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Grand Lodge 1/5

Kristie Schweyer wrote:
Welcome indeed!

Thank you for the post, Kristie. I have to ask, how much PFS action is there in Clearwater? This is my first VL and I am quite happy. I desire to make more within our area.

Thanks

Grand Lodge 1/5

Please join me in welcoming Skyler Slafsky as the new Venture-Lieutenant of of Ft Myers, Florida and surrounding areas.

I have had many strong sessions with Skyler at the helm, and welcome his depth of knowledge and ready enthusiasm to our area. We often post via Facebook (ask for invites) and also FloridaPFS for gathering info and times.

Welcome to the team, Skyler! I hope the Society grows to value your efforts as much as I have.

Congratulations,
Jason

Grand Lodge 1/5

Thomas Graham wrote:
Jason Binder wrote:
Hello all! ... To: Shane Murphy [Orlando] I will be proud to take on a pirate name. To wit; as a 18 year Navy man, I'd be needing to be esteemed with my Order of the Dragon and Golden Shellback sailing endeavors, Aye?...
Thomas Graham "Ah good, another proper pirate with his Shellback cert."

I am honored to see the number of Squids among the halls of us ignoble Pathfinders. I am very glad to take a pirate name. However, when I was active duty, your nickname could not be of your own choosing; it was bestowed upon you by your peers. So as long as it isn't 'Pantylace Gay-Feather' or some such, I will pop tall when my name is called out. Argh!

Grand Lodge 1/5

Hello again, I was paging through scenarios for playing this Sunday. I am asking everyone what is a good beginning scenario to kick things off with? I have no leads or suggestions from my websites.

Secondly, is it supposed to be $3.99 for each scenario? My previous VC led me to believe that there was free PDFs for running things. Can anyone provide enlightenment on the PDF available?

Grand Lodge 1/5

Hello all!

First of all, I wanted to thank Michael Brock for allowing me to be the Fort Myers Venture-Captain. I have been gaming since before my teens (like many of us) and look forward to organizing this area to the best of my ability.

To: Shane Murphy [Orlando] I will be proud to take on a pirate name. To wit; as a 18 year Navy man, I'd be needing to be esteemed with my Order of the Dragon and Golden Shellback sailing endeavors, Aye?

To: Kristie Schweyer [Clearwater] I am on floridapfs.org under the name Johaan05. I will be posting upcoming events under Fort Myers/Cape Coral Lodge and will be reaching out to the regional stores shortly. I can almost walk to the Cool Comics & Games in Cape Coral.

To: Rafael Taramona [Miami] I have made the drive over the alley and also through Bell Glade, which is my preference. Glad to have you as a neighbor too!

Thank you all again for this opportunity. And I expect shortly to be a spattering of posts with questions for all my fellows here.

Grand Lodge

ShadowcatX wrote:
RAW they are not stack-able archetypes, despite what BBT said. They both modify the same class feature (weapons and armor proficiencies).

Actually the first ability modifies the initial proficients and the 7th and 13th level abilities are different. I think they may be fine.

Grand Lodge

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

As a purely theoretical character build, can a Elf take both Spire Defender and Spell Dancer? I only ask because the Spire Defender still "has" the ability to ignore ASF, yada-yada if gained another way (e.g. 1 level of Fighter) and the Spell Dancer has Dance of Avoidance for Medium and Heavy. All the other replaced items have no conflicts.

And the second part would be, would they thematically make sense if able to stack anyway? how quick and unarmored can a person really be? This definitely is RAI but maybe not worth it.

Spire Defender Bonus Feats:
At 1st level, the spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn’t meet the prerequisites. The spire defender is not proficient in any kind of armor or shield. The spire defender does not have the magus’ ability to ignore arcane spell failure from armor; however, if the spire defender becomes proficient in light armor, he automatically gains the magus’s ability to ignore the arcane spell failure chance of light armor. If he becomes proficient in medium armor, at 7th level he ignores medium armor’s chance of arcane spell failure. If he becomes proficient in heavy armor, at 13th level he ignores heavy armor’s chance of arcane spell failure.

This replaces the magus’s normal armor proficiencies.

Spell Dancer Dance of Avoidance (Su):
At 7th level, while wearing light armor or no armor, a spell dancer gains a +2 insight bonus to Armor Class.

This ability replaces the medium armor class feature.

Spell Dancer Greater Dance of Avoidance (Su):
At 13th level, while wearing light armor or no armor, a spell dancer's insight bonus to Armor Class increases to +4.

This ability replaces the heavy armor class feature.

Grand Lodge

Hello Community, I am asking advise on building a 38 point build that leverages Hex Strike. I have DM go ahead for Orc and Half-Orc. I don’t want Humans with Racial heritage and Prehensile hair doesn’t work for my DM thematically.

I wanted to see what combinations of classes between Barbarian and Alchemist would stack to make this a fun play and deliver a solid Hex strike in melee. Likely this bloke will run with armor on (SU abilities should work), hexing or cackling and just doing the spell-casting through the armor (with ASF) or taking it off afterwards. Delivering the Hex Strike is going to be the boss sauce.

Thanks everyone.

Grand Lodge

I did all the math here and wanted to see why Wierdo would not say that, according to RAW, these numbers shouldn't work: (Edited for brevity, and emphasis mine)

Bertious wrote:

...

Str 19
Dex 12
Con 14 [+2]
Int 10
Wis 16 [+3]
Cha 07

He would have the following rage per level?
1=6
2=8
3=8
4=8
5=8
6=8
7=8
8=11 (Anger Inq. adds Wis mod [+3] and 1/4 cleric level above 4th)
9=11
10=20 (Rage D. adds cleric level [+8] and Anger Inq. increases 1 at 8th for the 4 cleric levels above 4th [+1])
11=21 (Continue adding Cleric Level plus additional 1 per 4 above 4th)

The same question for the effective barbarian level for rage too so would rage level be
1=1
2=2
3=2
4=2
5=2
6=2
7=2
8=5 (Cleric6: Anger Inq. add cleric level -3 [+3])
9=6 (Cleric7: Anger Inq. add cleric level -3 [+4])
10=11 (Cleric8: Anger Inq. add cleric level -3 [+5] and Rage D. adds 1/2 cleric level [+4])
11=12 (Cleric9: Anger Inq. [+6] and Rage D. [+4])
12=14 (Cleric10: Anger Inq. [+7] and Rage D. [+5])
13=15 (Cleric11: Anger Inq. [+8] and Rage D. [+5])
14=17 (Cleric12: Anger Inq. [+9] and Rage D. [+6])

The way I read the Anger Inquisition it is clear that these abilities stack for rounds of rage and effective Rage level:

http://www.d20pfsrd.com:Anger Inquisition:
Divine Anger (Ex): At 6th level, you gain the ability to rage like a barbarian. Your effective barbarian level for this ability is your inquisitor level – 3. If you have levels in barbarian, these levels stack when determining the effect of your rage. You do not gain any rage powers from this granted power, though if you have rage powers from another class, you may use them with these rages. You can rage a number of rounds per day equal to your Wisdom bonus, plus 1 round for every inquisitor level above 4th.

The part for interpretation is possibly the Rage domain does not stack the effective Rage level. The rounds of rage is clear:
http://www.d20pfsrd.com:Rage Domain:
Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. (This is the place it should say: These levels stack when determining the effect of your rage.) These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Grand Lodge

Hello, now as I understand it, according to RAW, the 'effective' barbarian level will be higher than his HD.
The Barbarian levels stack with both domains, it is clearly able to get stacking levels from both the Domain power and the Inquisition. So at Barbarian 2/ Cleric 14 his effective level would be Barb 2 + 11 (Cleric-3) + 7 (Cleric 1/2) for a effective level of 20 at HD 16.

Is this math Correct? Obviously the DM has to sign off on these shenanigans but it actually works out.

Grand Lodge

Let’s say I had a 4th level Bard that could Craft Wondrous Items, had the bard version 2nd level spell of Rage. And he wanted to make a Farquad Helm of Rage for his emo Ranger friend.

So a standard version of this Helm would be 2nd level spell x 4th level Bard x 2000 gp / by (5 divided by charges per day) = price. Let’s go with 3 times a day and it would be 2 x 4 x 2000 x 3/5 = 9,600 gp

The Duration of the Rage spell is concentration + 1 round/level (D). So since the item crafter had to stop concentrating to finish the item, I guess each activation would spit out 0 + 4 rounds of Rage. {More later}

So if this same angry Bard made 7th level had the Magical Lineage trait (Rage) and Extend Metamagic available, could he make a Extended Rage Farquad Helm of Rage? And if so, what would be the price? Would he base it on a 2nd or 3rd level spell?
This would be reduced because of the Magical Lineage trait.
I already know he can craft items with a lower minimum caster level, but what IS the minimum caster level of Extended Rage? Is it 4th or is it 7th?
I wouldn't let him cast metamagic of a spell level he couldn't cast, but crafting allows you to reduce the minimum.

(As a complete aside, I am not sure if you are allowed to even Extend the Rage spell:)

Extend Spell:
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Level Increase: +1 (an extended spell uses up a spell slot one level higher than the spell's actual level.)

Grand Lodge

1 person marked this as a favorite.
Johaan05 wrote:
Does Tower Shield Training's "the maximum Dexterity bonus allowed by his armor increases by 2" refer only to armor alone, to the tower shield's maximum dexterity bonus, or to both (i.e., granting a tower shield a +4 maximum dexterity bonus at 3rd as well as raising, say, full-plate's from +1 to +3)?

As it were, I discovered the results of this question. Right in the pages of the Core Rulebook, page 150 it says:

Shields: Shields do not affect a character’s maximum Dexterity bonus, except for tower shields.
Shields: If a character is wearing armor and using a shield, both armor check penalties apply.
Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance.

So Basically it adds (or Restricts) to the least favorable combination. obviously the spirit is to make these amounts inclusive.

Only Full Plate: AC 19 = +9 Armor, Max Dex +1, Armor Check -5.

So if you add a Tower Shield: AC 23 = +9 Armor +4 Shield, Max Dex +1, Armor Check -15.

So our 16 Dex Tower Shield Specialist would have AC 26 = +3 Dex +9 Armor +4 Shield, Max Dex +3, Armor Check -12

At best, by spending 10,000 for all Mithral and 20 Dex AC 28 = +5 Dex +9 Armor +4 Shield, Max Dex +5, Armor Check -6 (because it is a sum of the penalties, you get twice the reduction in ACP from both items)

Mangon had it right the whole time. Kudos!

Grand Lodge

I was thinking of dipping a level of Oracle, for the ever useful Lame curse and ignore fatigue after level 9. (1 oracle + .5 per other class)
Thinking the same as Stream of the Sky, that the ragechemist mutagen deals with the mind, should be able to be resisted with Mind-effecting saves. The Bones Mystery has this Revelations which would work nicely:

Near Death (Su): You gain a +2 insight bonus on saves against diseases, mind-affecting effects, and poisons...

The influence would be very easy, 'ole tippy cup wandered too close to the wheat/fungus thresher and came out of it with a near death experience (Oracle). Also the saves for a 1st level oracle is +0/+0/+2 and furthermore would boost Will saves.

The dwarven stacking trait is Glory of Old (Regional Five Kings Mountains)
In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Grand Lodge

StreamOfTheSky wrote:

If you are using Superstition for this, you're much better served going human. Or an Aasimar with the scion of humanity racial feature and Angelkin variant (gets +str).

Then you get +2 str and can take the favored class option to boost superstition bonus.

Anything you do to mitigate the coma effect of rage mutagen that costs you 2 strength is effectively invalidating the whole exercise, as at that point you could have gotten the same end strength (and have higher out-of-mutagen str, too!) without all that hassle and the still remaining chance of going comatose.

I think that the Superstition bonus should help with the saves, seeing it is versus supernatural and all.

I am totally able to work this one as a human. so a 6th level Barbarian would have a +2 additional rider to the +3 at that point? Seems this would be useful to it and also make him nearly 'indomitable' as far as will saves.

I noticed one thing that is not complementary with Superstition. The bonus from Raging and Superstitious is both a Morale bonus. Does that mean they do not stack if the saving throw targets Will?

d20pfsrd wrote:
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves.
d20pfsrd wrote:
Superstition (Ex) The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities.

Has anyone ever noticed this? That doesn't seem right

Grand Lodge

I have a concept for a Barbarian that is 'tipping the cups' a bit, is likely Dwarven, and I would like to incorporate 2 levels of Alchemist (Ragechemist). Having both Morale and Alchemical bonuses stack is just skippy but dont want to black out every fight. Can any of these rage powers help add bonuses to the save? or does anyone know a Anti-Mutagen to deliver to my K.O. body?

Rage Mutagen:

*At 2nd level, whenever a ragechemist creates a mutagen that improves his Strength, that mutagen’s bonus to Strength increases by +2 and penalizes the alchemist’s Intelligence score.

Furthermore, while under the effects of this mutagen, whenever the alchemist takes damage, his rage grows, with detrimental effects. At the end of each turn that he takes hit point damage, the ragechemist must succeed at a Will saving throw (DC 15, or DC 20 if any of the damage came from a critical hit that turn) or take a –2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the mutagen ends and stack with themselves. If the penalty lowers the ragechemist’s Intelligence score to 0, the ragechemist is comatose until 1 hour after the mutagen expires.

Since the Mutagen is Supernatural [su], I think things that help resist against [su] is appropriate:

Superstition (Ex) Rage Power:

Benefit: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Or the lunacy rage that happens from the mutagen easily qualifies by description as Mind-Effecting:

Liquid Courage (Ex) Rage Power:

Benefit: While raging, the barbarian increases her morale bonus on saving throws against mind-affecting effects by +1 for each alcoholic drink she consumes during her rage, to a maximum of +1 increase per four barbarian levels.

Grand Lodge

Davor wrote:
@OP: Your interpretation of the rules is correct. Just remember that you need a free hand to cast spells with somatic components.

I appreciate you pointing out the Somatic components issue, and Arcane Duelist overcomes this restriction wrapped inside their Arcane Bonded weapon:

Arcane Bond (Ex):
At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components.

I do think that a -2 to hit with the shield equipped is a tough sell, but un-equipping any shield is a move action. So falling in the water or some such could be solved quickly (I hope)

Grand Lodge

d20pfsrd wrote:
A bard is proficient with ... light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

But if said bard dips a level of Fighter (or other class with Tower Shield proficiency) or even takes the feat Tower Shield Proficiency can he cast Bard spells while using a Tower shield without incurring the normal Arcane Spell Failure chance? It seems to say that using a shield does not incur ASF% and only his proficiency is called into question.

I am planning on blending a Arcane Duelist anyway, and wanted to see if a level of fighter would benefit. Arcane duelists can cast their spells with Buckler/Light/Heavy shields anyway, right?

Grand Lodge

chip mckenzie wrote:
If this is for home play: check with your DM cause with home play almost anything can go. My personal belief is that the races are the exemplars of that Archetype, others may belong to it but be few and far between. This is also known as "Don't let the rules get in the way of the game" ...

I would agree with Chip McKenzie and the rest here, that a Racial Archetype embodies every aspect of class features uniquely characterized by a certain race. I call to mind the Venerable AD&D 2nd Edition Paladin, with the following requirements:

Ability Requirements: Strength 12, Constitution 9, Wisdom 13, Charisma 17
Prime Requisites: Strength, Charisma
Races Allowed: Human

This stood out in the world design, and made the whole more enjoyable because of the differences and exclusivity.

Golarion also is creating the same marvelous effect by making Racial Archetype class features limited and restricted. I think this is the very best part of the Advanced Race Guide and should only be overruled by DM fiat with story / world design.

Grand Lodge

I just love to keep great resources alive (a.k.a. Necro) and I think the best bloodline to meld into Tattooed Sorcerer is Martyred Bloodline. The Varisian Tattoo allows +1 CL but when damaged, this would float to an additional +1 CL on my next turn.

My question to this group is, can a person inflict 1 damage to themselves to cause that increase to caster level? Also would a non-lethal point of damage still increase caster level. I paste the text:

d20pfsrd wrote:
Bloodline Arcana: Whenever you take damage in battle, your effective caster level increases by 1 during your next turn. This effect does not apply more than once per round.

Synergistic or what.

Grand Lodge

1 person marked this as FAQ candidate.
Mike Schneider wrote:

Bump to remind Paizo to include a FAQ question regarding this at some point. E.g.,

Q. Does Tower Shield Training's "the maximum Dexterity bonus allowed by his armor increases by 2" refer only to armor alone, to the tower shield's maximum dexterity bonus, or to both (i.e., granting a tower shield a +4 maximum dexterity bonus at 3rd as well as raising, say, full-plate's from +1 to +3)?

I second that. I would love to know if a Dex 16 fighter with Full Plate (Max Dex +1) at 3rd level would have only +2 because of standard Armor Training or if wearing a Tower Shield would increase the Full Plate allowed Max Dex to +3.

It seems implied that the Tower Shield would change it's Max Dex to +4.

Developers, please chime in when you get some free time. -Thanks!

Grand Lodge

maouse wrote:

OK, I don't see what Opportunist has to do with Vivisectionist. Opportunist is an EX ability a rogue has. Vivisectionist is a class prototype for an Alchemist class. So if you take a lvl 1 alchemist/Vivi prototype, you will get a "ghost" 5th level for sneak attack damage. You have to take the class with the prototype on it though.

...and I don't see how a 5th level character has all the prereques for a 10th level feat/ability (advanced Talent = Opportunist).

Halfling Opportunist is a Prestige Class, which you have to get 5 Ranks in some items before taking a level of Halfling Opportunist. I think this is the root of the disconnect. The base class Alchemist Vivisectionist gains Sneak Attack just like the base class Rogue. This is where they don't let them begin to stack. Any of the Prestige classes gain this whenever they gain it.

Grand Lodge

I have a Halfling that is fighter1/rogue 4 and his current sneak attack dice is 2d6. He has all the prerequisites for Halfling Opportunist. The levels stack for sneak attack damage, but it says Halfling Opportunist gains this additional dice at 2nd level, not 1st.

After reading the description of Vivisectionist, it would seem the first level of Halfling Opportunist could stack with rogue 4 to bring the net S. A. damage to 3d6, just like a 5th level rogue. It definitely would stack at 6th but that is 2 levels without SA advancement.

Suggestions? If I were to take a level of Vivisectionist it would stack it definitely work.

Grand Lodge

StreamOfTheSky wrote:
They stack. Use it sparingly, as detailed before. When they can't actually fight back.

StreamOfTheSky, I wanted to thank you for your help, and I have read your other fabulous guides, like "Rolling on the Floor Cackling - The Witch Handbook" (Read 4736 times)

I am thankful and honored to have a serious gamer assist me in understanding a generally worthwhile 2 level dip in Barbarian. Ich danke Ihnen

Grand Lodge

I do have a serious quandary though. Does the -4 AC for wild fighting stack with the -2 AC for raging? Honestly that seems steep for a -6 AC penalty for 1 extra attack. I would have to agree this measure may be best held for surprise rounds, defenseless opponents or dire situations.

Grand Lodge

I presume the restriction is does Rage prevent the wherewithal to combine catalyst; I explain, no sum up:

1. Rage (Ex) While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

2. Bomb (Su) - Alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies... In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years... Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity.

I could see a reasonable argument against allowing a raging barbarian to mix chemicals except the prep is done in the morning. Mixing fire-bomb style Molotov Cocktails is very appropriate to rage and chaos, perfect for a raging hulk o' fury.

Grand Lodge

Thank you everyone for your replies. I next have to figure out how to get a efficient quiver to hold all my greatswords for throwing. Unless this has already been addressed on another thread. Any ideas?

Grand Lodge

Hello, for my next build I wanted to combine the Hurler Barbarian Archtype because it adds 10' to range increments of all thrown weapons. This will stack nicely with Alchemist bombs and bring the range increments up from 20' to 30'. If I added the following feat would that increment change to 60' during a rage?

Raging Hurler

An opponent can do little to evade your wrathful pitching of weapons and objects.

Prerequisite: Rage class feature, Throw Anything.

Benefit: While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. Further, you can pick up an unattended object that you can use as a improvised weapon within your reach as part of the attack action to throw that item.

Emphasis mine. This seems to read that it could apply to any weapon during a rage and since Alchemist Bombs count as weapons, I don't see any conflict here. But I wondered if this was implying doubling the 10' range of throws 2-handed weapons only.

Grand Lodge

StreamOfTheSky wrote:
-2 to hit is worth it for an extra attack at highest BAB generally... ...I don't suggest using the Wild Rager archetype for anything more than a 1 or 2 level dip at all, though.

And that is exactly what I am doing. I am combining this with Alchemist to take all the way up. It actually worked out to be a Half-Orc with a 7 Charisma. In this situation a very low Cha is superb:

During a rage, when a Wild Rager reduces a creature to 0 or fewer hit points, must attempt a Will save (DC 10 + the barbarian’s level + the barbarian’s Charisma modifier) or become Confused.

And that would be 2 levels, for 10 + 2 levels + [-2] Charisma = 10. All is good. I thank all that contributed.

Grand Lodge

So if this is true, is gaining that extra attack worth -2 to hit and -4 to AC?

Grand Lodge

I have a question about Wild Fighting. They way I read it, it would seem that during the Barbarian's attack routine, she never has negatives to hit or AC. It applies to attack rolls for Attacks of Opportunites and her AC during the opponent's attacks.

Wild Fighting:
At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC.

I am just having a hard time understanding "Until the beginning of her next turn". I appreciate the everyone's help

Grand Lodge

Hello, I was looking through the Monk and it's vast amount of Archtypes. I saw a thread on this board showing that Martial Artist/Sensei is a possible solution. Now the deal with Martial Artist is the removal of the Lawful restriction of the alignment, however I believe that the Sensei basically should have the alignment of Lawful, because it doesnt say the restriction is removed. What is the group opinion of this?

Also stacking of Archtypes when the Sorcerer Empyreal or Sage is added as a crossblooded sorcerer, does the other portion of the crossblooded Primary casting stat also follow Wis (Empyreal) or Int (Sage)
~ e.g. a Crossblooded Empyreal / Verdant Bloodline would have the bloodline arcana applied from both, but only the Empyreal one says Wis, and the Verdant Bloodline presumes Charisma is the Primary Casting Stat.

Thanks for your insight.

Grand Lodge

I know you said you wanted to be a Human Rogue, but I always liked this feat and Half-Elf gets Skill Focus for free. I feel is even superior to Hide in Plain Sight of the Shadowdancer, because it can be pulled off at noon, under guard, atop the gallows with a crowd watching.

Pathfinder Companion: Cheliax, Empire of Devils wrote:

Hellcat Stealth Prerequisites: Skill Focus (Stealth), Stealth 6 ranks.

Benefit: You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.

Normal: You cannot make Stealth checks while observed.

So, if you took Skill Focus (Stealth) at 7th, using 8th with Combat Trick (Point Blank Shot) you could pick up Hellcat Stealth at 9th. Or even the same thing at 5th S.F. (Stealth) 6th Talent Weapon Training (dagger) 7th Hellcat Stealth. This also could open up Hellcat Pounce allowing 2 sneak attacks in the surprise round, check for SA

Grand Lodge

2 people marked this as FAQ candidate.
Jiggy wrote:

In Ultimate Magic, the Inquisitor's Persistence Inquisition grants the following power:

Relentless Footing wrote:

Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).

I also agree, is it per combat? 1 round? Can I chase down only one person for 3 + your Wisdom bonus in rounds or can I persue 3 + your Wisdom bonus in enemies per day?

Dev please!

Grand Lodge

Please help me with this question. My character was given a locket as a story element that glows with light with a command word. Presuming it can stay lit forever and lowered on a rope or thrown while lit etc, is this considered a ‘neck’ item? It is a locket on a necklace that has a command word to turn on/off.

And lets say this character also gets a Amulet of Natural Armor +1, also a neck item. Can the amulet be worn to give the +1 to AC, and the lit locket placed over the head to shed light? Would one fail to function? Or can the locket shed light but not be commanded, as it is not the primary ‘neck’ item?

Honestly a Ioun Torch for 75gp could replace the whole concept but I wanted to see what the community opinion was. Obviously the locket was given as a gift from her world traveling brother, so it has sentimental value.

Grand Lodge

I have a question that rolls well into this discussion. I have a Oracle that has 'Extremely Fashionable' as a trait, and it functions only when clothing / jewelry > 150gp and not covered in slime and dirt.

Would a Glamored suit of armor be able to appear as such a outfit? I cannot see a reason it couldn't, as the armor and the enchantment cost are all well above 150 gp.

Any thoughts within the community?

Grand Lodge

Cannon Fodder may be right, and the amount of levels required may have to exceed the 10d6 normally allowed by fireball.

And it is interesting that this build could be put down easily improved evasion :)

Grand Lodge

Midnight_Angel wrote:

Well, if you are hell-bent on shelling out a squillion of Feats to enable your Level 7 character to fire a single 10d6+10 fireball per day, go ahead.

Rules-wise, you should be clear.

I agree it is a bit focused, and only really laid out hypothetically. Also a theologian can prepare domain spells using her non-domain slots. And I know I read a thread about clerics scribing scrolls they themselves can cast. Interesting things.

Grand Lodge

I wanted to see if this was even possible, and this group of fellows seems to be very keen on this. Would this build allow a Cleric level 5 to cast Intensified fireballs that do 10d6+10?

Cinders, the Gnome Pyromaniac: Primal (fire) Sorcerer 2 / Cleric of Brigh Theologian (fire) 5

Magical Knack Trait: [Cleric] gain +2 trait bonus to Caster Level as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor

Feats:
1st feat: Spell Focus Evocation [Prerequisite]
3rd feat: Varisian Tattoo: School you have Spell Focus are cast at +1 caster level.
5th feat: <open>
7th feat: Spell Spell Specialization (fireball) Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

Primal Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your elemental bloodline’s energy type, that spell deals +1 point of damage per die rolled.

At 5th level, the theologian chooses one domain spell. That spell becomes permanently modified with one of the following metamagic feats: … Intensified Spell [APG]…. This metamagic feat does not increase the level of the spell.

Intensified spell: increase the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum

Grand Lodge

You always can decide to go Armored Hulk with your Dwarf, from the Ultimate Combat. In fact, I have most of my dwarven berserkers in my world fit this archetype because I feel heavy armor shock troops, screaming dwarven drinking songs is so appropriate.

d20pfsrd wrote:
At 5th level, an armored hulk’s land speed is faster than the norm for her race by +10 feet. This benefit applies when she is wearing any armor, including heavy armor, but not while carrying a heavy load. Apply this bonus before modifying the armored hulk’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed

Grand Lodge

I just had a Merciful Healer and posed the same question. The answer, we believe is No because of the way the Phylactery works. Channeled Revival says

Quote:
Prerequisite: Channel energy 6d6 (positive energy).

The Phylactery only adds dice to the effect. You actually are channeling 4d6 with a +2d6 rider on top. It is like any other item that adds damage to a effect [e.g flaming burst]

Phylactery of Positive Channeling says,

Quote:
allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.

Also it was shady as to qualifying for a feat, as magic items rarely allow you to bypass Prerequisites. Basically you get this box sundered off of your forehead, and you no longer have access to a feat? It does > stick out a bit <

Grand Lodge

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

So I looked and Found these items:
Everfull Mug (Arms & Eq. Guide) 800 gp [3/day]
Fire Bucket (Dragon 331 p88) for 3000 gp [3 Gal/rd]
Decanter of Endless Water (Core p509) 9000 gp [1 Gal/rd >> 30 Gal/rd]

I think a Mug of holding Type I is the most realistic. 2500gp and hold 30 cubic feet of volume for 15 pounds.

Google says 1 (cubic foot) = 28.3168466 liters, 30 cu.' = 850 liters.
1 liter = 33.8140227 US fluid ounces, 28742 total oz.
And if a Tankard is ~24 oz = 1198 uses before refills.

The only thing I would say, that would compliment this, is a Pony Keg of Alcohol generation. :-)

So is this legal to let a Drunken Brute use his move action to tip the Mug of Holding, and attack with his standard action? I would say yes with these stats.

Grand Lodge

Now I just wanted to add to this fabulous thread, what would most players allow to subvert the worst parts of the Deaf curse? Would a player with a trained Pseudodragon be able to be at least communicable? The Pseudodragon is telepathic (60 ft.) after all. What about a player that dipped a level of Wizard (or Arcane Sorcerer) to gain a Familiar? Empathetic Link would still overcome many types of surprise/blindsiding [pardon the pun] that would happen to an Oracle.

What is the general consensus of a Oracle with a Familiar?

What is the general consensus of a Oracle with an Improved Familiar Pseudodragon (telepathic 60 ft.) ??

Grand Lodge

7 people marked this as FAQ candidate. 1 person marked this as a favorite.

This is definitely a question worth having a Developer review / FAQ. I think the Sidestep Secret describes the fact that maximum Dex penalties from Armor apply, and Natures Whispers do not have any of that wording. Therefore, I would assume the mysteries ARE different. Nature's Whispers AC bonus should function irregardless of armor worn, and it says is only lost during certain Conditions. Wearing armor isn't a condition, but flat-footed is.

Grand Lodge

1 person marked this as a favorite.

I wanted to clarify for my game, that you may use Virtue every round to gain 1 hp while taking damage from the Oracle Life Link question. Even if taking them in only 1 round actions to prevent concentration checks. It would seem they should work together but I forsee hearing "Cheese Factor nearing Maximum, Captain!"

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage...

Grand Lodge

I understand, and see that both say 'Empowered'. Although I agree on the 'as if' being not an exact duplicate of metamagics not stacking. Now this same character I want to eventually take the Achievement feat: Healer’s Touch

Prerequisites: Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point of damage you deal to another creature, reduce your cumulative healing total by 2.

Benefit: When you cast a healing spell to heal a target other than yourself, the spell is maximized as though using the Maximize Spell effect. This does not increase your casting time for the spell...

And the last line of Maximize makes me think this WOULD stack with the Healers Blessing part, but cannot with Faith Healing:
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

What do you think?

Grand Lodge

I have a cleric that will be going Holy Vindicator. She already has the Healing domain Healers Blessing. Does the class ability of Holy Vindicator stack? And if so, would it be +50% doubled, +100% or just +75% like multipliers that stack?

Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Faith Healing (Su): At 3rd level, any cure wounds spells a vindicator casts on himself are automatically empowered as if by the Empower Spell feat, except they do not use higher spell level slots or an increased casting time. If the vindicator targets himself with a cure spell that affects multiple creatures, this ability only applies to himself. At 8th level, these healing spells are maximized rather than empowered.

Grand Lodge

I was thinking of how to send a player deep, deep, deep into trouble and still have my Oracle's Life Link function. I will post part of it here:

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. ... You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action.

This oracle took a level of multiclass wizard with a familiar. Because of Empathetic link, If the bonded creature carried my familiar, would the distance between me and the other creature never exceed medium range? The Bonded player is never more than 1' away from 'you'

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Just trying to send a scout into a situation and assure the Oracle can heal them. Any other longer than medium range thoughts?

Grand Lodge

Remco Sommeling wrote:
... +1, also your example of fireball spell is off, since the spell does not have targets it is an area of effect spell but does not specifically target creatures.

I thought it covered area of effects by this bolded part: Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell.

I do appreciate the review. And, being new, I recognize the '+1' as a positive thing {pardon the pun} but cannot see where that tacks on to my profile; unless it is internal to the thread only. Could you please elaborate some?

Thanks.

Grand Lodge

Marc Radle wrote:
Welcome to the message boards Johaan05!!!

Thank you very much. I appreciate this community and am excited to have many more posts and replies.

Grand Lodge

I have a character that has a high Charisma, and as part of his background was a Cleric (with Channel Energy) and became a Oracle of Life with the Channel Energy mystery.

The Holy Vindicator has Channel Energy (Su): The vindicator’s class level stacks with levels in any other class that grants the channel energy ability.

Would this increase the Channel Energy ability of both the Cleric and the Oracle? I understand the Spells per day states +1 level of divine spellcasting class and has to be chosen for a single class, however this may turn a Holy Vindicator into a channeling floodgate of power. Thoughts?

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