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Hey guys!
we're doing a campaign with an assassination theme, the goal is to remain silent (We throw stealth/perception on any noise or movement which might get us detected) and take out our targets.

After a lot of thinking I've set my sights on a Vanguard Slayer, i think he will compliment the party we have, fit the campaign and be fun to play.

I do however need help - i know Slayers have millions of variations, and I'm not even sure where to start with Attribute points.

Premise + attributes:
i was hoping on building a melee character (was archer previous campaign), maybe utilize a Scimitar/Rapier with weapon Finess so i can focus on Dex and leave STR at 10-12, but im not sure if that's wise. i need Dex for Stealth(and other skills), AC and Saves - so it will probably be my main invetment+equipment stat, if i can get +enchantment weapons and take weapon finesse i can keep STR low, and still get extra damage while keeping WIS (Weak save and Perception) high.
INT - it's only good for "Vanguard’s Bond" (which is awesome), but if i want additional benefits from it i need 14 INT (because 10-13 will still be 1 round only), maybe i should even dump it to 8 (5 skill points per level should be enough: perception, stealth and 3 whatever? or are there any class staples that i'm missing?)

i can also decide i'll put "Agile" on my Rapier/Scimitar and leave STR at 10, wouldn't that work perfectly?

Race wise:
Interesting races such as Aasimar(+ variations) and Tiefling are allowed, should i still take human for the extra feat? or focused study? or is the +2 Dex +2 Wis of the Garuda-Blooded too good to give up on?

Feats:
these are the hardest, I've never played melee so besides my thoughts about Weapon Finesse i have no idea what to take)

Any thoughts would be very helpful.. thank you!


amazing control of the subject, you rock, thank you!


Hey guys!
this is unclear to me, i know that most bonuses don't stack with themselves, but the "Studied target" text says "A slayer can study an opponent he can see as a move action. The slayer then gains a '...' and a +1 bonus on weapon attack and damage rolls against it. "

It doesn't specify what bonus this is, but since its both attack and damage (like enchantment) i was wondering what is the common verdict on this


Xayl wrote:
I would argue that it is situationaly useful. The spell prevents magic aging which means any spell effect, curse or random wierdness that would cause you to shrivel and become and old person prematurely becomes useless on you.since most those would only give you the penalties of aging and not the bonuses that's a good thing. It's also a flavorful RP thing great for long form campaigns that take place over the course of decades and such.

That's cool!

i'd like to mention that my last 2 characters were insane blasters, one of the reasons i chose Druid is because my DM assured me it is not easy to make it OP/imbalanced, which means more fun for my other party memebers, letting them destroy enemies.


Cyrad wrote:
Are we role-playing anymore when achieving immortality/eternal youth is considered a "wasted" ability? Not like you lose anything for gaining it.

i meant, since you do die of old age (says so in the text) the only way to "get something" out of this ability (description: "a druid no longer takes ability score penalties for aging")is if you age AFTER getting it, right? and if there is no way to do that, than this ability is useless (cannot be used)


Playing a Druid for the first time i'm going over his abilities, and this one strikes me as one of those "if you don't use it, its a huge waste"

as a Synth Summoner i saw a player gain an incredible amount of ability points using an very old character.

the issue is, i need to reach level 15 first (this campaign is till 20) and i'd be a fool not to use this, but i can't find ANY way to make my character age permanently, how would i do it?

thanks!

P.S
i know this is slightly cheese, but otherwise this ability is wasted.


wow! so many awesome options.
ill start looking into all of them! so many leads!

thank you!!!


avr wrote:
One question. Why do you want a prestige class exactly? If you didn't have one in mind in the first place it's an odd thing to aim for in PF.

Well, it's a good question and it actually doesn't HAVE to be a PrC, i thought it may offer more variety and options when leveling.

After reading up some more between the time of creating my post and now, i'm pretty sure i seek a ranged class, but not specifically a caster, they main focus on spells is not something i find very appealing. so maybe something between a ranged paladin (High dps, high DR bypassing) and a stealth character?

Zen archer seems interesting, but:
1. it seems like after a few levels Flurry of Blows is totally wasted
2. if i get Sneak Die later on, can that damage be incorporated into the attacks?


Hey guys!
so i'm no veteran just yet, i only played 2 APs as a player and one as GM/DM.
My friends and i are starting a new AP with assassinations (no idea what that means) called "Culling the weak" and im having trouble choosing a class. so far we have a: Witch, Slayer and a fighter (Going to be Eldich Knight)

what i can't/wont take:
Summoner - played it, owned with it.
Paladin archer - played in carrion crown and OMG owned with it
arcane trickster - helped a buddy build when i was GM

What im looking for:
interesting race (no dragons or ogres) - i've always taken Human so if it works with the char i'd like to give a cool race a shot
a character without a companion that needs to be manged every turn (Eidolon)
something that would utilize a prestige class early and powerfully - this campaign is up to levels 16-20, so a powerful carry would work here and i never played a prestige class
if possible - something that is slightly less item dependent and strong because of correct feat/abilities combination choices) as much as possible ofc.
if possible - high charisma/diplomacy (since the others skipped it) but its not a must.

That's it!
any help or even a nudge in the right direction would help!


Alright, thanks guys!
that solves the issue for us!


Hey guys!
so, we're playing "Way of the Wicket" and are facing a leech and it's allies. i'm a level 16 Summoner with an amazingly powerful Quad Eidolon.

in order to reach the leech and it's strongest helpers with my Eidolon i have to pass some walls and enemies(While they are casting level 9 spells against us), so i decided to cast "Evolution surge" and grant my Eidolon the "Incorporeal Form" evolution, and have him bypass all the blockage and face the casters up close.

Questions:
1. The wording says "Once per day, an eidolon can become incorporeal for 1 round per summoner level." does that mean i can CHOOSE for it to last UP-TO 16 turns? or is my Eidolon FORCED to stay incorporeal for 16 turns
2. if it is 1 turn, will he be incorporeal until the end of his turn (I.E until the person after me acts), or until the next time the Eidolon has to act?
3. is the activation\turning into incorporeal a free action?
4. how does damage/armor work in this form? Incorporeal creatures have no STR and Natural Armor. so my huge 46 STR/54 AC Eidolon does zero damage to corporal creatures?
OR maybe the eidolon doesnt even "Become" incoporeal, but only gains its qualities and subtypes. which means he simply effected by:
http://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal
and
http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Inco rporeal

Thank you all!


OK, i showed this to my friends and they rechecked.

Apparently they meant this:
"You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll."
From: http://paizo.com/pathfinderRPG/prd/coreRulebook/combat.html#touch-spells-in -combat

Turns out (they said) it was a rule from 3.5 and they didn't know it was changed. They have all been playing multiple versions of D&D for around 20 years now, and this is my 2nd game, since they were all so sure of it i didn't force a rule check.

Thank you for help (as always) guys!


Hey,
So in yesterday's game our DM used incorporeal monsters and as a Summoner i wanted to cast Evolution Surge to add the incorporeal form to my Eidolon.

My party said that since the Eidolon is in melee combat i must try to "hit" him with a touch attack for the spell to work.

No one was able to show me written rule but we went on with this as a solution at that moment.

Can i get clarification on that rule please? And ac link?

Thank you!


Hey guys!
As a way to make my Eidolon less weak VS will i decided to get a weapon with the Guardian Enchantment and ALWAYS transfer that bonus to my Saves.

Question is, the guardian bonus says "Stacks with all" does that mean if i dual-wield two Guardian +1 swords (costs 8000) they will have the same effect as one "Guardian +9 (costs 9000) swords? or since their origin is "the same", they won't?

it also occurred to me that since Eidolons only have a limit on NATURAL attacks, i could use the swords to deal damage as well.


Saldiven wrote:


There are also some Outsiders (Daemons, Demons, Devils, etc.) that have poisons or other effects that do Dexterity damage or drain. Some of them are probably outside your ability to summon/bind, though (like CR 27 Xoveron with his DC 40 poison that does D6 Dex drain).

yeahhhhhhhhhhhh lol i wish we could get that guy.


This item seems AMAZING, and honestly, if we could get 5-6 of those and use them all in one round, that would have been AWESOME!

but - Cockatrice Grit isn't in the books the DM chose for us (for WotW)
so ill have to resort to other ways.

@Philo Pharynx
Thank you!!! will all of those stack?


Hey guys!
my party is going up against a copper ancient dragon in a few days, and our DM is not simple as it is - he will try to TPK us any way he can.

After reading a-bit i saw a suggestion to do Dex damage as a means to render him motionless, which should allow us to kill him fast.

What are the best ways, or any ways for that matter that you can suggest for us to cause Dex damage?

thank you!


Undone, what makes Shadow Demons OP?
this is my first summoner (and 2nd pathfinder game ever), and i had to start @13th level since i joined, so my knowledge of most things is lacking.

Pointing out their strengths may help me.
also, do they make my Eidolon obsolete?


Hey guys,
We are on book 4 of Way of the Wicked and about to face a good dragon.

I am a 13th level summoner and i wanted to ask a few questions about Shadow Demon summons (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-sh adow)

1. As incorporeal, "Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature" does that include buffs/beneficial spells?

2. As above, does that include auras ans SUs? Such as dragon's frightful presence or slow?

3. are a dragons attacks automatically magical? If not, does that mean that their claws, tail bite and even breath (20d6) don't effect incorporeal creatures at all?

4. Anything else that is important or that i need to be aware of?

Thank you very much!


Very interesting.
So if i want a very strong Eidolon that has less difficulty pouncing i just can just reduce person the Eidolon, lose the reach but kerp the stats.

Amazing.


Hey guys!
So, my group and i are trying to understand this.

If an Eidolon is large, and the summoner casts Enlarge Person on it, it is now huge - but which of the benefits of the Huge evolution dues he get? Just the reach?

Alternatively, if i have a Huge quad Eidolon, if i cast reduce person on it, wouldn't he maintain the +16 STR +8 CON and just lose the 10 reach? Giving me a very strong Eidolon that can pounce more easily? (Hard to pounce as huge)

Thanks!


Simple question.
DM says that since its not a save from the spell itself, but an effect the spell does (grapple), i cannot use persistent spells - i disagree.

What is the official verdict?


Thanks guys!


So i might be REALLY stupid here, but looking here:
paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/summoner.html

in "Table: Eidolon Base Statistics" it on 13th level (for example) it says the Eidolon's BAB is +10, however if you scroll just a little bit down there's a text saying:

Quote:
BAB: This is the eidolon's base attack bonus. An eidolon's base attack bonus is equal to its Hit Dice. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus.

if i'm not mistaken, my "Hit Die" at 13th level is 13,not 10, right?

So which text is the correct one?


@Rosc - Thank you for the awesome amount of tips.
1.Good idea! yeah, not sexy but can most defo save my butt
2.nice! ill switch it out. what do you mean buy "Switching out 2nd spell to have it" what is it?
3. Good, i will do that once i have a few more spare evo's
4. TY - i didn't think about taking "Summon Eidolon", there are alot of interesting Summons for many situations if i lose my Eidolon - will get a 2nd rod of extend.
5.Ill get invis ring with probably some +armor on it (Costume item), was afraid maybe many angels have see invis. - btw is the command on the ring free action, swift or standard?
6.im kind of apprehensive about Huge atm, this is my first time with Eidolon, i don't know if my eidolon will need to squeeze all the time.
let alone finding a 15feet wide straight line in order to pounce.
7. Got it!
8. sigh
9. got it!

@Menacing Shade of mauve - good question, im pretty sure a +2 on a Aluring handband doesn't give 1 skill point per HD

@avr awesome list! thank you!


Thank you for your help avr!

1-2.Can't seem to edit the OP but ill say this here - our party has every possible crafting feat. as for Scrolls\Wands im trying to think what would be smarter for me, money saving wise on spells ill use often, whilst keeping slots available for myself in "real time"
3.Thank you, i just wanted a CHANCE to know something.
4.any advice on those minor useful items? this is only my 2nd Pathfinder game so i tend to miss the importants of things.
5.thank you.
6.Well - as said above, i miss things. since my Eidolon is a pouncer he will probably be front and center, and flying won't really be usefull in combat because i want to stay back. - no?
7.first i've heard of those, will read up on it now
8.thank you.
9.again, will read on these.


I'm joining a "Way of the Wicked" campaign and i need to create a 13th level LE Summoner - we're going by 140k character wealth, all can be used for crafting.

This is a long post with the entire stats, Thank you very much in advanced for helping!

Summoner wrote:


Half-Elf (Adaptability Skill focus = Perception)
STR 7
DEX 14
CON 14
INT 12 (10 base + 2 Scarlet and Blue Sphere/Perception)
Wis 12 (10 base + Headband of alluring charisma +6 (+2 Wis))
CHA 29 (18 base + 3 levels + 2 Racial + Headband of alluring charisma +6 (+2 Wis))

Traits: Reactionary, Eyes and Ears of the city.
Feats: Extra Evolution (x3), Improved initiative, Resilient Eidolon, Scribe Scroll (Change to wands?), missing 1.
Skills: Perception 26, UMD 25, Spellcraft 15, Diplomacy 18, linguistics 1, K,Arcana 3, K.Local/K.planes/K.Religion 1.
Fave Class: 1/4 evolution (Every level)

Spells 1:Feather fall, Grease, Long arm, Mage armor, reduce person, Shield
Spells 2:Barkskin, Evo surge (Lesser), Glitterdust, Haste, Protection from good (Communal)
Spells 3:Dimension door, Evolution surge (Useful?), Invisibility (Greater), Rejuv Eidolon, Restore Eidolon.
Spells 4:Baleful Plymorph, Evolution surge (Greater), Purified Calling, Wall of Stone.
Spells 5:Spell Turning, Teleport (Geater)

Items: Celestial Armor, Cloak of res +4, Handy Hoversack, Headband of alluring cha +6 (+2 wis), Scarlet and blue sphere/Preception, knights pennon(Batttle), Muleback cords, Rod(lesser/extend)

Eidolon wrote:


STR 32 (19 base +1 level +6 belt (+2 dex) +8 Large)
DEX 20 (19 base +1 level +2 belt -2 large)
CON 17 (13 base +4 huge)
INT 7
WIS 10
CHA 11

Feats: Combat Reflexes, Improved Natural attack, Iron Will, Lunge, Power Attack.
Skills(Ranks): Perception 13, Acrobatics 7, Bluff 7, Sense Motive 7, Escape Artist 5, Stealth 1.
Evolutions (23 points): Limbs arms, Clawed feet, Clawed hands, Damage reduction - Chaotic, Immunity - fire, Improved damage - Claw, Improved natural armor, Large, Magic attacks, Reach, Rend, Spell Resistance.

In addition to any advice you may be able to provide, i have a few Questions:

1. What should my last Feat be?
2. Should i replace Scribe Scroll for Craft Wand?
3. Should i put more in to knowledge? (we are low on that in the party) and which one?
4. I still have around 35k to spend, what should i spend it on?
5. should i go for a ring of wizardry\invisibility?
6.I fail to see what combination (Except HUGE) can i use with Evolution surge (Greater)
7. is there any way to defend my ioun stones?
8. is there any way to defend my eidolon against Smite Evil?
9.Any good ways to raise the Eidolons saves? (Summoner is using Shoulder slot)


@BigNorseWolf, thank you for your input, he is pretty strict, i want to see if i have a valid point before i raise the issue.

James Risner wrote:
Yes I'm not aware of a rules base answer that allows closing to be base to base.

If you are correct that REALLY lowers the attractiveness of the Reach evolution for a Quad Eidolon, i either have to have Reach on ALL my attacks or on none of them.

If that is the case and no one makes a counter argument, what about this workaround:
Since i have the Lunge feat, can i simply Charge, stop at 10 Feet distance (As you say, i must), THEN i activate Lunge ("You must decide to use this ability before any attacks are made") and add 5 feet to my attacks - that will change my attacks to 10feet (with 1 being 15), and then I'll attack.

Your opinion?


Thank you both.

DominusMegadeus wrote:
You can get within 5 feet and then take all your attacks.

any reference? in case this comes up.

James Risner wrote:
Ask you GM but by strict RAW the closed space you can attack is the 10 ft reach attack.

so you're saying i can't choose, and MUST stop as soon as i can attack?


Hey guys,
if i have an Eidolon with 5 attacks (4 claws 1 bite), with one Claw having the the Reach evolution - ill have four(4) attacks with a reach of 5feet and one(1) with a reach of 10feet.

When i pounce and enemy, can i pounce all the way to him, which will allow me to use all 5 attacks? or must i stop as soon as i am able to attack him (with my 10 reach claw)?

thank you!


Thank you so much guys, you settled a big fight!


So -
I have protection against evil on me, and the boss tosses Insanity on me.

I claim i get a 2nd roll since the spell is "enchantment [compulsion]" however my DM says that 'spells or effects that possess or exercise mental control over the creature" doesn't include insanity.

Help?
P.S this is ongoing so any help would ROCK


So -
I have protection against evil on me, and the boss tosses Insanity on me.

I claim i get a 2nd roll since the spell is "enchantment [compulsion]" however my DM says that 'spells or effects that possess or exercise mental control over the creature" doesn't include insanity.

Help?


If i own a ring of invisibility - does that:
1. Equal Improved invisibility - if i attack i am not invisible anymore?
2. Normal Invisibility - after i attack i'm seen again.

If its the 1st, very simple, however if it's the 2nd, when do i return to being invisible? on my next turn - automatically?
the text says "By activating..." so, is this a free action? what's stopping me from attacking\casting a spell and then "Activating" it?

Thank you!


Tarvi wrote:
Qayinisorouse wrote:

@Gilfalas

Ok- so if it was crafted as an Arcane or Divine spell doesn't matter at all? also what about CL? the wand is CL10 but my paladin is level 11, so only CL 8? doesn't matter too?

The caster level of a spell from a wand is always the caster level of the wand

(Barring a special ability - Staff Like Wand is the only one I know of and it doesn't apply here)

What does that mean? ok so the wand is level 10, but does that effect my UMD throw? or is it still 1 throw for 20?


@Gilfalas
Ok- so if it was crafted as an Arcane or Divine spell doesn't matter at all? also what about CL? the wand is CL10 but my paladin is level 11, so only CL 8? doesn't matter too?

it's as simple as rolling UMD as many times as i want (Outside of combat - obviously) and if i roll pass 20 i can cast, if i cast natural 1 i failed?

P.S
"After that you get an additional +2 to activate it again if you were successful before" - i THINK that only factors in to "activate blindly", no? and since i had the wand crafted\purchased it, its not activating blindly?


I'm an 11th level full Paladin archer, and i want to purchase a wand of Gravity Bow.

I don't understand how UMD works, and what i have to roll, there are two possible ways i can go about getting the wand:

1. Buy for full price as Ranger (Divine) CL10.
2. Crafted from wizard for half price (Arcane) CL10.

From the little i understand from UMD, the 2nd will require an additional roll, because paladins cast Divine spells, but will be cheaper.

Could anyone please write a run-down of the rolls and how they would go about both cases?

Thank you!


wow, this is BRUTAL!

2 more question
1. an additional dose of the SAME POISON also raises the save by 2? i thought it was only if you combine two different poisons?
2.if i failed the previous round, and got poisoned, then i successfully saved, then the enemy tries to poison my again and i save successfully. do i just avoid the new dose/reset or do i also cure myself?

As for my party - as soon as they hit 7th the'll get leadership and a Cleric for that, but now they are 5th level so there is a ways to go.

My summoner has UMD, but a wand of lesser restoration is a little out of their reach i think @4500 gold? (2x3x750).


Quote out of Phase spider:
Bite—injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.

so, the spider bites a PC, and he rolls Fortitude, lets assume he fails, the PC loses 1d2 CON, next turn he tries again, and it works, so no 1d2 CON, does he try again? ("cure 2 consecutive save") or does he wait for next turn? and THEN if on the next turn he succeeds, then he is cured?

more questions:
1. if he is bitten and poisoned again, does the frequency resent? 8 turns again?
2. if the PC fails to cure it over 8 turns (assuming he didn't die) and the fight ended, what now? is he stuck with minus 8 Con?
3. what else can save a poisoned PC (excluding Cure poison), keep in mind this is a part of 3, summoner, magus\ninja, paladin.

Thank you!


oh i see..
understood!
so a monster with multiple attacks will use the same +/+ as PCs do?


Hello,

as a DM, at first i assumed that if a monster had two (or more) attacks ill see:
Melee bite +4/+4 (or something similar)

but then i came across this:
http://www.d20pfsrd.com/bestiary/monster-listings/animals/octopus/summoned- creature-octopus

it seems as if there are only two attacks:
bite +5
tentecles +3

however, the monster had the "Multiattack" feat, which requires a minimum of 3 attacks.

What does that mean? how do i know how many attacks do my monsters have?

thank you.


Thank you everyone!
@Majuba, thank you, but are you sure it's limiting?
i'll do the math:
lets assume my Magus wants 10 level 2 spells, (if i RND i'll let him find 7 out of these as scrolls in the shop):
each scroll should cost 200 gold(4x2x25), total is 2000.
scribing each costs 40, totalling at 400.
since he bought them - no need to decipher
DC 17 should be easy for a 5th level magus

so for an investment of 2400 my NPC can learn every decent level 2 spell - is that the restriction you meant? or are there costs im missing?


OK
First of all, everyone - Huge thanks! DMing is hard alone (start CC i forgot about a few monsters DR and that my party has panelties from cursed items... sheesh there is a lot to remember!)

So how does this sound:
limit the "what's available" using the settlements page, scrolls are "buy whatever you want" but a wizard with a spellbook, there will only be one, i can make him a 4th level magus as well and random his spells or something so my magus can learn from him.

@voska66, you said:
So one 1st level spell would take 1 hour, cost 15 GP, and require DC 21 Spell Craft to read the spell and DC 16 to write the spell in your spell book. That spell will use up 1 page, a spell book as 100 pages. The cost is 10 GP to write and 5 GP get it from another wizard. A rare spell can be 2 or 3 times that price or more.

What is the calculation here? can you please dumb it down for me? trying to understand it alone from all the info (http://www.d20srd.org/srd/magicOverview/arcaneSpells.htm) but i am lost

also - "can't take 20", can they take 10?


Hey guys,
First time DM and my party are all first timers. we're finishing the first book for Carrion Crown next meeting, and my party has a magus that asked me to buy scrolls for spells so he can study them (or borrow/view a spellbook and copy spells from that) and add them to his spellbook.

However, since a Magus is limited to 2 new spells per level i don't want to break the game and let him buy scrolls for every spell (assuming he has the money) and learn all of them.

is there any sort of calculation for spell availability when taking into account the city they are in, their level, the spell's level etc etc?

if not, how do you handle these things?
thank you!


Thank you both!
i didn't even know i need to look in the Subtype area each time.. boy, DMing is HARD!

so if im a normal human and there was some sort of spell that gives me Incorp qulities, i would not be immune - gotcha, thank you for helping


Me and my group were always under the impression that Incorporeal creatures were immune to crits and preceise damage, however reading this:
http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules

i can only see two things that are immune to sneak: fortification & Amorphous...

there are also many posts in these forums stating incorporeals are immune, is that just a common mistake?


Thank you guys,
turns out the underwater part of Carrion Crown is two seconds long..

DM told me
"even if this was a whole book id remove the penalty, i won't screw a player like that"


So we're in that stage in Carrion Crown and we're underwater.

i am a 10th level paladin archer
every time i shoot my bow (as per the rules) i take -2 per 5 feet. id like to reduce this.

the DM says freedom of action does not remove the penalties.
What can i do?

thank you!


That's what i thought...
Isn't that odd thought? I didn't see any other items that require 2 crafting feats, usually the party splits the feats between PCs, asking a single char to take 2 crafting feats is pretty extreme...


Reading the rules it seems like a character MUST have both Crafting feats (wondrous items & weapons and armor) to craft it.

My DM wanted me to ask if one of the feats can be considered a prerequisite, and simply raising the DC by 5, making it:
8 - CL
5 - Base
5 - missing feat
5 - lack of bow proficiency
23 - total.

Or is the DC 18, but must have both feats.

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