bag of flour to throw.

Pssst:


Melkiador wrote:
I'm sure there's a rule saying not to somewhere, so why can't you make your attack with your main hand and free action switch to your off hand to make the two weapon fighting attacks.
Quote:

Two-Weapon Fighting

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon.


Backlash3906 wrote:

Dang, thought I had a good QCF build potential with Deft Shootist and the usual finesse and ranged feats.

Do the dagger and sword cane portions of their respective pistols still deal their usual damage and have the preexisting crit ranges and multipliers?

Axe Musket:
AXE MUSKET

Price 1,600 gp
Type early
This short musket features an axe blade at the end of its barrel. It can be used as both a musket and a battleaxe. It is considered a double weapon for the purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the axe are considered broken. An axe musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition. This is an early firearm.

Dagger Pistol:
DAGGER PISTOL
Price 740 gp
Type early
A combination of a coat pistol and a blade, the dagger pistol can be used as both weapons. The awkwardness of the configuration means you do not gain the bonus on Sleight of Hand checks that either of those stand-alone weapons grants. The dagger pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the dagger component are considered broken. A dagger pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.

Sword Cane Pistol:
SWORD CANE PISTOL
Price 775 gp
Type early
A combination weapon, this gun mixes a coat pistol with a sword cane. The sword cane pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. The pistol attachment makes the nature of the weapon a little more difficult to hide. An observer must succeed at a DC 15 Perception check to realize that an undrawn sword cane pistol is a weapon rather than a simple walking stick; the DC decreases to 5 if the observer is able to handle the weapon. A sword cane pistol uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. The sword part of the weapon must be drawn in order to load the pistol part of the weapon. This is an early firearm.

Warhammer Musket:
WARHAMMER MUSKET
Price 1,600 gp
Type early
This musket has a warhammer head at the end of its barrel, which allows it to be used as both a musket and a warhammer. It is considered a double weapon for the purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the warhammer are considered broken. A warhammer musket uses either a bullet and 1 dose of black powder or a single alchemical cartridge as ammunition. This is an early firearm.

These firearms can be used as the other weapon . I assume that means using the appropriate stats and gaining any appropriate benefits or penalties. The weapons are firearms for the purposes of hardness and hit points.


Komoda wrote:

That is a little different for TWF. TWF does not continue for the rest of the round. It does not affect AoOs that happen in the middle of the turn. It is handled differently than "normal" options that modify your attacks.

Nothing about TWF says anything about the penalties continuing when you are not using the TWF option. Nothing says you suffer the largest penalty or that you lose attack options if your penalty was not high enough to start.

At least that is how I read it and why you and I disagree. I really feel that penalty check is made when you make each attack and the appropriate penalty prevails.

So if you're using a light off hand weapon and it gets disarmed, forcing you to draw a one handed back up weapon, do you go back and apply the appropriate penalties to your primary attacks?


Quote:
The dagger pistol is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon.

It's not a double weapon it is just treated like one in terms of cost, so no TWFing with just one. There is a one handed double weapon but it is still held to the rules for TWFing with a double weapon.

Quote:

Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.

So you would have to use the one handed weapon with both hands to use TWFing with it.


wraithstrike wrote:
Durngrun Stonebreaker wrote:

Which stat block? Every listing I've seen of two weapon fighting listed all of one weapon then all of the other.

** spoiler omitted **

I was going off of another poster, but a stat block with a double weapon and TWF would be nice for purposes of precedent. Your urgosh posting has two high numbers indicating primary, then offhand. That follows the hi/hi pattern. For different weapons they always do one weapon and then the other. I don't think it really matters, as in I dont think either method is a rule. If so then it needs its own specific FAQ.

The urgosh and the quarterstaff both list one end then the other end (with an additional attack which I assume is from Haste.)


Which stat block? Every listing I've seen of two weapon fighting listed all of one weapon then all of the other.

NPC Codex (Fighters):
Scheming Fencer
Melee+1 rapier +19/+14/+9 (1d6+8/15–20), mwk dagger +18/+13 (1d4+5/19–20)

Elven Recluse
Melee mwk quarterstaff +26/+26/+21/+16/+11 (1d6+11), mwk quarterstaff +26/+21/+16 (1d6+9) or longspear +23/+23/+18/+13/+8 (1d8+6/×3) or kukri +22/+22/+17/+12/+7 (1d4+4/18–20)

Crime Lord
Melee+2 dwarven urgrosh +30/+30/+25/+20/+15 (1d4+12/19–20/×3), +2 dwarven urgrosh +30 (1d6+12/19–20/×3) or +2 dwarven urgrosh (two-handed) +32/32/+27/+22/+17 (1d4+14/19–20/×3) or +1 spiked armor +28/+28/+23/+18/+13 (1d4+8)


This perhaps?

FAQ wrote:

Multiple Weapons, Extra Attacks, and Two-Weapon Fighting: If I have extra attacks from a high BAB, can I make attacks with different weapons and not incur a two-weapon fighting penalty?

Yes. Basically, you only incur TWF penalties if you are trying to get an extra attack per round.
Let's assume you're a 6th-level fighter (BAB +6/+1) holding a longsword in one hand and a light mace in the other. Your possible full attack combinations without using two-weapon fighting are:
(A) longsword at +6, longsword +1
(B) mace +6, mace +1
(C) longsword +6, mace +1
(D) mace +6, longsword +1
All of these combinations result in you making exactly two attacks, one at +6 and one at +1. You're not getting any extra attacks, therefore you're not using the two-weapon fighting rule, and therefore you're not taking any two-weapon fighting penalties.
If you have Quick Draw, you could even start the round wielding only one weapon, make your main attack with it, draw the second weapon as a free action after your first attack, and use that second weapon to make your iterative attack (an "iterative attack" is an informal term meaning "extra attacks you get from having a high BAB"). As long as you're properly using the BAB values for your iterative attacks, and as long as you're not exceeding the number of attacks per round granted by your BAB, you are not considered to be using two-weapon fighting, and therefore do not take any of the penalties for two-weapon fighting.
The two-weapon fighting option in the Core Rulebook specifically refers to getting an extra attack for using a second weapon in your offhand. In the above four examples, there is no extra attack, therefore you're not using two-weapon fighting.
Using the longsword/mace example, if you use two-weapon fighting you actually have fewer options than if you aren't. Your options are (ignoring the primary/off hand penalties):
(A') primary longsword at +6, primary longsword at +1, off hand mace at +6
(B') primary mace at +6, primary mace at +1, off hand longsword at +6
In other words, once you decide you're using two-weapon fighting to get that extra attack on your turn (which you have to decide before you take any attacks on your turn), that decision locks you in to the format of "my primary weapon gets my main attack and my iterative attack, and my off hand weapon only gets the extra attack, and I apply two-weapon fighting penalties."


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Unarmed strike is a light weapon. If you use it to get extra attacks with two weapon fighting, then it is "in your off-hand."


Quote:
Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act.


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Ahpook The Destroyer wrote:
Again, I am not trying to use Dual Wielding Scimitars in my example, rather just Quick Drawing an additional small weapon like a pistol or dagger and taking my off hand attack with it, while still gaining my Dervish Dance bonuses for my initial iterative attacks.

If you're using a weapon in your off-hand, you don't get the benefit of Dervish Dance.


arcanine wrote:
is it possible to go 2 levels alchemist and get the Vestigial Arm (Ex) discovery. then go one level titan fighter and get the ability to duel wield two large sized two handed weapons? at a -6 to hit with the two weapon fighting feats? and then eventually at -4 for each with a few more levels of fighter?

No. A two-handed weapon requires a primary hand and an off-hand to wield. Vestigial Arms do not grant any extra hands of effort.


4 people marked this as a favorite.

Giggity!


4 seconds (not official)


Quote:
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.


I heard "dwarf," "monk," and "stuffed crust pizza." What are we doing here?


Bob Bob Bob wrote:
You are wrong and actively misleading people by passing off a flawed interpretation as correct.

I thought that was the point of the rules forum, is it not?


1 person marked this as a favorite.

Ha! You have an empire of dust.


Irontruth wrote:
Peas and carrots, peas and carrots.

I say carrots and peas, carrots and peas!


People that use too many consecutive letters so as to throw off the page's format and makes it impossible to read on my phone (wait for it...) really grind my gears!


Quote:

DELIQUESCENT GLOVES

Price 8,000 gp; Aura moderate conjuration; CL 7th; Weight1 lb.
These heavy leather gloves ripple and flows at the wearer's command, reshaping to fit any hand, claw, tentacle, or alien limb. The wearer's melee touch attacks with that hand deal 1d6 points of acid damage. If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability.
The wearer's gloved hand is protected from the acid ability of oozes, allowing him to use that hand to attack oozes with unarmed strikes or natural attacks without risk of harm from contact with the ooze. These unarmed strikes and natural attacks never cause an ooze to split.
CONSTRUCTION REQUIREMENTS

Cost 4,000 gp
Craft Wondrous Item, acid arrow, summon monster V


2 people marked this as a favorite.

No sir, I don't like it.


I use both depending...
You can use your swift action Dimension Door from Spell Dance and then Dimensional Agility lets you take the rest of your action, a full attack, attack and move, cast a spell, etc.
Dimensional Assault is a full round charge and you can use Spell Dance or a prepared spell to use the feat. Dimensional Dervish eats your swift action so you have to have a prepared spell to use it.


I made a 15th level Spell Dancer for a one-off game. I took Whip Mastery and Slashing Grace with the Dimensional line of feats. At that level, Spell Dance increases your speed to 70ft which gives you 140ft to play with when using Dimensional Assault/Dervish. Dimensional Agility does not take a swift action so you can use it with your Spell Dance. Having the Spell memorized allows the other feats to work and Improved Spell Recall lets you cast it again for two points. I also went the precise strike route and quite enjoyed doing 1d3+30 damage.


Rynjin wrote:

I tend to say that a lot, but it's mostly because people go "You're wrong because of reasons" when the stuff they're pointing out as wrong has already been refuted several times over the course of the discussion, and/or "You're wrong because of reasons" has no relevance in a discussion entirely about someone's opinion of how something SHOULD work.

"I think this should do this" followed by "But that's wrng, the rules say..." type of stuff.

"That has been covered already" is vastly different than "you clearly don't understand."


2 people marked this as a favorite.

Here's a new one that bothered me recently.

Me: I think you're wrong because of reasons.
Other Poster: Clearly you don't understand the argument, go re-read everything and if you can convince me you understand then we can continue the discussion.


Well, Pathfinder is based on a game that was based on a game that was based on a game that was based on a war game. It's clearly not the same game as the original game but combat is still a large part of it.


I think the spear is the only two-handed throwing weapon, is it not? Sans Rapid Shot, a Called spear (with Divine Bond at 5th level) would let you take a full attack up until 11th level.


With a Called weapon and a way to add Returning (weapon ability/spell/belt of hurling), you can throw your weapon, call it back as a swift action, throw it again and then get it back with Returning right before your next turn.


blackbloodtroll wrote:
Well, this is for PFS.

Hmm, that would explain the PFS tag in the thread title. Must have failed my perception check.


Sohei


This also doesn't benefit from two-handed thrower but the Dagger of Doubling is my favorite item for throwing builds. (Especially if you have a DM who lets you apply the Doubling ability to other thrown weapons.)


Not a magi, Arcanists are affected by spell failure, so yes to number 2.
(To be precise, it affects your casting not your Spellstrike.)


Comrade Anklebiter wrote:
Irontruth wrote:
Someone famous once said "Trust but verify." I don't remember who it was or what political party they belonged. Senate republicans could learn from that person though.
I preferred "I don't remember."

If you like that...


memorax wrote:
Durngrun Stonebreaker wrote:

Ok, this is actually a complaint about Facebook but I can't post it there because people know me.

I am tired of people without kids posting inspirational parenting advice. This includes people who marry someone with kids that have already moved out before you got there. You are not a real parent. I do not need your "insight."

Sorry for the interruption. I feel slightly better.

To be fair if they don't want to be given advice then they should not be posting on Facebook. Or telling me in person about their troubles with their children. Don't tell me about how little timmy is being a pain at home and school then get mad when someone suggests advice. It works both ways. If one does not want to hear advice on their children. Then don't regal us with your tales of woe about your children.

No it wasn't anything like that. This was one particular woman who recently married someone with three adult children, and now feels the need to share every single James Dobson (who is just a horrible person) post she finds. Anyways I found out you can still be friends with someone on Facebook and not see anything they do on Facebook. So, Yay, problem solved. Sorry for the derail.


Rynjin wrote:
Durngrun Stonebreaker wrote:

Ok, this is actually a complaint about Facebook but I can't post it there because people know me.

I am tired of people without kids posting inspirational parenting advice. This includes people who marry someone with kids that have already moved out before you got there. You are not a real parent. I do not need your "insight."

Sorry for the interruption. I feel slightly better.

Posting it on Facebook where the people who bother you can see it would be even more cathartic.

But it might make family reunions a little more awkward.


PRD wrote:
You cannot bull rush a creature into a square that is occupied by a solid object or obstacle.

Found here. (Third paragraph)


2 people marked this as a favorite.
fictionfan wrote:
Charon's Little Helper wrote:
fictionfan wrote:
Kobold Cleaver wrote:
I would think an adamantine door would be fairly valuable even without reforging, though. Who wouldn't want an unbreakable entrance?
I most certainly wouldn't. It would draw adventures like flees.
You'd need to surround the doors with big monsters to make the adventurers 'flee'. :P
Then what are the point of the doors in the first place?

To keep out the big monsters. Duh.


1 person marked this as a favorite.

Ok, this is actually a complaint about Facebook but I can't post it there because people know me.

I am tired of people without kids posting inspirational parenting advice. This includes people who marry someone with kids that have already moved out before you got there. You are not a real parent. I do not need your "insight."

Sorry for the interruption. I feel slightly better.


2 people marked this as a favorite.

22.3 years


DM_Blake wrote:
Durngrun Stonebreaker wrote:
-1 Attack for being large, no TWF penalties for natural weapons

Good catch, I did forget that.

Ravingdork wrote:
Durngrun is correct. You are ovelrooking the -1 size penalty to hit. Also, any rules that stated two-weapon fighting penalties affected natural attacks were errata'd out of existence years ago.
Nice. so my level 1 humanoid fighter can wield a one-handed weapon and can punch with his off-hand. I'll get two attacks per round and suffer no penalties. When I'm 10th level, my attack sequence will be Sword +10, Sword +5, PUnch +5, with no penalties.

Is his punch a slam attack? Then yes. If it's an unarmed strike, then no.

Edit: Also, your slam attack would have a -5 to attack when using it in conjunction with a manufactured weapon and you would only add 0.5 STR instead of full strength but again, no TWF penalties.


-1 Attack for being large, no TWF penalties for natural weapons


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Wear breastplate and call it full plate?

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