Jason Bulmahn wrote:
You can add alternate text to images in a pdf that serves the same function that alternate text does with images on a web page. Anyone looking at the document will see the image, but those using screen readers will hear the alternate text.
Items not primarily of metal are not meaningfully affected by being partially made of mithral.
Either the horsechopper is mostly metal, in which case the weight of the wood should be negligible, or it isn't mostly metal and mithral is useless. There isn't an option for the barbarian to reduce his cost and still gain the benefits of mithral.
Corvo Spiritwind wrote:
Seeking to make a forearm weapon akin to Edward from Fullmetal Alchemist, or Zed from League, but don't want to drop it everytime it's not in use.
You aren't going to drop it if it's strapped to your forearm. But if you want to 'sheathe' it you might try the Hide Weapon Spell for that Wolverine flavor.
...Occultist: really hits all the boxes but 1 handed doesnt really get a major boost
Consider a Haunt Collector Occultist taking the Transmutation and Abjuration Implement Schools at 1st level. (The Physical Enhancement Resonant Ability and the Legacy Weapon Base Focus Power will boost your attack rolls and/or damage. Once you can afford a +1 sword you can use Legacy Weapon to add Bane for a serious boost.)
At 2nd level choose the Champion Spirit for a Haunted Implement. (The Seance Boon is +2 damage except with spells, and the Spirit Bonus will let you boost attack and damage rolls as a swift action without spending Focus.)
At 6th level take the Trappings of the Warrior Panoply. (The Martial Skill Resonant Power will basically lt you be a full-BAB class when using your sword and shield. The Combat Trick Base Focus Power lets you temporarily pick up a Combat Feat.)
If you make your character a Human of Ulfen ethnicity, they can take the Weapon Training trait from Inner Sea Races. It gets you +1 Trait Bonus to damage with a Short Sword, Longsword, Bastard Sword, and Greatsword (along with a Throwing Axe, Handaxe, Battleaxe, Greataxe, Light Hammer, Warhammer, Shortbow, and Longbow).
James F.D. Graham wrote:
I agree. I love the way the Doru was designed to improve with higher level proficiencies.
The Doru fixed this problem.
zza ni wrote:
if this spell give the one touched a special touch attack and you use this on an enemy with natural attacks he can keep on using his atacks AND deliver the spell's touch attack to you with one of them. so why wuld you do that to urself?
Spell Storing armor doesn't grant a spell to your attacker.
For a trident with reach, you can buy a Fighter's Fork. You can brace it, throw it as a trident, throw it as a javelin, shorten it until it is a light weapon, wield it as a one-handed weapon, wield it as a two-handed weapon without reach, or lengthen it into a two-handed reach weapon. That's pretty versatile. Especially since any feats or class abilities that apply to tridents will work in any of its forms.
And, yes you do get the movement benefits. Consider this FAQ on the Myrmidarch Magus which also gets Armor Training.
Using a whip would mean dropping Bladebound (which I'm not adamantly against, if anything, it could save me a feat for an Agile weapon), and I like using a crit-fishing Scimitar anyway. Spellstrike Gloves are lower priority for me, especially if I drop Bladebound. Already grabbed Mirror Image, and debating using an Arcana for Mage Armor. Got Long Arm as well.
Why would you have to drop Bladebound? Whips are one-handed slashing weapons.
Heather 540 wrote:
Heather 540 wrote:
Fencing Grace only works with Rapiers, and Slashing Grace only works with slashing weapons. A Sword Cane is a piercing weapon. A Rogue can't even use Weapon Finesse for it.
Anyone can use Weapon Finesse with a Sword Cane.
You are misreading the archetype. It removes automatic proficiency with martial two-handed weapons, but it doesn't prevent characters from gaining proficiency with martial two-handed weapons. Regardless, the Kyoketsu Shoge is exotic, not martial.
Heather 540 wrote:
Yes, he uses Slashing Grace. Being human and getting Weapon Finesse as a level one class feature, he'll be able to get it at level one if I want. As mentioned in another thread, I wanted one of them to use a Sword Cane, but it just doesn't work for Dex builds.
Why doesn't it work?
Charlie Brooks wrote:
I'm willing to bet a large sum of money that folks on this thread are making some incorrect assumptions as to how shields work.
Xenocrat's description matches what I gathered from the podcasts. But I wouldn't be surprised to find out that there were feats or class abilities that can make shields more appealing.
Amanda Barry wrote:
Don't some staffs let you do this or am I mistaken? Like, doesn't a staff of courage let a bard cast Prayer and Remove Paralysis since Remove Fear is on the bard list?
You might be thinking of the recharging rules. You only need to be able to cast one of the staff's spells in order to recharge it.
Kevin Willis wrote:
No one is arguing that replacing two different levels of Magus Arcana make them incompatible. Those are two separate subfeatures, and you are correct that each can be changed by different archetypes.
The question at hand is whether Bladebound's restriction on taking the Familiar Magus Arcana counts as altering the Parent Feature. If it does then no other archetype is allowed to alter any of the subfeatures. That would mean that Kensai, which changes the level 9 Magus Arcana, would be incompatible with Bladebound.
This issue had never occurred to me before, but now that it has been brought up I'm inclined to think that they don't stack. The only way around it that I can see would be to somehow conclude that preventing you from taking the Familiar Magus Arcana isn't actually changing your list of Magus Arcana and therefore isn't changing the parent feature. Hexcrafter doesn't have that way out since adding things to such lists is clearly called out in the FAQ as altering the parent feature.
Hexcrafter and Bladebound definitely don't stack. Bladebound replaces the Magus Arcana gained at 3rd level which is a subfeature of the Magus Arcana parent feature. Hexcrafter gets the Hex Arcana class feature which adds Accursed Strike to the Magus Arcana list. By the FAQ, that counts as altering the Magus Arcana parent feature and makes the two archetypes incompatible.
You might want to pick up a Robe of Infinite Twine for this build.
Trish Megistos wrote:
Oh, d20pfsrd. That explains it.
Trish Megistos wrote:
Your quote seems to be in error. The CRB and UE weapon tables list disarm, nonlethal, reach, and trip under Special for whips. Finesse is not a defined special feature.
Isaac Zephyr wrote:
Addinf more hands would not make the creature innately stronger. The 1.5 for two hands is the ability to put your whole weight behind it. As the opposite is true when two weapon fighting you can only apply half strength on your dominant hand.
Your main hand gets the full Str Mod. The off-hand gets half the Str Mod.
Covert Operator wrote:
None of those things would apply to a spell from a magic item. You would have to cast Magic Missile yourself to benefit from them.
I wonder if they found lots of references here to rolling dice and playing cards, and they thought "this must be a forum for gamblers." ;)
Isaac Zephyr wrote:
All of those natural attacks would still be at appropriate penalty. My TWF character is actually an unarmed, so there are kicks and punches available, however how much she can do is still limited. Choosing any 2, if a character had say a bite and 2 claws, one is the primary attack, and the second is secondary (off hand), so you could pick a combination and still be limited as any other.
That isn't how Natural Attacks work.
GM John Napier wrote:
Masterwork armor only adds 150 gp to the cost. Also, Spell Storing armor now exists. Since that Armor Special Ability has a +1 equivalence, +1 Spell Storing armor has a +2 equivalent enhancement bonus. So the cost is 100 gp (chain shirt) + 150 gp (masterwork) + 4000 gp (+2 equivalent enhancement bonus) = 4250 gp.
@Malovec, I'm getting the cost of the equivalent enhancement bonus from the Armor and Shield Pricing by Bonus Table.
GM John Napier wrote:
Again, follow the above process for weapons. Unfortunately, again, Corrosive Burst isn't in the Core Rulebook. However, all other energy burst qualities are at +2, so your Acid Burst should be at +2 also. So, that's 20 (Great Axe) + 300 (Masterwork) + 18,000 ( +1 base enhancement, +2 energy (Acid) burst, total +3) for 18,320 Gold.
Your calculation is correct. Corrosive Burst is, indeed, a +2 equivalent enhancement bonus.
@Malovec, we are getting the cost of the equivalent enhancement bonus from the Weapon Pricing by Bonus Table. Note that the costs on this table are twice that on the Armor Table. Similarly the masterwork cost for the weapon is twice that of the armor. Armor is, magically speaking, cheaper than weapons.
All in wrist wrote:
blahpers' example is actually impossible since Alchemists don't have 7th level slots, but it is numerically correct. You use a single slot that is two levels higher than the highest level formulae in the combination. So if you have access up to level 4 extracts (say you were a 10th level Alchemist) then you could...
...combine two 2nd level formulae in a single 4th level extract slot.
But you could not combine a 3rd level formulae with any other formulae because that would require at least a 5th level extract slot which you don't have yet. Since you can never have 7th level or higher slots, you will never be able to combine a 5th or 6th level formulae with anything.
I see. The saves for using the Chakras. I somehow thought you were talking about a Chakra granting Cha Mod to your saving throws as a benefit like an Occult version of Divine Grace. Thanks.
Re-read the OP, and I don't see how this is an effective combination. You have to first find a way to use Sneak Attack against an opponent or just hope that you score a critical. If you pull off either of those then you get a chance to intimidate nearby opponents so that they are shaken for at least one round. If you manage to move and then hit any shaken opponent before the condition wears off then you can use Shatter Defenses to leave them vulnerable to your Sneak Attack for subsequent attacks. It seems like a long chain of somewhat iffy steps to get that Sneak Attack vulnerability.
A couple of additional options...
The Dazzling Trail portion of Equipment Trick (cloak) increases the duration of the Intimidation's demoralize effect by 1d4 rounds. (Plus a Rogue will probably get some use out of the Distracting Cloak portion.)
You can also use a Dazzling Radiance weapon which will blind and/or dazzle everyone within 15' when you use Dazzling Display.
This FAQ may answer some of your questions.